Monday, December 7, 2020

0113 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 5

 

1110 08 AUG 2000, Zdunska Wola, Poland

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"We made it back to some cover and Wally let loose, trying to give the team some cover to pull back. No way of knowin' if it would be enough, but we hoped for the best."

Just a side note, I have been reading a lot of the comments on the new version (some, not all mind you) and I believe it is important to give constructive feedback to Tomas and the FL Team. I also believe that the Kickstarter had 8,000 backers and it is going to be impossible to meet the expectations of everyone, but please remember, your game is what YOU make it. Want to do a full-on military sim, have at it. Want to see how long your team can survive in the post-apocalyptic world? Knock yourself out. Your table, your game.

Speaking for myself, I am in the second category. This trip started with the stated goal of see if a group of survivors could navigate all v1 European modules to going home. We have already lost one (RIP Mitchell) and the new rules are starting to shape up to be dangerous. Why, you ask (maybe you did not but I am going to assume you did). The playing field has been levelled a lot.

Characters like Potato, Harris or Griff could take a lot of punishment in v2.2, needing a lot of damage to put them down. NPCs, however, did not need as much. A Novice NPC could be reduced to initiative 0, taking him out of the fight, by the slightest wound. An NPC, even an Elite one, was out of the game after suffering 40 points of damage. Potato needed 97 points of damage to his chest before becoming critically wounded. He was a powerhouse. In version 4 not so much. His hit capacity is 6 and his stress capacity is 4, much closer to standard NPCs. He is not going to take as much punishment as before. It is going to be interesting, to say the least.

Anyway, back to the situation the team has gotten themselves into.

A lot of people were suppressed last round but recover. These are:

  • Griff
  • Polish soldier #1-3
  • Polish soldier #1-5
  • Polish soldier #1-8

Note: I am using stress for NPCs because it adds a use for leaders in NPC groups. It also allows us to simulate one of the bad guys having enough of the fight and cowering in a hole.

Currently, the Poles have 40% wounded, but none incapacitated or killed. I am using that as the basis for their morale. They will retreat after losing more that 15% of their number.

 The new initiative order for this round is:

1          Robinson

2          NPCs (Not Particularly Cooperatives)

3          Marshall

4          Logan

5          Harris

6          Griffin

7          Wally

8          Macron

9          Klasha

10        Potato

Robinson will get a shot off but then the Poles are going to light the team up again.

Initiative Step 1 - Robinson

Robinson drops prone (Free Action) before aiming his weapon (Fast Action) at Polish soldier #1-6. He will then squeeze off a few rounds. The range is 2 (Short). Robison’s Agility is B (D10), and his Ranged Combat is C (D8). The target is prone (-2), and Robison will use 4 Ammo Dice (let him have it!). The D8 is down stepped and removed due to the target stance. The results are 1 success on the base die, 1 success and 3 mishaps on the ammo die, with a total of 9 rounds used.

Robinson inflicts two separate hits, one for the base die and one for the ammo die. The first hit is to the head, but the Pole has helmet, reducing the damage to 1. The second hit is to the arm for 2 points, for a total of 3. His armor degrades to 0, meaning it will no longer stop any rounds. He will also need to check for suppression.  His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10 - line of sight to Polish soldier #1-10). He has one success and avoids being suppressed.

Robinsons AKM is reduced in reliability to B, forcing him to make the reliability roll with 2D8. With flying colors, Robinson rolls two 1s, resulting in his weapon jamming.

 Initiative Step 2 - NPCs

Now the team needs to take cover.

Polish soldier #1-1 yells to the rest to follow him (Free Action) as he moves south (2x Fast Action) to help overrun the group.

Polish soldier #1-2 drops behind cover (Fast Action) and reloads his RPK-74 with his last magazine (Fast Action).

Polish soldier #1-3 stands (Fast Action) and then moves forward (Fast Action), closing on Griff's position.

Polish soldier #1-4 stands (Fast Action) and then charges south (Fast Action), following Polish soldier #1-1.

Polish soldier #1-5 his ears still ringing, the Poles stands (Fast Action) and follows his buddy south (Fast Action).

Polish soldier #1-6 aims (Fast Action) and fires at Robinson. The range is 2 (Short).

Robinson is prone, causing a -2 Mod for the shot. The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8). He will add 3 Ammo die, to not empty the magazine completely (17 rounds remaining). The skill dice is removed by the modifier, leaving 1D10 and 3 Ammo die. The shot results in no successes and 11 rounds used.

Polish soldier #1-7 sees everyone else running South and joins the pile-on (2x Fast Action), flanking Macron before dropping prone (Free Action).

Polish soldier #1-8 will stand (Fast Action) and move South (Fast Action) before dropping prone again.

Polish soldier #1-9 will go on overwatch (Fast Action), facing Southwest.

Polish soldier #1-10 aims at Potato (Fast Action) before firing off some rounds (Slow Action) in his direction. The range is 3(Short). The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 2 Ammo die. No modifiers apply to the shot, but Potato's legs are protected by a brick wall (Armor Rating 2). He has 1 success and uses 2 rounds of ammo. The round hit Potato in the torso and his vest is degraded to 0 because of the hit. The remaining force of the blow causes 2 points of damage to Potato and he must roll for Suppression.  His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is B (D10 - line of sight to Robinson). Potato rolls two successes and not suppressed, but rather annoyed.

Initiative Step 3 - Marshall

Marshall continues to move South (Fast Action) and takes cover in a building (Fast Action).

Initiative Step 4 - Logan

Logan picks himself up (Fast Action) and moves further South (Fast Action), looking for cover.

Initiative Step 5 - Harris

Harris sees Polish soldier #1-7 round the corner and prepare to fire up the team. He draws a bead on the soldier (Fast Action) and fires (Slow Action). The range is 1 (Short). Since the soldier is prone, a modifier of -2 applies. Harris has an Agility of C (D8) and a Ranged Combat skill of C (D8). He will add 3 Ammo dice to the pool. The results are 6,1 (Base Dice - 1 Success, 1 mishap) and 2,3,5 (Ammo dice - total 10). The round hits the Pole in the leg, causing 2 points of damage.

Initiative Step 6 - Griffin

Griff's position is compromised, and he decides to pull back. He stands (Fast Action) before running (Fast Action) past Harris on his way South. Griff decides to push on and we need to make a Mobility roll for him. Griff has an Agility of A (D12) and a Mobility skill of D (D6). The results are 1,3 (no success but no mishap either).

Initiative Step 7 - Wally

Wally takes cover near Marshall (Fast Action) and fires off a snap shot at Polish soldier #1-6 (Slow Action). The range is 6 (Short). The target is prone (-2), and Wally makes a quick shot (-2). Wally has an Agility of B (D10) and a Ranged Combat skill of D (D6). He will go for broke and add 5 Ammo dice to the pool. Both base dice are stepped down, leaving us with the minimum of 1D6. The results are 5 (Base Dice - No successes) and 5,3,1,1,6 (Ammo dice - possible suppression and a mishap, total 16). Wally's AK-74 now has reliability of B and we roll 2D10 to avoid a jam and the roll is 6,7 (two successes).

The Pole must check for suppression. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-6). The result is 8,8 (Two successes) and he is not suppressed.

Initiative Step 8 - Macron

Macron decides to hold his ground. He drops prone (Free Action), takes aim (Fast Action) at the Polish officer running at him and lets him have it on full auto (Slow Action). The range is 1 (Short). Macron has Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 4 Ammo dice. His specialty (Rifleman) gives him a +1 but the target is moving (-2), leaving a net result of -1. The D8 is down stepped to a D6. The results are 7,5 (Base Dice - 1 success) and 5,2,4,2 (Ammo dice - no success, total 13).

The officer is hit in the torso. His armor stops some of the blow but is degraded to 0. He takes 1 point of damage and must check for suppression. His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-4). The results are 7,4, resulting in no suppression.

Initiative Step 9 - Klasha

Klasha move into the building (Fast Action) and seeks cover (Fast Action).

Initiative Step 10 - Potato

Determined to cover the team, Potato aims (Fast Action) at Polish soldier #1-6 and lets off another burst (Slow Action). The range is 2 (Short). The target is prone, causing a modifier of -2, but Potato has the specialty Machinegunner and gets +1 to all attacks with a machinegun (total mod. -1). He has a Strength of A (D12) and a Heavy Weapons skill of B (D10), down stepped to C (D8). He adds 4 Ammo dice to the pool. The results are 5,4 (Base Dice - no successes) and 2,2,4,6 (Ammo dice - one success, total 14). We could check for suppression here, but it would not change anything, as the NPC would recover from suppression next round anyway.

The Poles have 60% wounded, but no one incapacitated. The team will have to keep fighting.

 



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