1110 08 AUG 2000, Zdunska Wola, Poland
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"We drove 'em off. Potato ran the barrel hot but the chewed up remains
of that one guy con-vinced the others to head for the hills. Now we need
to patch up the leaky holes everyone seems to have collected."
The Poles are pushing into the front line and the forward group needs to
fall back. Hopefully, they will have time to do so before the enemy can
move.
The new initiative order for this round is:
1 Wally
2 Logan
3 Harris
4 Robinson
5 Potato
6 Klasha
7 Marshall
8 NPCs (Not Particularly Cooperatives)
9 Griffin
10 Macron
Most of the team will be able to move, but it might be hard for Griff and Macron after the enemy gets their go.
Initiative Step 1 - Wally
Wally really wants to help the others, but combat is not really his
thing. Still, he will take aim at Polish soldier #1-7 (Fast Action) and
will then fire (Slow Action). The target is prone (-2) but has not moved
this round. 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, as the
magazine is half empty any. Both base dice are stepped down, with the D6
being removed and the D10 reduced to a D8. The results are 6 (Base Die -
1 success) and 2,2,2,1,4 (Ammo dice - no successes and a mishap, total
11). The Pole is hit in the torso and his armor removes 1 point of
damage and is degraded. The remaining point is enough to incapacitate
the soldier. Great shooting Wally! Was not expecting that honestly.
Initiative Step 2 - Logan
Logan will run south (Fast Action) and seek cover (Fast Action) in the building with Klasha.
Initiative Step 3 - Harris
See the Pole get fired up by Wally, Harris reorients to the North and
goes into overwatch (Fast Action). He orders Robinson and Macron to fall
back (Free Action).
Initiative Step 4 - Robinson
With his weapon jammed and hostile pushing from two sides, Robinson
stands (Fast Action) and moves South (Fast Action), passing Harris on
overwatch.
Initiative Step 5 - Potato
Determined to hold the flank, Potato again 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 6,2 (Base Dice - one success) and 6,6,3,6 (Ammo dice -
three success, total 21). Ouch!
Sixes on the ammo die mean that these are separate hits. The Pole takes a
total of 4 separate hits for three points of damage each. If there were
other targets in the same hex. we could spread them around, but that is
not the case. The Poles are maintaining separation. Still, a total of
12 points, will be enough to finish him off, as he only has 2 points
left. We can rule him as KIA.
Initiative Step 6 - Klasha
Armed only with her PM, there is not a lot Klasha can do to affect the outcome of the fight. She will remain in cover.
Initiative Step 7 - Marshall
Having only her PM-64, Marshall will go into overwatch (Fast Action) to the Northwest.
Initiative Step 8 - NPCs
The Poles now have four WIA, one incapacitated trooper and one KIA, for a
total of 60% (or 20% take out of the fight). We can assume that the
commander has some sort of tactical overview of the situation and will
order his men to begin a withdrawal.
Polish soldier #1-1 will order his men to fall back (Fast Action) before moving to the North (2x Fast Action).
Polish soldier #1-2 will stand (Fast Action) and move north (Fast Action).
Polish soldier #1-3 will leave the building and move North (2x Fast Action).
Polish soldier #1-4 will follow his teammates North (2x Fast Action).
Polish soldier #1-5 does not to leave his friend behind and moves (Fast
Action) to grab his fellow soldier who is incapacitated. Seeing the
trooper trying to help is buddy and not doing anything offensive, Harris
decides to hold his fire.
Polish soldier #1-8 sees the others running for the hills and decides to stand (Fast Action) and catch up (Fast Action).
Polish soldier #1-9 stands (Fast Action) and moves (Fast Action) along the road.
Polish soldier #1-10 also Stands (Fast Action) and heads for the bridge
to the North (Fast Ac-tion), disappearing into a cloud of smoke.
Initiative Step 9 - Griffin
As the firing has died down, Griffin will stop running and train his
weapon on the Poles, calling for them to surrender (Slow Action). Griff
will point out that the team is now alone of the field except for the
two Poles and Griff promises to treat their wounds if they surrender.
This will be an opposed Persuasion roll. Unfortunately, not Griff’s
strong suit, as he has an Em-pathy of D (D6). Some factors will
influence this, each giving a +1 to the roll.
The positive factors are:
- You have more people on your side.
- What you ask for does not cost your opponent anything.
- Your opponent has suffered damage or stress.
- You present your case very well (Griff makes it obvious that he does not want to kill the Poles)
This makes a total of +4.
The negative factors are:
- You are having trouble understanding each other. (Polish is not Griff's native language and Eng-lish not for the Pole)
- You are not in the same hex (more than 5 meters apart).
In total, the modifier for Griff is +2. Griff's Empathy of D is stepped
up to B (D10). The Pole has an Empathy of C (D8). The Pole rolls a 1
while Griff rolls a 9 (one success). The Pole rolls a 5 (no success)
lays down his weapon.
Initiative Step 10 - Macron
Macron moves over to help secure the prisoners.
Combat has ended.
All in all, I must admit I am happy with the results. The amount of ammo
used is like the amount that probably been used in v2.2 for the same
result. The reliability rules I find add an easy way track the condition
of equipment. The hit capacity of the characters has been reduced
dramatical-ly and, in comparison, normal NPCs have become a lot more
dangerous. I like that a lot.
The problem I see is initiative. The combat round is a few seconds the
characters can change their mind about what they want to do based on
actions that have taken place. My suggestion would be for each to
declare their actions and THEN draw initiative cards. That way, the
players and NPCs are committed to their actions. I believe this helps to
better simulate things happening simultaneously. I will be using this
model in the future.
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