Friday, February 12, 2021

0137 - Off We Go Again - Part X

 So, a word about suppression. First of all, thanks for those that gave me feedback on my FB post regarding this topic. Much appreciated.

 

For those of you that were not party to the discussion, the wording of the rule is unclear on whether a hit that is stopped by cover is still considered a hit for the purposes of suppression. I am sure the FL team will clarify this in a future release. Until then, the Hive Mind (as well as myself) believe that the CUF roll should be made even if the rounds are stopped by cover. Kind of a "damn, that was close" kind of thing. This understanding would also mean that they would need to make a roll for each close call, even if it means that they need to make more than one a round. Generally speaking, a good simulation.

 

That being said, we need to make a CUF roll for Macron. He had a few close calls last turn. There are unsuppressed members of his unit nearby, so he will be allowed to use the Unit Morale dice.

 

Task:

Make a CUF roll

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,10,--

 

Result:

2 Successes

 

 

I think it is safe to say that Macron is in it for the duration.

 

Now, back to the fight at hand.

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

Initiative Step 1 - Griffin

Several of the flankers are running in open ground. The modification (-2) is the same as them being prone but without the terrain modifier. Worth a shot. Griffin will aim (Fast Action) and engage #2-4 (Slow Action). The range is 6 (Short) and he will add 1 ammo die to the pool.

 

Task:

Fire at #2-4

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-2 Moving Target, +1 Sniper specialty

 = -1

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[-1 Step]

Ammo Die:

1

 

Roll:

12,8,2

(2 rounds expended)

Result:

3 Successes

 

 

The hit will cause 3 + 2 (for the additional successes beyond the first) = 5 points of damage. The hit location is the head and the target is not wearing a helmet. The damage is greater than the critical threshold and the NPC is incapacitated. Another one down for Griff.

 

Initiative Step 4 - Macron

The flankers are spread out, not really presenting a good target that is worth grenade. Still, with an empty magazine, it will be difficult to deliver effective fire. First things first: reload the magazine.

 

Task:

Reload the magazine

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

9,6,--

 

Result:

2 successes

 

 

Like a well-oiled machine, Macron drops the magazine and slams the next one home. Time to help others with their world of hurt.

 

The reloading counted as a Fast Action, so he will fire a quick shot (Slow Action) at #1-2. At least he is in the open, without a terrain modifier. The range is 2 (Short) and he will add three Ammo Dice to the pool.

 

Task:

Fire at #1-2

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Quick Shot, -2 Moving Target, +1 Rifleman specialty

= -3

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

3

 

Roll:

1,--,6,4,4

14 rounds expended

Result:

Failure

 

 

The rounds are not effective but they may cause #1-2 to rethink his head-long charge. Let's check for Suppression. His comrades are nearby and not suppressed, so he can use the Unit Morale.

 

Task:

Check if #1-2 is suppressed

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

Despite the hail of bullets, the trooper charges on. Why are these guys not serving in the infantry. The sure are not scared to fight.

 

Initiative Step 5 - Harris

Like Obi-Wan, Harris is our only hope of breaking this charge. His 203 is empty and nothing good can come from trying to reload and taking a quick shot. Better to aim (Slow Action) at #3-3, trailing the others, and fire (Slow Action). The range is 4 (Short) and he will add 3 ammo dice to the mix.

 

Task:

Fire at #3-3

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Moving Target

= -2

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step]

Ammo Die:

3

 

Roll:

4,2,4,4,4

12 rounds expended

Result:

Failure

 

 

I mentioned before that Harris has a history of missing. He we have a practical example of a classic Harris miss. Now for the baddies.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

I usually check for morale at the end of the round, so the Soviets are going to continue to press the characters, even if they have suffered sufficient casualties to cause them to withdraw.

 

Officer #1-1 will run forward (Fast Action) and attempt a Mobility roll to reach the characters.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

4,--,--

 

Result:

Failure

 

 

So, he will not reach the team, but he can at least try to suppress them. He will fire at Klasha, as she was running. The range is 1 (Short) and he will add 5 Ammo die to the pool. Might as well empty it all before his troopers engage.

 

Task:

Fire at Klasha

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Quick shot, -1 Target Terrain, -2 Target moved

= -5

Mod. Ability Die:

Agility D (D6)

[-2 Steps]

Mod. Skill Die:

--

[-2 Steps and Removed, total -3]

Ammo Die:

5

 

Roll:

5,--,3,5,2,2,5

(17 rounds expended)

Result:

Failure

 

 

Despite a lot of spent brass, no hits. No suppression either, so that is at least something.

 

Soldier #1-2 will use the distraction caused by the wild firing of #1-1 to rush the position (Fast Action)  and attack Macron (Slow Action) in Melee, attempting to disarm him.

 

Task:

Attack Macron in Melee

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

+2 Target is prone

= +2

Mod. Ability Die:

Strength A (D12)

[+1 Step]

Mod. Skill Die:

Melee B (D10)

[+1 Step]

Ammo Die:

--

 

Roll:

1,2,--

 

Result:

Failure

 

 

Although the trooper gets the jump on Macron, who is prone on the ground, Macron manages to hold on to his weapon.

 

Officer #2-1 is armed with a Vz-61, which has a pitifully short range. On the plus side, he has plate vest. With #2-2, he can bound forward and also try to overrun Harris. He will run toward Harris (Fast Action)  and attempt a Mobility roll.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

He gains another hex of movement and drops prone (Free Action) before firing a Quick Shot at Harris (Slow Action). The range is 2 (Short, it was good to move closer). Since he really needs to suppress Harris, he will add all six Ammo dice to the pool (yes, it has a nifty ROF).

 

Task:

Fire Vz-61 at Harris

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target Terrain, -2 Quick Action

= -5

Mod. Ability Die:

Strength D (D6)

[-2 Steps]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

6

 

Roll:

6,--,2,5,4,4,6,5

26 rounds expended

Result:

2 Successes

 

 

We will have to remove ammo die to bring it down equal to or below the level of the capacity (20), so we can remove a 2 and 4, bringing it to 20 and allowing the trooper to keep the two sixes.

 

Since Harris is the only one in the hex, both hits will go to him. He is prone and in cover, with only his head and arms exposed. The hit locations are torso (3) and legs (1), both of which are blocked by cover. The amount of fire will force Harris to make a Suppression check, however.

 

Task:

Check if Harris is suppressed

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

6,7,--

 

Result:

2 Successes

 

 

Despite the flying wood chips, Harris stands firm and prepares to repel boarders.

 

Engineer #2-2 will also cut across the open field (Fast Action), looking to get into the hide where Harris is. He will also make a mobility roll.

 

Task:

Make a mobility roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

7,3,--

 

Result:

1 Success

 

 

He also gains another hex of movement. He will take a second run action (Fast Action), stomping up to Harris, raising his assault rifle in the ready position as he prepares to attack.

 

Officer #3-1 will attempt to suppress Griff while the others overrun the rest of the team. He will aim (Fast Action) and fire (slow action) at Griff. The range is 7 (Medium) and he will add the full 5 Ammo dice to the pool.

 

Task:

Fire AKR at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target Terrain, -1 Medium Range

= -4

Mod. Ability Die:

Agility C (D8)

[-1 Steps]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

5

 

Roll:

6,--,6,4,5,3,4

22 rounds expended

Result:

2 Successes

 

 

These guys, as far as the die rolls are concerned, are some of the toughest opponents the group has faced.  Two hits on Griff. Again, in cover, with the head and arms exposed. Both rounds hit the torso (3,4) and the round is stopped by cover. These guys are definitely aiming center mass. Still, Griff has to check for Suppression.

 

Task:

Check if Griff is suppressed

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

8,6,--

 

Result:

2 Successes

 

 

Still, Griff fights on.

 

Soldier #3-2 will also aim (Fast Action) and fire (Slow Action) at Griff, trying to pin him down. The rage is 7 and he will add 5 Ammo die to the pool.

 

Task:

Fire AK-74 at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target Terrain, -1 Medium Range

= -4

Mod. Ability Die:

Agility C (D8)

[-1 Steps]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

5

 

Roll:

4,--,6,4,2,1,3

15 rounds expended

Result:

Failure

 

 

No hits but Griff needs to check for suppression because of the 6 on the Ammo die.

 

Task:

Check if Griff is suppressed

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

8,2,--

 

Result:

1 Success

 

 

Not as good as last time, but good enough for government work. Griff is still in the fight but he will need to do something about those two.

 

Soldier #3-3 will rush toward Macron and Klasha (Slow Action). He will attempt a mobility roll to get that extra hex he needs to make contact.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

 

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

2,--,--

 

Result:

Failure

 

 

Difficult. He cannot move further and attack, so he might as well drop prone (Free Action) and fire at Klasha (Slow Action). The range is 1 (Short) and he will add 4 Ammo die to the pool.

 

Task:

Fire PM-84 at Klasha

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 moved last round, -1 Target Terrain

= -3

Mod. Ability Die:

Agility B (D10)

 

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

4

 

Roll:

8,--,4,4,4,5

17 rounds expended

Result:

1 Success

 

 

Unlike the rest of the team, Klasha is standing. Hopefully it will hit her vest. The hit location roll is 4 (Torso) and Klasha has a Kevlar Vest (Armor Rating  1). The PM-84 has poor penetration (Armor +2) and the round is stopped by the vest. Still, Klasha has to check for Suppression.

 

Task:

Check if Klasha is suppressed

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

3,9,--

 

Result:

1 Success

 

 

Not great but enough. The round punches into the small of her back but the vest stops it from penetrating. Still, that is going to hurt tomorrow.

 

Initiative Step 9 - Klasha

It was a lot of fire but the team somehow made it through. Time to drive off the Soviets. This would be a perfect time for Klasha to throw a grenade or so, but she does not have any. Instead she will draw her PM Pistol (Fast Action), drop prone (Free Action) and fire at #1-1, running toward her position. The range is  (Short) and she will add 2 Ammo die to the pool.

 

Task:

Fire PM at 1-1

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 moved last round

= -2

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step]

Ammo Die:

2

 

Roll:

1,3,6,2

8 rounds expended

Result:

1 Success

 

 

She empties the magazine without a hit but the soldier must check for Suppression.

 

Task:

Check if #1-1 is suppressed

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

These guys are tough as nails, I have to admit.

 

The round ends with the team being pressed hard, even with a little hand-to-hand combat. The Soviets have suffered 36% casualties but are in a good position to overrun the characters. Will have to think about whether they withdraw or not.

 


 

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