Monday, March 15, 2021

0145 - Cellar Knife Fight - Part I

1130 14 AUG 2000, Near Lubliniec, Poland

===================================

"From the Journal of Michael Griffin: It was loud, that is all we can say about it. Everyone lit everyone else up and there was a strange disco effect caused by the muzzle flashes. One second nothing and the next that burnt powder smell filled the room and a hammer blow to my leg put me down. Logan is not going be out of work anytime soon, you can be sure of that."

 

Shout out to Ethan Jacobs, this one is for you.

 

As I mentioned in Facebook, I am not looking forward to this. This is going to be bad, no doubt about it. Using grenades and such are out of the question, as everyone has the potential to get hit. This is a "do or die" situation and the it is probably not over until a lot of people are down or dead. Still, it is the Way of the Dice. They will not be questioned.

 

To avoid overly long blocks of NPC actions, I will divide the group into the groups of six, each with its own Initiative draw. Although desperate, they are not suicidal. The Stragglers will surrender at 60% or more casualties.

 

We can assume that all participants are standing and no one has a weapon drawn. Just friends talking, remember?

 

Let the dying begin.

 

Initiative

Now time to draw initiative for this round.

 

Order

Name

1

Harris

2

Robinson

3

--

4

Macron

5

NPCs (Not Particularly Cooperatives) Group #2

6

NPCs (Not Particularly Cooperatives) Group #3

7

--

8

NPCs (Not Particularly Cooperatives) Group #1

9

Griff

10

Potato

 

Griff and Potato are caught flat-footed but Harris and Robinson are on the ball.

 

The room is dimly lit, giving everyone a -1 modifier to fire combat.

 

Initiative Step 1 - Harris

Since the team does not have their backpacks, we need not worry about dropping them. That is at least something. Dropping prone is not really going to help either, as everyone is basically in the same hex. We could take cover but that would require an action, leaving the team unable to get any shots off. That is just the way it is.

 

Harris will unsling his M16A2 (Fast Action) and fire at Straggler #1-5 (Slow Action). The range is less than 10m, so short. He will add two Ammo dice to the pool.

 

Task:

Fire at #1-5

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot

 = -3

Mod. Ability Die:

Agility D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

2

 

Roll:

2,--,3,2

(5 rounds expended)

Result:

Failure

 

 

Not starting off well.

 

Initiative Step 2 - Robinson

Robinson brings his AKM to bear (Fast Action) and fires a Quick Shot at Straggler #1-1 (Slow Action). The range is less than 10m, so short. He will add two Ammo dice to the pool.

 

Task:

Fire at #1-2

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot

 = -3

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

2

 

Roll:

7,--,6,6

(12 rounds expended)

Result:

3 Successes

 

 

It burned a lot of ammo but it was worth it. Three hits is really great. The first two will go to the intended target and the third going to #1-4, standing behind him. Both rounds hit #1-1 in the torso and he is not wearing armor. The damage total is 4, seriously wounding him.

 

Straggler #1-4 takes a round to the torso but he has a vest. The vest is penetrated (reducing its AV to 0) and he takes 1 point of damage.

 

Both stragglers will need to make Suppression checks, having suffered damage. Currently there is no Officer template in the group, so there is also no Command skill level, that would allow them to have a Unit Morale score. It is going to be a pure CUF check.

 

Task:

Perform a Suppression Check for #1-1

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

6,--,--

 

Result:

1 Success

 

 

The NPC loves a fight and is not going to let a couple of sucking chest wounds slow him down. Let's see how his friend holds up.

 

Task:

Perform a Suppression Check for #1-4

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

1,--,--

 

Result:

1 Mishap

 

 

Ok, that guy failed his roll. He drops prone and is suppressed. Panic spreads, so we need to check for everyone within 5m (representing all those in the normal 10m hex).

 

Task:

Perform a Suppression Check for #1-2

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

2,--,--

 

Result:

Failure

 

 

Task:

Perform a Suppression Check for #1-3

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

Task:

Perform a Suppression Check for #1-5

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

Task:

Perform a Suppression Check for #1-6

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

5,--,--

 

Result:

Failure

 

 

Task:

Perform a Suppression Check for #1-9

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

6,--,--

 

Result:

1 Success

 

 

Task:

Perform a Suppression Check for #1-12

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

6,--,--

 

Result:

1 Success

 

 

Not a bad shot. Two wounded and a total of three suppressed. Hopefully that will take some of the pressure off.

 

Initiative Step 4 - Macron

Macron readies his AK-74 (Fast Action) and prepares to put holes in someone. Macron does not have line of sight on #1-3 due to the pillars, so he will engage #1-5 instead (Slow Action). The range is Short and he will add two Ammo die to the pool.

 

Task:

Engage Straggler #1-5

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot, +1 Rifleman Specialty

= -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

2

 

Roll:

5,-,5,5

(10 rounds expended)

Result:

Failure

 

 

No hits and no suppression. Very disappointing. Now the first group of bad guys get their chance. The first group is Straggler #1-7 to #1-12.

 

Initiative Step 5 - NPCs (Not Particularly Cooperatives) Group #2

First up is #1-7. He will unshoulder his M700 (Fast Action) and fire off a few rounds in Griff's direction (Slow Action). The range is Short and he will add 1 Ammo die to the pool.

 

Task:

Fire hunting rifle at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot

 = -3

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

1

 

Roll:

8,-,4

(4 rounds expended)

Result:

1 Success

 

 

Ouch. The round takes Griff in the helmet, penetrating (reducing the Armor Value to 0) and inflicting 2 points of damage. Griff will need to check for Suppression. Like the Stragglers, no one in the current character group has the Command skill, so it is a straight CUF check.

 

Task:

Perform a Suppression Check for Griff

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

--

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

--

--

Ammo Die:

--

 

Roll:

5,--,--

 

Result:

Failure

 

 

That round knocks Griff down and he will spend the rest of the turn thinking about his life choices.

 

Next up is #1-8. He sees Potato lugging the PK and decides to nip that danger in the bud. He unslings his L1A1 (Fast Action) and fires some quick rounds at Potato. The range is Short and he will add 2 Ammo die to the pool.

 

Task:

Fire L1A1 at Potato

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot

 = -3

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

2

 

Roll:

2,-,1,2

(3 rounds expended)

Result:

Failure

 

 

Apparently he is too worried about being shot and jerks the trigger. No hits on Potato.

 

His buddy #1-9 will ready his .22 (Fast Action) and Seek Cover (Fast Action) behind the pipes stacked up on the floor. He is completely in cover at the moment.

 

Straggler #1-10 is also feeling exposed and readies his weapon (Fast Action) before find cover behind the pillar. He is also covered by the pillar at the moment.

 

Straggler #1-11 does not have Line of Sight to Potato, so he will engage Griff instead. He brings up his AK-74 (Fast Action) and fires a quick burst at Griff. The range is Short and he will add 2 Ammo die to the pool. Griff is 6m away, which means he is not in the same hex as the shooter (5m on each side of the shooter). Therefore, he will get the modifier for being prone.

 

Task:

Fire AK-74 at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot, -2 Target Prone

 = -5

Mod. Ability Die:

Agility D (D6)

[-2 Steps, total = -2. Last die cannot be removed]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

2

 

Roll:

5,-,2,5

(7 rounds expended)

Result:

Failure

 

 

Like a rock (because he was caught flat-footed), Potato stands while the rounds whiz by. What an example for us all. ;-)

 

Straggler #1-12 brought no weapons to a gun fight, so he will retreat into the back room (Fast Action) and Seek Cover (Fast Action).

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives) Group #3

This group is in the other room, stacked by the door, waiting for the signal, and the burst of gunfire from the other room is probably the signal.

 

Straggler #1-13 will ready his AKR (Fast Action) and Seek Cover in the doorway (Fast Action), yelling at #1-8 to get out of the line of fire (Free Action).

 

Stragglers #1-14 and #1-15 are waiting for their chance to enter the room, stacked up behind #1-13, after readying their weapons.

 

Straggler #1-16 will ready his revolver (Fast Action) and Seek Cover in the doorway (Fast Action), yelling a few additional expletives at #1-8 to increase his motivation level (Free Action).

 

Stragglers #1-17 and #1-18 are waiting for their chance to enter the room, stacked up behind #1-16, after readying their weapons.

 

Initiative Step 8 - NPCs (Not Particularly Cooperatives) Group #1

This group has been hit the hardest. Two are wounded, three suppressed (one of which is also one of the wounded). Still, they have some fighter left. Let's start with #1-1.

 

The leader of the Stragglers pulls an Axe from his belt (Fast Action) and advances on Robinson, swinging as he does (Slow Action), aiming for his legs.

 

Task:

Attack Robinson with an Axe

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee Combat C (D8)

 

Modifiers:

-2 Aimed Blow

 = -2

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

--

 

Roll:

3,-,-

 

Result:

Failure

 

 

Robinson jumps over the blade, promising to put the guy down next round.

 

Straggler #1-2 is suppressed and loses his turn.

 

Straggler #1-3 readies his weapon (Fast Action) and Seeks Cover (Fast Action) behind a group of barrels.

 

Straggler #1-4 took a bullet and is suppressed too. He is definitely not doing much this round.

 

Straggler #1-5 took fire from both Macron and Harris. He needs to find some cover, so he readies his weapon (Fast Action) and moves to cover behind the pillar.

 

Straggler #1-6 is suppressed and will remain cowering on the floor, thank you.

 

Initiative Step 9 - Potato

Potato deploys his bipod and drops prone (Fast Action) and opens up with a burst at #1-8.  The range is Short and he will add three Ammo Die to the pool.

 

Task:

Fire PKM at Straggler #1-6

 

Ability Die:

Strength A (D12)

 

Skill Die:

Heavy Weapons B (D10)

 

Modifiers:

-1 dimly lit room, -2 Quick Shot, +1 Machinegunner Specialty

 = -2

Mod. Ability Die:

Strength A (D12)

[Unmodified]

Mod. Skill Die:

Heavy Weapons D (D6)

[-2 Steps, total = -2]

Ammo Die:

3

 

Roll:

6,3,6,3,3

(12 rounds expended)

Result:

2 Successes

 

 

We will allocate both hits to #1-8. The rounds hit him in the torso (3 points of damage) and the head 3 - AV1 = 2, helmet degraded) for a total of 5, killing him.

 

At the end of the turn, the team have held their own. The stragglers have suffered 1 KIA, 2 WIA (17% casualties), but the fight is not over yet. 

 



 

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