Wednesday, March 17, 2021

0146 - Cellar Knife Fight - Part II

 1130 14 AUG 2000, Near Lubliniec, Poland

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

"From the journal of Michael Griffin: The grenade drowned out everything else, except the ringing that came after. I could not hear the rounds coming at me but I could feel the impacts on the floor around me. I got my crap together and drew down on one of them. I felt the recoil but did not hear the shot. He went down and stayed down. Good place for him. "

 

The team is outnumbered and fighting hard, but they are still fighting.

 

Initiative

Now time to draw initiative for this round.

 

Order

Name

1

Potato

2

Robinson

3

NPCs (Not Particularly Cooperatives) #1

5

Macron

6

Harris

7

NPCs (Not Particularly Cooperatives) #2

8

Griffin

10

NPCs (Not Particularly Cooperatives) #3

 

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

 

Initiative Step 1 - Potato

Realizing that there are large number of troopers waiting in the next room to overrun the team, Potato needs to make a decision. He can continue to fire his PK, hoping to wing a couple when they expose themselves or trying something a little more drastic. He pulls a frag grenade from his webbing (Fast Action) and throws the grenade toward the open door to his front (Slow Action), aiming for a point 2m behind the door.

 

Task:

Throw the grenade into the room

 

Ability Die:

Strength A (D12)

 

Skill Die:

Heavy Weapons B (D10)

 

Modifiers:

-1 Low Light conditions

 = -1

Mod. Ability Die:

Strength A (D12)

[Unmodified]

Mod. Skill Die:

Heavy Weapons C (D8)

[-1 Step, total = -1]

Ammo Die:

--

 

Roll:

12,6,--

 

Result:

3 Successes

 

 

I am going to call that a hit. Potato releases the spoon, loses count and decides to throw the thing anyway. It sales through the door and thunks to the floor. The explosion rocks the rooms, concussion, fragments and dust filling the room. For the rest of the round, the visibility is reduced, making the modifier -2 instead of -1.

 

The NPCs #1-12 to #1-18 have the chance to go prone before the grenade explodes. The task will be the same for each of the troopers involved and it will be a straight Agility (B D10) roll, as none of the troopers has Mobility Skill. The results are:

 

  • Straggler #1-12 => 7 - Success
  • Straggler #1-13 => 1 - Failure
  • Straggler #1-14 => 7 - Success
  • Straggler #1-15 => 6 - Success
  • Straggler #1-16 => 3 - Failure
  • Straggler #1-17 => 3 - Failure
  • Straggler #1-18 => 7 - Success

 

For those that are prone, the blast power is reduced one level.

 

Target

Blast Power

Dice

Roll

Results

Hit Location

Damage

Armor

Armor Mod.

Damage Suffered

Straggler #1-12

D

2D6

4,1

Failure

--

--

--

--

--

Straggler #1-13

C

2D8

5,5

Failure

--

--

--

--

--

Straggler #1-14

D

2D6

1,3

Failure

--

--

--

--

--

Straggler #1-15

D

2D6

6,3

1 Success

Torso

1

1

+1

0

Straggler #1-16

C

2D8

3,3

Failure

--

--

--

--

--

Straggler #1-17

C

2D8

6,6

2 Successes

Torso

2+1

--

--

3 (Critical)

Straggler #1-18

D

2D6

3,6

1 Success

Arms

1

--

--

1

 

Straggler #1-15 takes a hit but it is stopped by his vest, which is not penetrated. Straggler #1-17 suffers a critical and is killed. Straggler #1-18 takes a fragment to his arm and is wounded.

 

Both the survivor will need to make a CUF Test. Both have a CUF of C (D8) and roll a 3 and 4 respectively, failing both rolls, becoming suppressed. As panic spreads, the rest of the team needs to check for suppression. The results are below:

 

Target

Roll

Results

Straggler #1-12

7

Success

Straggler #1-13

6

Success

Straggler #1-14

6

Success

Straggler #1-15

--

Suppressed

Straggler #1-16

6

Success

Straggler #1-17

--

Dead

Straggler #1-18

--

Suppressed

 

The rest of the team wants to fight on, with four successes in a row.

 

The blast channels through the door but no one is in range.

 

Initiative Step 2 - Robinson

Last round Robinson got attacked by the axe-wielding madman and promised revenge. Robinson will attack the Straggler with his Rifle Butt (Slow Action). His opponent will attempt to block the attack.

 

Task:

Attack Straggler #1-1

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

10,4,--

 

Result:

2 Successes

 

 

His opponent will attempt to block the attacks.

 

Task:

Block Robinsons attacks

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

7,1,--

 

Result:

1 Success

 

 

Good, but not good enough. One attack gets through, striking him in the torso for 2 points of damage and removing him from the fight.

 

Robinson uses his remaining Free Action to fix his bayonet, thinking things are getting a bit close now.

 

Initiative Step 3 - NPCs (Not Particularly Cooperatives) #1

This group has been hit hard, with one killed, one wounded and a total of three suppressed. Maybe they can get their courage up and fight back.

 

Straggler #1-2 needs to make a CUF (C, D8) roll to recover from his suppression. He rolls a 1 (Failure) and loses both actions this turn. At least he is no longer suppressed.

 

Straggler #1-3, in cover behind the barrels, will aim quickly (Fast Action) at Macron before firing. The range is Short and he will add two Ammo dice to the pool.

 

Task:

Fire at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

 = -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

2

 

Roll:

8,--,3,6

(9 rounds expended)

Result:

2 Successes

 

 

The magazine is almost empty but for that he got two hits. The first round hits Macron in the head, penetrating his helmet (degrading the Armor Value to 0) and causing 2 points of damage. The second round hits Macron in the Arm, causing 3 points of damage an incapacitating Macron. In addition, the damage (3) also reaches the Critical Threshold, resulting in a Critical Hit for Macron. Macron suffers a Crushed Wrist, which means he will not be able to use two-handed weapons until the crit is healed (11 days, 25 AUG 2000).

 

Straggler #1-4 is wounded and suppressed and needs to make a CUF (C, D8) roll to recover from his suppression. He rolls a 6 and recovers from his suppression but loses his Fast Action. Having only his slow action, his options are limited but he does have an SMG. A little "spray and pray" is called for, I guess.  He will fire a long burst (Slow Action) at Robinson. The range is short and he will add 5 Ammo Dice to the pool (why else does one have a 71 round drum?).

 

Task:

Fire at Robinson

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility, -2 Quick Shot

 = -4

Mod. Ability Die:

Agility D (D6)

[-2 Steps, total -2]

Mod. Skill Die:

--

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

Ammo Die:

5

 

Roll:

1,--,3,2,2,3,1

(11 rounds expended)

Result:

Mishap

 

 

It was worth a shot but he was unlucky. The weapon reliability is reduced to D (D6) and we roll 2D6 to check for a jam. The roll is 2,4 and the weapon jams. That is what he gets for using a weapon built for the Second World War in the Third World War.

 

Straggler #1-5 will lean out of cover and aim (Fast Action) and fire (Slow Action) his AKM at Harris. The range is Short and he will add three Ammo Dice to the pool.

 

Task:

Fire at Harris

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

 = -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

3

 

Roll:

3,--,5,6,4

(15 rounds expended)

Result:

Failure

 

 

No hits but a possible Suppression. Harris has a CUF of C (D8) and rolls a 3, failing the test. He drops prone and is suppressed.

 

Straggler #1-6 will attempt to recover from suppression. His CUF is C (D8) and he rolls a 3, failing the roll and losing both actions. His suppression token is removed.

 

Initiative Step 5 - Macron

Macron is incapacitated and will lose his turn.

 

Initiative Step 6 - Harris

Harris is suppressed and will lose his turn.

 

Initiative Step 7 - NPCs (Not Particularly Cooperatives) #2

Straggler #1-7 will aim (Fast Action) and fire (Slow Action) again at Griff. The range is Short and he will add one Ammo die to the pool.

 

Task:

Fire hunting rifle at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

= -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

1

 

Roll:

1,-,1

(1 round expended)

Result:

Mishap

 

 

That, ladies and gentlemen, is pure, unaltered luck. His weapon reliability is reduced to B (D10) and he has to check for a jam by rolling two of the new Base dice or 2D10. He rolls 7,4, avoiding a jam but his weapon is now empty.

 

Straggler #1-9 only has a .22 but times are desperate. He will lean out of cover and aim (Fast Action) at Griff before firing (Slow Action). The range is Short and he will add 1 Ammo Die to the pool.

 

Task:

Fire .22 hunting rifle at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

= -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

1

 

Roll:

6,-,2

(2 round expended)

Result:

1 Success

 

 

The round hits Griff in the torso, which is covered by his Kevlar Vest. The round does not penetrate but Griff has to check for Suppression (again). His CUF is B (D10) but he will not get the Unit Morale die, as there is no one with Command skill present (again, poor planning). To save die rolls, we will also count this as his roll to recover from being suppressed. He rolls a 6, avoiding Suppression.

 

Straggler #1-10 will lean out from behind the pillar, aim quickly at Potato (Fast Action) and fire a long burst from his submachinegun (Slow Action). The range is Short and he will add 5 Ammo Dice to the pool.

 

Task:

Fire Vz-24  at Potato

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

= -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

5

 

Roll:

6,-,5,4,1,5,4,

(19 round expended)

Result:

1 Success

 

 

One round nicks Potato in the leg for 1 point of damage. He will need to also make a Suppression check.  His CUF is B (D10) but he also will not get the Unit Morale die, but he rolls a 9, avoiding the Suppression. Now Potato is just angry. Not a good thing.

 

Straggler #1-11, not having a line of sight to Potato or his PK, will advance (Fast Action) and fire a quick burst at Potato. The range is Short and he will add 2 Ammo Dice to the pool.

 

Task:

Fire AK-74 at Potato

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility, -2 Quick Shot

= -4

Mod. Ability Die:

Agility D (D6)

[-2 Steps, total = -2]

Mod. Skill Die:

--

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

Ammo Die:

2

 

Roll:

5,-,6,1

(7 round expended)

Result:

1 Success

 

 

The round does not hit but Potato must again check for Suppression. His CUF is B (D10) but he does not get the Unit Morale die, but he unfortunately rolls a 5, becoming suppressed this time.

 

Straggler #1-12, not having a weapon, makes his way over to the body of #1-17 (Fast Action) and recovers his FN-FAL and a couple of extra magazines (Slow Action).

 

Initiative Step 8 - Griff

We determined before that Griff recovers from his Suppression but he loses his Fast Action in doing so. He will fire a Quick Shot (Slow Action) at #1-7, who put the hole in his leg. The range is Short and he will add 1 Ammo Die to the pool.

 

Task:

Fire at #1-7

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-2 limited visibility, -2 Quick Shot, +1 Sniper Specialty

= -3

Mod. Ability Die:

Agility D (D6)

[Unmodified]

Mod. Skill Die:

--

[-2 Step and removed, total = -3]

Ammo Die:

1

 

Roll:

11,-,1

(1 round expended)

Result:

2 Successes

 

 

At this range, Griff just aims over the end of the barrel and pulls the trigger. The round hits the target in the torso. The total damage is 3+1 (extra success) - 1 (Armor Rating) for a total of 3. This is the critical threshold for the weapon and the critical hit kills the NPC.

 

Initiative Step 10 - NPCs (Not Particularly Cooperatives) #3

Straggler #1-13 will aim his AKR (Fast Action) at Griff and fire a short burst. The range is Short and he will add 2 Ammo die to the pool.

 

Task:

Fire AKR at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 limited visibility

= -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

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

Ammo Die:

2

 

Roll:

1,-,1,5

(6 round expended)

Result:

Mishap

 

 

His weapon reliability is reduced to D (D6) and he has to roll 2D6 with at least one success to avoid the jam. A success is a 6 or higher and he rolled 1,1, which does not meet the criteria. His weapon jams.

 

Straggler #1-14, not really having a target, will stand again and wait behind his buddy.

 

Straggler #1-15 is suppressed and will miss his turn.

 

Straggler #1-16 cannot fire without endangering the others, so he will seek cover (Fast Action) and wait.

 

Straggler #1-18 is suppressed and will miss his turn.

 

The round ends and there are a lot of shot up people. The characters have two wounded and one incapacitated. The Stragglers have four KIA and two WIA (33%). It is a nasty fight so far. 

 


 

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