Wednesday, March 24, 2021

0150 - Cellar Knife Fight - Part V

 1130 14 AUG 2000, Near Lubliniec, Poland

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"From the journal of Michael Griffin: One more boom and they had enough. To be honest, me too, but we needed to look tough for the bad guys. Glad they gave up when they did. I was starting to sweat a bit."

 

This could be the make or break turn for the team. Two are incapacitated and two more wounded. The Stragglers are in bad shape too, with 56% causalities. It will all come down to who goes first.

 

Initiative

Now time to draw initiative for this round.

 

Order

Name

1

Harris

5

Potato

6

Griffin

7

NPCs (Not Particularly Cooperatives) #3

9

NPCs (Not Particularly Cooperatives) #1

10

NPCs (Not Particularly Cooperatives) #2

 

Before someone asks, no, I did not fudge the draw. This is what the random card draw gave me. I thought about it, but I decided to keep myself honest. When I draw, I assign the cards in the initiative order from the previous round. The draw was then, unsorted, the following:

 

 

Order

Name

Nine of Spades

9

NPCs (Not Particularly Cooperatives) #1

Ace of Spades

1

Harris

Seven of Spades

7

NPCs (Not Particularly Cooperatives) #3

Six of Spades

6

Griffin

Ten of Spades

10

NPCs (Not Particularly Cooperatives) #2

Five of Spades

5

Potato

 

All on the up and up here. No need to look further. Move along, this is not the turn you are looking for. ;-)

 

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

 

Initiative Step 1 - Harris

Harris is suppressed (damn you, Panic Spreads rule!) and needs to roll for recovery. His CUF is C (D8) and he rolls a 6, recovering but losing his Fast Action.

 

The team is in a desperate situation. Potato's weapon is jammed and Griff's is empty. Both are suppressed and will need to recover before acting. Harris needs to wound or kill as many of the Stragglers as possible. Time to go for some M67 desperation.

 

Task:

Throw grenade at the Stragglers

 

Ability Die:

Strength B (D10)

 

Skill Die:

Heavy Weapons D (D6)

 

Modifiers:

-1 dimly lit,

= -1

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

[Removed, total = -1]

Ammo Die:

--

 

Roll:

9,--,--

 

Result:

1 Success

 

 

The grenade lands where it needs to be. All of the targets in the center hex are prone so the Blast will be reduced to D (2D6).

 

Straggler

Roll

Result

#1-4

6,6

Two hits (Torso, 1+1 Damage = Critical hit), NPC killed

#1-5

4,3

No hits

#1-6

3,1

No hits

#1-9

1,6

One hit (Arm, 1 point of damage), check for suppression (CUF C - D8) is an 8 (pass)

#1-10

6,4

One hit (Leg, 1 point of damage), check for suppression (CUF C - D8) is an 1 (Fail)

#1-16

1,5

No hits

 

Since Straggler #1-10 failed his suppression roll, the rest of the group will need to check. The Panic Spread-rule rides again. All have a CUF of C (D8).

 

Straggler

Roll

Result

#1-5

4

Fail, suppressed

#1-6

4

Fail, suppressed

#1-9

1

Fail, remains suppressed

#1-10

2

Fail, remains suppressed

#1-12

3

Fail, remains suppressed

#1-13

8

Pass

#1-14

5

Fail, drops prone and is suppressed

#1-15

4

Fail, suppressed

#1-16

6

Passes and recovers from suppression

#1-18

4

Fail, drops prone and is suppressed

 

In the surrounding hexes, most of the targets are prone, reducing the Blast of D to nothing. The exception is #1-11, who was still standing and plinking away at Potato. The roll here is 4,6 and he takes a fragment to the torso that is stopped by his vest. He will need to check for Suppression and rolls 2, dropping prone and becoming suppressed.

 

Those causalities will push the stragglers over the edge. The group has suffered 6 KIA and 5 WIA (61%). The majority of those troopers that are not dead are suppressed and some, like #1-13 no longer have a firearm. It is time to throw in the towel and the only sound left to be heard in the cellar is the sound of ringing ears. Somehow the group survived again.

 


 

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