Friday, April 23, 2021

0154 - Going Native - Part III

 Now that we have determined that we have had an encounter with Marauders, it is time to detail the group. For this, I will be using my home-brew V1+V2,V4 Mashup System as a type of playtest. I am not going to go into details here, as they are still a work-in-progress, but simply document the results here:


 

I have added some extra NPC profiles like snipers just to make things interesting.

 

The BTR does not bode well for the group, even if it is an older model. Nothing the group has is going to stand up to the rounds it sends downrange. Looks like Logan may be busy again. In addition, they have an RPG-18 that may pose a danger to the group as well. Here are my stats for it:

 

Weapon

Type

Ammo

Reliability

ROF

Damage

Critical

Blast

Range

Magazine

Armor

Weight

Price

Notes

RPG-18

Antitank Rocket Launcher

Single-Shot

A

1

5

3

C

7

1

-1

3.00

1,000

Disposable. Can be fired only once

 

The group is encountering the group of marauders on the road. The initial encounter range is 76. The question would be if the marauders will actively try to ambush the characters. Since the marauders are operating near a known cantonment, they probably will want to strike quickly, hoping to overcome the defenders before reinforcements can come to the rescue. We can ask the GME so.

 

[GME: Will the marauders attempt to waylay the group? - Chaos Rank 5 - Very Likely (85%) - 64% - Yes]

 

On the bright side, the team will have no difficulty identifying the bad guys.

 

The marauders have one RPG-18 and a PKM in addition to the KPV mounted on the BTR. The majority of the rest are armed with assault rifles. They will probably try to ambush in the range from 6-20 hexes, allowing the group to bring the maximum amount of fire to bear.

 

We can also assume they took the opportunity to camouflage the BTR, using a stretch of time (+2 Modifier). A shift is probably too long, as they would need to worry about patrols. The countryside is flat but probably not completely open, so we can assume the terrain is scrubland (no terrain modifier).

 

Waylaying requires the ambushers to find a spot to set the ambush.

 

Task:

Find a spot to waylay the Team

 

Ability Die:

Intelligence C (D8)

 

Skill Die:

Recon B (D10)

 

Modifiers:

+1 Ambush Range 6-20, +2 using a stretch to prepare the ambush

 = +3

Mod. Ability Die:

Intelligence A (D12)

[+2 Steps, total = +2]

Mod. Skill Die:

Recon A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

4,1,--

 

Result:

Failure

 

 

Not a good spot. We will give them one more chance.

 

Task:

Find a spot to waylay the Team

 

Ability Die:

Intelligence C (D8)

 

Skill Die:

Recon B (D10)

 

Modifiers:

+1 Ambush Range 6-20, +2 using a stretch to prepare the ambush

 = +3

Mod. Ability Die:

Intelligence A (D12)

[+2 Steps, total = +2]

Mod. Skill Die:

Recon A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

7,12,--

 

Result:

3 Successes

 

 

That is going to be hard to beat. The team must roll three successes to detect the ambush. Macron has the highest Recon (B/B) and we will give him a +1 Modifier since he is being assisted by the others in the convoy. Otherwise there are not modifiers.

 

Task:

Detect the ambush

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon B (D10)

 

Modifiers:

+1 being assisted by the others in the convoy on watch

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Steps, total 

= +1]

Mod. Skill Die:

Recon B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

2,9,--

 

Result:

1 Success

 

 

That is not enough. The ream is going to drive into the ambush. Click off the safeties. Time to rock and roll.



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