Tuesday, May 4, 2021

0157 - Going Native - Part IV (Contact) - Turn 2

 0800 20 AUG 2000, Lubliniec, Poland

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

"Later, Bud looked like he tangled with something that had a lot of teeth and got chewed up and spit out for his troubles. The blood from Griff and Robinson was still fresh in the back. The took out the BTR but they paid a heavy price to do it."

 

The team has managed to clear the kill zone. It is a good thing that the marauders did not have anything heavier or explosives with which they could have made IEDs. That would have been bad for the team. Still, they are not out of the woods yet.

 

Initiative

Now time to draw initiative for this round.

 

Order

Name

1

Griffin

2

Iov

3

Wally

4

Potato

5

Klasha

6

Harris

7

Logan

7

Marshall

8

Macron

9

Robinson

10

NPCs (Not Particularly Cooperatives)

 

Again we have a duplicate on the 7 due to the fact there are only 10 Initiative cards to draw. The PCs got lucky, the NPCs not so much. Hopefully Robinson won't miss with the TOW.

 

Initiative Step 1 - Griff

Griff is still helping Robinson, steadying him so he won't blow the shot. This may be the only one they get.

 

Initiative Step 2 - Iov

After guiding the vehicle out of the kill zone, Iov prepares to guide it back in. He will guide the Hummer back around the trees and south again. Hopefully Potato will be back on the Mk-19 by then.

 

He moves three hexes off-road and will try to squeeze a bit more speed out of the old hunker.

 

Task:

Continue to drive South for Iov

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

--

--

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Driving C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

8,2,--

 

Result:

Success

 

 

One success is an extra hex, so we will take what we can.

 

Initiative Step 3 - Wally

Hearing Robinson call out for him to stop, Wally hits the brakes, bringing the truck to a halt and feeling really exposed.

 

Initiative Step 4 - Potato

Potato was suppressed last turn, so now he gets to roll for recovery.

 

Task:

Potato's check for suppression

 

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:

6,8,--

 

Result:

Successes

 

 

Two successes and Potato is back in the fight. He climbs back into the turret, grips the handles of the Mk-19 and starts looking for targets.

 

Initiative Step 5 - Klasha

Klasha is driving Bad and has managed to reach cover. Now, with Bud stopped at the edge of the woods, the team members on Bad are those closest to Bud to support Robinson and Griff. Klasha slams on the brakes so the team can dismount.

 

Initiative Step 6 - Harris

Harris was suppressed and then shot up a bit last round. Time to see if he can get back into the fight.

 

Task:

Harris' check for suppression

 

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:

5,8,--

 

Result:

Success

 

 

Harris, broken and bleeding, Harris comes back to take command of his troops. He orders Iov to continue south and Potato to engage as soon as he has a target.

 

Initiative Step 7 - Logan

Logan is wounded, with half his hit capacity gone, but he needs to go where the vehicle goes. He prepares his AK and hopes for the best.

 

Initiative Step 7 - Marshall

Marshall will dismount (Slow Action) and seek partial cover in the woods (Fast Action).

 

Initiative Step 8 - Macron

Macron will dismount with the L7A2 (Slow Action) and seek partial cover in the woods (Fast Action).

 

Initiative Step 9 - Robinson

Robinson will continue to guide the TOW (Slow Action). Now we need to roll for the hit. The range is 10 (Short). Since the TOW is mounted on tripod, the attribute will be Agility and not Strength.

 

Task:

Guide the TOW

 

Ability Die:

Agility B (D10)

 

Skill Die:

Heavy Weapons (D10)

 

Modifiers:

-1 Target terrain, +1 assisted by Griff, -2 vehicle movement

 = -2

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Heavy Weapons D (D6)

[-2 Steps, Total -2]

Ammo Die:

--

 

Roll:

10,2,--

 

Result:

Success

 

 

The 10 gives us enough for the hit and an additional +1 to the damage for the second success, for a total of 12. The missile hits the BTR on the front face (Armor Value 4 -2 Armor Mod. of the TOW), leaving a total of 10 points of damage.

 

The initial hit is a 7 (Passenger) but there are no passengers, so we continue up on the list. The next item on the list is the Gunner (8). The Gunners suffers a Critical Hit (Critical Level 1), taking him out of him out of the fight, and the rest of the damage (9) continues on.

 

The next item on the table (12) is the Commander. Here again the Commander suffers a critical hit and the remaining damage (8) continues on through the vehicle.

 

The next item on the list is the radio (10). The radio has a reliability of D and the hit makes the radio inoperable and the remaining damage (7) continues on through the vehicle. Since we have arrived at the top of the list, we continue on from the bottom.

 

The first item on the list (1) is fuel. Half of the fuel is destroyed, using another point of damage. In addition, since this is damage from an explosive weapon, we need to check if the fuel catches fire.  The explosive level of the TOW is B. We need to roll 2D10 and see if there are any successes, but the roll reveals 4,5 and the fuel does not explode.

 

We still have 6 points of damage and we continue on to the next point on the list, the engine (2). The five points of damage reduces the reliability of the BTR to 0, rendering the vehicle inoperable and absorbing the remaining damage.

 

One point of damage remain and the next item on the list is the suspension.  Since the vehicle is already inoperable,  we will let the suspension soak up the remaining point of damage. The vehicle is thoroughly wrecked.

 

The remaining crew member (the driver, Marauder #3-6) is also caught up in the explosion. The explosive power here is B (2xD10) and the rolls are 4,4 meaning that the driver remains unharmed. He must, however, make a CUF check to see if he bails out.

 

Task:

Marauder #3-6 checks for bail-out

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

1,4,--

 

Result:

Failure

 

 

He fails, throwing the hatch open and clawing his way out of the wreck. He will be busy for the rest of the turn.

 

Since the explosion does not remain solely within the BTR and those marauders around the BTR may also suffers damage. Since they are prone, the explosive level is reduced by one level, meaning Marauder #3-4 will suffer no damage and the Marauder #3-7 may suffer from an explosive level of D. Here we roll 2xD6 and the roll is 6,3. The marauder takes 1 point of damage and must check for suppression. Cover is not effective here, as the explosion is behind him and cover only works the hexside to his front.

 

Task:

Marauder #3-7 checks for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

1,6,--

 

Result:

Success

 

 

The ears may be ringing a bit but he is still in the fight.

 

Marauder #3-4 is prone and the blast power is reduced one step, from D to nothing.

 

Initiative Step 10 - NPCs (Not Particularly Cooperatives)

With two dead and one WIA, the marauders have suffered 19% casualties but that is not enough to drive them off yet. The attack continues.

 

Marauder Chief #1-1 fired up the Hummer last round. Now his target is gone and he needs to search for a different target. The next available target is the 3/4-ton truck and its occupants. The range is long (13 hexes), so he will use his telescopic sight and aim (Slow Action) at Griff (1-3 on a D6, result 2).

 

Marauder #1-2 would also be shooting at Long Range (11 hexes) to hit the HMMWV. He will stand (Fast Action) and move forward (Fast Action), hoping to get at better angle for the shot.

 

Marauder #1-3 will drop the empty RPG-18 tube and switch to his AKR (Fast Action) and call out to #1-2 that he has him covered so he can start bounding (Free Action).

 

Marauder Chief #2-1 lit up the 3/4-ton truck last round. It has moved a bit farther away but the fact that it is still moving means we need to fire it up again. He will aim (Fast Action) and fire a burst at the truck. The range is 10 (Medium) and he will add three Ammo Dice to the pool.

 

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target, -1 Medium Range

 = 0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

3

 

Roll:

2,4,2,3,5,1

(9 rounds expended)

Result:

Failure

 

 

Hmm, maybe it was a target too far this time.

 

Marauder #2-2 will aim (Fast Action) and fire at the truck (Slow Action). The range is 10 (Medium) and he will add 3 Ammo Dice to the pool. Hopefully the heavier rounds from his G3 can finally stop the vehicle.

 

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target, -1 Medium Range

 = 0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

3

 

Roll:

7,3,4,4,4

(12 rounds expended)

Result:

Success

 

 

One success is still a hit. The armor on the left is still intact, so the damage is 3 - 1 = 2. This is enough to penetrate the "armor" and the hit location roll is a 9 (Commander), which is not present in the vehicle. We continue up the list to 10 (Radio) and it is reduced in Reliability to F, making it inoperable until it is repaired. This absorbs 1 point of damage and the remaining damage (1 point) continues on up the list, rolling it over and punching another hole in the fuel tank (1).

 

Since the armor was penetrated again, we need to check to see if it degrades. We roll a D6 and the armor will degrade on a 1, which we get. Now the side armor on BOTH sides is degraded to 0.

 

Marauder #2-3 was Deadeye Dick last round, punching a hole in the fuel tank and only using three rounds to do so. He will try to follow-up on that success, aiming at the truck (Fast Action) and firing another burst (Slow Action). The range is 10 (Medium) and he will add three Ammo Dice to the pool.

 

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target, -1 Medium Range

 = +0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

3

 

Roll:

3,8,4,6,3

(13 rounds expended)

Result:

Success

 

 

More ammo this time but two successes to make up for it. We will use the second success to increase the damage to 3. Since the truck no longer has side armor, the round will penetrate. The round tags the Gunner (Robinson), striking him in the leg. The damage (3) causes a critical wound and we roll on the table. The result is Dislocated knee (non-lethal, Can't run, only crawl, 6 day heal time, 26.08.2000). Robinson goes down and takes another point of stress. Now to check for suppression.

 

Task:

Robinson's check for suppression

 

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:

8,2,--

 

Result:

Success

 

 

Despite having gotten a reminder that he is just a mortal, Robinson wants to fight on. At the moment though, he is going to lay in the bed of the truck and take a small break to focus his Chi.

 

Marauder #2-4 is spotting for the sniper and will assist in his shot.

 

Marauder Sniper/Scout  #2-5 lost his target when Robinson went down. He will switch targets and aim at Griff (Fast Action) before firing. The range is 9 (Short) and he will add 2 Ammo Dice to the pool.

 

Task:

Fire at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-1 Target Moved, +1 Assisted by spotter

 = 0

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat B (D10)

[Unmodified]

Ammo Die:

2

 

Roll:

7,8,5,3

(8 rounds expended)

Result:

Success

 

 

Ouch, just ouch. Griff is protected from the hips down by the truck "armor". We will make two hits instead of increasing the damage. The reason being that Sniper Rifles usually have a damage value and a critical value of the same level, making every hit a critical hit. Again, ouch.

 

The first round punches through the tailgate (-1 Damage) and hits Griff in the legs, causing 2 points of damage and an additional point of stress. The second round hit Griff in the helmet and penetrates his armor (-1) but the remaining damage incapacitates Griff, who slumps down in the truck bed next to Robinson. At least Griff's helmet does not get degraded (2).

 

Marauder #2-6 has no line-of-sight to the truck, so he stands (Fast Action) and runs toward the cover of the building to his front (Fast Action). Stuck in the middle of the field, he will make an Mobility roll to try to get to cover.

 

Task:

Mobility Roll to get to Cover

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

He is no Olympic track star and ends the turn in the middle of the field.

 

Marauder #3-2 is our machinegunner and now will have to engage the truck, as the Hummer has move out of his LOS. The range is 13 (Medium) and he will add 5 Ammo Dice to the pool.

 

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Strength C (D8)

 

Skill Die:

Heavy Weapons -- (--)

 

Modifiers:

-1 Medium Range, -1 Target Moved, +2 large target

 = 0

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Heavy Weapons -- (--)

 

Ammo Die:

5

 

Roll:

6,-,2,6,2,3,6

(19 rounds expended)

Result:

Success

 

 

Nineteen rounds burned and three successes. In my mind, I see Swiss Cheese in the making. All three rounds will penetrate, as the armor on the right is already degrade. We will add the two additional hits as increases to the damage, for a total of 5.

 

The round hits the fuel tank (again) and we start from the bottom again. The next few components are skipped (Radio) or ignored (Commander, not present) until the round hits the Gunner (Robinson). The round hits Robinson in the torso and the vest reduces the damage to 4. The damage is still high enough to generate yet another critical, this time it is Torn intestines (Lethal in a Stretch, STAMINA –1 and disease virulence –3, incubation one shift, heal time 8 days, 28 AUG 2000). Robinson also suffers a point of stress.

 

Marauder #3-4 will go into overwatch, watching the area to the North for potential targets.

 

Marauder #3-5 does not have a good line of sight on the approaching HMMWV. He will stand (Fast Action) and run south-west, hoping to make the cover of the tree line to the south. He doesn't quite make it and needs to make a Mobility roll.

 

Task:

Mobility Roll to get to Cover

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

1,--,--

 

Result:

Failure

 

 

He fails the roll and cannot push it, as he rolled a 1 and those dice cannot re-roll and he has only one die. Maybe he will have better luck next time.

 

Marauder #3-6 (Driver) throws open the hatch and bails out (Slow Action), seeking cover nearby (Fast Action).

 

Marauder #3-7 also does not have a good line of sight and goes into overwatch, waiting for a target.

 

At the end of the round, the Marauders are not yet at their breakpoint. Robinson and Griff went down in hail of bullets but they are not dead yet.

 

The penetration of the BTR by the TOW went as I would expect it too. I am happy with the results and even with the results of the fire that hit the truck. Sheet metal is not really armor and the team will have to work on that.

 

All in all, a great round for the game but not the characters.

 


 

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