Friday, May 14, 2021

0160 - Going Native - Part IV (Contact) - Turn 3

When we last left off, our team had escaped the kill zone and Robinson and Griff blew the stuffing out of the BTR before going down like Butch and Sundance. Now the Hummer team have gotten themselves turned around and are now headed in the right direction, looking for revenge.

 

Note: according to the rule on cover, you cannot be Prone and In Cover at the same time. I assume they are referring to the modifiers, i.e. either you have the modifier for Prone or the modifier for Full Cover (Partial Cover not giving a modifier for Ranged Combat but acting as additional "armor").

 

The team has taken a licking up to now:

 

  • Griff is incapacitated
  • Robinson has two critical wounds (Dislocated knee and Torn intestines). He really, really needs a doctor
  • Harris has a critical wound (Dislocated shoulder)

 

Initiative

Griff is down for the count at the moment, so we can take him out of the lineup, meaning we have no duplicates this round.

 

Now time to draw initiative for this round.

 

Order

Name

1

Marshall

2

Iov

3

Potato

4

Logan

5

NPCs (Not Particularly Cooperatives)

6

Harris

7

Macron

8

Robinson

9

Klasha

10

Wally

Inc

Griffin

 

The HMMWV needs to move so Potato can open up with the Mk-19, so the initial order for that is OK. However, the trucks need to get behind cover, especially Bud with Robinson and Griff in the back. In order to support that, we need to change the order of the initiative, moving Wally and Klasha up and Marshall and Logan down. Marshall trades spots with Klasha and Logan with Wally.

 

The revised initiative is:

 

Order

Name

1

Klasha

2

Iov

3

Potato

4

Wally

5

NPCs (Not Particularly Cooperatives)

6

Harris

7

Macron

8

Robinson

9

Marshall

10

Logan

Inc

Griffin

 

Initiative Step 1 - Klasha

With a grinding of gears, the deuce-and-a-half begins rolling again, heading north and away from the combat zone. The truck is far enough from the fight that we do not need to risk the driving roll.

 

Initiative Step 2 - Iov

Iov continues to roll down the meadow between the two groups of trees, rounding the corner and giving Potato and the others a line of sight. Definitely not the place to get stuck, so we will leave it at the normal movement of 3.

 

Initiative Step 3 - Potato

The goal is to drive off the marauders, not necessarily kill them. The group needs to become a really unattractive target by killing or wounding as many marauders as possible. The line-of-sight now being clear of the trees, Potato aims (Fast Action) the Mk-19 at the trooper in the brush directly to his front and lets a round of grenades fly (Slow Action).  He could aim at the hex instead of the trooper, but the target is prone and this would reduce the explosive effect by a, from D to nothing so Potato will go for the point target instead. S

 

The range is 8 (Short) and he will add 2 Ammo Dice to the pool. Since we are aiming at a small target, the target hex terrain modifier must be used. Potato is firing from a vehicle mount, so the attribute for the roll will be Agility and not Strength.

 

Task:

Fire the Mk-19

 

Ability Die:

Agility B (D10)

 

Skill Die:

Heavy Weapons B (D10)

 

Modifiers:

-2 small target, -1 target prone

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step, total -1]

Mod. Skill Die:

Heavy Weapons D (D6)

[-2 Steps and removed, total -2]

Ammo Die:

2

 

Roll:

8,3,5,3,

(8 rounds expended)

Result:

Success

 

 

The round hits the unfortunate marauder and the damage is in itself high enough to cause a critical, taking out the marauder. One more marauder down and we will count that as a win.

 

Initiative Step 4 - Wally

By some miracle of the dice, the truck is still capable of maneuvering. Time to get out of Dodge. Robinson and Griff are in the back, bleeding more than a bit and wind blows gently through the many holes in the body of the truck.

 

Wally floors it, following the truck driven by Klasha into cover on the far side of the wood. It is fortunate that he is one the road; the road speed of 5 will allow them to leave the fighting behind.

 

Initiative Step 5 - NPCs (Not Particularly Cooperatives)

The bad guys are up and still in the fight but their morale is starting to waver as their BTR smokes in the background.

 

Marauder Chief #1-1 is feeling rather exposed at the edge of the brush now that the Mk-19 has opened up. He will stand (Fast Action) and move North-West (Slow Action) before dropping prone in the woods (Free Action).

 

Marauder #1-2 is not really in effective range for his AKR. He will go prone (Free Action) and Seek Cover (Fast Action) while he waits for the HMMWV to get closer.

 

Marauder Chief #2-1 saw the truck get lit up and figures that they team has suffered come casualties. He orders the sniper team to engage the dismounted characters (Free Action) and the rest to follow him as he stands (Fast Action) and rushes forward (Slow Action).

 

The marauder is exposed so we have to really try the Mobility roll.

 

Task:

Mobility roll for #2-1

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

2,--,--

 

Result:

Failure

 

 

Well, he tried. Maybe take PT more seriously next time.

 

Marauder #2-2 will stand (Fast Action) and follow his leader forward (Slow Action). He will also make a Mobility Check.

 

Task:

Mobility roll for #2-2

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

Success

 

 

He gains an extra hex of movement and outpaces his chief. I guess he is more motivated to reach cover.

 

Marauder #2-3 stands up (Fast Action) and charges forward, hoping to reach cover before being gunned down.

He will also make a Mobility Check.

 

Task:

Mobility roll for #2-2

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

4,--,--

 

Result:

Failure

 

 

This guy is definitely not track star material.

 

Marauder #2-4 will use his binoculars to spot for the sniper #2-5, giving him assistance.

 

Marauder Sniper/Scout  #2-5 only has a line of sight to Macron, so that will be his target. He will aim (Fast Action) and fire (Slow Action) at Macron, assisted by #2-4. The range is 9 (Short) and he will fire a single shot.

 

Task:

Fire at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

+1 assisted by #2-4, -2 Target hex terrain

 = -1

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[-1 Step, total = -1]

Ammo Die:

--

 

Roll:

4,3,--

 

Result:

Failure

 

 

The round misses and Macron comes through without a scratch. I think #2-1 was hoping for more effort from the sniper team.

 

Marauder #2-6 continues to run north (Slow Action) until he reaches the building and seeks partial cover (Fast Action). He may be huffing and puffing but at least he is doing it from behind cover with no extra holes in his body.

 

Marauder #3-2 is probably the best hope the marauders have of stopping the HMMWV. He will aim (Fast Action) and fire (Slow Action) a long burst at the HMMWV. The range is 8 (Short) and he will add 4 ammo die to the pool.

 

Task:

Fire at the HMMWV

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+2 Large Target, -1 Target Movement

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

4

 

Roll:

2,6,4,3,4,4

(15 rounds expended)

Result:

Success

 

 

The round hits but does not do enough damage to penetrate, so we roll on the "Non-Penetration" table. The roll is a 10 (Ricochet), forcing Potato to make a CUF check, as he is exposed firing the Mk-19.

 

Task:

CUF Test for Potato

 

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:

4,1,--

--

Result:

Failure

 

 

Potato is suppressed and takes another point of stress as he drops down into the vehicle again. His suppression spreads and we need to check for the rest of the occupants.

 

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:

7,3,--

 

Result:

Success

 

 

Task:

Iov'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:

5,10,--

 

Result:

Success

 

 

Task:

Logan'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:

2,10,--

 

Result:

Success

 

 

The rest of the crew is unimpressed with Potato's near-brush with death and continue on with their mission while razzing him more than a bit.

 

Marauder #3-4 will maintain his overwatch, waiting patiently for the Hummer to cross his line of sight.

 

Marauder #3-5 saw the grenade explode to his front, but the cover of the trees is still better than being exposed in the middle of the field. He will continue forward (Slow Action) before dropping prone (Free Action) and taking cover (Fast Action).

 

Marauder #3-6 (Driver) will try to help and stop the Hummer, even if his chances are bad. He will aim (Fast Action) and fire at the HMMWV (Slow Action). The range is 4 (Short) and he will add 5 Ammo die to the pool.

 

Task:

Fire at the HMMWV

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+2 Large Target, -1 Target Movement

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

5

 

Roll:

2,1,6,6,2,6,4

(24 rounds expended)

Result:

Failure

 

 

Normally, rolling 3 (in words, THREE) successes on the Ammo Dice would be something to cheer about, if ONLY HE HAD HIT! Great shot, wasted ammo. The vehicle cannot be suppressed so that was a big miss. We are not going to let this go to waste and we will push the roll. We need to re-roll any die not showing a 1 or 6 in the die pool.

 

Task:

Fire at the HMMWV (Pushed)

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+2 Large Target, -1 Target Movement

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

5

 

Roll:

2,1,6,6,2,6,3

(23 rounds expended)

Result:

Failure

 

 

The second 2 means we miss again and the weapon reliability is reduced by 1. It was worth a shot.

 

Since the fire went through the hex where #3-7 is located, he needs to check for suppression.

 

Task:

#3-7's check 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

 

 

He is not happy about the rounds buzzing by over his head, but he keeps his head up and his eyes on the target.

 

Marauder #3-7 also has little chance of stopping the HMMWV with the 5.45 rounds of his AK-74, but he has to try. He will aim (Fast Action) and fire at the HMMWV (Slow Action). The range is 4 (Short) and he will add all 5 Ammo Dice to the pool.

 

Task:

Fire at the HMMWV

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+2 Large Target, -1 Target Movement

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

5

 

Roll:

5,1,3,1,4,1,5

(15 rounds expended)

Result:

Failure

 

 

Difficult decision. We know, with the three 1s, the weapon will jam and have its reliability reduced by three if we push it and even then we have a poor chance of doing meaningful damage to the HMMWV with AK. We will just let that result stand.

 

Initiative Step 6 - Harris

Harris is really upset about getting shot again. He would like to return the favor but hitting a prone target from a moving vehicle at Medium range with a dislocated shoulder (total -7) is a waste of ammunition. Harris will spend his turn trying to keep the red stuff staining his uniform inside.

 

Initiative Step 7 - Macron

The sniper did his best to stop Macron but failed. Now his buddies have to pay the price. Marcon will aim (Fast Action) his L7A2 at Marauder #2-2 and fire (Slow Action) a long burst. The range is 8 (Short) and he will add 4 Ammo Dice to the pool.

 

Task:

Fire at Marauder #2-2

 

Ability Die:

Strength C (D8)

 

Skill Die:

Heavy Weapons D (D6)

 

Modifiers:

-1 Target Movement

= -1

Mod. Ability Die:

Strength D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

Heavy Weapons D (D6)

[Unmodified]

Ammo Die:

4

 

Roll:

4,6,4,6,2,6,

(18 rounds expended)

Result:

Success

 

 

A total of three successes is the Macron that we know and love. Unfortunately, there are no other targets in the hex so all the damage will go to #2-2. The damage is 3+2 = 5, being enough to drop the marauder even without the critical hit. Another notch for Macron.

 

Note: Macron could have fired at the sniper but he is at medium range in woods behind cover. It is a numbers game and the odds were not good on that one.

 

Initiative Step 8 - Robinson

Robinson has not one but two critical wounds. The most pressing is the torn intestines and Logan is not at hand at the moment. Still, Robinson has his personal medkit and maybe that will help him. Unfortunately he has no Medical Aid skill, so it will be an attribute-only roll.

 

Task:

Keep himself from dying

 

Ability Die:

Empathy D (D6)

 

Skill Die:

--

 

Modifiers:

+1 Medical Kit

= +1

Mod. Ability Die:

Empathy C (D8)

[+1 Step, total = +1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

Nope, not going to do it. Guess we need to wait for the real medic to show up.

 

Note: Yes, it is not realistic that someone with torn intestines could help himself with a small medkit, but it is a game after all.

 

Initiative Step 9 - Marshall

Shooting is not her strong point but Marshall tries very hard. She will aim (Fast Action) and fire (Slow Action) at Marauder #2-6, who moved into a position to threaten the team. The range is 6 (Medium) and she will add three Ammo Dice to the pool.

 

Task:

Fire at Marauder #2-6

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat D (D6)

 

Modifiers:

-1 Medium Range

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

Ranged Combat D (D6)

[Unmodified]

Ammo Die:

3

 

Roll:

7,2,2,2,6

(10 rounds expended)

Result:

Success

 

 

The damage total is 2+1 = 3 and the target his in partial cover behind a building wall (Armor Rating 2). Fortunately, from Marshall's point of view, the round hits him in the head and he has no helmet. He takes the three points of damage and has to roll for suppression.

 

Task:

#2-6's check 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:

6,6,--

 

Result:

Success

 

 

Wow, he must be an Ironman contestant. He shrugs it off and wants to keep fighting.

 

Initiative Step 10 - Logan

Logan will aim (Fast Action) and fire his AK-74 at Marauder #3-7 (Slow Action). The range is 4 (Short) and he will add three Ammo Dice to the pool. We will also give the marauder the benefit of the doubt regarding the cover.

 

Task:

Fire at Marauder #3-7

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat D (D6)

 

Modifiers:

-1 Medium Range, -1 target hex terrain

= -2

Mod. Ability Die:

Agility D (D6)

[-2 Steps, total = -2]

Mod. Skill Die:

Ranged Combat D (D6)

[Unmodified]

Ammo Die:

3

 

Roll:

5,1,1,5,1,

(7 rounds expended)

Result:

Failure

 

 

He missed but he tried, that is what counts. Again, with three 1s we are not going to push the roll here.

 

Griff is incapacitated and the round ends. The marauders have suffered 38% casualties (4 KIA, 2 WIA) and lost their BTR. Time to call it a day, by any standards. They will withdraw and leave the field to the characters. We could play this out, but the group is beaten bad and have no interest in hunting the marauders further at this time.

 

Time to lick our wounds.

 


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