1110 08 AUG 2000, Zdunska Wola, Poland
===================================
"We made it back to some cover and Wally let loose, trying to give the
team some cover to pull back. No way of knowin' if it would be enough,
but we hoped for the best."
Just a side
note, I have been reading a lot of the comments on the new version (some, not
all mind you) and I believe it is important to give constructive feedback to
Tomas and the FL Team. I also believe that the Kickstarter had 8,000 backers
and it is going to be impossible to meet the expectations of everyone, but
please remember, your game is what YOU make it. Want to do a full-on military
sim, have at it. Want to see how long your team can survive in the
post-apocalyptic world? Knock yourself out. Your table, your game.
Speaking
for myself, I am in the second category. This trip started with the stated goal
of see if a group of survivors could navigate all v1 European modules to going
home. We have already lost one (RIP Mitchell) and the new rules are starting to
shape up to be dangerous. Why, you ask (maybe you did not but I am going to
assume you did). The playing field has been levelled a lot.
Characters
like Potato, Harris or Griff could take a lot of punishment in v2.2, needing a
lot of damage to put them down. NPCs, however, did not need as much. A Novice
NPC could be reduced to initiative 0, taking him out of the fight, by the
slightest wound. An NPC, even an Elite one, was out of the game after suffering
40 points of damage. Potato needed 97 points of damage to his chest before
becoming critically wounded. He was a powerhouse. In version 4 not so much. His
hit capacity is 6 and his stress capacity is 4, much closer to standard NPCs.
He is not going to take as much punishment as before. It is going to be
interesting, to say the least.
Anyway,
back to the situation the team has gotten themselves into.
A lot of
people were suppressed last round but recover. These are:
- Griff
- Polish
soldier #1-3
- Polish
soldier #1-5
- Polish
soldier #1-8
Note: I am
using stress for NPCs because it adds a use for leaders in NPC groups. It also
allows us to simulate one of the bad guys having enough of the fight and
cowering in a hole.
Currently,
the Poles have 40% wounded, but none incapacitated or killed. I am using that
as the basis for their morale. They will retreat after losing more that 15% of
their number.
The new
initiative order for this round is:
1 Robinson
2 NPCs (Not Particularly Cooperatives)
3 Marshall
4 Logan
5 Harris
6 Griffin
7 Wally
8 Macron
9 Klasha
10 Potato
Robinson
will get a shot off but then the Poles are going to light the team up again.
Initiative
Step 1 - Robinson
Robinson
drops prone (Free Action) before aiming his weapon (Fast Action) at Polish
soldier #1-6. He will then squeeze off a few rounds. The range is 2 (Short). Robison’s
Agility is B (D10), and his Ranged Combat is C (D8). The target is prone (-2),
and Robison will use 4 Ammo Dice (let him have it!). The D8 is down stepped and
removed due to the target stance. The results are 1 success on the base die, 1
success and 3 mishaps on the ammo die, with a total of 9 rounds used.
Robinson
inflicts two separate hits, one for the base die and one for the ammo die. The
first hit is to the head, but the Pole has helmet, reducing the damage to 1.
The second hit is to the arm for 2 points, for a total of 3. His armor degrades
to 0, meaning it will no longer stop any rounds. He will also need to check for
suppression. His Coolness Under Fire (CUF)
is C (D8) and the Unit Morale is B (D10 - line of sight to Polish soldier
#1-10). He has one success and avoids being suppressed.
Robinsons
AKM is reduced in reliability to B, forcing him to make the reliability roll
with 2D8. With flying colors, Robinson rolls two 1s, resulting in his weapon
jamming.
Initiative
Step 2 - NPCs
Now the
team needs to take cover.
Polish
soldier #1-1 yells to the rest to follow him (Free Action) as he moves south
(2x Fast Action) to help overrun the group.
Polish
soldier #1-2 drops behind cover (Fast Action) and reloads his RPK-74 with his
last magazine (Fast Action).
Polish
soldier #1-3 stands (Fast Action) and then moves forward (Fast Action), closing
on Griff's position.
Polish
soldier #1-4 stands (Fast Action) and then charges south (Fast Action), following
Polish soldier #1-1.
Polish
soldier #1-5 his ears still ringing, the Poles stands (Fast Action) and follows
his buddy south (Fast Action).
Polish
soldier #1-6 aims (Fast Action) and fires at Robinson. The range is 2 (Short).
Robinson is
prone, causing a -2 Mod for the shot. The soldier has an Agility of B (D10) and
a Ranged Combat skill of C (D8). He will add 3 Ammo die, to not empty the
magazine completely (17 rounds remaining). The skill dice is removed by the
modifier, leaving 1D10 and 3 Ammo die. The shot results in no successes and 11
rounds used.
Polish
soldier #1-7 sees everyone else running South and joins the pile-on (2x Fast
Action), flanking Macron before dropping prone (Free Action).
Polish
soldier #1-8 will stand (Fast Action) and move South (Fast Action) before
dropping prone again.
Polish
soldier #1-9 will go on overwatch (Fast Action), facing Southwest.
Polish
soldier #1-10 aims at Potato (Fast Action) before firing off some rounds (Slow
Action) in his direction. The range is 3(Short). The soldier has an Agility of
B (D10) and a Ranged Combat skill of C (D8) and he will add 2 Ammo die. No
modifiers apply to the shot, but Potato's legs are protected by a brick wall
(Armor Rating 2). He has 1 success and uses 2 rounds of ammo. The round hit
Potato in the torso and his vest is degraded to 0 because of the hit. The
remaining force of the blow causes 2 points of damage to Potato and he must
roll for Suppression. His Coolness Under
Fire (CUF) is B (D10) and the Unit Morale is B (D10 - line of sight to
Robinson). Potato rolls two successes and not suppressed, but rather annoyed.
Initiative
Step 3 - Marshall
Marshall
continues to move South (Fast Action) and takes cover in a building (Fast
Action).
Initiative
Step 4 - Logan
Logan picks
himself up (Fast Action) and moves further South (Fast Action), looking for
cover.
Initiative
Step 5 - Harris
Harris sees
Polish soldier #1-7 round the corner and prepare to fire up the team. He draws
a bead on the soldier (Fast Action) and fires (Slow Action). The range is 1
(Short). Since the soldier is prone, a modifier of -2 applies. Harris has an
Agility of C (D8) and a Ranged Combat skill of C (D8). He will add 3 Ammo dice
to the pool. The results are 6,1 (Base Dice - 1 Success, 1 mishap) and 2,3,5
(Ammo dice - total 10). The round hits the Pole in the leg, causing 2 points of
damage.
Initiative
Step 6 - Griffin
Griff's
position is compromised, and he decides to pull back. He stands (Fast Action)
before running (Fast Action) past Harris on his way South. Griff decides to
push on and we need to make a Mobility roll for him. Griff has an Agility of A
(D12) and a Mobility skill of D (D6). The results are 1,3 (no success but no
mishap either).
Initiative
Step 7 - Wally
Wally takes
cover near Marshall (Fast Action) and fires off a snap shot at Polish soldier
#1-6 (Slow Action). The range is 6 (Short). The target is prone (-2), and Wally
makes a quick shot (-2). Wally has an Agility of B (D10) and a Ranged Combat
skill of D (D6). He will go for broke and add 5 Ammo dice to the pool. Both
base dice are stepped down, leaving us with the minimum of 1D6. The results are
5 (Base Dice - No successes) and 5,3,1,1,6 (Ammo dice - possible suppression
and a mishap, total 16). Wally's AK-74 now has reliability of B and we roll
2D10 to avoid a jam and the roll is 6,7 (two successes).
The Pole must
check for suppression. His Coolness Under Fire (CUF) is C (D8) and the Unit
Morale is C (D8 - line of sight to Polish soldier #1-6). The result is 8,8 (Two
successes) and he is not suppressed.
Initiative
Step 8 - Macron
Macron
decides to hold his ground. He drops prone (Free Action), takes aim (Fast
Action) at the Polish officer running at him and lets him have it on full auto
(Slow Action). The range is 1 (Short). Macron has Agility of B (D10) and a
Ranged Combat skill of C (D8) and he will add 4 Ammo dice. His specialty
(Rifleman) gives him a +1 but the target is moving (-2), leaving a net result
of -1. The D8 is down stepped to a D6. The results are 7,5 (Base Dice - 1
success) and 5,2,4,2 (Ammo dice - no success, total 13).
The officer
is hit in the torso. His armor stops some of the blow but is degraded to 0. He
takes 1 point of damage and must check for suppression. His Coolness Under Fire
(CUF) is B (D10) and the Unit Morale is C (D8 - line of sight to Polish soldier
#1-4). The results are 7,4, resulting in no suppression.
Initiative
Step 9 - Klasha
Klasha move
into the building (Fast Action) and seeks cover (Fast Action).
Initiative
Step 10 - Potato
Determined
to cover the team, Potato aims (Fast Action) at Polish soldier #1-6 and lets
off another burst (Slow Action). The range is 2 (Short). The target is prone,
causing a modifier of -2, but Potato has the specialty Machinegunner and gets
+1 to all attacks with a machinegun (total mod. -1). He has a Strength of A
(D12) and a Heavy Weapons skill of B (D10), down stepped to C (D8). He adds 4
Ammo dice to the pool. The results are 5,4 (Base Dice - no successes) and
2,2,4,6 (Ammo dice - one success, total 14). We could check for suppression here,
but it would not change anything, as the NPC would recover from suppression
next round anyway.
The Poles
have 60% wounded, but no one incapacitated. The team will have to keep
fighting.