T2k Exemplary Campaign: Trespassers, continued

Mar 24, 2012 14:50

As the sun slips under the falling western terrain the two travelers slow down to better spot a place to rest for the night. No-one has maintained these roads for a year--who would waste the petrol on mowers or asphalt?--and so the grasses and underbrush to either side have grown tall despite the nuclear-enhanced winters ( Read more... )

exemplary campaign, t2k13, bob, t2k, rpg, scene

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aadf March 25 2012, 01:10:54 UTC
So I figure I'll do crunchy in here.

First attack is a long burst from a Minimi/M249.

Range band Tight, +1 for dim lighting = Medium range band: -4 to hit
Firing an aimed 9 round burst, 1 band inside optimal: 10 ticks
Bonus to hit is 1 less than the number of rounds (no bonus for your first bullet, munchkin!) so B9 = +8 to hit.

Recoil is 3 for a Minimi, but shooter is prone w/bipod. Bipod drops the base recoil by 2, each extra round adds one... recoil total is 10. Pretty hefty, but double MUS due to being prone. No penalty from recoil--yet.

Since this is an aimed shot, at the very end halve the penalties. Our -4 for range/lighting becomes -2.

Shooting is a Longarms (CDN) roll. Shooter's CDN is 5, +8 for burst, -2 for range/lighting: 11.

Shooter is Competent, so rolls 2d20L against 11. Dice come up 18 and 10, so 1 MoS. So at the very least, the first round hits. Who does it hit?

Donkey?!?! NOOOOOO!!! FOUL VILLAIN!!! EVIL GM IS EVIL!!!

Now, for bursts, if you hit then for every extra shot fired you roll 1d6. A 1 means you hit the same hit location as the first shot, 2-3 means another hit location. 4-6 are clean misses. Since Donkey is an NPC, we ignore hit locations--the authors realized it cuts down on rolls that don't add much drama. So really in this case all I care is 1-3=hit, 4-6=miss.

I roll my handful of dice and find that ouch, 5 rounds in addition to the first hit the donkey. This does NOT look good. The MoS is 1, so at least each bullet ONLY does its base damage. That's small mercy, the Minimi does 6 damage. 6 rounds, 6 damage each, Donkey has a Critical damage capacity of 20...

DONKEY NOOOOOOOOOOOOOOOOOOOOO!!!!

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aadf March 25 2012, 01:24:32 UTC
The other attack is an odd 4 round burst. Shooter is kneeling, and it's an aimed burst.
-4 to hit from range. Recoil 5, +3 for the extra rounds makes it 8. After applying +1 to MUS to resist recoil from the Kneeling stance, recoil provides another -2 to hit.
That's -6 in penalties, but halved for being aimed so -3.
The burst gives us a +3 to hit though, so in the end? Base hit chance.

Dice come up 15 and 13, which is no hit. Whatever they were shooting at, the rounds go wide.

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