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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Exchange of Fire 2 aadf March 25 2012, 03:15:31 UTC
So Smythe is clearly pressing. Bob is going to press, someone shot Donkey!! D: The baddies still think they have a chance, so they choose to Press too ( ... )

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Re: Exchange of Fire 2 flinkie March 25 2012, 03:22:35 UTC
Two shadows near her, two shapes in the darkness - and two sets of rifle flashes, her mind remembers. Well they're sure as shit not the Ingalls out to help travelers, and a certain close-combat tool comes out. Fortunately, there's only a pair of them. Just as there's a pair of shells in the gun, and in this case?

Two plus two will equal two in a moment - bullets, targets, and bodies, anyway.

Taking the snap-shot from the window, the bottom barrel cuts loose with a load of buckshot at the one right next to the truck. Can't really open the door with him in the way anyway.

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Re: Exchange of Fire 2 aadf March 25 2012, 16:14:12 UTC
Sadly Smythe misses the first shot. Tick cost with the sawed off double-barrel is 4, +1 for being 1 range band below optimal, and +1 for lowering the window to shoot. So her next action is at tick 11. That's handy for me as GM since everyone else goes on tick 12 ( ... )

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Re: Exchange of Fire 2 flinkie March 26 2012, 22:01:00 UTC
Trusting in the power of the truck, Smythe floors it again - and after a fortunate roll with the dice (rolling a 6 and 16 against Driving 8) manages to get back up on the road just as the grenade, having bounced off the back tailgate, goes off. Possibly, if she's considering the angles, right in the first shooter's lap.

Meanwhile ow dammit that was a bit of a startlement but Not A Single Fuck Was Given That Day. (High CUF is a good, good thing) Time to dispense some justice. (More to come pending situation assessment with the GM)

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Re: Exchange of Fire 2 aadf March 28 2012, 01:41:16 UTC
Oh this isn't going to be good. Since the frag missed and deviated, we roll 1d6-1 to determine Margin of Success for those unlucky enough to be found in its radius... and end up with a 4 MoS for the nearest bloke, and 3 MoS for the next nearest (the others are out of significant range).

Radius on a frag grenade is 7 meters. That places both (who were in Gunfighting range, under 7m) within primary blast and frag radius. Damage from the blast is 7+MOS, with x2 Penetration. Since neither are armoured, that's 11 damage on the first one, 10 on the second. (Since they're mooks, they have no hit locations; if they were significant characters, that would be applied to every hit location ( ... )

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Re: Exchange of Fire 2 flinkie March 28 2012, 01:53:20 UTC
Once the grenade goes off, Smythe's out of the truck and moving fast, the shotgun at the ready. She'll move from cover to cover, broken run, towards the two mooks closest to the grenade, checking the results - and the live one becomes dead, hopefully. After shooting, the shotgun's let go and the .45 drawn to deal with the third target - or the second, if he's still at it.

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Re: Exchange of Fire 2 aadf March 29 2012, 01:02:38 UTC
Those actions will take to the end of the EoF, but I know for a fact that the baddies are going to Hold, instead of Press. (We'll get into that in another firefight.)

As for the injuries, the 2 Critically wounded blokes have to make a FIT check before going unstable. One does, the other doesn't. That means at the end of the next EoF, his Critical becomes one level worse (which is to say, Dead). Of course, Smythe is going to ensure he doesn't have to worry about that check.

The Seriously injured fellow down the ditch needs to make a FIT check to avoid shock (the others are already in it). He succeeds, so is not in medical shock.

So now it takes us back to determining morale.

(What about Bob? He's hustling over to the truck to cover Smythe.)

So for the baddies who remain:

Common Threat Levels: 4
o Combat is occurring (Ding!)
o Fighting in darkness (Ding!)
o Enemy has clearly superior mobility (Ding!)
o Enemy is using explosives (Ding!)*
(*=Technically it's not the enemy, and I wouldn't count it for an experienced squad in ( ... )

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Re: Exchange of Fire 2 flinkie March 29 2012, 01:13:29 UTC
So we get one dead (and bile starts rising in Smythe's throat, but she clamps down on it as best she can), two surrendering, one likely to become dead anyway. Okidoke...

Smythe's Additional
Has been attacked (ding)
Has been attacked with lethal force (ding)
Enemy is using explosives (ding)
Each injury level is a threat (ding once? or twice?)

She's either at 8 or 9, which is right about at her limit. Then again anyone who can move forward into a grenade attack is going to get a little shaken no matter what. The good sergeant will yell back to Bob to hold his position and check-six, then take a moment to glance around and make sure there's no other nastiness - a third rifleman, landmines or other nasty surprises, someone faking surrender, or anything else. Trusting in the eagle-eyes to spot anything hinky.

Idly, what language are these two chattering in?

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Re: Exchange of Fire 2 aadf March 29 2012, 01:15:40 UTC
Team Good Guys' Threat Levels ( ... )

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