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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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.)

Their Wound Thresholds are 1/6/9/12. 10 and 11 are above Serious but below Critical, so they both take a Serious wound. That alone would be enough for these two to call it quits--they aren't D&D monsters, after all! But now they have to contend with the fragmentation density. For regular frag grenades, that's 7. So I roll 7d10, and each die that comes up 1-5 is a hit with Damage of 6, MoS of whatever that die roll was (so 1-5), and x2 Penetration.

The nearest mook takes almost makes it away unscathed (well, un-further-scathed), taking a single roll of 1. So that's 7 damage (6+MoS, in this case 1). 7 is above his Moderate wound threshhold, but notice: These are called Thresholds, not Hit Points. It isn't added on. So, only wounds of equal or greater severity count; equal increases the wound severity one level, so a Moderate and a Moderate become a Severe. In this case, the moderate wound is below the severe one he's already taken. Relatively speaking, the shrapnel is a mere inconvenience.

The other mook isn't so lucky: His dice 5 or lower come up 1, 4, and 5. We already know the 1 won't do squat. The 4, however, results in a wound of 10, which is above his Serious wound threshold. So the second Serious wound makes him Critically wounded. The frag result of 5 makes an 11 damage wound. That is, thankfully for this fellow, below his Critical wound. It's just another nail in the coffin.

Now we've got the fellow 10 yards down the trench. He's outside the primary blast effect radius, so he only faces half the Blast damage the others did: I roll a 4 for the MoS applied against him, so that's 11/2, so 6 damage. That's a Moderate wound for him. As for fragmentations, we do the same process but roll d20 instead of d10: 1 20 17 10 5 2 18. So that's 3 fragments: 1 with MoS 1, another with MoS 5, and another with MoS 2. Damage at this range is only 4, and penetration is Nil. If he'd been wearing some body armour, he'd be OK. He's not, so that's a 5 damage, a 9 damage, and a 7 damage. Well the 5 is just a Slight wound (less than the 6 requierd for Moderate). The 9, however, counts as a Severe wound--replacing his already existing Moderate wound. The 7 is just another Moderate wound, and doesn't stack. (Note, if I'd rolled the 2 before the 5, that would've been a second Moderate which would have put him at Severe... and then the 9 damage Severe, which would've left him Critically wounded too! Thank goodness for small favours!)

There'll be more, but I have a call to make. Let this just be a lesson:

WE DON'T PLAY WITH MR HAND GRENADE!!

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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 broad daylight effectively communicating with each other.)

Critically Wounded Dude's Additional Threat Levels: 6
o Has been attacked (Ding!)
o Has been attacked with lethal force (Ding!)
o Each injury level of the worst injury is a Threat Level (Ding!) (Ding!) (Ding!) (Ding!)

Severely Wounded Dude's Additional Threat Levels: 3
Each injury level of the worst injury is a Threat Level (Ding!) (Ding!) (Ding!)

So a total of 10 TLs for the Critically Wounded guy still alive, and 7 TLs for the Severely Wounded guy.

As they are an NPC squad, I'm not bothering with counting Friendly Casualties against them. The loss of members reduces their CUF anyway.

Since they're Green (I made this easy!), they only have a 4 CUF. The Critically Wounded fellow is at 6 over his CUF. He is completely broken and unable to do anything effectual. The Severely Wounded fellow is 3 over his CUF, which is a significant penalty. He's also no idiot, so he's going to Hold and throw his hands up.

The fifth member of the team is running like hell. He hasn't been spotted and has no reason to think he has been.

Now for our team's Threat Levels...

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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:

Common: 5
o Combat is occurring (Ding!)
o Enemy is using automatic weapons (Ding!)
o Enemy is using explosives (Ding!)
(yes, incompetently, but incompetence is dangerous!)
o Fighting in darkness (Ding!)
o Ambushed (Ding!)
(I'm still counting the ambush, as we aggregate the entire EoF and it's clear they were under strong attack still)

Smythe Threat Levels: 4
o Character has been attacked (Ding!)
o Character has been attacked with lethal force (Ding!)
o Each injury level of worst injury (Ding!) (Ding!)

Bob Threat Levels: 1
o Friendly Casualties (Ding! DONKEEYYYYY!)

Bob's therefore now rocking 6 TLs, 3 above his CUF giving him a -3 penalty. 2 more and he'll be broken.

Smythe has 9 TLs, 1 higher than her CUF 8 (7+1 for taking down a baddie, no bonus for the fratricide). She is at a -1 penalty; things are starting to get to her.

Now, I'll make a new post to set the post-combat scene, but our PCs don't know there aren't others around...

That concludes our first firefight: An ambush, 2 exchanges of fire long and rather bloody indeed!

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