sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 15:51:51 GMT -5
Journal of Ben Farssel, Survivor of World War 3:
Date: Setember 4th, 2013
It was cloudy today, there was no sun until about 4 o'clock, or what seemed like it. Since the EMP damage is bad in this area no electronics work and I have to rely on the sun for time.
I'm lucky to be writing this day, as I was in for the fight of my life at several points today. It was probably around noon, when I was searching the rubble outside my hometown of Hemmington, California. I had been wandering for an hour or two, found myself another magazine for my M16 but otherwise there was nothing of value. My group split up to help the search go faster and I was east of the old supermarket when I see two figures behind this torn down sign that said "SIo- d- I". I think its a Stop and Shop sign that represented this crumbled mess.
Anyways so I'm looking at these figures and I notice they aren't in my group, which meant they were probably from the gang that killed Jimmy last Tuesday. I crouched behind this old Ford Explorer and took aim at one of them.....
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Post by Sutton on Sept 22, 2009 15:56:17 GMT -5
The two men mill about near the edge of the intersection. One is digging through a pile of rubble with a shovel, the other stands watch with what appears to be a Kalashnikov. They don't seem to have seen you, and are continuing about their business, whatever it may be. In any case, they're sitting ducks - you've got a clear shot.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 16:14:34 GMT -5
Time for Initiative. Since they failed their Awareness check, they do not get the encumbrance bonus to their number of ticks. I am rolling 2d20L versus 7 for my init roll:
I got a 2 and 10, which means 3 Margain of Success
12 (Light Encumbered) + 3*2 = 18
I start at Tick 18.
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Post by Sutton on Sept 22, 2009 16:17:19 GMT -5
They have 15 and 18 on their initiative check - far above their 5 OODA. No margin of success, which combined with their failed awareness rolls, means they have a grand total of zero ticks of initiative this exchange.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 16:35:15 GMT -5
Tick 18: I will be doing a snap shot at the guard, a cost of 4 Ticks. Single shot.
Tick 14: My Snap Shot resolves.
I have Longarms at Professional, which gives me 3d20L. I get a -2 penalty for Tight range, and a +2 penatly for the red dot sight on my M16. Total TN is at 7.
6,2,10 ----> 7 MoS (5 MoS from the 2 and +2 MoS from the 6)
Now I roll 2 d6 for hit location. My vertical D6 is a 1, and my horizontal D6 is a 3. This means a head/neck injury.
Ben will then take a snap shot at the second guy, single shot and resolves at Tick 10.
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Post by Sutton on Sept 22, 2009 16:41:33 GMT -5
Your round has 7 base damage at this range, to which your 7 Measure of Success is added for a total of 14. The enemy is wearing a Motorcycle Helmet, which has 50% coverage. d100 comes up 32 - the round strikes the helmet. The helmet has an armor rating of 1, which is multiplied by your rifles Penetration rating - x2, at this range, for a total of 2 which is then subtracted from your damage, leaving 12. Unfortunately for him, this is still enough to cause a critical wound.
The man with the gun drops like a sack of potatoes - it doesn't look like he'll be troubling anyone anymore. The one with the shovel isn't moving. Maybe he's pissing himself. Maybe he's hoping you haven't seen him. Maybe he's just trying to figure out what the hell is going on. Who knows?
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 16:52:42 GMT -5
Tick 10: Snap shot resolves.
Same mods and dice
1,6,4-----> 10 MoS
For hitlocation I roll 2d6, getting a 5 and a 4. Which means a upper abdomen shot.
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Post by Sutton on Sept 22, 2009 16:59:15 GMT -5
17 damage to the torso. Somehow, I don't think his sweatshirt is going to cut it to stop that. He's seriously wounded. He gets a fitness roll or he falls into shock, and fails by 6 with a roll of 12,18. He's now in shock and Unstable - his wound will worsen by one category at the end of each pause or exchange of fire, and if it reaches Critical and then worsens further he will bleed to death.
He slumps over atop the pile of rubble and and his shovel and emits a hideous scream of pain. That must have hurt, a lot. More importantly, you'd bet money that if anyone else is around here, they can hear it (as if the gunshots weren't enough).
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 17:05:07 GMT -5
.... I watched that lats guy slump, it wasn't the first time I killed but I knew that it wouldn't be the last. I knew their friends would come and I decided to end their destruction. I called in my team and several minutes later we had set up an ambush by the market. Bob and John had found each a MP5 since the destruction but Frank had only gotten a handgun. We set up our psoitions and waited, and waited. It was starting to get dark when they finally arrived....
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Post by Sutton on Sept 22, 2009 17:18:33 GMT -5
As you wait, you idly wonder - what the hell is taking the idiots so long? I mean, if you heard your buddies screaming and gunfire, you'd take less than 3 hours to show up! And, right on cue, they arrive - 6 men, spread out with maybe 2 meters between each of them, walking down the street into the marketplace. You see three AKs, a shotgun and a pair of... Uzis? Yeah, looks like Uzis. Range is 20 meters (CQB range) currently, though you can let them approach closer if you like.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 17:25:39 GMT -5
We will let them come to 10 meters, then Frank will throw him Molotov at them.
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Post by Sutton on Sept 22, 2009 17:48:01 GMT -5
Alrighty.
The group slowly inches forwards - they're clearly expecting trouble. For a few tense seconds, they slowly walk closer... almost there... just a few steps from where you'd decided to attack them, one of them points at where Bob is hiding and screams "AMBUUSH!".
They make their awareness test to spot your trap, unfortunately. Time for initiative - the NPC squad has 14 ticks.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 18:26:05 GMT -5
Initiative rolls:
I got a 14 and 6 versus 5, no MoS so I start on Tick 12
My Squadmates get a 11 and 1 against 5, 4 MoS. They start at Tick 20.
Frank will be lighting his molotov, which will resolve Tick 19, John and Bob will both be doing a aimed shot with their MP5s at 2 seperate gangsters, burst 3 fire, resolving at Tick 15.
Tick 19: Frank will be aimed shotting his molotov into the middle of the group, Resolving at Tick 15.
Tick 15: The molotov will resolve first.
2d20L CDN check versus 3
3, 20----> 0 MoS but succeeds.
MP5 shot #1 at the shotgunner:
2d20L versus 7 (6 base CDN+2 from burst-2/1 from aimed and visual)
4,6------> 5 MoS
Hit Locations: 1- 2 and 6 (Right Elbow) 2- 6 which means a miss (Each shot after the first needs a D6 to find whether or not it hits in the same location, different location, or misses) 3- 3 so it hits in a different locations; 4 and 1 which means left thigh.
Second Shot at one of the guys with a uzi:
2d20L versus 7
6,1------> 8 MoS
Shots: 1- 1 and 5 which means right hand 2- 6, miss 3- 5, miss
Bob and John are doing another aimed burst 3 shot at the same guys, resolving at Tick 10. Frank is drawing his handgun, resolving on Tick 14.
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Post by Sutton on Sept 22, 2009 18:32:48 GMT -5
Instants after the enemy shouts, the market erupts with gunfire - and the molotov cocktail whips through the air - it strikes one of the men with an Uzi; and he is engulfed in flame. The shotgunner staggers as bullets tear through his arm and leg; and one of the others drops his rifle and clutches his bleeding wrist - the battle has begun.
Declared Actions for Tick 14:
The man on fire is, predictably, running around screaming. The rest are scattering and finding whatever cover they can (Crates, rubble, etc).
Both of these actions will resolve on tick 9.
So far, two men are effectively disabled - The guy on fire is (obviously), on fire; and the man who's wrist was hit is in Shock and Unstable. The shotgunner made both his stability rolls, so he's still okay, but he'll take penalties on most actions. For reference, the 9x19mm rounds fired by the MP5s do 4 damage with x3 penetration rating.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Sept 22, 2009 18:38:43 GMT -5
Tick 14: Frank is firing his Glock at a guy running for cover, resolving Tick 10.
Tick 12: Aimed shot at the other guy moving for cover, resolve Tick 5.
Tick 10: The MP5 shots first, Same mods and dice.
First at the shotgunner:
2,5-----> 7 MoS
1- 5 and 6 which means right knee 2- 6, miss 3- 1, same hit location
Second at the wristed uzi guy:
1,10-----> 6 MoS
1- 2 and 2, left elbow 2- 6, miss 3- 4, miss
Now the Handgun shot towards to one of the people going for cover:
2d20L vs 5
16,14----> No MoS
Franky is dropping prone behind full cover, Resolve Tick 6.
John and Bob are doing the same aimed shot, but burst 5 (Fully automatic) fire instead, Resolving Tick 5. They are aiming for the 2 nearest guys to them that are behind cover.
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