Chapter 1 - It Begins

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Oct 7, 2023 2:27 pm
Master Sergeant Baker and Lieutenant Cunningham head east and then south in the twilight, approaching their agreed positions from behind the hill they hope to provide fire from.

Minutes after splitting up, Sheepdog settles into his prone firing position, getting comfortable, taking his time and putting his sights on the unsuspecting Soviet with the radio. Controlling his breathing, he takes the shot and starts the attack.

Baker curses as his gun reports and the shot falls short, sparking against a barricade in front of his target. He sends more rounds downrange to hopefully scatter the soldiers, but doesn't land any hits.
OOC:
By the table in the book, I had a 4% chance of missing if I pushed!

Looks like my weapon's reliability goes down by 1, and he spends either 5, 4, or 9 ammo. Do you add them together if you push?
Last edited October 7, 2023 2:36 pm

Rolls

Headshot from the M21, Including 2d6 from RoF - (1d12, 1d10, 1d6, 1d6)

1d12 : (3) = 3

1d10 : (3) = 3

1d6 : (2) = 2

1d6 : (3) = 3

Pushed Attack - (1d12, 1d10, 1d6, 1d6)

1d12 : (4) = 4

1d10 : (2) = 2

1d6 : (1) = 1

1d6 : (3) = 3

Oct 7, 2023 2:59 pm
OOC:
Harrigan says:
4% chance of missing if I pushed!
Bad luck!
Harrigan says:
he spends either 5, 4, or 9 ammo
Use the new total of 4.
Oct 7, 2023 3:04 pm
OOC:
@ForeverDED go ahead and roll for Cunningham. His action is next.

Rolling initiative for everyone.

Will show initiative after Cunningham's action

Rolls

Cunningham - (1d1000)

(438) = 438

Reed - (1d1000)

(361) = 361

Sheepdog (COMBAT AWARENESS) - (1d1000, 1d1000)

1d1000 : (223) = 223

1d1000 : (591) = 591

Hunter - (1d1000)

(432) = 432

Enemies - (1d1000)

(149) = 149

Enemies CUF - (1d8)

(3) = 3

Oct 7, 2023 5:56 pm
It had been a while since Cunningham fired an M249. Probably not since BT. He ran through his head what he'd been taught while getting set up with the bipod mount. When the signal was given, he opened fire.
OOC:
Using the d8 as instructed earlier.

Rolls

Hit targets - (1d8)

(3) = 3

Damage, if successful - (6d6)

(623665) = 28

Oct 7, 2023 8:00 pm
Sheepdog shoots 4 rounds from his M21 all miss. His M21 loses 1 reliability.

Then Cunningham opens fire with the M249 unleashing 28 rounds. All miss, but still force the enemies to make a CUF check because of the 6s on the ammo dice.

Immediately Reed drives down with the Humvee and parks behind the rock. Hunter and him jump out and get into position.

The 4 Soviets fail CUF and are now suppressed. They all drop prone, take 1 stress damage. All lose fast/slow actions during their first turn. The one with the radio uses a free action to speak into it.

Within seconds an artillery shell hits the area far north of Sheepdog. It clearly did not have good coordinates for accuracy.

Artillery shells will continue to hit every enemy turn.

Initiative
1. Enemies
2. Sheepdog
3. Reed
4. Hunter
5. Cunningham

Sheepdog you’re up
Because of combat awareness. I rolled initiative for you twice. You can go now or go last.
Oct 8, 2023 2:24 am
Adjusting his aim, adjusting for the windage and elevation, Sheepdog fires again, still trying to take out the leader.
OOC:
Fast Action - Aim (not Sniper Aim, which is a Slow Action), Slow Action - Shoot Firearm.

Agility d10, Ranged Combat d10
Sniper offers +1, so d12/d10
10 hexes away -- that's the range of the M21
It's too far for the NVG to be effective, so -1 from twilight for d10/d10.
Elevated Firing Position +1 for d12/d10.
Aim action -- prevents -2 penalty

Rolling d12/d10, using RoF 1.

Looks like a hit with two successes, so 3+1 damage. Crit rating of the rifle is 3, checking hit location now. 8, Torso. Unless the target has armor or hard cover, I think that means Torn Intestines. Poor bastard got gut-shot.

Five rounds expended. Hoping I did all this correctly!
Last edited October 8, 2023 2:31 am

Rolls

M21 Shot at Leader - (1d12, 1d10, 1d6)

1d12 : (4) = 4

1d10 : (10) = 10

1d6 : (5) = 5

Hit Location - (1d6)

(4) = 4

Torso Location - (1d10)

(8) = 8

Oct 8, 2023 1:48 pm
Sheepdog fires another 5 rounds. Critical Hit! Enemy 1 with the radio takes 4 damage and has torn intestines. He now has -1 to STAMINA. (Fast Action: Aim | Slow Action: Shoot)

Reed takes partial cover behind the rock, aims at Enemy 1, and then shoots a single round into his leg dealing 1 dmg. (Fast Action: Aim | Slow Action: Shoot)

Enemy 1 becomes incapacitated by his wounds and collapses unconscious. There are 3 remaining enemies lying prone on the bridge.

Hunter you're up
Some suggestions: Attempt to make the difficult shot or move closer.
[ +- ] Example Shooting Turn
[ +- ] Example Moving Turn
Oct 8, 2023 1:51 pm
OOC:
Updated Ranged Combat Player Aids in the reference thread.

Keeping track of basic PC stats on this page.
Oct 9, 2023 2:27 pm
Seeing an opening, Chase dashes forward and drops down to take cover in some bushes closer to the enemy position.
OOC:
Taking GM’s suggestion to move 2 hexes closer and drop prone.
Oct 9, 2023 2:44 pm
Cunningham chides himself for not hitting any of the Reds, but at least he got their attention. He aims again and fires more conservatively this time. Gotta conserve ammo.
OOC:
Going with half the ammo dice this time.
Last edited October 9, 2023 2:45 pm

Rolls

Hit targets - (1d8)

(5) = 5

Damage, if successful - (3d6)

(224) = 8

Oct 9, 2023 3:51 pm
Hunter swiftly advances toward a cluster of dense brush seizing the chance while the enemies are momentarily caught off guard. (Fast Action: Move | Fast Action: Move)

Cunningham continues firing with the M249, but still doesn’t hit. 8 rounds spent. (Fast Action: Aim | Slow Action: Shoot)
OOC:
[ +- ] GM Sidebar for Cunningham
The enemy combatants recover from suppression and get up from prone. Two run for cover to the vehicles ahead. The third rushes to the radio and picks it up and gives coordinates to aim. The artillery strike misses, but it's much closer this time.
[ +- ] Enemy Action Details
https://i.imgur.com/eWAnUL9.png

Rolls

Artillery target: 1 Reed, 2 Hunter, 3 Sheepdog, 4 Cunningham - (1d4)

(1) = 1

Enemy 3 aim artillery (INT + HW) - (1d6+1d0)

(3) + (0) = 3

Oct 9, 2023 4:12 pm
[ +- ] Updated Battle Map
Sheepdog you're up.
Oct 10, 2023 6:13 am
Sheepdog instinctively hunkers down further when the arty comes in, and he swears to himself when a round lands no terribly far from the humvee. They're correcting!

Quickly, he takes aim on the soldier that picked up the radio and tries to take him out.
OOC:
Fast Action - Aim (not Sniper Aim, which is a Slow Action), Slow Action - Shoot Firearm.

Agility d10, Ranged Combat d10
Sniper offers +1, so d12/d10
7-8 hexes away -- that's within M21 range
Still too far for the NVG to be effective, so -1 from twilight for d10/d10.
Elevated Firing Position +1 for d12/d10.
Aim action -- prevents -2 penalty

Rolling d12/d10, using RoF 1...

Hit with two successes for 4 damage. I'd like to use the Ammo Die hit to also strike soldier #2 if that's possible -- if they are in the same hex?

Rolling a crit for Soldier 3: Another gutshot!

Let me know if I can strike that second target -- feel free to roll crits if I can to keep things moving. Marking off 6 ammo.
Last edited October 10, 2023 6:20 am

Rolls

Firing with 1 RoF - (1d12, 1d10, 1d6)

1d12 : (7) = 7

1d10 : (7) = 7

1d6 : (6) = 6

Hit Location - (1d6)

(4) = 4

Torso Location - (1d10)

(8) = 8

Oct 10, 2023 12:43 pm
OOC:
Unfortunately, Enemies 2 & 3 moved out of the hex on their last turn. It would have been cool to split up fire to hurt multiple.

https://i.imgur.com/OXirHFQ.png

Sheepdog fires 6 rounds that tear through the Soviet's intestines. Another Critical Hit! Enemy 4 who currently has the radio takes 5 damage and collapses unconscious from his wounds. (Fast Action: Aim | Slow Action: Shoot)

There are only 2 enemies remaining.

Reed you're up!
Oct 11, 2023 5:06 am
Seeing the artillery get closer, Reed makes a snap decision, hopping back in the Humvee and driving it north to take it out of combat. Hopefully the others wrap things up soon.
Last edited October 11, 2023 5:06 am
Oct 11, 2023 1:23 pm
Reed sprints towards the Humvee, leaping into the driver's seat. With the engine roaring to life, he pushes the accelerator to the floor, and the vehicle surges forward, hurtling away to the north at breakneck speed, escaping the incoming artillery fire.

Cunningham you're up!
[ +- ] Shooting Info
Oct 11, 2023 2:58 pm
OOC:
It sounds like it might be prudent to stay put rather than move.
Cunningham catches a glimpse of the Humvee taking off, presumably to get out of range. That last artillery round was too close for comfort for them. He doesn't know if Hunter moved got into the Humvee, too, so he assumes she doesn't and opts to provide some cover for her. He takes aim and fires.

Rolls

Hit targets - (1d10)

(10) = 10

Ammo - (6d6)

(242436) = 21

Oct 11, 2023 3:09 pm
Cunningham fires 21 rounds from the M249 dealing 4 damage. Critical hit! The rounds rip through the soviet's torso causing internal bleeding. The enemy falls down and drops his weapon. He can no longer walk just crawl.

The unharmed Soviet, his eyes wide with panic and his morale shattered by the critical injuries of his comrades, will make an attempt to flee on his next turn.

Hunter you’re up!
You can shoot the enemy that looks like he will flee or just let him go.
[ +- ] Example Shooting Info

Rolls

Hit Location - (1d6)

(2) = 2

Critical Hit Details - (1d10)

(9) = 9

Oct 11, 2023 4:57 pm
Chase aims and takes the shot before the soldier can flee.

Rolls

Shoot - (d6, d8)

d6 : (3) = 3

d8 : (6) = 6

Oct 11, 2023 5:04 pm
OOC:
@Dmbrainiac do you want to roll 2d6 ammo dice for your roll? You'll shoot more rounds, but you'll have a chance of doing more damage and a critical hit.
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