The Hexcrawl

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Nov 25, 2023 12:58 am
OOC:
I think this might be one of those situations where pushing the die roll is worth the risk.

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 25, 2023 1:42 am
OOC:
saevikas says:
Reed begins dumping lead into the Humvee to shut down any enemy response once the other two make their shot.

Oh, come on! Apparently Reed could miss the side of a barn with pounds of metal. Do you guys think I should push the roll?
T2K Referee

If you push, roll 1d10, 1d6. The heavy gunner bonus steps up the zero rank skill.

Also, you won’t reroll the 2 "1"s on the ammo dice which will cause your weapon to jam. That will take you a slow action and a successful heavy weapons check to clear next turn."
Nov 25, 2023 3:12 am
OOC:
Couple of questions:
Don't I roll d12 for Agility since I have the bipod?

And do "1"s work differently on ammo dice compared to the skill dice when pushed? I remember that Sheepdog's rifle had its durability degrade due to a push.

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SpiritualSocket Inactive for 10 months

Nov 25, 2023 4:12 am
T2K Referee
OOC:
That's right! You use Agility with the bipod. Sorry about that.

The roll looks good. I forgot about the bipod. Then the machine gunner +1 is negated by yhe -1 for a moving target.

The "1"s on the ammo dice reduce the reliability of the weapon and potentially jam it when you push.
[ +- ] PUSHING & RELIABILITY
[ +- ] Reliability
Nov 25, 2023 6:19 am
OOC:
Didn't know about / remember the double 1 jaw. Yikes.
Following the humvee with the telescopic sight on his rifle, Sheepdog plants his crosshairs on the top gunner and fires as soon as the shooting starts.
OOC:
Agility d10, Ranged Combat d10. Sniper Aim with a bipod gives +2, so d10/d10 becomes d12/d12. Range is fine. Called Shot: Head or Torso, whichever is unarmored, means -2, so we're back to d10/d10... but Baker has *Sniper*, so +1 for a final chance of d12/d10. I think! Rolling that. No Ammo dice, as I now remember they cannot be used with the telescopic sights.

Hit. That's Damage 3, which is also a crit unless there's armor involved.
Last edited November 25, 2023 6:21 am

Rolls

Shooting at the M2HB Gunner - (1d12, 1d10)

1d12 : (6) = 6

1d10 : (1) = 1

Nov 25, 2023 6:23 pm
Cunningham aims and fires through the front windshield of the Humvee hoping to hit the driver or the guy next to him.

Rolls

Ranged Combat - (d6)

(3) = 3

Agility - (d10)

(2) = 2

Damage Dice - (2d6)

(42) = 6

Nov 25, 2023 8:38 pm
OOC:
I guess the gun can be repaired at the settlement. Pushing.

AGH!
Last edited November 25, 2023 8:38 pm

Rolls

PUSH - (1d12, 5d6)

1d12 : (2) = 2

5d6 : (14321) = 11

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SpiritualSocket Inactive for 10 months

Nov 26, 2023 2:09 pm
T2K Referee
Sheepdog takes aim at the exposed gunner, who's donned in a flak jacket and kevlar helmet. With precision, Sheepdog fires a single bullet directly at the gunner's head. The shot partially connects, hitting the helmet and causing the gunner's head to jolt forward, but it mostly glances off, failing to penetrate the protective gear.
OOC:
Enemy A (The Gunner), takes 2 damage.
Cunningham unleashes a rapid barrage of six rounds at the passing Humvee. Some rounds bounce off the vehicle's armor, while others miss entirely.

Reed unleashes a burst of fire from the M249 at the passing Humvee, expelling 13 rounds before the weapon jams, revealing the wear and tear of continuous use during the journey.
OOC:
The M249 requires a successful HEAVY WEAPONS roll to clear the jam. It can’t be fired until that happens.

The reliability of the M249 goes from 5 to 1. If it takes any more reliability damage it will no longer be usable.

Maintaining their composure, the enemies in the Humvee continue forward and execute a sudden spin. Two combatants quickly exit the vehicle, each heading in a different direction. Meanwhile, the gunner, armed with the Browning M2HB, focuses on Cunningham. Bullets erupt around the rocks where Cunningham is positioned, creating explosive impacts, but fortunately, none find their mark.
OOC:
[ +- ] Enemy Actions
[ +- ] GM Stats for this Combat

OOC:
Important Notes
Enemy C and Enemy D are currently out of line of sight. This also means that can't fire on you unless they move closer. (3 forest hexes blocks line of sight).

Edit: updated line of sight info because everyone is at different positions and elevations. We’ve been ruling that elevation allows you to see over forest and foliage.

Sheepdog can see: a, b, d
Cunningham can see: a, b
Reed can see: a, b, d



Cunningham needs to make a successful CUF roll or become suppressed. That's a 1d8 for his CUF, and 1d8 for Unit Morale (He gets the Unit Morale roll because he can see Reed).

Rolls

NPCs CUF, Unit Morale - (1d8, 1d8)

1d8 : (1) = 1

1d8 : (8) = 8

NPC Heavy Weapons - (1d10, 1d8)

1d10 : (5) = 5

1d8 : (2) = 2

M2HB ROF Ammo Dice - (4d6)

(6643) = 19

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 26, 2023 2:38 pm
T2K Referee
Map also in handout.
[ +- ] Ambush Map
Nov 26, 2023 10:07 pm
CUF rolls

Rolls

CUF Roll #1 - (1d8)

(7) = 7

CUF Roll #2 - (1d8)

(8) = 8

Nov 27, 2023 5:53 am
OOC:
Are we up again, same order?

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SpiritualSocket Inactive for 10 months

Nov 27, 2023 2:28 pm
T2K Referee
OOC:
With the departure of overly helpful in-laws and moody teenage nephews, I can now give more attention to the game.

Yes, same initiative order.

If you all prefer, I'm ok with everyone declaring their actions ahead of time for the round, and I can resolve them in initiative order. If someone does something that would obviously impact another's action, I would discuss with that person before resolving.

ORDER:
1. Sheepdog
2. Cunningham
3. Reed
4. Enemies
Nov 27, 2023 11:14 pm
OOC:
If I wanted to throw a frag grenade at the enemy, what would I need to do? Ideally, I would want to hit as many enemies as possible.

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 27, 2023 11:57 pm
OOC:
T2K Referee
The maximum range you can throw a frag grenade is 3 hexes, so that would put the grenade blast here. The circle is the blast size.

However, if you miss the grenade will deviate 1d6 hexes in any direction, so it's possible that could work in your favor. Or land where you stand. I'm ok with allowing an automatic fail to force the grenade deviation.

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

You're turn would look like this
Fast Action: Pull Pin
Slow Action: Throw grenade

Modifiers
+1 for elevation

Dice Rolled
MOBILITY: d12/d8 (Includes the modifier)
Grenade Blast Damage: d8/d8 (successes increase the amount of damage)
Nov 28, 2023 6:00 am
Sheepdog curses when his round deflects off the gunner's helmet, but he follows the vehicle and the man through his scope so he can make a follow-up shot... which he does after moving the firing selector to 'full' before he pulls the trigger.
OOC:
Fast Action Aim to cancel the Quick Shot penalty, Slow Action to fire with RoF 1. Agility d10, Ranged Combat d10. Sniper +1, bipod adds nothing without sniper aim, but forgot Elevated Firing Position +1 last time. That should make for d12/d12, not calling a shot, adding 1d6 from ammo.

Hit. 4 damage to the torso. If 3 damage is dealt, that's a crit.

Edit: screwed up the location roll. Rerolling, d6 this time. Three rounds expended.
Last edited November 28, 2023 6:06 am

Rolls

Agility, Ranged Combat, RoF 1 - (1d12, 1d12, 1d6)

1d12 : (12) = 12

1d12 : (1) = 1

1d6 : (2) = 2

Location - (1d10)

(6) = 6

Location - (1d6)

(3) = 3

Nov 28, 2023 3:57 pm
Hoping that Sheepdog will get that gunner, Cunningham aims (fast action) for the driver and fires (slow action).

Rolls

Ranged Combat (Agility) - (d6)

(5) = 5

Agility - (d10)

(4) = 4

Nov 28, 2023 4:21 pm
OOC:
Hmm, I'll hold off on the grenade if it takes up both actions.
Tedic moves behind the rock and tries to unjam the gun.

Rolls

Heavy Weapons - (1d10)

(7) = 7

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 28, 2023 4:22 pm
OOC:
T2K Referee
@ForeverDED Do you think you'll push the roll?
Nov 28, 2023 4:36 pm
OOC:
No, I'm not really feeling confident or desperate enough that it's worth the risk. :(

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 28, 2023 7:18 pm
T2K Referee
Player Actions
Sheepdog fires off 2 rounds from his M21. They go through the flak jacket of the gunner puncturing his lung. He gasps for breath before collapsing incapacitated over the top of the Browning M2HB.
OOC:
3 damage dealt, critical hit! Punctured lung. Enemy B is incapacitated.
Meanwhile, Reed, taking cover behind the rock, manages to clear the weapon jam of the M249!

Cunningham fires rounds at the driver, but unfortunately, none make impact.
OOC:
I rolled 1d6 ammo dice for Cunningham. 4 Rounds Fired.
Enemy Actions
The driver of the Humvee floors it and begins barreling towards Sheepdog. There are no signs of slowing down, and it appears that the driver may attempt to ram Sheepdog with the Humvee.

The thug near Reed opens fire, bullets whizzing overhead as Reed quickly unjams his weapon. Luckily, he doesn't take any damage, as the rocks he's taking cover against block all the bullets.
OOC:
Reed didn't take his fast action last turn, so I think it's save to say he would have moved into more cover. I repositioned him slightly.
The soldier near Cunningham advances forward, firing as he moves. Bullets kick up dirt and debris all around Cunningham. The rocks where he's taken partial cover protect him from any harm.
OOC:
The enemy rolled a torso hit location where Cunningham is protected by the armor level 3 of the rocks due to partial cover.

https://i.imgur.com/F2cx5H2.jpg
OOC:
[ +- ] GM Stats for this combat

Rolls

Cunningham AMMO Dice - (1d6)

(4) = 4

Enemy B (Driver) - DRIVING - (1d10, 1d8)

1d10 : (8) = 8

1d8 : (6) = 6

Enemy C - RANGED COMBAT (Modifiers -2) - (1d8, 1d6)

1d8 : (6) = 6

1d6 : (1) = 1

Enemy D - RANGED COMBAT (Modifiers -2) - (1d8, 1d6)

1d8 : (6) = 6

1d6 : (1) = 1

Reed Hit Location - (1d6)

(3) = 3

Cunningham Hit Location - (1d6)

(2) = 2

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