The Hexcrawl
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T2K Referee
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?
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."
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.
T2K Referee
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.
When pushing, each "1" on a base die or an ammo die will reduce the reliability rating of the weapon by 1. Any "1" rolled in the initial roll (before pushing) are also counted.
This means rolling more ammo dice will risk damaging your firearm – but only when you push the roll.
If your weapon breaks due to pushing, it does so after the current attack is resolved. Read more about damage to gear and repairs on page 91.
JAM: If you roll two or more "1"s on your base dice or ammo dice after pushing, your weapon jams immediately after resolving the attack, in addition to the reduced reliability. Until the jam is cleared, the weapon cannot be fired. Clearing a jam is a slow action and requires a skill roll for the weapon (i.e. RANGED COMBAT or HEAVY WEAPONS).
Hit. That's Damage 3, which is also a crit unless there's armor involved.
Rolls
Shooting at the M2HB Gunner - (1d12, 1d10)
1d12 : (6) = 6
1d10 : (1) = 1
Rolls
Ranged Combat - (d6)
(3) = 3
Agility - (d10)
(2) = 2
Damage Dice - (2d6)
(42) = 6
AGH!
Rolls
PUSH - (1d12, 5d6)
1d12 : (2) = 2
5d6 : (14321) = 11
T2K Referee
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.
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.
Enemy A (Gunner):
Fast Action: Aim, Slow Action: Fire
Enemy B (Driver):
Fast Action: Drive Humvee, Fast Action: Drive Humvee
Enemy C:
Slow Action: Exit Humvee, Fast Action: Move
Enemy D (Squad Leader):
Slow Action: Exit Humvee, Fast Action: Move
Cunningham: 6 Bullets
Reed: 13 Bullets, Weapon Jam, -4 M249 Reliability
Enemy A (Gunner): 2 physical damage, 19 bullets
Enemy B (Driver):
Enemy C:
Enemy D (Squad Leader):
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
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
T2K Referee
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.
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)
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.
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
Rolls
Ranged Combat (Agility) - (d6)
(5) = 5
Agility - (d10)
(4) = 4
Rolls
Heavy Weapons - (1d10)
(7) = 7
T2K Referee
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.
Cunningham fires rounds at the driver, but unfortunately, none make impact.
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.
Cunningham: 10 Bullets
Reed: 13 Bullets, Weapon Jam, -4 M249 Reliability
Enemy A (Gunner): Dead
Enemy B (Driver):
Enemy C:
Enemy D (Squad Leader):
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