The Hexcrawl

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SpiritualSocket Inactive for 10 months

Nov 28, 2023 7:43 pm
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OOC:
Same initiative order. Sheepdog is up, but everyone may post their actions ahead of time.

1. Sheepdog
2. Cunningham
3. Reed
4. Enemies

Quick Reminders of the Situation:
* Firing at the moving Humvee includes a -1 modifier. (i.e. enemy B)
* Firing at someone in the wooded terrain includes a -1 modifier (i.e. enemies C & D)
Nov 28, 2023 9:04 pm
OOC:
Ammo expenditure noted.

Now that the Humvee has moved, does Cunningham have any targets he can shoot at? d?

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SpiritualSocket Inactive for 10 months

Nov 28, 2023 9:07 pm
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OOC:
Yes Enemy D! He couldn't' see him before because he was beyond 3 hexes of forest, but now he's very visible.
Nov 29, 2023 1:37 am
Cunningham aims (fast action) at enemy D and fires (slow action).

Rolls

Ranged Combat (Agility) - (d6)

(1) = 1

Agility - (d10)

(8) = 8

Ammo Dice - (2d6)

(51) = 6

Nov 29, 2023 1:43 am
OOC:
Would chucking a grenade also incur the -1 penalty from the wooded terrain? I plan on chucking it to the open hex at C's upper right, where the blast should reach them.
Last edited November 29, 2023 1:43 am

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 29, 2023 3:06 am
OOC:
T2K Referee
Yeah it still gets the -1 for the terrain.
Nov 29, 2023 3:37 am
OOC:
Wish me luck! I think the modifiers for elevation and terrain cancel each other out.
Reed pulls one of the grenades off of his belt and chucks it down the hill at the approaching enemy. Getting it close enough will be good enough for him.
OOC:
Whoop! Looking at the rules, I'm now a bit confused about how grenades work. I rolled Mobility, but the game says that I should roll the grenade's blast power?
Last edited November 29, 2023 3:43 am

Rolls

Bombs away! - (1d12, 1d6)

1d12 : (12) = 12

1d6 : (5) = 5

Nov 29, 2023 7:42 am
Seeing the vehicle barreling towards him, and not trusting the light tree cover to stop the thing, Baker gets up out of his prone position and hustles to some nearby rocks that he hopes will provide him some cover!
OOC:
Fast action to get up, Slow to run to the rocks two hexes NW of him. Possible? Need a roll? He leaves his pack on the ground, for what it's worth.

Two other notes: I think Sheepdog is at 4 rounds spent, not 3, and I'm not seeing how Cunningham is rolling a d6 and a d10 for his attacks. Aren't the dice chained together so they are never more than one step apart?

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SpiritualSocket Inactive for 10 months

Nov 29, 2023 3:05 pm
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OOC:
I'll update Sheepdog's rounds spent to 4.

Cunningham's Agility is d10 and Ranged Combat is d6, so his base roll is more than one step apart. I don't see anything that explicitly prevents that combination. However, when applying modifiers, the dice pool needs to be balanced, so pluses would step up the d6 and negatives step down the d10. I'll poke around in the rules and let you know if I find anything, or if you see anything let me know.

That said, @ForeverDED, can you reroll your agility ranged combat roll using a d8? Enemy D is in a lightly wooded area, and targeting him includes -1 modifier. Sorry, I know that you already rolled a success.

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SpiritualSocket Inactive for 10 months

Nov 29, 2023 3:26 pm
OOC:
T2K Referee
@saevikas Grenades are confusing. - I'm trying to create some player aides to help simplify some of these combat mechanics.

1. Roll MOBILITY to land the grenade in the correct place. (Extra successes do not affect the damage)
2. Roll Blast Damage based on the characters location to the center of the explosion to determine if the target gets hit by the explosion (extra successes increase damage)
3. Roll 1d6 for Hit Location to see where the blast hits the target. (Only applies if the Blast Damage roll is successful)

Reed landed the grenade dead center on the target because of the successful MOBILITY roll. Since the target is at the center of the blast radius, you need to roll 2d8 for blast damage. No matter what happens the target will be knocked prone from the explosion and be forced to make a CUF roll. If you don't roll a success, he doesn't take damage. If you roll 1 success, he gets hit and takes the base damage for frag grenades which is 2. If you roll 2 successes, he'll take 3 damage.

Two additional notes:
I misspoke early about the need to apply a -1 modifier to terrain for grenades. Terrain modifiers don't apply to grenades because your targeting the hex not the person.

Frag Grenades aren't effective against armor, so the target will reduce the damage of the blast by 2 instead of 1 if he gets his in a place where he's wearing armor. In this case, it would be his torso and head.

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SpiritualSocket Inactive for 10 months

Nov 29, 2023 3:28 pm
OOC:
T2K Referee
@Harrigan I personally don't think it's tricky for Sheepdog to take cover behind the rocks and since it's only 2 hexes away he shouldn't need to roll.
Nov 29, 2023 5:38 pm
SpiritualSocket says:
OOC:
Cunningham's Agility is d10 and Ranged Combat is d6, so his base roll is more than one step apart. I don't see anything that explicitly prevents that combination. However, when applying modifiers, the dice pool needs to be balanced, so pluses would step up the d6 and negatives step down the d10. I'll poke around in the rules and let you know if I find anything, or if you see anything let me know.

That said, @ForeverDED, can you reroll your agility ranged combat roll using a d8? Enemy D is in a lightly wooded area, and targeting him includes -1 modifier. Sorry, I know that you already rolled a success.

Rolls

Re-roll - (1d8)

(3) = 3

Nov 29, 2023 5:55 pm
OOC:
rollin'

Rolls

2d8

(31) = 4

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SpiritualSocket Inactive for 10 months

Nov 29, 2023 6:48 pm
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Reed's grenade lands near the combatant, who promptly dives to the ground for cover. Shaken the combatant looses his cool.
OOC:
No physical damage. However, Enemy C is currently suppressed. He takes 1 stress damage and loses his turn.
Cunningham, leaning over the top of the rock, fires 6 rounds at the approaching soldier but doesn't get a clear shot through the trees. The soldier continues onward and leaps over the rock landing in the same hex as Cunningham.
OOC:
Ranged combat in the same hex has these modifiers: -1 for Pistols, Carbines, and SMGS. -2 for all other ranged weapons. I don't see any other modifiers he would include.
Sheepdog successfully reaches cover as the Humvee continues forward, stopping just at the edge of the wooded area. The driver exits the driver's seat, crawls over the backseat, and positions himself, prepared to man the M2HB.
OOC:
I'm assuming Sheepdog is in full cover and can't be targeted. He will need to use a fast action to go from full to partial cover if he shoots next turn.

The driver took his fast action to drive and a slow action to get behind the gun. His next turn will be fast action to shift the dead guy off the gun and then a slow action to fire. He won't be able to use a fast action to aim. If he becomes suppressed, he'll dive back into the armored Humvee.

OOC:
[ +- ] GM Stats for Combat
https://i.imgur.com/eoTVeq9.jpg


OOC:
Same initiative order. Sheepdog is up, but everyone may post their actions ahead of time.

1. Sheepdog
2. Cunningham
3. Reed
4. Enemies

Rolls

Enemy C - CUF (No Unit Morale Roll) - (1d8)

(1) = 1

Enemy D - MOBILITY to leap over rocks - (1d10)

(7) = 7

Enemy B - DRIVING roll to navigate woods - (1d10, 1d8)

1d10 : (7) = 7

1d8 : (5) = 5

Nov 30, 2023 2:19 am
OOC:
What would it take for Tedic to make the prone combatant surrender? Walk up and point the big gun at him?

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 2:53 am
T2K Referee
OOC:
I would play it out like this. Reed needs to get to him with his first fast action. Then point a gun at him at point blank range.

It would require a couple of rolls both which can be pushed. The target is 3 hexes away, so Reed needs a successful MOBILITY roll to make the extra distance in time. Then Reed needs to either make a successful PERSUASION roll or the target needs to fail his CUF again.

It’s not a bad plan. However, problems could obviously happen if he figures out the M249 is jammed or another combatant comes to help his comrade.

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SpiritualSocket Inactive for 10 months

Nov 30, 2023 2:56 am
OOC:
T2K Referee
I’m definitely open to other ideas.
Nov 30, 2023 3:25 am
OOC:
Sounds like Opposed Rolls to me, maybe with modifiers for distance, for having a weapon, etc. Persuasion vs. CUF could even work, as it would model the target being tougher if the unit has integrity, etc.

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SpiritualSocket Inactive for 10 months

Nov 30, 2023 3:40 am
T2K Referee
OOC:
I like the opposed rolls. Reed’s persuasion vs the enemy’s CUF (1d8). We can apply modifiers to Reed’s action based on how close he is: +3 in same hex. +2 in an adjacent hex, +1 two hexes away.
Nov 30, 2023 4:06 am
OOC:
+1 modifier for elevation?

"It's over! I have the high ground!"

Also, the gun was unjammed the round before the grenade toss. If Tedic does go that route, he'll probably just go as far as he can without needing to roll.
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