The Hexcrawl

load previous
Nov 30, 2023 5:05 am
Sheepdog knows popping up to confront the guy getting on the deuce isn't the smart play here, but he also knows if he just keeps his head down there's a good chance the soldier will pivot and put heavy fire on one of his companions. If they don't see it coming and get to cover, they're toast.

So, both eyes open as he uses the red-dot sight on the side of his scope, the man leans out quickly, then fires a burst from his M21, trying to take the man out.
OOC:
Fast Action to move to Partial Cover; Slow Action to fire. Starting with d10/d10, +1 from Sniper, -2 from not aiming. d10/d8 and using RoF 2.

Edit: Nine rounds spent. Head hit, let's use the ammo die to increase damage to 4 to get through his helmet with 3 stress and a crit. (Rifle crits on 3.) Goofed on the name of the crit roll -- should be "Critical Location." Looks like a Gouged Eye if the crit activates.
Last edited November 30, 2023 5:12 am

Rolls

Agility + Ranged Combat - (1d10, 1d8, 2d6)

1d10 : (7) = 7

1d8 : (3) = 3

2d6 : (26) = 8

Hit Location - (1d6)

(6) = 6

Hit Location - (1d10)

(6) = 6

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 2:54 pm
T2K Referee
saevikas says:
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.
OOC:
Reed could get here with his fast action which would give him these modifiers to his persuasion roll.

"It's over! I have the high ground!" +1
Adjacent Hex +2

His Base Empathy/Persuasion is d10/d6, so his final dice pool is d12/d10.

It's an opposed roll so he needs to get 1 more success than the target's CUF roll. The enemy only gets to roll d8 because he can't see the rest of his squad.

If Reed doesn't win the opposed roll, there is a small chance that the target could hit him with ranged combat next round, but he needs to roll really well. Most likely Reed will end up in a really good position to continue combat.
https://i.imgur.com/AoyYZpf.png

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 3:00 pm
T2K Referee

Rolls

Enemy B - CUF - (1d8)

(5) = 5

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 3:03 pm
T2K Referee
Sheepdog
The burst of fire from Sheepdog's M21 is deadly accurate as it strikes the target just under his helmet hitting the man in the side of the face gouging out one of his eyes in the process. He shouts something to the effect of "Screw this!" and takes cover inside the vehicle.

The enemy is clearly shaken and gives the impression that he no longer want to stick around to see (through his one remaining good eye) how things play out.
OOC:
Enemy B takes 3 damage and is suppressed. He loses his next turn. His critical injury gives him a permanent -2 to RECON and RANGED COMBAT.
Nov 30, 2023 4:52 pm
Tedic stands on top of the hill, dramatic lighting to his back and M249 in hand.

"Surrender!"

Rolls

Persuasion - (1d12, 1d10)

1d12 : (3) = 3

1d10 : (1) = 1

Nov 30, 2023 6:52 pm
Fast Action: Aim
Slow Action: Shoot

So which dice am I rolling now? I'm assuming that I can't go lower than d6. So d6 & d6?

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 7:10 pm
T2K Referee
OOC:
That's right: d6/d6.

Base Pool: d10/d6 (Agility/Ranged Combat)
-2 for Active Target in same hex with AK-74:

Final Pool: d6/d6

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 7:11 pm
T2K Referee
Reed
In response to Reed, the combatant shouts "Never!"
OOC:
Enemy C will not give up. However, he lost his turn due to suppression. He's no longer suppressed.

Rolls

Enemy C - CUF - (1d8)

(8) = 8

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Nov 30, 2023 7:13 pm
Ok

Rolls

Close range shots - (1d6, 1d6)

1d6 : (5) = 5

1d6 : (1) = 1

Ammo Dice - (2d6)

(63) = 9

T2K Referee

SpiritualSocket Inactive for 10 months

Nov 30, 2023 7:36 pm
T2K Referee
Cunningham
The combatant next to Cunningham leaps forward and attempts to grapple him.
OOC:
If the grapple succeeds, both Cunningham and the combatant fall to the group. Cunningham will drop his weapon and won't be able to move. His only available action for his next turn will to be to break free which is a slow action opposed roll. Cunningham's melee combat vs the enemy's.

Cunningham can attempt to block the grapple witch a successful close combat roll (d12/d6). This will cost him a fast action in his next turn. Any success prevents the grapple. Extra successes have no effect. This roll can be pushed.

Rolls

Enemy D - CUF - (1d8)

(8) = 8

Grapple - (1d10, 1d6)

1d10 : (6) = 6

1d6 : (2) = 2

Nov 30, 2023 9:49 pm
Attempting to block the grapple.

Rolls

Attempting to block the grapple - (1d12, 1d6)

1d12 : (7) = 7

1d6 : (4) = 4

T2K Referee

SpiritualSocket Inactive for 10 months

Dec 1, 2023 1:41 am
Cunningham blocks the grapple attempt. The man is still in the same hex as him.
OOC:
Cunningham can only take one action this turn
The enemy in front of Sheepdog is taking cover in the Humvee and looks like he’s going to attempt to flee on his next turn. He didn’t take an action this turn due to suppression.

The prone enemy in front of Reed shows no signs that he will back down from the fight and will attempt to attack Reed on his next action.
OOC:
[ +- ] GM Stats for Combat

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

1. Sheepdog
2. Cunningham
3. Reed
4. Enemies
T2K Referee
Dec 1, 2023 3:33 am
The hit was a solid one, but Baker swears to himself when he sees that his target isn't fully out of the fight. Decision-time. He knows his teammates are still in the thick of it from the sounds of the gunfire, and he needs to get to their aid -- quickly. So he's up and moving from his cover, making his way quickly and quietly through the rocky field to the humvee, trying to approach steathily, using the vehicle to block his approach. On the way, he shoulders his rifle and draws his sidearm.
OOC:
Slow action to move stealthily up to the humvee, fast action to draw his pistol. Should I test Recon?

Also, hm, I think I've been counting rounds wrong after all. I though spending ammo dice was 1 + whatever you roll on the ammo dice, but it looks like it's *just* what you roll, is that right?
Dec 1, 2023 3:46 am
OOC:
He can't aim. The enemy is in the same hex. Is it still d6 & d6?
Dec 1, 2023 3:48 am
OOC:
With the modifiers, is it d12/d6 I roll for base die? (STR without bipod, machine gunner specialty, elevation bonus)? Just checking to see if I didn't miss any modifiers before rolling.
Tedic shoots.
Last edited December 1, 2023 3:48 am

T2K Referee

SpiritualSocket Inactive for 10 months

Dec 1, 2023 2:54 pm
T2K Referee
Sheepdog
OOC:
Yes, make a RECON roll. It's an opposed roll. If you beat the enemy driver's RECON, you get a +3 to your next attack as long it's in the same hex.
Cunningham
OOC:
Cunningham is incredibly strong, and I want you to be aware of the melee actions he can perform. The enemy also dropped his rifle in an attempt to grapple Cunningham.

Melee Combat: Roll d12/d6
Deal 1 damage plus 1 for each extra success. - You don't need to drop your rifle. Narratively, you'd be using it as a type of improvised weapon.

Grapple: Roll d12/d6.
You grapple the opponent, and you both fall to the ground. The only action the enemy can make on future turns is break free. Until the enemy breaks free, you can perform grapple attacks. Grapple attacks are the same as melee attacks but only use a fast action. The opponent can attempt to block the grapple, but loses a fast action. - However, you drop your rifle to do this.

Shove/trip Roll d12/d6
As a fast action, you can try to shove the enemy to the ground. Cunningham is stronger than the opponent, so you only need 1 success. The opponent can attempt to block the shove, but loses a fast action. This action doesn't do any damage.

Ranged Combat: Roll d6/-
He can't aim and he's firing in close combat for a total of -4 modifiers. That drops him to a single d6 for ranged combat. You can't go lower than that.
Reed
OOC:
This is how I calculated the dice pool. Let me know if that doesn't make sense. The way I see it is that the machine gunner speciality starts HW at d6. Then from there all the steps need to balance out.

Base dice pool: d10/- (STR/HW)

+1 Machine Gunner (d10/d6)
+1 Elevation (d10/d8)
-1 Target prone (d8/d8)
-1 Terrain (d8/d6)

Final Dice Pool: d8/d6

Rolls

Enemy B - Opposed Recon (Modifier - 2) - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (2) = 2

Enemy D - Disarm Cunningham - (1d10, 1d6)

1d10 : (8) = 8

1d6 : (5) = 5

Dec 1, 2023 4:04 pm
OOC:
If Cunningham succeeds in knocking his opponent to the ground with a shove/trip, does he become "defenseless"? (+3 DM)

T2K Referee

SpiritualSocket Inactive for 10 months

Dec 1, 2023 4:46 pm
OOC:
Not defenseless because he's mobile and aware of you. However, if he's on the ground he needs to use one of his fast actions to get up. He'll also attempt to block the shove which takes up his other action.

If he keeps failing round after round, you'll essentially delay the combat until someone arrives to help or you change tactics.

Some defenseless examples are being caught unaware, having a broken neck, or sleeping.
T2K Referee
Dec 1, 2023 6:31 pm
Cunningham attempts to shove his opponent to the ground.

Rolls

Close Combat (Strength) - (d6)

(5) = 5

Strength - (d12)

(1) = 1

T2K Referee

SpiritualSocket Inactive for 10 months

Dec 1, 2023 7:32 pm
OOC:
Harrigan says:
it looks like it's *just* what you roll, is that right?
That's right. The total ammo spent is the sum of all the dice you roll unless you don't roll any ammo dice. In that case, the ammo spent is 1.
T2K Referee
load next

You do not have permission to post in this thread.