baldrick0712
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Posts: 633
Joined: Fri 28 May 2021, 12:29

Very Detailed Example of Combat

Sun 12 Dec 2021, 19:48

Detailed Combat Example

The Cast

Marauder Booby-Trap Ambush...

#1 Trigger Guy
STR B, AGL C, INT C, EMP D, HC 5, CUF C
Close Combat C, Driving D, Ranged Combat C, Recon D
Hunting rifle (5/5, 5/5), Knife

#2 RPG-16 Guy
STR B, AGL C, INT C, EMP D, HC 5, CUF C
Close Combat C, Driving D, Heavy Weapons C, Recon D
RPG-16 (1, 1), knife

#3 Group of Two
STR B, AGL C, INT C, EMP D, HC 5, CUF C
Close Combat C, Driving D, Ranged Combat C, Recon D
Hunting rifle (5/5, 5/5), knife
STR B, AGL C, INT C, EMP D, HC 5, CUF C
Close Combat C, Driving D, Ranged Combat C, Recon D
Hunting rifle (5/5, 5/5), Knife

PCs...

#4 Aleksy
STR B, AGL B, INT A, EMP D, HC 5, SC 5, CUF A, UM C
Close Combat D, Heavy Weapons D, Medical Aid C, Ranged Combat C, Stamina D, Survival C
Brawler (+1 CC roll unarmed), Electrician, Forager (+1 find food), Improvised Munitions (+1 make IED), Linguist (Polish), Psy Ops
M240B (100/100, 100/100), Knife

#5 Danny
STR A, AGL A, INT B, EMP C, HC 6/3, SC 5, CUF B, UM C
Close Combat D, Mobility D, Ranged Combat B, Recon C, Stamina D, Survival D
Combat Awareness (best of 2 init), Infiltrator (+1 Stealth), Ranger (+1 Stam hardships), Sniper (+1 scoped)
Browning HP (13/13, 13/13, 13/13, 13/13), Knife

#7 Chris
STR C, AGL B, INT C, EMP A, HC 5, SC 5, CUF B, UM C
Close Combat D, Command C, Driving D, Ranged Combat B, Persuasion B, Stamina D
Combat Engineer, Field Surgeon, Historian, Linguist (Russian), Melee (+1 knives), NBC
M16A1 (30/30, 30/30, 30/30, 30/30, 30/30)

Introduction

Image

As the sun begins to set the PCs investigate a pickup truck parked inside a courtyard next to some derelict buildings. Aleksy rests the bipod of his M240B machinegun on a rock to cover the courtyard. Chris conceals himself in some foliage and scans the buildings with his M16A1. Danny draws his 9mm pistol and cautiously approaches the pickup truck.

The PCs are unaware that four Marauders have set up an ambush position amongst the buildings. One of them has a command wire to a bomb on the vehicle and a scoped, bolt-action hunting rifle. Another has an RPG-16. The remaining two act as a group armed with scoped, bolt-action hunting rifles.

The ambush has been well prepared, and the PCs need to get 2 or more successes on a Passive Recon roll to spot the danger. The PC with the highest Recon skill makes the roll. Danny has the highest, with Intelligence B and Recon C. He rolls d10(4) + d8(7) for 1 success. He fails and can’t Push the roll either as it’s a Passive test.

Initiative: The trigger man is in partial cover at an upper-story window and takes card #1. The RPG guy is in full cover behind the corner of a building and takes card #2. The group of two Marauders with hunting rifles are in full cover at an upper-story window and take card #3.

The PCs draw from the remainder of the deck. Danny has the “Combat Awareness” specialty, so he draws two cards, discards one, and reveals the #5 card. Aleksy draws the #4 card and Chris the #7 card.

Round 1

The trigger man goes first and detonates the bomb then grabs his bolt-action rifle.

As Danny reaches the pickup truck, he’s startled by a clicking sound and an instant later the vehicle is engulfed in a ball of fire.

Danny takes the full force of the blast. For blast power B, we roll d10(7) + d10(10) giving 3 successes. Damage is 3, plus another 2 for the additional successes, for a total of 5. Hit location is d6(2): “Torso”. He’s wearing a Flak Jacket with armour level 1, and the blast has an armour modifier of +1, so his flak jacket absorbs 2 damage. The remaining 3 reduces his Hit Capacity to 3 and causes a Critical Injury. The roll is d10(7): “Cracked Spine”. Danny is blown off his feet and lands on his back some distance from the burning wreckage, unable to move. I give him a 2-point Stressful Event, 1 for the blast and 1 for the injury, for which he must make a CUF roll. He’s in LOS of the other two so rolls a Unit Morale die as well. The roll is d12(3) + d8(5) for no successes and he’s suppressed. He also has his Stress Capacity reduced to 3.

Aleksy receives some of the blast, reduced to blast power D. The roll is d6(5) + d6(3) for no successes. He isn’t hit but is knocked prone behind the rock. I rule that he’s subject to a 3-point Stressful Event, 1 for the blast and 2 for seeing his buddy Danny take a Lethal Critical Injury from the explosion, so he must make a CUF roll. He has LOS to Chris so rolls a Unit Morale base die as well. His roll is d12(1) + d8(5) for no successes. He can’t push the roll, so he’s suppressed in full cover behind the rock with his Stress Capacity reduced to 2.

Chris also receives some of the blast, reduced to power D. The roll is d6(5) + d6(6) for 1 success. He takes 1 damage. Hit location is d6(3): “Torso”. His flak jacket fully absorbs the damage, but he is knocked prone and subjected to a 3-point Stressful Event, 1 for the blast, 1 for being hit, and 1 for seeing another PC suffer a Lethal Critical Injury, for which he must make a CUF roll. He can see Aleksy, so he gets to roll a Unit Morale base die as well. His roll is d10(2) + d8(2) for no successes. His Stress Capacity is reduced to 2 and he’s suppressed.

The RPG guy goes next on card #2. He goes from full to partial cover around the corner of the building he’s behind and aims at the foliage hex Chris is cowering in.

The group of two Marauders with bolt-action hunting rifles go next on card #3. As a group, they go from full to partial cover at their window and make an unaimed ranged attack against Chris (rolling one ammo die) before going back to full cover (free action). Modifiers are range: 0, foliage: -2, dim light: -1, quick shot: -2, group assist: +1, elevation: +1 = -3 (minimum roll of a d6). The roll is d6(4), ammo die d6(5), a miss. Both expend 5 rounds, emptying their magazines.

Danny, Chris and Aleksy are all suppressed so they lose both of their actions this turn.

Round 2

The trigger guy goes first on card #1. He takes aim at Chris and fires (rolling one ammo die) then goes back to full cover (free action). Modifiers are range: 0, foliage: -2, dim light: -1, elevation: +1 = -2. He rolls d6(3) + d6(4), ammo die d6(2), and misses. He expends 2 rounds and has 3 left in his magazine.

The RPG-16 guy goes next on card #2. He pulls the trigger and sends a rocket-propelled grenade flying towards Chris’s hex, then he goes back into full cover. He has Strength B and Heavy Weapons D. Modifiers are range: 0, dim light: -1 = -1. He rolls d8(7) + d6(3) for 1 success. The 58mm HEAT round lands in the hex and explodes with blast power C, reduced to D as Chris is prone. The blast roll is d6(3) + d6(5), a miss. Chris is unharmed but takes a 1-point Stressful Event for the blast and must make a CUF check. He’s in LOS of Aleksy, so gets to roll a Unit Morale base die. The roll is d10(4) + d8(5), 0 successes. Chris is again suppressed (Stress Capacity now 1 - he's close to breaking!).

The group of two Marauders in full cover at a window reload (slow action). They decide to skip their remaining action, staying hidden for now.

Aleksy recovers from suppression and goes next on card #4 but has no targets. He goes from full to partial cover behind the rock and aims his M240B machinegun at the window where the group of two Marauders was last seen (overwatch fast action).

Danny recovers from suppression and goes next on card #5. He’s on his back, injured and immobile, but he can still shoot, so he aims his Browning Hi-Power 9mm pistol at the window where the trigger man was last seen (overwatch fast action).

Chris is suppressed and once again spends the turn cowering in the foliage, losing both of his actions.

Round 3

The trigger man goes first on card #1. He goes from full to partial cover. Danny, on overwatch, interrupts the trigger man’s turn and fires his Browning Hi-Power pistol at the man’s head (rolling 2 ammo dice for his ROF 2). He has Agility A and Ranged Combat B. His Modifiers are range: -1, dim light: -1, called shot: -2 = -4. He rolls d8(2) + d6(1), ammo dice d6(2) + d6(3), a miss. He pushes the roll, rolling the d8 and both ammo dice again. The roll is d8(1), ammo dice d6(5) + d6(4). The Browning jams (REL reduced to 3) after firing 9 rounds and he still misses the Marauder.

The trigger man (continuing his turn) takes an unaimed shot at Danny (rolling 1 ammo die) then goes back to full cover. Modifiers are range: 0, dim light: -1, quick shot: -2, target prone: -1, elevated position: +1 = -3. His roll is d6(4), ammo die d6(1), a miss. He pushes the roll. The roll is d6(3), no change, but his hunting rifle’s REL is reduced to 4. One round is expended, leaving two left in his magazine.

Next up is the RPG-16 guy on card #2. He loads another rocket-propelled grenade into the launch tube and goes from full to partial cover around the building corner.

The group of two Marauders at a window go next on card #3. They go from full to partial cover. Aleksy, on overwatch, interrupts their turn to fire his M240B machinegun at one of them (rolling 4 Ammo dice). He has Strength B and Heavy Weapons D. Modifiers are range: 0, dim light: -1. He rolls d8(4) + d6(6), ammo dice d6(6), d6(6), d6(5), d6(6). That’s 1 success on the base dice, plus 3 successes on the ammo dice. He chooses to hit both Marauders with +1 damage. The hit location roll for the first one is d6(6): “Head”. He takes 4 damage and a head Critical Injury. The Critical Injury roll is d10(10): “Brains blown out” (instant death). The hit location roll for the second one is d6(4): “Torso”. He takes 4 damage, reduced to 2 by the armour level of the building wall. His chest is hit by brick and bullet fragments, suppressing him. He drops prone and out of sight. 23 rounds are expended from Aleksy's ammo belt.

[EDIT] The following paragraph is a mistake. Firing from Overwatch is a slow action so Aleksy only has a fast action left at this point...

Aleksy goes next on card #4 (his previous attack this round was for his last round’s overwatch action). He aims his M240B machinegun at the RPG-16 guy and fires (rolling 4 ammo dice). Modifiers are range: 0, dim light: -1 = -1. He rolls d8(7) + d6(5), ammo dice d6(6), d6(3), d6(1), d6(1), a hit with one ammo die success. N.B. - the 1s showing on his ammo dice don’t lower his weapon’s REL as this was not a pushed roll. The hit location roll is d10(1): “Legs”. However, his legs are protected by the corner of the building as he’s in partial cover. We declare the armour level for the corner of the building to be 3, so the Marauder takes 3 damage, increased to 4 by the ammo die success, then reduced to 1 by the corner of the building – not enough for a Critical Injury but he drops prone, suppressed, as bullet and brick fragments pepper his leg. Aleksy expended another 11 rounds with his attack (34 since the firefight began).

Danny goes next on card #5. His Browning Hi-Power currently has a stoppage, so he attempts to clear it (slow action) by making a Ranged Combat roll. He rolls d12(6) + d10(6) for 2 successes. Racking the slide forcefully he clears the jam and then aims at the window where they group of two Marauders were last seen (overwatch fast action).

Chris goes next on card #7. He recovers from suppression, aims his M16A1 assault rifle at the RPG-16 guy, and fires (rolling 6 ammo dice). He has Agility B and Ranged Combat B. Modifiers are range: 0, dim light: -1 = -1. The -1 penalty for target prone is ignored as he’s in partial cover. The roll is d10(2) + d8(5), ammo dice d6(6), d6(6), d6(2), d6(4), d6(5), d6(1), a miss. He pushes the roll, getting d10(10) + d8(8), ammo dice: d6(2), d6(1), d6(3), a hit with +4 damage (3 successes on his base dice, 2 on ammo dice) but with two ammo dice now showing a 1. The hit location roll is d6(5): “Arm”. The Marauder takes 6 more damage (now 7, out of a Hit Capacity of 5) and suffers a Severe Critical Injury. We roll twice for a Critical Injury, picking the highest roll. The Critical Injury roll is d10(1) and d10(5) so we pick the 5: “Broken Forearm” (two-handed weapons cannot be used) and the RPG-16 clatters to the ground. Chris’s M16A1 expends 19 rounds and then jams (REL now 3). The Marauder is incapacitated.

Round 4

The trigger guy goes from full to partial cover and takes an unaimed shot at Danny (rolling 1 ammo die) before going back into full cover (a free action). His modifiers are range: 0, dim light: -1, quick shot: -2, target prone: -1, elevated position: +1 = -3. The roll is d6(2), ammo die d6(4), a miss. He pushes the roll, getting d6(1), ammo die d6(2). It’s still a miss and his hunting rifle’s REL is reduced to 3. His magazine is now empty.

The RPG-16 guy goes next on card #2 but he's suppressed and in any case he's out of the fight so we skip his turn.

The surviving member of the group of two at a window goes next on card #3 but loses both of his actions as he’s suppressed.

Aleksy goes next on card #4. The RPG-16 guy is still visible – prone and in partial cover at the corner of a building – but his RPG-16 is on the ground next to him and he’s badly injured, so he isn’t much of a threat right now. Aleksy knows the trigger guy and one of the group of two are still in the fight, so he assumes an overwatch position, aiming at the trigger guy’s window.

Danny on card #5 is next so he aims his Browning Hi-Power pistol at the window where they group of two Marauders were last seen (overwatch fast action), skipping his remaining action.

Round 5

The trigger guy goes first on card #1. He reloads (slow action) and skips his remaining action, preferring to stay in full cover for now.

The RPG-16 guy goes next on card #2 and recovers from being suppressed but he's incapacitated.

The remaining guy of the group of two Marauders goes next on card #3. He recovers from suppression and goes from full to partial cover at his window.

Danny, on overwatch, interrupts the man’s turn and fires his Browning Hi-Power pistol at the man’s head (rolling 2 ammo dice for his ROF 2). His Modifiers are range: -1, dim light: -1, called shot: -2 = -4. The roll is d8(6) + d6(1), ammo dice d6(6) + d6(6), a hit with +2 damage from his ammo dice. The slide of Danny’s Browning locks back as his last 4 rounds are expended but the Marauder takes 4 damage and a “Head” Critical Injury. The Critical Injury roll is d10(10): “Brains Blown Out” (Instant Death). The Marauder topples backwards into the upper-story room, dead.

Aleksy is next on card #4. He’s still on overwatch, aiming his M240B machinegun at the window where the trigger guy was last seen. He skips both his actions, staying on overwatch.

[EDIT] Danny going on Overwatch in the paragraph below is a mistake. He already fired from Overwatch (slow action) and reloaded (fast action) so he's done for this round.,,

Danny goes next on card #5 and does a reload action. He makes a Ranged Combat roll to see if the reload action is fast or slow. He rolls d12(8) + d10(1), one success. The empty magazine drops to the ground as he hits the release button, then he slams in another and aims the pistol at the trigger guy’s window (overwatch fast action).

Chris goes next on card #7, his M16A1 assault rifle currently jammed. He makes a Ranged Combat roll to try to clear the stoppage (slow action) and rolls d10(6) + d10(8), for two successes. He slides the bolt back and forth a few times and clears the jam, then aims at the trigger guy’s window (overwatch fast action).

Round 6

The trigger guy (the only Marauder left in the fight) goes first on card #1. He goes from full to partial cover at his window.

All three of the PCs are currently on overwatch aiming at the trigger guy’s window, so they open fire simultaneously, interrupting the Marauder's turn. I rule that they conduct their range attacks in Initiative Order but any effect on the target is delayed until after they have all fired. I also rule that they must declare how many ammo dice they are rolling before any shots are fired. Aleksy and Danny decide to roll 2 ammo dice and Chris decides to roll 3.

Aleksy fires first on card #4, squeezing off a short burst from his M240B machinegun (rolling 2 ammo dice). Modifiers are range: 0, dim light: -1. He rolls d8(2) + d6(6), ammo dice d6(3), d6(3). He pushes his roll to try and get more successes. The roll is d8(3), ammo dice d6(1), d6(5), still only 1 success and one of the ammo dice is now showing a 1. Hit location is d6(1): “Legs”. Damage is 3, reduced to 1 as the Marauder is in partial cover from the building wall (armour level 2). The Marauder takes 1 damage, causing him to be suppressed and prone (but not before the other PCs get to fire). 6 rounds are expended and the M240B’s REL is reduced to 4.

Danny fires next on card #5 (rolling 2 ammo dice) and aims at the man’s head (called shot). Modifiers are range: -1, dim light: -1, called shot -2 = -4. The roll is d8(5) + d6(3), ammo dice d6(5) + d6(6), a miss with one ammo die success. He decides to push the roll, getting d8(2) + d6(1), ammo die d6(4) but still misses and his Browning Hi-Power’s REL is now 3. His ammo die success does suppress the Marauder but as he was already suppressed by Aleksy’s attack this makes no difference. He expended 10 rounds and has 3 left in his magazine.

Chris fires next on card #7 (rolling 3 ammo dice). Modifiers are range: 0, dim light: -1 = -1. The roll is d10(5) + d8(4), ammo dice d6(1), d6(3), d6(5). He decides to push and rolls d10(6) + d8(1), ammo dice d6(4), d6(6) and gets a hit with +1 damage, but two of his dice are now showing a 1. The hit location roll is d10(3): “Torso”. Damage is 2 for his M16A1, increased to 3 for his extra success, then reduced to 1 for the cover of the wall. He expends 11 rounds and then his weapon jams (REL now 1). Bullet and brick fragments slice into the man’s chest.

After all the attacks the Marauder falls prone and is suppressed inside the building, bleeding from minor wounds to his chest and legs (Hit Points now 3).

The RPG guy goes next on card #2 but we’ve already declared him to be out of the fight, so we skip his round.

The group of two Marauders would go next on card #3, but they are both dead from fatal gunshots to the head (one from Aleksy machinegun, the other from Danny's pistol).

Aleksy goes next on card #4. He takes aim at the window (overwatch fast action), skipping his remaining action.

Danny goes next on card #5. He also takes aim at the window (overwatch fast action) and skips his other action.

Chris goes next on card #7, with his M16A1 again jammed. He first does a slow action to try to clear the stoppage, and the Ranged Combat roll is d10(3) + d10(7), for 1 success. Cycling the bold a couple of times he manages to clear it. He aims once more at the window (overwatch fast action) and then shouts a few words (free action).

“Throw the weapon out of the window or we keep shooting”, Chris shouts at the Marauder.

As the Marauder’s situation is hopeless I don’t even call for a Persuasion roll. The hunting rifle sails through the window and hits the ground below, then he stands up with his hands raised, ending the firefight.
Last edited by baldrick0712 on Fri 31 Dec 2021, 12:21, edited 3 times in total.
 
baldrick0712
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Re: Very Detailed Example of Combat

Sun 12 Dec 2021, 20:26

Some corrections made after re-reading it all! I think there are no mistakes now.
 
Raellus
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Re: Very Detailed Example of Combat

Sun 12 Dec 2021, 23:17

What a comeback! Thanks for posting this. I'm trying to wrap my head around v4 combat rules and this helped a lot.

One question (but I think I already know the answer): Why does the marauder use an RPG against a single human target?

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baldrick0712
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Re: Very Detailed Example of Combat

Sun 12 Dec 2021, 23:29

One question (but I think I already know the answer): Why does the marauder use an RPG against a single human target?
The encounter was from drawing the 4 of Clubs encounter card - "Booby-Trapped Vehicle" - in a solo campaign I'm playing, which says the Marauders have hunting rifles and one RPG-16. I thought, what the hell, why not have them use it! Nothing more than that really. It was surprisingly ineffective as its blast power C was reduced to D by the PC in the target hex being prone. That's still a 31% chance but even if it hit the blast would only have caused 1 damage with a +1 armour protection value (shrapnel). It was a useful learning experience as it showed that rocket-propelled grenades aren't that deadly when used against a hex containing a prone combatant so going forward I'll probably reserve them for anti-vehicle fire or for targeting buildings (I'm considering increasing blast power one step for confined explosions such as inside rooms as a house rule).
 
Raellus
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Re: Very Detailed Example of Combat

Sun 12 Dec 2021, 23:44

Thanks. My guess was that you wanted to show how explosive projectile weapons worked in combat. I was wrong, but the net effect is the same- i.e. I learned more about explosive effects! :)

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naash
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Re: Very Detailed Example of Combat

Sun 12 Dec 2021, 23:56

Thanks !
It was really helpfull to understand how firefights go.
 
ckosacranoid
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Re: Very Detailed Example of Combat

Mon 13 Dec 2021, 07:57

I thought that only that fully auto weapons could role Ammon dice. Hunting rifles only fire one shot at time along with the pistol.
 
baldrick0712
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Re: Very Detailed Example of Combat

Mon 13 Dec 2021, 08:57

I thought that only that fully auto weapons could role Ammon dice. Hunting rifles only fire one shot at time along with the pistol.
A combat round is 5-10 seconds long, plenty of time to fire multiple rounds. You only roll no ammo dice when making sniper shots or if you really want to conserve ammo. Any other time, you can roll ammo dice up to the ROF rating of the weapon or the number of rounds in the magazine, whichever is the lowest. Hunting rifles have ROF 1 and automatic pistols have ROF 2. The Marauders' hunting rifles do have telescopic sights but I never used them for a slow aim action in this combat example - only quick, unaimed shots. In retrospect I should probably have had then make a few slower attacks using the scopes, in which case you would be right about them only expending a single round. See p66 of the Players Manual.
 
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omnipus
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Re: Very Detailed Example of Combat

Tue 14 Dec 2021, 02:23

A very rich example as promised! Presumably this is just an example or from solo play. If it was GMing actual players I'd say this would be a potential campaign-ender with how it started. On the other hand, the marauders pulled off their ambush and to me it would have been reasonable to have at least some of them start the encounter with aim on their targets.

You mention the ineffectiveness of the RPG. I have a few thoughts on that. First, a loader would have improved potential effectiveness significantly. At the very least, the gunner would have gotten off two rockets instead of one. Second, the gunner could have elected to fire directly at the target rather than the general hex. This would have been a -2 penalty but a guaranteed severe critical on a hit (making it another potential Dick Move if you're GMing, I guess...). IIRC, doing this way would inflict BOTH the direct-hit damage and the blast damage on a hit, or only the blast damage on a miss.

But beyond that, the game simply doesn't include details on RPG warheads. Since the default comes with a -1 armor stat, I assume it's the traditional HEAT warhead. But fragmentation warheads for use against personal also exist and have become more popular (full disclosure: I'm only like 80% certain these are compatible with the RPG-16). For those you could decide: no direct attack, range reduced to 6, but a B blast rating.
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Ursus Maior
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Re: Very Detailed Example of Combat

Tue 14 Dec 2021, 11:22

I think, the RPG-16 doesn't have an HE warhead, but the RPG-29 does have a thermobaric warhead, the TBG-29V.
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