Thread: T2K Wound Rules
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Old 12-26-2011, 12:14 AM
rnitze rnitze is offline
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Join Date: Jun 2009
Location: Columbus, OH
Posts: 19
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Well,
I tend to track wounds in general but honestly i go for the shock of modern war effect... my games are not campaigns, they're 4-hour bloodfests where players do not expect to survive... case in point... Mk19 gunner hit by PTRS-41 anti-tank rifle 14.5mm AP round.... splat! Gruesome flopping corpse with huge hole thru flak vest and torso and back of flak vest... or RPG effects. Panic is not even necessary to roll when the escorting Hmmwv called by the players "The Meat Wagon" is trapped in a kill zone dominated by AK/RPK gunners in the tall grass at 50-75m, an RPG team at 100m behind a berm, 20-some riflemen in a forest using trees as cover, and that aforementioned PTRS taking out the damned gunners on the Mk19. Add that the drivers head explodes all over the interior compartment in a hail of gunfire and his dead corpse foot death locks in the gas pedal... into kill zone 2... with awaiting RPG impacts. I mean they live long enough (usually) to experience the terror... (wink)
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