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Old 06-13-2013, 01:54 AM
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Default T2K AAR (short scenario)

An experienced marauder chieftain and two green militiamen arrive early in the morning to stake out a section of road NATO have been using recently.

They prepare a simple hide they hope will cover their attack, at least until they have fired their RPG. A hollow is scraped out of the hard ground, a couple of tree branches are pulled over to provide a small amount of concealment. The chieftain has time to prepare the hide, making his task more likely to succeed. He needs to roll less than 16 on D20 and rolls a 7 (success, 9 better than required which might be important later).

Later that morning, a NATO land rover leads 2 APCs down the road. The landscape is sparse and visibility is good. Despite the chieftains earlier success at building a hide, the nature of the land means the commander is likely to pay particular attention to the tree branches up ahead . The commander receives no adjustments to his chance of picking the ambush (the hide is difficult to spot because of the chieftains successful roll earlier, but the task is made a level easier because of the obvious location) and needs to roll a 13 or less on D20. He rolls an 18 and fails to detect that anything is amiss.

The distance from the hide to the three approaching vehicles is 370m. The chieftain leader is armed with an RPG-16 which has a range of 100m, making the 370m shot a long range attempt which he must roll less than 4 to succeed at. The chance is small, but he elects to fire before the vehicles have more time to pick out his location. This is the nature of being outgunned and fighting out of your weight division - high risk, low probabilities.

The chieftain chooses to fire his RPG-16 not at the lead land rover, but the second vehicle which is an FV-603 Saracen. A high value target befitting his RPG and its single round. The two militiamen will cover his escape with their AKs after he has fired and makes his escape. He shoots, he scores, rolling a 4. The RPG has a PEN of 65 and a further (roll 2D6) 8 points of PEN for a total of 73. The round penetrates the APC causing 3 major effects to the hull. Each ends up being a fuel hit, which erupts, causing the APC to grind to a halt and survivors to abandon the vehicle.

The land rover veers off the road. It is still in the open, but separates itself from the burning Saracen. The remaining Saracen veers off the road too, around the burning vehicle in front of it and takes off cross country on the opposite side of the road to the land rover. Part of these actions had been discussed prior to the start of the patrol – if engaged, spread the vehicles out and drive through the ambush. All NATO personel are still getting over the shock of the sudden attack and its success at knocking out one of their number.

In the hide, the chieftain marauder takes flight, running across open ground towards a wood line. Behind him, the 2 green conscripts provide covering fire with their AKs. The fire from the AKs is not likely to cause any damage to the Saracen and minimal damage to the land rover, but is designed more to provide a distraction from their leader heading for the woods.

In the next action round, the land rover has recovered and the passenger passes an easy observation check to spot the chieftain running for the woods. Giving instructions to the driver, they attempt to cut off the man on foot. The Saracen, bouncing across rougher terrain, skirts across the front of the makeshift hide. They don’t close too close, in case of another RPG rocket. They also know they have the advantage now with their long range fire power and the lack of penetration of the AKs on their vehicle. Firing from a moving vehicle, at medium range, the gunner of the Saracen has a 15% chance of hitting the two militiamen. 3 bursts from the M2HB are fired, 2 rounds hit, 1 round per person (random chance). The first militiamen is hit in the right arm, his AK flung away from him, his arm dangling unresponsive and only just attached to his body. The second militiamen is hit clean in the abdomen, falls flat on his back, arms splayed out like a star fish.

In the next action round, it becomes clear the 2 conscripts haven’t bought their leader enough time to make it to the wood line. The land rover easily passes abreast of the running man and positions itself between the fleeing man and the wood line, effectively cutting him off. The militiaman comes to a halt, reluctantly raising his hands up high and wide.

During the final action round, 3 shots are fired from the woods. The lead militiamen, the firer of the RPG, is hit twice and falls to his knees. Neither the land rover or Saracen are able to determine exactly where the shots were fired from. They decide not to search the woods, instead returning to the burning Saracen to provide assistance (none is necessary, all on board were killed) before heading back to base to report on the mornings engagement.

Session over.
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Old 06-13-2013, 08:39 AM
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pmulcahy11b pmulcahy11b is offline
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I was reading your scenario, and the part about the Saracen bouncing across the terrain made me wonder about something: Are there any penalties for vehicle fire depending upon the terrain?
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Old 06-13-2013, 03:59 PM
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I applied a penalty for firing at medium range, and a further penalty for firing "on the move". I use 75% of V2.2 rules i guess, and 25% home brew. I dont recall a V2.2 rule that covers the type of terrain. In this case i didnt apply another penalty for "rough terrain", figuring it was kinda covered by being on the move. Perhaps if it was rougher terrain than undulating dirt and the odd pot-hole, I'd apply the extra penalty.

Making me think about the short scenario again, i missed adding the "+2" i think the Saracen gets for its firing system (bonus). So maybe it all evened out anyway.

I'll be looking into another short scenario soon.
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