Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Phi230
Feb 2, 2016

by Fluffdaddy
If you give me protocols for communicating with the enemy and with the rest of the force I'll use them in the mission.

Adbot
ADBOT LOVES YOU

Phi230
Feb 2, 2016

by Fluffdaddy
Blood curdling screaming may force surrender.

Phi230
Feb 2, 2016

by Fluffdaddy



Bacarruda posted:

OPERATION CIRCUIT BREAKER


Situation:
Chinese Radar Facility protecting Lhasa Air Base.
Enemy forces are one Officer, three Guards, three Technicians. Officer and techs armed with pistols. Guards with assault rifles. Expect rear-area, low-quality troops.

Mission:
Kill or incapacitate all personnel
Grab any intel (documents, radar equipment, codebooks, etc.) and usable weapons and gear.
Destroy all radar and comms equipment.

Execution:
Organize yourself as follows:

Team A: Cover
Element RED
Gunner: Popete (M60)
Assistant Gunner: Actuary (M16A2)

Element ORANGE
TL: Dwayne "The Dwayne" Dwayne (M16A2)
Potato (M16A2)

Team B: Assault
Element BLUE
SL: Tesla Cola (M16A2 + x2 M67)
Snake Doctor (M16A2 + x2 M67)
Spanky (M16A2 + x2 M67)
Dread (M16A2 + x2 M67 + x1 M19A1 White Phosphorus)

Element GREEN
TL: Grimace Howlington III (M16A2 + x2 M67)
Steve (M16A2 + x2 M67)
Count (M16A2 + x2 M67)
Simpson Mcfish (M16A2 + x2 M67 + x1 M19A1 White Phosphorus)

Team A will establish overwatch NW of the compound. Do not fire until you are in position. Then engage targets at will. Make sure you have positive ID on targets and do not hit friendlies.

Team B will breach the compound in the following phases:
Phase Alpha: Element BLUE take up kneeling positions at base entrance. Train weapons on buildings
Phase Bravo: Element GREEN runs into compound and sets on wall. Once GREEN is in position, BLUE runs to join them. When both are set, stack BLUE outside the west room and GREEN outside the east room. Toss one frag into each room - let it go off, then breach the rooms simultaneously. Clear rooms, set Willie Pete grenades as demo.
Phase Charlie: Both teams stack on the hallway on the corner
Phase Delta: BLUE tosses a frag into the bathroom -- let it go off, the breach and clear. GREEN covers the hallway.
Phase Echo: Both Elements stack at the southern end of the hallway.
Phase Froxtrot: Both Elements round the corner. BLUE stack on the eastern room. GREEN stack on the western room. Frag, bang, breach, clear. Set demo on the generators.
Phase Golf: Both Elements Regroup in hallway.
Phase Hotel: GREEN clear room at the western end of the hall BLUE joins them when clear.

Once building is clear -- both teams move in wedge formation (GREEN on right, BLUE on left) along the dark blue line.

Link up with Element ORANGE, then move to Element RED's position, then exfil as a squad. GREEN and BLUE in their wedge, RED in line abreast covering the rear.

Admin:
Each man has a basic field dressing. If a man is hit, take down the threat, then have his buddy bandage him and get him stabilized. If he is mobile, have him stay with his element. If he is immobile, leave him there and we will grab him when we exfil.

Command and Control:
BLUE element leader is the mission leader. If he is killed, GREEN element leader takes over.

Questions?





Weapons and Load:







Team A Equip:
RED
Popete: 1x M60; 1x Belt; 1x Harness; 1x Bipod; 1x Clothing = 43.8 LBS

Actuary: 1 M16A2; 1x Harness; 2x Magazine; 1x Magazine Pouch; 2x M60 Belt; 1x Clothing = 29.3 LBS

ORANGE

Dwayne "The Dwayne" Dwayne: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing = 12.9 LBS

Potato: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing = 12.9 LBS

Team B Equip:

BLUE

Tesla Cola: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Snake Doctor: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Spanky: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Dread: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG; 1 WP Grenade = 16.6 LBS

GREEN

Grimace Howlington III: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Steve: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Count :1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG = 14.7 LBS

Simpson McFish: 1x M16A2; 1x Harness; 2x Mag Pouch; 3x Magazine; 1x Clothing; 2x M67 FRAG; 1 WP Grenade = 16.6 LBS



0130 THURSDAY
HALF MOON
MODERATE WIND

INITIAL POSITIONS




I'm gonna move in broad strokes, then when things start happening I'll do play-by-play

Phase 1 Movement




Phase 2 Movement




Phase 3 Movement




Phase 4 Movement




Enemy contact! We spot 2 Guards by the main entrance, and 2 Unarmed Technicians talking to eachother in the parking lot. Because of the wind, and conversation, we are not heard as we run up to the entrance. In the darkness, they do not see us. We, however, see them just fine. We are going to slow down as to decrease our chance of discovery until we get some sign that overwatch has been set up, its taking quite some time with that heavy M60.

Phase 5




We remain unheard and unspotted. BLUE section takes up proper firing positions, yet does not train their guns on the enemy just yet. Still waiting on Team A. if they don't start shooting soon, Team B will go ahead and begin the attack.

Phase 6




Team B keeps readying their weapons, and have not been heard or spotted. They've completely stopped moving and are simply aiming their weapons, becoming deadlier with each passing second. Team A continues towards their positions. Its only a matter of time before combat begins, the chances of being spotted are now against us at the compound.

Phase 7 - Impulse 1



One of the guards sees us and immediately shouts, alerting everyone around! Those inside do not hear the shout, however.

Will Hired Goons succeed? Will they fail? Which Mercenaries will make it out alive, and which ones will die? What carnage will unfold? Tune in tomorrow morning to find out!

It is an immense workload to actually work out the combat. I'm doing it right now but by time I'm done it'll be too late, I'll type it all up tomorrow morning as soon as I wake up. Having to keep track of 12 mercs +
+ a secret number of PLAAF guys is making me lose my mind. Need to refill my SAN overnight.

Phi230 fucked around with this message at 02:31 on Apr 15, 2017

Phi230
Feb 2, 2016

by Fluffdaddy
If I were a betting man I'd say if you gave Grimace Howlington III the M60 we'd have overwatch by now!

Phi230
Feb 2, 2016

by Fluffdaddy

Green Intern posted:

I think your number 1 obligation is to not burn out. If you need to take things slowly to actually churn out an update in this system, so be it.

Also way to go goonsquad for managing to get so close in the first place.

We were saved by the fact that its pitch black and windy. Those two guys talking also did a great job at muffling the sound.

Phi230
Feb 2, 2016

by Fluffdaddy


AND WE'RE BACK (accidentally pressed submit, editing the whole update now as you probably read this)

Phase 7 - Impulse 1 Continued




Team A continues moving Forward. Hears Gunshots.

TEAM B ENGAGING HOSTILES

code:

Guard 1 spends 2 CA unslinging rifle.
Guard 2 spends 2 CA unslinging rifle.

Tesla Cola Fires at Guard 1 (North Guard)!
22 EAL for 80% chance to hit. Rolled 65. Hit.

GUARD 1 HIT - LEFT FOOT - DISABLED! 
63 PD inflicted! BONES BROKEN - 20 SHOCK DAMAGE
Guard 1 FAILS knockout roll! Incapacitated for 73 phases!
47 Day Healing Time
60% chance of survival after 51 hours (No First Aid)

Spanky Fires at Guard 1 (North Guard)! 
EAL 21 for 74% chance to hit. Rolled 72. Hit.

GUARD 1 HIT - LUNG-RIB 
305 PD inflicted! RIB BROKEN - 20 SHOCK
Guard 1 FAILS knockout roll! Incapacitated for 2 hours! (Total Time 2 hours 2.43 minutes or 3,672 phases)
65 Day Healing Time
4% chance of survival after 4 hours (No First Aid). 

Snake Doctor Fires at Guard 2 (South Guard)
EAL 24 for 90% chance to hit. Rolled 52. Hit.

GUARD 2 HIT - RIGHT THIGH FLESH - RIGHT LEG DISABLED!
Guard 2 FAILS knockout roll! Incapacitated for 3 minutes or 90 phases. 
61 Day Healing Time
12% chance of survival after 11 hours (No First Aid). 
Technician 1 Spends 1 CA turning 160 degrees; facing Northeast.
Technician 2 spends 1 CA turning 60 degrees; facing Northeast.

Snake Doctor Awarded 1 kill.
Tesla Cola Awarded .5 Kill.
Spanky Awarded .5 kill.

Spanky and Tesla Cola both fire one shot at the North most guard. He is struck in the foot first, the bullet passes straight through the foot and breaks all the bones in its path. The Guard passes out, and then is struck in the chest by Snake Doctor's round. The round passes through the rib and lung before lodging in the back ribs. The guard slips deeper into unconsciousness and bleeds on the ground heavily.

Snake Doctor fires a single shot at the Southern guard, he is struck in the right leg and passes out.

Phase 7 - Impulse 2




TEAM A continues movement towards their objectives.

TEAM B splits into BLUE and GREEN.

BLUE TEAM does nothing.

Green Team begins movement towards base entrance.

Phase 7 - Impulse 3




Popete is slow.

Team Green continues moving.

Tech 1 advances 1 hex.
Tech 2 advances 1 hex.

Phase 7 - Impulse 4




Potato moves forward 1 hex.

Grimace spends 1 CA selecting 3 Round Burst.
Grimace Engages Technician 1!

code:

Grimace fires 3 Round Burst at Tech 1!
EAL -10 for 0% chance to hit. Rolled 74. Miss. 

Technician 1 Makes Morale Check
Critical Distance = 6 
EAL differential = 20 - 6 = 14. 
No Effect

Technician 2 Makes Morale Check
Critical Distance = 6
EAL differential = 20 - 6 = 14.
No Effect.
Grimace takes a hasty three round burst from the hip at the two techs moving slowly forward. He misses in an incredible fashion, and the techs are unfazed.

All the personnel inside the building have long been alerted by the sounds of gunfire.

Phase 7 Ends.

Phase 8 - Impulse 1




Team A continues movement, Actuary spots lone guard moving North! Actuary assumes a firing stance.

Technician 1 and 2 quickly Surrender. Spanky moving to corral surrenders. Rest of Blue Team positions themselves to cover the Green Team's movement toward doorway.

Phase 8 - Impulse 2




Actuary begins aiming at guard moving north. Popete and Orange team continue movement.

Team Blue continues overwatch, Spanky moves. Team Green moves toward the door.

Phase 8 - Impulse 3




Movement continues on all fronts, Blue Team continues prepping for overwatch, Actuary aims, Popete and ORANGE move.

Phase 8 - Impulse 4




Movement and aiming continue.

Phase 8 ends.

Phase 9 - Impulse 1




Popete goes prone and begins deploying his bipod, which takes 8 actions. Basically he won't be ready to fire for another 2 phases. Actuary continues aiming at Guard moving north.

Green Team has almost reached breaching point, and will begin stacking on the door. They will open the door then allow Blue Team to waste anybody in the next room, since they've been aiming this whole time.

Phase 9 - Impulse 2




More of the same.

Phase 9 - Impulse 3




GREEN Moves, Blue Aims, Popete fiddles with a bipod.

Phase 9 - Impulse 4




I'm switching back to phase-by-phase updates because that's better. Team A finally set up overwatch, but Popete is fiddling with that Bipod for another whole phase.

Team Green is just about stacked up and ready to enter. Blue Team is pretty much ready to kill anything that moves once the door opens. After the antechamber is clear, green will move in and blue will follow.

Phase 10



On Impulse 3, Actuary is feeling ready enough to take a shot at the guard that has been moving for a while now.

Actuary Engaging Hostile!

code:

Actuary Engaging Guard 3! Actuary fires single shot.
EAL 17 for 46% to hit. Rolled 3. Hit.

GUARD 3 HIT - SIDE STOMACH-LIVER 
790 PD Inflicted. 10 Shock Damage! 
Healing Time 73 Days.
0% chance of survival after 6 minutes (No Aid). 

GUARD 3 FAILS Knockout Roll! Needed 98, Rolled 97. 
Incapacitated For 19 Hours. 



Urist McActuary fires rifle
The bullet pierces the guard! Rips the flesh and tears the liver! The part sails away in an arc!

Actuary just killed a man. Actuary Awarded 1 Kill.



TEAM GREEN moves into final stacking positions. As this happens, Grimace hears a guard running in the next room on impulse 3 and 4.

Phase 10 ends.

It seems fairly evident now that Commander Snake's intel was off.

Phase 11




That guard is getting increasingly close! All of Team Green can hear him now. Instead of breaching we are going to go ahead and let him open the door.

The NorthWest corner is quiet for now, Popete deployed the bipod and entered into a firing stance. Overwatch M60 is finally established!

Impulse 2



The suspense is now palpable as Team Green can hear the enemy on the other side of the doorway! The entirety of Green Team flips their fire selectors to 3 Round Burst, which the enemy does not hear thankfully.

Team A is dormant for now.

Impulse 3



Open the door! Get on the floor! Everybody walk the MURDERRRRRR

Blue Team Engaging Enemy! Green Team Engaging Enemy!

code:

Grimace Howlington III Firing 3 Round Burst at Guard 4
EAL 27. 3RB -5 for 99/74% chance to hit. Roll 37. 2 Hits.

Count Firing 3 Round Burst at Guard 4. 
19 EAL, 3RB -5 for 73/22. Rolled 21. 2 Hits. 

Tesla Cola Firing Single Shot at Guard 4. 
EAL 27 for 98% chance to hit. Roll 13. Hit.

Dread Firing Single Shot at Guard 4. 
EAL 26 for 96% to hit. Roll 22. Hit.

GUARD 4 sustains 6 HITS.

Hit 1: Oblique Left Forearm Bone. DISABLED! 
60PD sustained, 10 shock!

Hit 2: Oblique Left Shoulder Glance. 
7PD sustained.

Hit 3: Oblique Left Thigh Flesh. DISABLED!
226PD sustained.

Hit 4: Oblique Right Foot. DISABLED!
63PD sustained, 40 Shock! 

Hit 5: Left Forearm Flesh-Lung.
Bullet Overpenetrates Arm! Strikes Lung!
Arm: 63PD sustained, DISABLED!
Lung: 305PD sustained, 20 shock!

Hit 6: Right Leg Glance
11PD Sustained. 

GUARD 4 PD total: 735. Shock Total: 70. 

GUARD 4 FAILS Knockout Roll! Incapacitated for 19 hours!
Healing Time 72 Days
0% chance of survival after 13 minutes (No First Aid)
Guard 4 goes down in a hail of gunfire. No other targets in the room. Blue Team will mobilize and Green Team will enter.
Impulse 4


Green team enters the building, Spanky finally arrives to police up the prisoners.

Phase 12



Green Team moves into position to breach the first room.

Phase 13



Grimace, having no CQB training, spends 2 CA to kick open the door.

PLAAF tech fires at Grimace Howlington!

code:

PLAAF Tech 3 fires single shot at Grimace Howlington
EAL 12 for 18% to hit. Roll 7. Hit. 

Grimace Howlington III HIT - R. Knee - DISABLED
36PD sustained, 50 Shock!
Heal Time - 43 Days
69% of Recovery after 59 hours (No First Aid). 
76% of Recovery after 25 Days (First Aid). 

Grimace Howlington III Knockout Roll.
76 PD damage - 4.2x KV. 98% failure. Roll 99. PASS Knockout Check.


Grimace Howlington III uses his last CA to make a snapshot 3 round burst at the PLAAF Tech.

code:

Grimace Howlington III fires 3 Round Burst at PLAAF Tech 3!
EAL 14, 3RB -5 for 42/7 to hit. Roll 20. 1 Hit.

PLAAAF Tech 3 HIT! FOREHEAD! DISABLED!
140,000 PD Sustained, 40 Shock. 
Dies Instantly
Grimace Howlington, our best Merc, is out of the fight. However, he tanked a round to the knee and blew a man's head up. McFish is assigned to first aid duty while Grimace stays behind. Blue Team is moving up shortly.

The rest of Green Team will take this lesson not to expose oneself in front of a doorway, and will conduct the room clearing smarter.

On Impulse 3, McFish successfully performs first aid. Grimace moves into the first aid column for CTP and RR. He is now at 76% of recovery after 25 days. His Damage Total has been reduced by 8, improving this further. Grimace's final medical statistic is 79% of recovery after 25 days.




Final movement for Phase 13.

Phase 14



Steve moves to a stacked position while Count arms a grenade. It is now live and will detonate at Impulse 4, Phase 16

Phase 15



Count cooks the grenade for the phase. Team Blue has moved into the building and will hold position until the grenade goes off.

Phase 16



On Impulse 2 Steve opens the door. Count blindfire tosses the grenade around the corner at the highlighted hex. Neither is exposed to gunfire to the THREE PLAAF techs trained on the door.

code:

Count blind throwing grenade into hex
EAL 6 for 5% to hit. Rolls 14. Miss. 
Odds EAL just above 14 = 11 EAL. 
EAL Differential = 11-6 = 5. 

Grenade misses by 1 hex. Lands in hex code 6 (upper left corner). 



The grenade lands in the hex above, and before the Techs can even react...

Impulse 4



The grenade explodes inside a room!

code:

Left Tech, Middle Tech, Right Tech, Count, Steve subjected to grenade blast.

Left Tech is 2 hexes away. 
Left Tech sustains 280 Concussive Damage. (x5 for being in room)
Left Tech is not hit by shrapnel.
PD Sustained: 280.
Left Tech FAILS knockout roll. Incapacitated for 21 minutes.
Healing Time is 61 Days.
12% chance of survival after 11 hours (No First Aid).

Middle Tech is 1 hex away.
Middle Tech sustains 950 damage (x5 for being in room). 
Middle Tech hit by shrapnel - Left Shoulder Glance - 7PD.
PD Sustained: 957
Middle Tech FAILS knockout roll. Incapacitated for 11 hours.
Healing Time = 75 Days
0% chance of survival after 5 minutes (No Aid).

Right Tech is 3 hexes away.
Right tech sustains 145 damage (x5 for being in room).
Right Tech not hit by shrapnel.
PD Sustained: 145. 
Right Tech FAILS knockout roll. Incapacitated for 5 minutes. 
Healing Time = 53 Days.
36% of survival after 31 hours (No Aid). 


Count Behind Solid Cover. Immune from Damage.
Steve Behind Solid Cover. Immune from Damage.
The three Techs are obliterated by the explosion, and will not recover in time.

And just as the blast goes off, over the installation's intercom, the Base Officer offers surrender in plain, yet heavily accented English. The battle is over, time to allow the survivors to tend to their wounded, round up captures, destroy the RADAR equipment, and loot and pillage.


CASUALTIES AND LOSSES

BLUFOR:

1x WIA - Grimace Howlington - Right Knee Injury. He succeeds his Recovery Roll. He will return to active duty in 43 days.

1x M67 Frag Grenade
2x M19A1 WP (demolition)
18x 5.56 NATO FMJ


OPFOR:

1x Officer - Captured. En Route back to base for interrogation and possible prisoner transfer/ransom.
2x Guard - Captured. En Route back to base for possible conversion.
3x Guard - KIA.
1x Guard - WIA. Survived recovery roll. Sent to Lhasa Hospital in personal vehicle.
2x Technicians - Captured. En Route to base for interrogation and possible conversion for comms team.
4x Technicians - KIA. 1 Dead Instantly, 3 succumb to their explosive wounds.

5x CAPTURED
7x KIA
1x WIA





All loot thrown into captured hatchback vehicle. Will require thorough inspection and inventory. We also now have a hatchback vehicle.

Phi230 fucked around with this message at 03:00 on Apr 16, 2017

Phi230
Feb 2, 2016

by Fluffdaddy
I tgink I'll start doing phase by phase again. Impulse by impulse seems way too slow. Its taken me like 5 hours to do 20 seconds of game time that way lmao

Phi230
Feb 2, 2016

by Fluffdaddy

Telsa Cola posted:

How much faster is phase by phase?

It means I can play a whole phase then tailor what I post around things happening in that phase, and at the end of the phase. Rather than editing and posting a picture and step by step of every impulse. I'll be giving the highlights plus the end-movement of everybody. Probably less boring for you guys to read, too.

Also killing people is fun because it means less people to keep track of every phase. I have a spreadsheet I've been keeping by hand along with scrap paper to do hit/damage/medical resolution.

Phi230 fucked around with this message at 22:55 on Apr 15, 2017

Phi230
Feb 2, 2016

by Fluffdaddy
THE MISSION IS FINALLY OVER AND UPDATE COMPLETE

Upon destruction of the Guard in the Antechamber by Blue and Green Teams, the enemy passed their defeat conditions but survived a homebrewed base surrender chance rule. They also survived base surrender when Grimace blew up that guy's head. When Count and Steve wasted those 3 guys in the server room it further lowered the surrender threshold and finally the base commander surrendered.

I'll calculate and assign XP and reveal the loot and fruits of interrogation/conversion in a detailed after action report update. However, that won't be the only update you should be looking forward to. . .

MVP: Grimace Howlington III for tanking a shot to the knee and annihilating a poor desk jockey.

Phi230
Feb 2, 2016

by Fluffdaddy

gradenko_2000 posted:

Are you using the initiative rules too? My god.

HA hahahahahha you know not the depths of my insanity

i printed out every table in the 4 main rulebooks and splayed them across my desk

i kept physical character sheets for every single NPC (except the spreadsheet that LawPIAT made for the goons)

i kept a handmade spreadsheet that kept track of movement and combat actions of every single thing in the mission

i also wrote out by hand every single impulse

oh did I mention I rolled physical dice for everything, including the 1D1000-1s?

Phi230 fucked around with this message at 02:48 on Apr 16, 2017

Phi230
Feb 2, 2016

by Fluffdaddy

simplefish posted:

Phase by phase is easier to read too, so no complaints from me!

I shot at nothing, but grimace is gonna owe me, so that's good. Also when it says 'recovery' hes gonna walk with a limp, right? I don't think you take a bullet in the kneecap thrn come out of hospital 3 weeks later and start yomping across the heaths. Ask the IRA

There are rules for injuries, especially disabling injuries, that effect stats permanently.

Popete posted:

I do like having the m60, sorry I'm slow. Is there anything I can do to get better at that? Can you level up in this?

I'm a weak baby soldier so clearing rooms will probably kill me pretty quick.

There is leveling up and we can, if the opportunity arises and you all choose to vote for it, to buy training facilities and a trainer to train up generally or train specialties. Like Squad Machinegunner, for example. Our Base Commander may also provide training opportunities.

This will make you go from a C to S rank in no time!!!! (a lot of time!). Additionally, the penalties to your speed and CA are exclusively because of how heavy the M60 is. Maybe we can buy a gym later, and a GNC, and you can bulk a bit to make that STR go up.

Phi230 fucked around with this message at 03:08 on Apr 16, 2017

Phi230
Feb 2, 2016

by Fluffdaddy

Zaodai posted:

I'm team leader and highest stat merc, why the gently caress am I point man? I ultimately don't care, as I basically signed up with the assumption we're all already dead (like Dwarf Fortress!), it just seems like a bad allocation of resources, much like the M60 assignment.

At least I went down like a boss, making the 1 (well 2) in 100 chance of not passing out from getting Ace Ventura'd and shooting a guy for 140,000 damage to the head. (?!)

You were pointman precisely BECAUSE you were our best merc.

It costs 2 CA to kick open a door. EVERY one of us starts impulse 1 with 2 CA and 2 CA to spend only. EXCEPT YOU! You have 3CA to spend on Impulse 1. Therefore you were the only person who could actually hope to kick open a door and pop back behind cover. It just so happened that the PLAAF Tech reacted immediately to your sudden presence (he was using rules to prepare for an enemy's appearance at a hex) and fired a shot before you could move to safety. He was such a lovely soldier and using a lovely old Chinese TT-43 knockoff that his chance to hit was only 18%. It just happens I rolled a 7. Bad luck.

Ideally he wouldn't have fired, being taken by surprise. Realistically, he would've missed. What actually happened was you got kneecapped.

poo poo, the Techs only had 3CA per phase. That works out to where they have literally no CA to spend in Impulse 2. So if you popped in literally .5 seconds later than you did, he couldn't have done anything and would've been blown up by a grenade as was the plan.

Phi230 fucked around with this message at 03:41 on Apr 16, 2017

Phi230
Feb 2, 2016

by Fluffdaddy

Zaodai posted:

That makes sense. Thank you for taking the time to explain the stats behind the choice!

[EDIT] And for as awesome as that tech's luck was, my luck was even better. I love it when a plan comes together. :clint:

Yeah. I winced when I saw the Tech roll that 7 and make hit, but whatever, death is entertaining.

But my eyes went wide and jaw dropped when you tanked that hit without passing out. I actually double checked the numbers and cheered when it turned out you got him in the forehead.

Phi230
Feb 2, 2016

by Fluffdaddy

Zaodai posted:

Oh, getting shot wasn't what bothered me. Like I said, I assumed we're all already dead. I just didn't understand why we'd put our statistical best out to eat salvos by kicking in doors. When you explained the math reason, it made perfect sense.

Am I going to be taking a bunch of stat loss when my wound heals? Or roll to lose a leg or something? And why did the shot to the head do 140,000 damage?

Stat loss won't be a big deal seeing as you are only penalized until the wound fully heals. Succeeding in your recovery roll means that you will make a 100% full recovery after the healing time has completed. Failing to make the recovery roll is an abstraction and doesn't necessarily mean death. Failing the RR in your circumstance could've mean that you survived but needed amputation, or would walk with a limp for the rest of your life. Seeing as you passed, after 43 days you will be completely healed like nothing ever happened.

Though, until that time elapses, you are penalized. You can still go in the field, wouldn't advise it though...

The shot in the head did 140,000 damage because, well, to resolve damage you:

1. Roll for hit location.

2. That hit location gives you a damage table. You rolled to hit their forehead.

3. That damage table uses 2 variables to determine damage. EPEN, and Damage class. The EPEN is divided into .1 divisions, and stops at 2.6 for the forehead and other small things like the foot. Since the enemy had no armor, the EPEN was the PEN of the M16A2, which was 17. Literally off the chart. The damage class for the M16A2 is 6. When EPEN is off the charts, you use the highest number. The highest number for the damage class 6 was 140,000. Note that damage can and does go into the low millions. Also note, that around 700 damage is very lethal.

In fact, the table corresponds to a little ASCII type diagram at the bottom of the table, showing essentially a cross section of where you hit, so you can spice up the flavor of gunshots. Like where exactly the bullet lodges. In your case, because the EPEN was off the chart, your bullet penetrated the front of the skull, passed through the entire length of the brain, and penetrated the other side of the skull clean through.

This is useful for Actuary's case. When Actuary fired and hit the man in the Side Stomach-Liver, this diagram shows you why he did so much damage. It passed through the skin, through the stomach, through the liver, and out the skin of the other side of his body, horizontally.

When you were shot in the kneecap, the pistol round didn't pass all the way through. It actually did not penetrate your knee. It bounced off the bone. Though, the shot did break your kneecap. However, the effect of the bounce was negligible and you received no extra damage. The bullet had more penetration than your knee stopped, by a marginal amount. When that happens there is an 80% chance the bullet/shrapnel/birdshot deflects off the bone. If you were shot maybe a few more hexes away, the bullet would've instead lodged in your kneecap rather than bouncing without that 80% chance.

Phi230 fucked around with this message at 03:55 on Apr 16, 2017

Phi230
Feb 2, 2016

by Fluffdaddy
Leave it to PIAT to come in and clarify the rules.

Those must be the expanded med rules that my eyes glazed over trying to read

Phi230
Feb 2, 2016

by Fluffdaddy
War isn't rocket science

Rocket scientists: well, actually

Phi230
Feb 2, 2016

by Fluffdaddy

nothing to seehere posted:

Yea, the much more important thing to get hold of rather than any new guns is MODERN BODY ARMOUR. Seriously, modern ceramic/fibre mix armours are really good at stopping bullets if you can deal with the extra 20-40kg of weight (it's also alot easier to get hold of than weapons, because body armour is legal for sale in most jurisdictions, even ones that restrict firearms!)

Lol the m60 is only like 12kg and it made popete move 4 times per phase so if you guys want we can waddle around

Phi230
Feb 2, 2016

by Fluffdaddy
If we continue the survival/kill rate the sheer experience of combat will catapult us alone into elite status.

If

Phi230
Feb 2, 2016

by Fluffdaddy

Rockopolis posted:

Does the reduced speed matter as much if we're all decked out Heavy Rigid, just Juggernauting through sprays of fire?

Its not just speed. We wouldn't even be able to aim and shoot let alone do things like open doors or deploy bipods.

With 3CA it would take 3 full phases to deploy a bipod

A full phase to open a door etc...

Phi230
Feb 2, 2016

by Fluffdaddy
Note that we can increase some stats with the right facilities , and remember that skill level translates to speed and actions too

Phi230
Feb 2, 2016

by Fluffdaddy

Rockopolis posted:

Like, at all, or just very slowly? Does it matter how long it takes to aim and shoot if bullets are bouncing off our armor?

Are steroids available to speed up fitness training?

Yes it matters because despite wearing armor you still take blunt damage from being hit and can be knocked over. You also suffer action penalties for being shot.

Phi230
Feb 2, 2016

by Fluffdaddy
So like one of us would get shot and knocked over and roll on the ground because you can't get up like a turtle

Phi230
Feb 2, 2016

by Fluffdaddy
At this level of training, fitness, and skill level armor is a bad idea imo but if the people want it...

Phi230
Feb 2, 2016

by Fluffdaddy

xthetenth posted:

Simulationist game systems are always amazing because there's a certain point at which they start simulating the disconnect between the assumptions of the game designers and reality, and they do it in excruciating detail.

To be fair this game system was written 30 years ago and reflects the military scholarship of the time

Phi230
Feb 2, 2016

by Fluffdaddy








We got 7 of each of these guys. The AKM is actually slightly better against unarmored targets, and slightly more accurate! Ammo, however, is scarce for both. We'll have to hit the shop soon.

Additionally we sold off whatever intel and codebooks and other nerd poo poo we found for a whopping $5,000. Huge payday, maybe we can get Grimace's knee fixed by a pro.

We also acquired a...car.






We didn't get paid. However, we caught a bunch dudes. The Boss has been working them over for a few days. The Guards wouldn't budge so we let them loose somewhere in the mountains. However, the Techs turned coats pretty quick and joined up with our Chinese Comms Expert. It looks like he used company funds to buy a copy of Rosetta Stone: English for himself and his new crew. Whatever, we don't pay them anyway.

The Chinese government paid us $10,000 in ransom for the officer. Before we let him go, Commander Snake got some information out of him on who to contact to get some good high tech comms equipment from a guy that deals in that kind of thing. Turns out this officer has been pawning PLAAF equipment to people in Lhasa for years. We'll be contacting him soon.

Experience

Everyone gets a base 5 XP for completing the mission succesfully. Kills award more XP, and those who participated in CQB will be getting awarded more XP. Extra XP is awarded as follows.

Grimace Howlington III - 3XP (1x Technician Kill, 1x Guard Kill Assist, CQB Boost).
Snake Doctor - 2XP (1x Guard Kill)
Tesla Cola - 1.5XP (2x Guard Assist)
Spanky - 1XP (1x Guard Assist)
Actuary - 2XP (1x Guard Kill)
Dread - .5XP (1x Guard Assist)
Count - .5XP (1x Guard Assist)
Simpson McFish - 5 Medical XP (Treatment - Average Gunshot Wound)


Grimace begins leadership training since he has downtime, and his wound yet continues healing. The effect is lessened since it is self-taught. We have no facilities for training, nor trainers to teach them. Snake says he can "show the boys a thing or two" but nobody's seen him for days. In fact, we found this in the command tent...



This is uh...disconcerting.

Anyway, we're making the base all neat and tidy for our old pal who is coming up to visit this week. Be ready to give him a warm welcome.

Phi230 fucked around with this message at 00:40 on Apr 18, 2017

Phi230
Feb 2, 2016

by Fluffdaddy

simplefish posted:

Aww maan, successful first aid doesn't get XP?

I forgot about that.

There are official rules for XP but since this is an RPG at heart I'm being liberal about those rules. You'll get specialized medic XP though.

Phi230
Feb 2, 2016

by Fluffdaddy

Added Space posted:

So how do we spend that XP?

Does Snake count as a Hand to Hand trainer since that was one of his listed skills?

I'll post the table

Phi230
Feb 2, 2016

by Fluffdaddy

Popete posted:

Can I do anything to not be a turn behind everyone else?

Don't carry the M60

Phi230
Feb 2, 2016

by Fluffdaddy

Added Space posted:

So how do we spend that XP?

Does Snake count as a Hand to Hand trainer since that was one of his listed skills?



Here's how levelling works.

Everyone right now is at, essentially, level 3. Meaning everyone needs 16 XP to get to level 4.

Now, in specialized skills like Medic, Forward Observer, Marksman, Driving, Vehicle Gunner, Leadership, etc... everyone is level 0. Since Simpson McFish has gotten 5 Medical XP that catapults him up to being a Level 2 Medic as well as Level 3 Soldier.

Phi230
Feb 2, 2016

by Fluffdaddy

LatwPIAT posted:

I'm not sure if Phi is even using the Secondary Attributes I rolled for him, but if he is, I have an obvious suggestion for Squad Leader:



Of course I'm going to use your numbers! The best numbers, the biggest numbers.

At the moment I'm just homebrewing how training works with guidance from the kind of barebones learning rules!

Phi230
Feb 2, 2016

by Fluffdaddy
We need guns. Lots of guns.

Phi230
Feb 2, 2016

by Fluffdaddy
Yes there are rules for animals and mounted guns

Phi230
Feb 2, 2016

by Fluffdaddy

Baloogan posted:

Rules for laser target designation?

You bet


Popete posted:

Even my secondary stats are a bust. But I guess I'll make a good teacher one day?

Maybe if you live long enough you can be sent to TRAINING COMMAND, if we buy one

Cathode Raymond posted:

Seems like a lot of people want to get into the leadership business.

I propose that we decide leadership positions based on single combat to the death with close combat weapons. Maybe medic positions too.

I am really down for us to determine squad leader rolls by non-lethal Thunderdome.

Like whomever gets knocked down first loses, and everyone wears heavy rigid armor and has a stick.

Phi230
Feb 2, 2016

by Fluffdaddy

paragon1 posted:

I assume that there is a table of stick stats, complete with special rules.




Phi230
Feb 2, 2016

by Fluffdaddy
If somebody makes a March Madness style bracket with all our dudes, with seeds, I'll do the Thunderdome. Unless you guys want me to continue as planned and have a mission lined up.

Phi230
Feb 2, 2016

by Fluffdaddy
So if you make a bracket, I'll post a table of improvised melee weapons to choose from, and you guys pick your merc's weapon and I'll run the Thunderdome. There are also whips and chains.

Phi230
Feb 2, 2016

by Fluffdaddy

Popete posted:

As long as the injuries sustained don't carry over we should definitely do Thunderdome.

There are certain risks to any Thunderdome,

Phi230
Feb 2, 2016

by Fluffdaddy

Slaan posted:

Rules for mounted lasers and dinosaurs?

If so, you know what to do

Phi230
Feb 2, 2016

by Fluffdaddy
We will prolly do one more mission in Tibet but otherwise THUNDERDOME is go

Adbot
ADBOT LOVES YOU

Phi230
Feb 2, 2016

by Fluffdaddy

Crazycryodude posted:

Would a bolter count as a grenade launcher because the rounds are explosive?

There are seperate rules for exploding rounds

  • Locked thread