Turn 6: Mission 1
(Gothia receives 1.5x damage this turn!)
Zehn squeezes the trigger, unloading on the remaining north window
rifleman. (20->12 hits, -3 cover -> 9 damage)(+29 fire superiority). The long burst cuts the wooden bits of the window and the
rifleman within to pieces. Satisfied with the results,
Zehn leaves his northwest position amongst the trees and sprints to the west side of the building while wrestling a new drum unto his Vickers machinegun. The door at the floor level is still unopened,
Hans and
Philip entered through the window.
To the deafening clamor of
Zehn’s shooting into the room to their left,
Hans pulls
Philip through the window and then together they race to the eastern section of the building. Opening a door, they are greeted with a hallway spanning south and north.
Madeline, spotting the new threat, the three
new enemies, opens up on the
machinegunner with a steady stream of aimed fire. (10 -> 9 hits, - 3 cover -> 7 damage) (Yeah! that’s how you make rifles work, hopefully I can patch the shitty conservative fire performance soon)(+19 fire superiority) The
machinegunner is hit squarely in the head and falls face first onto the exploded remains littering the 1st floor southeastern room. (extra damage transferred to second target) His
grenadier ally is hit in the arm and ducks back into cover behind the wall.
Jim pulls the barrel of his Webley down, ejecting spent the spent brass and mates the empty chamber with the bulleted end of a speed loader. Then, to the comforting tune of
Madeline’s supporting fire, he barrels towards the west windows of the 1st story building. He yanks his knife out of his scabbard and with his other hand empties his Webley on the squad leader. (6->4 hits, you are at the window so he cannot claim cover -> 4 damage)(+9 fire superiority) The
squad leader recoils under the high caliber fire and stumbles back. Unsatisfied,
Jim vaults through the broken window and thrusts his knife into the gothic foe (3->2 hits, 2 damage)(+5 fire superiority)
Jim stabs the
squad leader in the gut, killing him. The
squad leader falls backward dropping his MP-40 machine pistol. That was quite the rush.
Krilage, loads another HE rocket into his M1A1 launcher and creeps northeast, getting a good look at the east flank of the building. (You are about one quarter up the map and slightly off map in the woods,
Madeline is off map too, south of you). You spot the
grenadier that survived your rocket into the 2nd story windows, but you can’t see the
grenadier in the 1st floor southern, main entrance hallway that was shot by
Madeline this turn.
The enemy
grenadier in the main entrance hallway, privy to Jim’s arrival into the building, tosses two gothic stick grenades into the room with
Jim. (6-> 6 hits!, -2 armor -> 6 damage)(6 -> 1 hit, -2 armor -> 0 damage)(6 fire superiority).
Jim drops to the ground and hastily throws his arms in front of his face, the first grenade explodes, peppering the unarmored parts of
Jim’s body with metal bits. The second one goes off but its seems to have been displaced by the first and causes no noticeable damage to
Jim.
The 2nd story
grenadier throws two grenades at
Krilage! (6->1, -2 cover -> 0 damage)(6->2, -2 cover -> 0 damage) (2 fire superiority). The grenades scatter off into the forest and explode harmlessly.
Recap: The gothic
normal enemies have been disposed of with the exception of two wounded
grenadiers, one on the southeast corner of the 2nd story and the other in the 1st floor main entrance hallway. The 10 noncombatants, 4
specials and 3
enemy officers have yet to be found. Perhaps they are guarding (or destroying) the intel?
((your health will reset when you kill the the last two normal enemies, and then you can loot and begin the search for the intel, communication devices and remaining enemies))
Philip and
Hans’ are a the west 2nd story entrance of the eastern section of the building.
Madeline and
Krilage are off map near the south eastern patch of trees.
Jim is in the 1st floor west corner room of the east building section and
Zehn is at the west wall of the west section of the building.
(Turn Fire Superiority totals: 62 (
Commandos) vs 8 (
The Commandos have taken control of the situation and hold the 1.5 damage multiplier!)
You can move about one range's worth (I won't be picky) of distance and shoot one weapon each turn. When you attack declare who you are shooting at (can be multiple people if they are reasonably close and hits exceeding the kill carry over to next target) and how many bullets you are firing. The first shot of your attack gets +1 to hit and cannot be blocked by cover.
Weapons that say 'blast' in their profile can hit multiple enemies up to the number specified. (ex: blast 3 can hit three enemies) Blast weapons roll their full dice against everything they hit, they don't benefit from the first 'shot' bonus (notice that HEAT Rockets aren't blast and do get the first dice bonus) and cover is calculated normally against them unless otherwise specified.
Cover blocks a set number of hits from every attack that hits you except for the first shot of an enemy attack.
After each turn both sides' number of shots fired and damage dealt are added up, the side with the higher value deals 1.5x damage next turn,
(this modifier is ignored when determining which side is awarded the 1.5x damage modifier.
-Blasts are about 3x3 tiles on this map or about ¼ the size of the house.
-You can move about ¼ the map’s height/width in one turn (and maybe if write that you ‘sprint’ and don’t do anything else I’ll let you go even farther). Don’t count the tiles, if it seems reasonable it is.
-Short range is about ¼ the house in length, Medium is a little more than twice that and Long is anything else. I’m not really going to be a stickler about range.
-The transparent bits represent the upper stories of the house. (sorry if that’s unclear)
-There are a couple of windows on each side of the building, I just couldn’t find a good way to represent them.
Enemy health total:
67, Enemy head count:
2 regular types,
4 special types,
3 officer types,
10 non-combatant types.
Regular Enemy Ammo Count:
15 rounds 9mm,
170rounds 7.92mm,
15 grenades
2 Panzerfausts.
Team health (
13/72)
Madeline Christie Atkinson (DivideByZero) (12 health)
Race: Human
Appearance: A thin, medium-height woman with high cheekbones and an eternally frustrated look on her face. She has milk-chocolate hair with two braided locks of hair running down either side to her shoulders.
Forbidden Knowledge -- Can make guesses as to how one would cast a certain spell, what a person could do with magic, whether magic was being used, etc. Magical knowledge that's just short of actual magic.
Camouflage – enemies shoot at -1 to hit when you are in cover outdoors.
Psychological Warfare -- Doubled first shot damage and first shot fire superiority effect with rifles.
Inventory(5/5 slots):
-Gewehr 01 (you see, 43 is a year number) (1 slot) (Short +4, Medium +3, Long +3) (fires 7.92mm) (10 round detachable box)
-50 rounds 7.92mm (1 damage)
-70 rounds 7.92mm
-3 No. 77 W.P. Grenade (3 per slot) (Short +4, Medium +5 Long X) (4 dice, 1 damage, blast) (hits every turn) (-1 to all shots through area) (ignores cover) (can use in addition to firing a weapon)
-70 rounds .303 (1 damage)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Jim Harrington (Questorhank) (12 Health)
Race: Human
Appearance: A tall, lean man. His brown hair is shoulder-length and almost always "up" in some way (usually a hastily-done ponytail). He keeps his beard and moustache short, . There's a faint scar under his left eye.
Speaks Low Gothic
Mechanic – knowledge check mechanics/vehicle weaknesses. +1 to repair actions.
Covered -- 1.25 increased protection from cover
Straight Faced -- +1 on lies/general deception.
Inventory(5/5 slots)
-Webley Revolver Mark II (1 slot) (Short +4, Medium +5, Long +6) (can always be fired in addition to any other turn actions)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-18 rounds .455 (1 damage) and 40 rounds .303 (1 damage)
-70 rounds .303
-70 rounds .303
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Hans Koring Staffenberg (Sir Elventide)(12 health)(squad leader)
Race: Elf
Appearance: An average sized elf, Hans has a line of freckles across the bridge of his nose, straw-blonde neck length hair with a thin braid hanging over the right side and pale blue eyes.
Speaks Low Gothic
Silver-tongued – Intuition check: manipulation
Magosensory Perception – Sensory check: magic
Tactician – Intuition check: enemy tactics
Inventory(4/5 slots):
- Short Magazine Lee Enfield (1 slot) (Short +4, Medium +3, Long +3) (fires .303 English) (10 round mag)
-70 rounds .303 (1 damage)
-3 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 American TH Incendiary Grenade (3 per slot) (Melee +4, Short +5, Medium +6) (3 dice, 10 damage) (can use in addition to firing a weapon)
-empty
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Zehn Graftkin(Doomblade187)(12 health)
Race: Orc
Appearance: A thick, solidly built orc, he has dark eyes and hair, and tries to keep his uniform neat at all times.
Necromancy—roll to commune with the dead! Bonus if offering is made.
Man of Many Words -- Understands many colonial and Euro-Roman languages.
Machinegunner – the first enemy shot at with more than 10 bullets deals -2d6 less damage that turn.
Inventory(5/5 slots):
- Vickers Orc Adaptation (3 slots, 2 slots for orcs) (Short +4, Medium +4, Long +5) (fires .303) (100 rounds drum)
-X
-70 rounds .303 (1 damage)
-70 rounds .303
-empty
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Krilge Schmidt(Pancaek)(12 health)
Race: Orc
Appearance: Krilge is big and muscular, like most orcs of his kind. He also has a bit of belly and a permanent soft expression on his face. He has many small scars scattered over his body, results of dabbling with explosive substances. He keeps his hair short on purpose, and his eyebrows are often rather sparse by accident.
Demolition orc-- 1.33x dice to any explosive you use including ordnance type.
Shrapnel avoider—additional -2 hit cover when you are shot at while contextually moving
Family orc -- +1 to positive speech, -1 to negative speech, +2 to talking to children
Inventory(5/5 slots):
- American M1A1 60mm Rocket Launcher (1 slot) (Short +4, Medium +4, Long +5) (60mm rocket)
- empty slot
-1 X1 60mm HE Rocket (2 rounds per slot) (10 dice, 1 damage, blast 4)
-1 X1 60mm HE Rocket and 1 M6A2 60mm HEAT Rocket (2 rounds per slot) (3 dice, 15 damage)
-1 Light Demolition Charge (1 slot) (Short +4, Medium X, Long X) (6 dice, 3 damage, blast 5) (ignores cover at short range)
(-)Bayonet (Short +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Phillip Ottersen(Slick)(12 health)
Race: Human
Appearance: At 6'4'' the Filipino-English mix is rather tall for a human especially given his heritage, with black crew cut an a trimmed mustache and beard. Tends to have a happy-go-lucky expression always looking at the bright side no matter the situation. Is laden with the equipment of a Grenadier.
Grenadier's Arm-- All thrown explosives inherit a (short +4, medium +4, long X) profile in place of their regular one, always ignore enemy cover.
I Will Be Your Shield!!!-- Can share shield cover with a nearby ally. Additionally, shields do not take a slot.
Hey now, What about that stiff upper lip?-- +1 to comforting actions/speech.
Inventory(5/5 slots):
(-)(1 slot) (-6 hits vs weapons with lower than 3 damage) (cannot fire guns other than pistols, throwing/melee are OK)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-Flanged Mace (1 slot) (Melee +3) (1 damage) (5 dice)
-2 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5 Long X) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 No. 5 Mark II Hand Grenade
-3 M18 Smoke Grenade (3 per slot) (Short to medium range) (-1 to all shots through smoke)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
his is just a list of possible gameplay changes. No changes will be made until at least the end of a mission.
-Reduce bullets per slot, enemy ammo totals (not explosives per slot, just bullets) and scale down enemy health accordingly.
-Introduce new cover mechanics.
(These two above changes should help restore the bullet economy and help balance melee, conservative shooting and explosives)
-Switch to a map based game for ease of communicating locations/ranges/objects/etc/etc
-create general guidelines for shooting at, fighting in and shooting out of buildings so that they aren’t so dependent on context.
-provide more information about enemies (cover, stats, weapons, general behaviors, etc)
(The above three changes are to simplify the game from my side and also facilitate player strategy by decreasing the amount of gameplay relevant detail that is communicated by writing alone)