WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

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max_vale
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WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#1 Post by max_vale »

December 8th, 1941 thru Night of 24-25 January, 1942; 'The Points', South West Coast of the Bataan Pennisula on the island of Luzon, Philippines


Radioman 3rd Class Fred 'Mediocre' Roker clutched the unfamiliar Springfield 1903 bolt-action rifle tight in his sweaty hands as he blinked away the sweat rolling down his forehead in the steamy, hot night and did his best to crouch as low as possible behind the trees in front of him as he wondered for about the millionth time what he was doing out here....

Six short weeks ago he was working in the cramped radio room of the Submarine Tender USS Canopus; mother ship to a squadron of Submarines in the Asiatic Fleet; basically okay with his chosen lot in life. Now, he was out here playing Marine in a purposely mud-caked blue sailor's uniform with a Rifle in his hands and anxiously awaiting contact with a Japanese patrol that was supposed to be coming down the path any minute now.....
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It had all started on 8 December, the day the Japanese declared war on the United States; but only AFTER landing a couple of super hard sucker punches at Pearl Harbor and in the Philippines. Massive air attacks had resulted in the sinking or heavy damage of almost all of the Navy's heavy surface ships; along with wiping out most of the aircraft the Navy or Army Air Corps could use to defend themselves with as well. What few planes were left in the Philippines were constantly being shuffled to small airstrips and the pitiful remnants were able to do little more than make an occasional nuisance to the Japanese. To make matters worse, the Submarines the Canopus serviced; seemed to be armed with defective torpedoes as stories of 'fish' after 'fish' slamming into Japanese hulls and not exploding or running underneath the ships and never going off became an all too familiar refrain to Roker's ears....

By the 10th, the Japanese had landed forces on Luzon, the main island of the Philippines and the next few weeks were an onslaught of air attacks and misery and woe throughout the archipelago nation. Things became a little more stabilized when General MacArthur, the overall commander, decided on his strategy of declaring Manila, the capital city an "Open City"; and pulled all troops to the Bataan Peninsula to make a stand. It was the best choice out of a long list of bad ones.

The Bataan peninsula ended with the Naval and Marine base at Mariveles and off this end of the peninsula was the island fortress of Corregidor, where MacArthur's headquarters was, along with a hospital and thousands of US and Filipino personnel. The Bataan pennisula had mostly open plains on the East side, which made it the obvious choice for the Japanese to attempt to drive down, while the West side was filled with jungle, little used paths and small roads and numerous, rocky outcroppings that jutted out into the ocean, known as 'the Points'. MacArthur's Army units fought numerous delaying actions against the Japanese Army forces of General Homma, but while the U.S. and Filipino units acquitted themselves well, they were outnumbered, outgunned and faced tanks, artillery and aircraft that they couldn't match, so they had to keep falling back to one Defensive line after another. Soon, there wouldn't be any more lines left.....

Onboard the Canopus, things had been tense for the first few weeks as they regularly witnessed Air attacks and replenished subs at night; but it wasn't until the 29th of December that things first got bad when the ship took it's first bomb hit. They were hit again on New Year's Day and this hit took out the radio for good and soon after that, the Subs were gone and the ship switched gears to help support the troops on the shore by using the machine shops and repair parts to help out with AA guns, fixing firearms and the like. Soon, well over a hundred of the ships crew, including Fred, were given orders to report to Mariveles base and they soon learned that they were going to be put into action as makeshift Infantry, along with Air Corps personnel that had no more planes to work on; all to defend the base as the 'Naval Battalion'. Luckily, some Marines from the 4th Marine Regiment (the 'China Marines') and the 1st Separate Battalion were there to give them some training and to act as NCOs and to 'stiffen' the units with some folks who ACTUALLY knew which way to point a gun when necessary.

After a WAY too brief period of time training with a Rifle and learning about what things like "flank" and "covering fire" and "pincer movement" meant; Fred was assigned to a squad with a blue eyed and blond haired young 'China Marine' who went by PFC Wade MacGyver and who seemed to know how to handle his Tommy Gun. He suggested Fred might want to cake his 'blue jacket' Navy uniform in some mud to help darken it for some camouflage and to take a deep breath before he fired his rifle. Fred was rather glad he had found this Marine, although the other 'China Marine' in his unit made him nervous. This marine was older; maybe 30, wore Sergeants stripes on his uniform, and called himself Marvin Acme, but he seemed to have a scary excited gleam in his eyes when he talked about his last detail of blowing up ammunition and munitions dumps to prevent the Japanese from using them. That gleam made Roker MORE than a little uneasy....

A few nights ago, it became clear that while the main thrust o the Japanese Army was grinding itself against the US defensive lines on the east side of Bataan; a small Japanese amphibious assault had been conducted on the coast of 'the Points'. It also readily became clear that the Japanese had gotten themselves all scattered and now, the Naval Battalion and a force of Filipino constabulary officers were being sent against them to prevent them from flanking the U.S. defense positions in the West and to protect the Mariveles Base. An excited and scared runner had reported to SGT Acme that a patrol of maybe a dozen Japanese soldiers was making their way down the path towards Acme's 8 man squad that consisted of the explosion loving SGT, PFC MacGyver, RM3 Roker, a couple more blue jackets (U.S. Navy enlisted sailors) named Smith and Jones and a trio of Air Corps personnel named Higgins, Haskins and Henry....or as everyone else called them, the '3 Hs'. Everyone in the squad had a M1903 bolt action rifle except for MacGyve, who had a Tommy Gun. Everyone also had 1 'standard' Frag Grenade and 1 Smoke Grenade.

Roker did his best to take a deep breath and ignore the sweat on his palms and in the starlight he could see the path and he noticed about a dozen Japanese soldiers walking abreast in a spread out line perhaps 50 yards away. To his right, he noticed PFC Wade sighting down his Thompson and to his left he saw SGT Acme doing the same thing with his Rifle. This night was about to get a LOT more interesting....


On a different part of the West Coast of 'the Points'; another small group of US (and 1 Gurkha) military men gathered and prepared to open fire on a Japanese landing boat heading for a rocky beach about 30 yards away from the tree line where the group stood/crouched/lay in wait behind the cover of the trees....

This force was likewise part of the 'Naval Battalion'; with perhaps the most 'exotic' member, Rifleman (RFL) Lalbahadur Gurung, right in the center of the formation. Gurung had been sent over as part of an "International military exchange" training program right before the war started to help teach the Philippine Scouts in some of the 'ways of the Gurkha'; and before he knew it, he was stranded in a foreign land as war broke out. Gurung shrugged, and with Japan and the Commonwealth quickly at war, he rapidly offered his services to help fight the enemy.

Unsure of what to do with him, they decided to have him support the Marines of the 1st Separate Battalion, a kind of hodge-podge force that had been intended to go back up the 4th Marines in China, but in a bit of irony, the 4th were soon in the Philippines with them instead. For the first month, the only action the Marines were in was in AA fire against Japanese planes and Gurung did his best to help out, but was quietly getting frustrated. With the creation of the Naval Battalion, he was soon back in his element and actually looking forward to fighting the enemy the way he had been trained to do....

In the small 8 man squad with him were 2 Marines; a big, strapping Corporal named 'Dutch' Van Horn who carried a big BAR and a friendly PFC Gomez with a Shotgun. In addition to the 3 of them, there was their Squad Leader; an Army Air Corps pilot: 1st Lieutenant Williams; another Air Corps Maintenance chief; Tech Sergeant Blythe and 3 Blue Coats named Michaels, Johannsen and Krakowski. LT Williams had a Smith and Wesson .45 revolver; the others all had Springfield 1903 bolt action rifles.

As they watched, the Japanese landing boat pulled up on the beach and a dozen Japanese soldiers jumped over the sides. As the last of them hit the beach, Williams called out; "Hit 'em now boys!"


*Okay, if it wasn't obvious, I've got you all involved in the real life 'Battle of the Points'; and you guys are in two separate firefights. (I.e. neither of your groups know about the other's fight)

In the first fight; Roker, Acme and MacGyver are facing off against 12 Japanese in the open area of a trail some 50 yards away while under cover. Please feel free to state an action (I'll post some more mechanics shortly, but for those of you unfamiliar with how the d6 system works, basically the more actions you take, the less dice you roll for each action. If you only do one action....i.e. shoot once at one guy; you roll your full skill dice. If you shoot twice, you lose 1 skill dice for reach roll; etc.)

In the second fight, Gurung, Gomez and Dutch are 30 yards away from a dozen Japanese in the open area of a beach while under cover.

Please let me know if anyone has any questions/concerns, thanks!

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#2 Post by Rex »

Gurung

Gurung will aim for the furthest back Japanese and fire center of mass, if he goes down he will move to the next closest, if he stays up he will double tap on the first. He will systematically move forward firing twice per round.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#3 Post by Zhym »

'Mediocre' Fred sighs quietly to himself. This is not what he planned on when he enlisted. See the world, learn a trade—that was supposed to be the deal. There'd be good money in radio repair once he mustered out, and he figured that he wouldn't get shot at as much on a ship. If hearing about Pearl Harbor hadn't taught him the flaw in that theory, the bombs hitting his ship certainly did. And now, without a radio to operate and repair, he's just another grunt with a gun. Funny, the turns life takes.

He follows the lead of SGT Acme and PFC Wade, who both look like they'd had more than the few days of rifle training he'd gotten. When they give the signal or open fire, Fred aims for the nearest Japanese and shoots.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#4 Post by GreyWolfVT »

Wade given the signal aims for the next nearest Japanese and fires trying to be more strategic and less spray and pray.
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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#5 Post by Monsieur Rose »

SGT Marvin Acme

A wily man of about 30, Marvin has the look of a cunning predator. Tan leathery skin, dark features, and brown hair mask what appear to be several scars and burns on his body. The unsettling gleam in his eyes only further reinforces the aura of danger.

Pity I didn't have time to set a trap. Those bastards are just lined up nicely for a nice boom.

"Now!" He yells as he pops up and fires at the fanciest enemy he sees, thinking to remove the leader. Failing that, he'll shoot anyone carrying a large weapon.

"Fire and stay in cover!"

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#6 Post by Urson »

Dutch
Just anoder day hunting rabbits.. Aim.. hold breath... squeeze. Dutch fires 2 shots on the first man off the boat.
FA FO

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#7 Post by Hadarai »

Teddy will follow Gurung's lead, taking shots at the two closest enemies and systematically advancing.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#8 Post by max_vale »

Night of 24-25 January, 1942; 'The Points', South West Coast of the Bataan Pennisula on the island of Luzon, Philippines

'Fight One: I.E. SGT Acme's squad'

In a lonely little section of thick vegetation amongst the rocky little peninsulas of the SW coast of Bataan known as 'The Points'; one of several firefights broke out to suddenly make the dark, quiet night loud and bright....

Fred 'Mediocre' Roker took a deep breath, aimed his Springfield Rifle at a Japanese soldier and squeezed the trigger, sending a heavy .30-06 caliber bullet at high speed towards his target*...

*OOC: I'm going to do the mechanics here in the first post, so everyone can see how the system works. In the future, I'll probably just do it all 'off camera'; but I wanted to make sure everybody gets how it works. Fred is taking 1 shot at a target at 50 yards away, which for his 1903 Rifle means it's at Short Range. Fred does not have the 'Guns' skill, so we default to his DEX, which is 3D. He is only firing one shot, so he gets to roll all 3 dice. 50 yards is a short range shot for his Rifle and the Target is not running, nor behind cover, nor Dodging (which he can't do as this is a surprise ambush round). So the roll of 3D equals: 1d6 = 2 , 1d6 = 3, 1d6 = 3* (last dice is a 'Wild Die'; which means if it's a 1, I roll another dice to see if the weapon jams/has an issue..which might be it's dropped if it's a hand-held weapon or a dud if a grenade, etc. Each weapon will have a 'reliability' rating, which the lower the better. The 1903 has a 1, it's VERY reliable. I have to roll a second 1 for the 1903 to jam. If a 6 is rolled on the Wild Die, a bonus of +2 is added to the final roll); Fred's total is an 8, so he missed his target. The Springfield can hold 5 rounds at a time in its magazine, so Fred's Rifle now has 4 shots in the magazine.

Fred curses as the Rifle's recoil crashes back into his shoulder a bit harder than he was expecting and his shot goes high and wide of his intended target. Roker starts to clumsily work the bolt to chamber another round when first he hears what sounds like an angry hornet zip past his ear and then the unmistakable sound of a human being screaming in rage and the sounds of heavy footfalls getting louder and louder. His brain belatedly realizes that the Japanese solider he just shot at had fired back at him, just missed and now, as he looked up, the soldier was screaming and charging at him with his Rifle and it's nearly foot long bayonet held in front of him like a spear. The sight of the rather hairy soldier triggered something primal in Roker's subconscious and as the soldier got to within about 20 yards away, Fred began to.....change....His body suddenly sprouted thick black fur all over, his rifle fell from his now enlarged hands that ended not in neatly clipped fingernails, but rather, large, curled claws. Fred's face was distorted and anyone glancing at him who had seen the hit movie from earlier that year would recognize Lon Chaney Jr.'s 'Wolf Man' was now roaming the night. Roker could suddenly hear and smell everything around him in INCREDIBLE detail. The soldier charging him suddenly stopped screaming, his eyes went wide and his forward momentum caused him to stumble and fall forward, maybe 15 yards away as Fred suddenly smelled 'Fear' for the first time.....and it smelled like the most delicious steak on a grill he had ever smelled and his mouth opened and sharp fangs could be seen......

*OOC: Okay, normally this would be a choice of the player to say; "I want to activate Power X; and a roll would be made (possibly with Will Points expended); but for this first manifestation, it's not needed.

Image

To the left and right of Fred, the other members of the squad of the ad-hoc Naval Battalion opened fire as well. Wily veteran SGT Marvin Acme looked for an obvious leader of the squad and he noticed a Rifle-bearer who had a sword scabbard hanging from his hip and he took aim and fired a shot at this Japanese soldier....

*OOC: Marvin doesn't have the 'Guns' skill, so he uses his DEX of 4D. Like Fred, he has a 1903 Rifle at 50 yards, so a Short Range shot with a Difficulty number of 10. Acme rolls: 1d6 = 6, 1d6 = 1, 1d6 = 3, 1d6 = 5 for a total of 15, so he hits and his Wild Die result was a 5, so nothing special there. The 1903 Rifle does 5D+1 damage: 1d6 = 4, 1d6 = 5, 1d6 = 5, 1d6 = 1, 1d6 = 2, +1 for a total of 18 vs. a STR roll of 2D+1 for this soldier: 1d6 = 3, 1d6 = 3, +1 for a total of 7. 18 is more than twice 7, so the enemy is KIA. This is because of my 'mook' rule; mooks only have 3 results; Grazed (if their STR roll is greater than the Damage roll, Wounded (if the Damage roll is greater than the STR roll, but less than twice the STR roll) or KIA (if the Damage roll is twice or more that of the STR roll). For PCs and important NPCs, a Damage roll that's twice the STR roll results in a Serious Wound, while a roll that's 3 times greater than the STR roll results in a Mortally Wounded result. Marvin now has 4 rounds in his Rifle's Magazine.


Marvin grunted in satisfaction as he watches his shot slam right through the chest of the Japanese officer or NCO and the soldier drops to the ground like a puppet with its strings cut. He smoothly works the bolt to send the spent shell casing flying and to slam the next round home in the chamber as he looks for his next target.....

PFC Wade MacGyver sights down his Thompson submachine gun, takes a deep breath and squeezes the trigger, sending a 5 round burst down-range at this chosen target....

*OOC: Wade has the Guns skill at 4D, the range of 50 yards means this is a Medium Range shot, the enemy is not running or taking cover or dodging, so the Difficulty number is 15. He gets a: 1d6 = 5, 1d6 = 6, 1d6 = 2, 1d6 = 2 for a total of 15, so he JUST manages to hit his target. Also, the Thompson with a 50 round drum has a reliability of 3, with a 20 round clip it has a reliability of 2. This means if the Wild Die result comes up with a 1 while the 50 round drum is in (which it currenlty is fitted with), then I roll again and if I get a 1-3 the gun jams...meaning the current burst still happens, but it jams after that. If a 4-6 is rolled, nothing happens. Full auto weapons tend to jam more than others and the Thompson jams more with the Drum than the 'stick' clip....obviously the advantage of the drum is a LOT more ammo. Also, full auto weapons are better at 'suppressing fire'; but I'll put the post on these rules later today. Wade hits, so the damage from a burst from the Tommy is 5D+2: 1d6 = 3, 1d6 = 5, 1d6 = 2, 1d6 = 4, 1d6 = 2, +2 for a total of 18. Japanese soldier's STR (2D+1) roll: 1d6 = 2, 1d6 = 1, +1 for a total of 4...yeah, he's toast. Wade has 45 rounds remaining in his Drum.

MacGyver feels the 1928 Thompson kick into his shoulder as he puts 5 rounds into the torso of one of the Japanese soldier's, causing him to shake for a moment before crumbling boneless to the trail. The Marine quickly looks left and right to find his next target.....

The rest of the squad open up on the Japanese as well.....

The Bluejackets Smith and Jones each take a shot at a different Japanese solider and one of them manages to wound a Japanese soldier while the other misses his target....

The '3 H's' open up as well and Haskins (or was it Higgins?) manages to put a lucky shot straight through the skull of one of the Japanese soldiers, ridding the squad of another threat. Alas, the other two Air Corps men miss their targets.

In retaliation, five of the surviving Japanese soldiers (1wounded) all return fire with a quartet of Arisaka bolt-action rifles and one Type 96 Light Machinegun that the last Japanese soldier was carrying and which no one got a good look at until just now....

The soldier firing at Roker misses and then charges the suddenly-not-so-mediocre-looking Bluejacket Radioman....

Another solider fires at SGT Acme, but the shot doesn't come close to hitting the veteran Marine....

A third soldier fires at PFC MacGyver and Wade feels a stinging pain along his left side*, but it's nothing serious....

*OOC: Soldier firing at MacGyer managed a lucky hit (range is short, but Wade is in Cover so a Difficulty of 12, the soldier rolled a 13); but his damage roll was a lousy 11 (on 5D) and Wade's STR roll (3D) to resist the damage was an awesome 16; so Wade is merely Grazed. This means all actions next round only will be at -2; but no ill effects after that.

The fourth soldier, wounded, fires at Jones (or is Smith) and sends a shot zipping into the thick foliage.....

The fifth soldier, carrying the Type 96 Light Machinegun drops to the ground, rests the weapon on its bipod and fires a spray into the area were the 3 H's are. One of them, poor Henry, falls to the side, riddled with 6.5mm holes.....

Image

The last group of 4 soldiers suddenly rush back and into the thick vegetation on the same side of the path as the American squad. Only MacGyver sees this.....

*OOC: I'm going to have Wade make a Knowledge: Tactics roll (MacGyver has 3D+2 in this skill); if he gets a 10 or better, he'll understand what they're up too. 1d6 = 4, 1d6 = 5, 1d6 = 3, +2 for a total of 14.

Wade realizes the Nip detachment is going to try and flank them in the cover of the jungle....

OOC: Situation: 1 Japanese soldier is within melee range (if you charge) of Roker; 4 more (1 wounded with a rifle) are still out in the open of the path at 50 yards range; 1 of whom has a LMG; the last 4 of the group can't be seen, but disappeared in to the jungle on the same side of the path you guys are in, probably moving closer from one side; though only Wade knows this right now.
Last edited by max_vale on Sun Mar 29, 2020 3:20 pm, edited 6 times in total.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#9 Post by max_vale »

Night of 24-25 January, 1942; 'The Points', South West Coast of the Bataan Pennisula on the island of Luzon, Philippines

'Fight Two: I.E. Gurung, Teddy and Dutch's squad'


A second fight broke out several hundred yards away from where SGT Acme and co. were engaging a Japanese patrol, right at the coast line as a dozen IJA (Imperial Japanese Army) soldiers hopped out of a boat onto a rocky shore and a squad of 8 Americans (well, 7 Americans and 1 Ghurka) greeted them with a fusillade of fire....

Rifleman Gurung took careful aim at one of the last of the Japanese soldiers and he fired his SMLE rifle, worked the bolt, shifted targets and fired a second time at a second soldier....

*OOC: Gurung has Guns 5D, he's shooting twice, so he rolls 4D for each shot. The range is 30 yads, which is short for his SMLE rifle; so the Difficulty number is a 10; his rolls are; 1d6 = 5, 1d6 = 5, 1d6 = 1, 1d6 = 2 (No 1 on the Wild Die, no worries) for a total of 13, that's a hit on target number 1; and 1d6 = 2, 1d6 = 3, 1d6 = 4, 1d6 = 1 (a 1 on the Wild Die, means I roll for the weapon's reliability, which for an SMLE is a 1, the best possible: 1d6 = 1...doh! The Rifle has jammed, but the shot still happens and it's a 10, which is JUST enough for a second hit); Damage for the first shot is 5D+1 for a: 1d6 = 1, 1d6 = 6, 1d6 = 4,1d6 = 6, 1d6 = 4, +1 for a total of 22 vs a STR roll (2D+1): 1d6 = 4, 1d6 = 6, +1 for a total of 11, which means 22 is twice 11, so the 1st Soldier is KIA. The second one: 1d6 = 4, 1d6 = 2, 1d6 = 4, 1d6 = 6, 1d6 = 1, +1 for a total of 18 vs STR roll of 2D+1: 1d6 = 5, 1d6 = 1, +1 for a total of 7. 18 is more than twice 7, so this solider is KIA as well. Gurung's SMLE is jammed (requires a round and a Tech/Equipment repair roll of 10 to fix) and has 8 rounds remaining in its magazine.

The Gurkha Rifleman's first shot expertly hit his target right in the head, dropping the Japanese soldier onto the beach in an instant, never to rise again. Quickly working the bolt, Gurung expertly puts a second Japanese soldier down with a shot through the upper chest, though to his annoyance, the Gurkha's rifle jams as he tries to chamber another round. Fraggin' humidity! he thinks to himself, but he has little time to worry about it as the Japanese officer or NCO at the head of the group comes charging up the rocky slope towards him, a sword in his hands and a scream in in his throat. Something comes over Gurung at that moment and he drops his SMLE and rises up from behind his boulder he had been using for cover and a blade of purple light materializes in his right hand. Its shape is that of his people's legendary weapon, the khukuri knife and he strides forward to meet his opponent in battle....

*OOC: Like Roker above, normally this activation of a Power is a PC's choice and a roll would be made, but for this initial Talent manifestation, it's not needed.

Private First Class Theodore 'Teddy' Gomez wasn't sure if he'd rather be HERE where he could personally reach out and hit the bastards who had been bombing and strafing his unit and buddies for the past month and a half; or back with his AA unit at Mariveles, where sure, most of the time the planes were too high for them to hit anything, but on the other hand, the Nips weren't THIS close to you and the chances of getting wounded or worse suddenly seemed WAY higher! Shaking his head, he pumped a round into his trusty 'trench gun' (a.k.a. a shotgun), and when the Army Air Corps LT gave the word, he opened fire...

*OOC: Teddy is shooting twice at 2 different targets at 30 yards range. This is Medium Range for a Shotgun, so a Difficulty number of 15 for each shot and with Teddy having Guns: 4D, this is reduced to 3D for each shot. (One shot gives you the whole 4D, each action after that lowers the skill dice by 1, so 2 shots means 3D for each, 3 shots would be 2D for each, etc.) First shot: 1d6 = 2, 1d6 = 1, 1d6 = 4 (wild die: not a 1 or 6, nothing special) for a total of 7 equals a miss. Second shot: 1d6 = 5, 1d6 = 4, 1d6 = 6 (Wild die: this is a 6, so a +2 bonus is applied to the total of the hit roll AND the damage roll if a hit is scored) equals 15 +2 = 17, which is a hit. Damage for a Shotgun Shell at Medium range is 4D+2 (It's 6D at short range): 1d6 = 5, 1d6 = 2, 1d6 = 6, 1d6 = 2, +2 for a Total of 17 with a +2 bonus for the Wild Die being a 6 gives a final total of 19. Japanese Soldier's STR roll of 2D+2 is: 1d6 = 1, 1d6 = 4, +1 for a total of 6. 19 is more than 3 times 6, so the soldier is KIA. Teddy has 4 shells remaining in the Trench Gun.

Gomez cuts loose a shell at one of the IJA troops, but realizes between the range and the buckshot, he's not at optimal conditions for his weapon and the pellets end up spraying the ocean. Switching targets and aiming a bit more careful, he fired a second blast and this time he was rewarded by watching a soldier fall, clutching his chest, writhing on the rocky beach for a moment and then not moving at all.

Not far from Teddy, big farm-boy Corporal Charlie "Dutch" Van Horn took careful aim with his BAR, selected Semi-Automatic, and fired a pair of heavy .30-06 rounds at a Japanese soldier carrying a light machine gun with a curved clip on the top of the receiver....

*OOC: Dutch has Guns 4D+2, firing twice means 3D+2 for each shot; at 30 yards, this is Short Range for the BAR, so Difficulty number: 10. First shot: 1d6 = 4, 1d6 = 2, 1d6 = 3 (Wild Die, not a 1 or 6, no effect), +2 for a total of 11, a hit. Second Shot: 1d6 = 1, 1d6 = 6, 1d6 = 4, +2 for a total of 13, also a hit. Note: the BAR can fire single shots at a time (semi-auto setting), like Dutch is doing now; OR in Burst of 5 (increases Damage, also better for suppressing fire; comes with the risk of higher chance of jamming; reliability goes from 1 for semi-auto fire to a 2 for Bursts). When fired semi-auto like this, Damage is 5D+1; First shot deals: 1d6 = 2, 1d6 = 3, 1d6 = 4, 1d6 = 6, 1d6 = 6, +1 for a total of 22. IJA soldier's STR roll to resist (2D+1): 1d6 = 4, 1d6 = 4, +1 for a total of 9. 22 is more than twice 9, so solider is KIA. Second shot is superfluous. Dutch has 18 rounds left in the Clip.

Van Horn's first shot hits the IJA soldier in the side of the chest with enough force to twist him half-way around, the second round drills him high in the back and out through the front of the chest, ensuring the soldier is down for the count and his body hits the ocean, briefly turning the ocean water near him red.....

First Lieutenant Williams, an excitable pilot from the deep south, cuts loose a rebel yell and fires his Smith and Wesson Revolver twice at the advancing Japanese soldiers, missing wildly but cheering the squad on with a; "Yee-haw, get 'em boys!" His excitement is short lived as one of the Japanese soldiers takes a knee, aims his Arisaka Rifle carefully and puts a round into the Pilot's right shoulder....

Tech Sergeant Blythe ignores the excitable young pilot and takes careful aim with with 1903 Springfield Rifle and smiles grimly as his shot drops another IJA soldier....

The three Bluecoat sailors, Micheals, Johannsen and Krakowski all excitedly fire their weapons, encouraged by the sight of several Japanese soldiers falling to the ground and their squad leader's exhortations. Unfortunately, only one manages to score a hit, and merely a graze at that...

The NCO or Officer leading the Japanese unit draws his sword and with a scream, starts to charge up the incline towards the American opposition, though he is more than a little surprised when he is half-way there to suddenly be facing a Gurkha soldier with a purple, glowing knife in his hand...

The other half-dozen Japanese troops drop to one knee and engage their opponents with their Arisaka Rifles. 1st LT Williams falls to ground with a cry of pain, clutching his wound while Michaels the Bluejacket falls to the ground with a hole in his head, never to rise again....

A shot zips past Gurung's side, though he never even notices as his gaze and attention are FULLY riveted on the sword-wielding Japanese solider some 10 yards away....

A shot ricochets off the rocks that Teddy is taking cover behind and Dutch feels shards of stone sting his arm as an Arisaka round just barely misses him, chipping a rock mere inches from him, though no damage is done....


(Situation; One Japanese NCO/Officer with a sword 10 yards away from Gurung....close enough to close to melee range if so desired......6 more IJA soldiers on the beach, 30 yards away with bolt-action rifles)
Last edited by max_vale on Sun Mar 29, 2020 3:31 pm, edited 2 times in total.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#10 Post by Urson »

Dutch

Dutch's eyes widen as he sees Gurung and the Jap NCO move into close combat. Do your job, Marine, he thinks as he directs his attention back to the clump of soldiers.
He picks a likely-looking target on the far right and fires, one shot.

Personally, I have no problem with your temporary takeover. It makes a much better way to learn the mechanics, IMHO.
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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#11 Post by GreyWolfVT »

Wade doesn't let the injury stop him it's not over until the last enemy is out of action. He takes up a better position and fires at the most threatening enemy in range.
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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#12 Post by Rex »

Gurung

Seeing the Japanes soldier charging with a sword and a useless Enfield in his hands Gurung instinctively drops his rifle and is suddenly holding a glowing purple khukuri. He charges the Japanese soldier, striking three times with his khukuri.

If he drops the soldier he is facing and has any actions left he will advance to the next soldier and repeat, this is the reason I declared 3 attacks. If I need to state this different or its not possible, let me know. I am good with you taking over his talent for his first manifestation.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#13 Post by Zhym »

Roker lets out a beastly howl and charges the nearby soldier, intent on ripping out his throat.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#14 Post by Hadarai »

Teddy wincing as a shot narrowly misses him reloads two shells into his trench gun before daring to peek out of cover and searching for something closer to the enemy that he could sprint to and hide behind!

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#15 Post by Monsieur Rose »

SGT Marvin Acme

"Keep firing! And keep your heads down, dammit!" Marvin barks orders and assesses the situation. He sees Wade open up and drop one, then turn his sights to the LMG. Poor Henry falls, obviously gone. And Roker misses...and then grows a fur coat?!

"What the hell Roker?" Marvin calls out, then sees the bloodlust and can only watch as the scene plays out.

He forces himself to turn attention back to the fight and fires at J1, hoping to drop another target.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#16 Post by max_vale »

Night of 24-25 January, 1942; 'The Points', South West Coast of the Bataan Pennisula on the island of Luzon, Philippines

'Fight One: I.E. SGT Acme's squad'

*OOC: I'm going to continue to do the mechanics here in these next couple of posts to keep illustrating how things work 'behind the scenes'; but I think I'll stop after this unless you guys really want me to continue. Okay, so for a round of combat where nobody is surprised; Initiative order is determined by PER/Alertness roll either by individual (PCs and important NPCs) or 1 roll for a group (usually 'mook' NPCs) using the best PER/Alertness code of the bunch. For this fight, this round, I'll make rolls for each PC and 1 roll for all NPCs on the player's side (i.e. the two remaining Hs and Smith/Jones) and 1 roll for the Japanese soldiers.

Roker has a PER (no Alertness skill) of 3D, but in his 'Wolf-Man' form his PER is improved to 5D if smell/hearing is involved, which it is Roll: 1d6 = 1 , 1d6 = 4, 1d6 = 2, 1d6 = 6 , 1d6 = 3 for a Total of 16. Marvin has a PER (no Alertness skill) of 2D+2, his roll is: 1d6 = 6 , 1d6 = 3, +2 for a Total of 11. Wade has a PER (no Alertness skill) of 3D+1, his roll is: 1d6 = 4 , 1d6 = 1, 1d6 = 2, +1 for a Total of 8. For the U.S. NPCs (H1 and H2 and Smith and Jones) I'm using a PER of 2D+1; 1d6 = 5 , 1d6 = 6, +1 for a Total of 12....wow, the NPCs are QUICK today! For the Japanese NPCs (all mooks) we'll also use PER 2D+1: 1d6 = 2 , 1d6 = 3, +1 for a Total of 6.

Okay, so the order of actions will be: Roker, U.S. NPCs, Marvin, Wade, Japanese


Fred 'Mediocre' Roker; now a living, breathing Wolf-Man; leaps at the poor Japanese solider (J6 on the map) who had charged him and then stumbled to the ground in shock as the American sailor transformed into something out of nightmares in front of him. The soldier had gotten half-way to his feet when Fred reached him and slashed out with his clawed hand....

*OOC: Okay, Fred is making a Brawling attack, so we go to Fred's Brawling skill under Strength and Fred has the skill at a 3D+1 rating. Against and opponent who is not Dodging or Parrying; he only needs to defeat a 5 to hit. If he gets 10 over that number, he will get a bonus of +1D to the damage roll. Roker's roll: 1d6 = 6 , 1d6 = 4, 1d6 = 4, +1 for a Total of 15, Wild Die is a 4, nothing special, this is EXACTLY 10 over the Difficulty number of 5; so Fred will get to add +1D to his Damage roll. Normally, Damage for a Brawling attack is just your STR score; Fred gets a bonus of +2 in his Wolf Man form (for claws and/or Fangs) and in addition, because it's claws and/or fangs, Fred's Damage is Lethal as opposed to Non-Lethal, which Brawling usually is. So Fred gets to roll 3D (his STR) +2 (Claws/Teeth in Shape-Changed form) and +1D more for being 10 or more over the Difficulty Number with his attack roll. Total roll: 4D+2: 1d6 = 2 , 1d6 = 5, 1d6 = 6, 1d6 = 3. +2 for a Total of 18. The Japanese Solider rolls 2D+1 (his STR) to resist damage: 1d6 = 4 , 1d6 = 3, +1 for a Total of 8. 18 is more than twice 8, so solider J6 is KIA. Also, this is round 1 of Fred's Active Power. This Power is a Major Power, so he has 3 'free' rounds of the power being active....after 3 rounds, to keep the Power active, he'll have to make the choice to try and beat a Difficulty number of 10 using his Willpower skill (1D at the moment); with the option of spending up to 6 Will Power Points to do so....each round.

Fred's clawed hand swipes out and thru the poor Japanese soldier's throat, sending a spray of blood out into the hot, humid night to splatter across some nearby vegetation. The smell of the blood causes Roker's taste buds to water, but then a different sound causes one of his ears to twitch and stand up a bit as he cocks his head to the left.....somewhere out in the jungle, perhaps 70 to 80 yards away, 3....no, 4....strange people were moving towards him and his companions....

The 2 H's; Higgins and Haskins; took aim with their Springfield 1903s and fired at the Japanese soldier armed with an LMG and the wounded soldier kneeling next to him with an Arisaka Rifle (J4 and J5). The wounded rifle-wielder (J4) took a shot in the chest and he keeled over with a grunt, while the other shot zipped over the head of the Type 96 wielder to disappear into the night....

The 'bluejackets' Smith and Jones took aim at the trio of Japanese soldiers (J1-J3) across from them and both fired with one of them letting out a 'ha!' in triumph as one of the Nip soldiers cried out as he was wounded (J2)....

Further down the line to Roker's right, SGT Marvin Acme shook off the sight of the sailor/were-wolf to his left and he aimed his Springfield 1903 at one of the trio of soldiers across from sailors Smith and Jones and taking a deep breath, he released it and squeezed the trigger sending a thirty aught-six slug down range.....

*OOC: Marvin doesn't have the Guns skill, so we default to his DEX of 4D. Shot is Short Range, so Difficulty 10; Acme's roll: 1d6 = 6 , 1d6 = 1, 1d6 = 1, 1d6 = 5 for a Total of 13; Wild Die is a 5, nothing special there, so Marvin lands a hit. Damage is 5D+1, Roll: 1d6 = 4 , 1d6 = 4, 1d6 = 5, 1d6 = 3, 1d6 = 2, +1 for a Total of 19. The Japanese soldier's STR roll to resist damage (2D+1) is: 1d6 = 4 , 1d6 = 5, +1 for a Total of 10. 19 is more than 10, but not quite twice 10, so the soldier is only Wounded. Marvin now has 3 rounds remaining in his Springfield's magazine.

SGT Acme's shot hits the Japanese soldier low in the right sight, causing him to yell out in pain, though he remains in the fight and aiming his long barrelled rifle towards the sailors Smith and Jones...

PFC Wade MacGyver temporarily ignores the quartet of Japanese soldiers he saw slip into the jungle some 70 or 80 yards to his left on a clear flanking mission, and instead he aims his drum-equipped Thompson at the Japanese soldier manning the Type 96 light machinegun. Taking a deep breath, he cuts loose a 5 round burst at the target some 50 yards away....

*OOC: This is a Medium range shot; Difficulty 15; Wade has 4D in Guns. Due to his GRAZED result last round, for this round MacGyver is at -2 for all actions, so instead of rolling 4D, he'll be rolling 3D+1. Roll: 1d6 = 2 , 1d6 = 3, 1d6 = 3, +1 for a Total of 9, so Wade misses with his burst, but his Wild Die result of 3 doesn't result in anything special either. He now has 40 rounds remaining in his Tommy Gun's drum.

MacGyver curses as his burst falls short and to the left of his intended target....

The remaining Japanese soldiers return fire; the wounded pair (J1 and J2) near Smith and Jones both miss with their Arisaka rifles, though the third manages to put a round into one of the Bluejackets' arm. "Jonesy! YOU BAS$#&DS!", Smith yells out.....

The soldier manning the LMG cuts loose a long burst, causing boht Haskins and Higgins to duck down in terror as numermous 6.5mm bullets chew up the trees and foliage all around them*....

*OOC: I'm having the Japanese solider use the 'Suppressing Fire' Combat Option (2 bursts worth of ammo from the LMG's clip) on these two close-together targets. Basically, in order to take any kind of action that might expose them to fire next round; Haskins and Higgins will have to beat a PER/Alertness roll of 15 (Because it was an LMG or SMG; for semi-auto pistols/Rifles it would be a Difficulty number of 10; for MGs or HMGs it would be a Difficulty number of 20. Bolt-action or Pump action weapons or weapons without enough ammo...i.e. at least 5 rounds from a semi-auto weapon or 2 bursts worth from LMGs/SMGs or 15 rounds from an MG or HMG; CANNOT perform Suppressing Fire). As the 2 H's only have a PER/Alertness of 2D+1, they will NOT be able to take any action exposing them to fire next round...unless somebody uses a PER/Leadership skill on them)

In the dark of the jungle night, now in the midst of the thick vegetation and trees; a quartet of Japanese soldiers moved as stealthily as they could to get on the flank of the Americans that ambushed them.....


*OOC: Situation: 4 Japanese soldiers remain standing on the path; J1 (Rife, Wounded), J2 (Rifle, Wounded), J3 (Rifle, fine) and J5 (LMG, fine); all 50 yards away from the PCs. The rest of the Japanese soldiers are KIA.

Wade and Roker now know there's a group of 4 Japanese soldiers on their left flank, some 70 or so yards in the jungle.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#17 Post by max_vale »

Night of 24-25 January, 1942; 'The Points', South West Coast of the Bataan Pennisula on the island of Luzon, Philippines

'Fight Two: I.E. Gurung, Teddy and Dutch's squad'


*OOC: Per the post above, I'll post the Individual Initiative rolls for each PC, for the NPC Leader (fighting Gurung) and the NPCs (American and Japanese). Gurung has a PER (no Alertness skill) of 3D, his roll: 1d6 = 3, 1d6 = 2, 1d6 = 5, for a Total of 10. Dutch has also has a PER of 3D, his roll: 1d6 = 5, 1d6 = 1, 1d6 = 6, for a Total of 12. Gomez has a PER of 3D+1, his roll: 1d6 = 2, 1d6 = 1, 1d6 = 4, +1 for a Total of 8. Japanese Leader has a PER/Alertness of 4D, his roll: 1d6 = 3, 1d6 = 3, 1d6 = 2, 1d6 = 4; for a Total of 12. U.S. NPCs (Blythe, Johannsen and Krakowski; 1st LT Williams is just on the ground bleeding at the moment): PER of 2D+1: 1d6 = 6, 1d6 = 1, +1 for a total of 8. Japanese NPCs: PER: 2D+1, 1d6 = 2, 1d6 = 3, +1 for a Total of 7. So the order is: Dutch and the Japanese Leader simultaneously, Gurung, Teddy and the U.S. NPCs all at the same time and then the Japanese rank-and-file.

Charlie 'Dutch' Van Horn shifted aim with his big BAR, chose a Japanese solider on the beach (J6) and squeezed the trigger, feeling the kick from the weapon in his big shoulder while staying focused on the task at hand....

*OOC: Dutch has Guns 4D+2, firing once at 30 yards means this is Short Range for the BAR, so Difficulty number: 10. First shot: 1d6 = 5, 1d6 = 2, 1d6 = 3, 1d6 = 6 (Wild Die is a 6, so +2 on the shot total and if a hit is scored, +2 on the Damage total as well), +2 for a total of 18, +2 for the Wild Die 6 for a Total of 20, a hit! Also, it's 10 higher than the Difficulty number of 10, so +1D for the Damage roll (on top of the +2 for the Wild Die 6, means damage is now 6D+2.....this poor guy is toast!). Damage is normally 5D+1; but as I just mentioned, for this shot, it's now 6D+2: 1d6 = 1, 1d6 = 4, 1d6 = 3, 1d6 = 4, 1d6 = 2, 1d6 =6; +2 for a Total of 22. Japanese soldier's STR roll of 2D+1: 1d6 = 2, 1d6 =6; +1 for a total of 9. 22 is more than twice 9, so J6 is KIA. Dutch has 17 rounds left in the Clip.

Dutch puts a round right between the eyes of one of the Japanese troops, causing the soldier to drop to the beach missing most of his head.....

Raising up to meet the Gurkha with the glowing knife in hand and whose body was suddenly covered in hard, snake-like scales*; the Japanese Officer or NCO swung his sword out in a quick slash at the Nepalese soldier's mid-section.....

*OCC: I forgot to include that anytime a Moderate or Minor Power is Activated, a lesser or equal power can be Activated for free; so in this case, I'm going to assume that Gurung's Armor Talent activated along with his energy blade, I hope that's okay!

Okay, the Japanese NCO has a melee weapon skill of 4D and he's wielding a machined sword (Difficulty 10, Damage: STR +1D+1); his roll: 1d6 = 3, 1d6 =3, 1d6 = 1, 1d6 =5 (Wild Die is not a 1 or 6, so nothing special. Wild Die only applies to PCs and major NPCs, not 'mooks'); for a Total of 12, a hit. His STR is 3D, so Damage if 4D+1: 1d6 = 6, 1d6 =1, 1d6 = 5, 1d6 =3, +1 for a Total of 16. Normally this would be applied against Gurung's STR of 4D; but with his ARMOR power, he gets to roll 5D and damage is lessened due to the skin being hardened. 5D roll: 1d6 = 5, 1d6 =5; 1d6 = 5, 1d6 = 2, 1d6 = 4; for a Total of 21. The attack is now nothing more than a Glancing Blow; -2 for this round's actions, then nothing.


The Japanese Sergeant swung his sword and connected right with his Nepalese's rib cage....but instead of slicing into flesh; all it did was bounce off something that felt like granite. Gurung felt a sting and winced in annoyance, but he knew the blow didn't puncture his skin at all.....

In retaliation Rifleman Lalbahadur Gurung swung the glowing energy blade in his right hand once, twice, three times at his opponent....

*OOC: Okay, Gurung is making 3 attacks, so his Melee Weapons skill of 6D is reduced by -2D for 4D for each roll. He needs to roll a 10 to inflict a hit. First attack: 1d6 = 2, 1d6 =1; 1d6 = 4, 1d6 = 3 (No Wild Die as this is not really a Melee Attack, but rather a Talent Power); Total of 10; a hit. Second attack: 1d6 = 6, 1d6 =1; 1d6 = 5, 1d6 = 4 for a Total of 16, another hit. Third attack: 1d6 = 3, 1d6 =2; 1d6 = 3, 1d6 = 4 for a Total of 12, yet another hit. Okay, first Damage roll of 7D; 1d6 = 4, 1d6 =4; 1d6 = 4, 1d6 = 4, 1d6 =2, 1d6 = 5, 1d6 =1; for a Total of 24. Japanese Leader's STR roll to resist is 3D: 1d6 = 3, 1d6 =5; 1d6 = 2; for a Total of 10. 24 is more than twice 10, but less than three times, so the Leader is Seriously Wounded from the first attack (Major NPCs get the same wound results at PCs as opposed to Mooks, who would be KIA right now). For the second attack; the damage roll of 7D is: 1d6 = 2, 1d6 =5; 1d6 = 1, 1d6 = 3, 1d6 =6, 1d6 = 2, 1d6 =3; for a Total of 22 vs a STR 3D roll: 1d6 = 4, 1d6 =1; 1d6 = 4; for a Total of 9. 22 is more than twice 9; so the Seriously Wounded becomes Mortally Wounded. (This character is not critical to a scene, so no need for him to drop to the ground bleeding out, he'll just be KIA). The third hit is superfluous. Okay, Gurung's powers that are Activated are a Moderate Power (the energy blade) and a Minor Power (the Armor). The Energy Blade has 4 more rounds of use until Rex will have to make a call to either let the power 'deactivate' or try to keep it going (making a Willpower roll with or without WPs spent; to beat a Difficulty number of 7); the Armor power has 6 more rounds until such a decision has to be made.


Gurung's purple khukuri flashed through the air, slicing deeply into the Japanese's NCO's mid section, causing him to drop to the ground clutching his wound. As he looked up, the return stroke took his head off.....


PFC Teddy Gomez slipped a shell into his Trench Gun as he looked for a position to get close to the Japanese soldiers and he saw a little depression on a slope about half-way down the flat-topped hill he and his companions were atop. Making a quick dive/sprint/slide to get into position to be able to fire at the enemy from a range of about 15 yards; much more suited to his weapon....

*OOC: Okay, So Teddy re-loading one round into his Shotgun (to bring it's current load to 5 out of 6 shells in the magazine tube) is one action and we'll call the move to a better position to be a Quick Dodge, second action, meaning -1D to all actions. No roll needed for the reload, but the Quick Dodge could impact shots being fired at him. Teddy's Dodge skill is 4D, -1D makes this 3D. Roll: 1d6 = 6, 1d6 =2, 1d6 = 3 for a Total of 11. He ends in Cover which gives +2 to the Difficulty number, so anyone trying to shoot him this round will have to beat a Difficulty number of 11 +2 for 13.

TSGT Blythe took aim at one of the Japanese soldiers on the beach (J3), and aiming carefully he put a .30-06 round into the Nip's chest, dropping him to the beach without a sound....

Air Corps maintenance guys Krakowski and Johannsen also took aim and fired at a pair of Japanese riflemen on the beach (J4 and J5) and one of the enemy troops hissed in pain (J5 is wounded). The surviving Japanese soldier though got his revenge by putting a round high into Krakowski's chest, dropping the poor man to the ground to twitch and convulse a few times before never moving again....

Another of the Japanese soldiers (J2) fired a shot at TSGT Blythe and the shot managed to tear the 'dish-pan' style helmet (the troops in the Philippines were still wearing the old WW1 'dough boy' style uniforms and helmets) right off his head, but miraculously left the veteran Air Corps NCO okay....

Image

The last standing Japanese soldier fires at Private First Class Teddy Gomez as he moves closer to the Japanese squad. The Marine is lucky though as the round merely impacts the ground near him while leaving him completely unharmed.....


*OOC: Okay there are 4 more opponents on the beach; all Riflemen. J1, J2, J4 and J5 (wounded). Teddy is now 15 yards from all of them, Everyone else is 30 yards away. 1st LT Williams is Wounded; Krakowski is KIA; everybody else is okay.

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#18 Post by GreyWolfVT »

Wade switches tactics and tries a controlled burst shooting at the wounded Japanese soldier (J5) and sweeping towards the other 3 near him.

ooc: let me know if I am misconstructing the layout but it felt to me like they might all be sort of grouped close enough that I can kind of spray and pray hoping to hit at least one of the 4.
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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#19 Post by max_vale »

OOC: Please read the rules mechanics and arsenal threads/character sheets to understand in a rules perspective what you're trying to accomplish.

In this example; Wade, who has Guns 4D and is currently at Medium Range for his Thompson (50 yards from the Japanese soldiers; his weapon's range is 25 yards and less is Short; 50 yards and less is Medium)....this means a Difficulty number of 15....which for 1 burst gives Wade a chance with all 4 dice....and that's basically a 50/50 shot at best as median roll results for 4D is the 12-16 range. Firing more than 1 burst (i.e. 'spraying' multiple targets) is going to lower those chances as firing at 2 targets now gives Wad 3D for each burst (2 actions equals -1D from each skill being used) to get a 15 (at this current range); firing at 3 targets lowers all Dice codes by -2D, which means now MacGyver only has 2D, and cannot possibly get a 15; etc., etc.

Wade (and all the PCs for that matter) DOES have a Luck Point, which if you choose to spend it (choice made BEFORE rolls are made) gives you +3D to all skills for 1 round only....so Wade could have Guns 7D for one round and then 'spraying' all four targets (-3D) would give him 4D for each attack roll to try and get a 15.

I hope that makes sense, but again please read all the info I'm throwing out there.....it really helps me out if you guys all know the ranges of your weapons (i.e. 50 yards is Short Range for those of you with a Springfield Rifle or BAR, but Medium Range for the Tommy Gun and Trench Gun, etc.); or that taking 3 or 4 actions could result in you not having enough skill dice to accomplish what you're trying to do, etc. Thanks!

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Re: WW2 Supers d6: MISSION ZERO; FALL OF THE PHILIPPINES

#20 Post by Hadarai »

Teddy

With a new shell loaded Teddy takes a few quick breaths before rising from his cover, a roar erupting from his lips, and fires at two of the enemy soldiers.

(J1 and J2)

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