Dust Adventures: Sample Combat

This is a mock combat I setup while reading the newly released  
'Dust Adventures', the RPG for the alternative WW2 'Dust' and 'Dust:Tactics' line.

And yes I should have been doing something productive... But here we are...
With no more delay, here is our 'protagonist' , a physical giant of a man, albeit
not the brightest:

Micky O’Mally Background: Urban (Brooklyn)
Branch: Ranger/Commando/War Hero

Characteristics:
Mobility: 2    Physique: 4    Mind: 1               Presence: 2
Movement: 6    Initiative: 3    Capacity: 6    Armour 0

Skills:
Athletics 2,Attack:Firearms 3(Shotgun 3), Attack:Melee 3(Knives:3),Awareness 2, Black Ops 1 (Stealth 1, Disguise 1), Interaction 1, Medic 1(First Aid 1), Pilot 1, Special Ability 1, Survival 2 (Navigate 1)

Special Ability:
First Strike 1

Equipment:
Combat Knife (Damage 2)
Shotgun (Range 5 Damage 3 Ammo 4)
, Radio, map, survival kit, codebook, radio kit


It should be noted that in terms of scale, a '1' in a stat is considered human normal. Physique of 4 is monstrous, but even with that he can still be taken out with a lucky burst or shotgun blast.

This is a LETHAL and fast system.


They were certainly following him, Micky had no doubt. Being Irish by way of Brooklyn with a giant guitar case strapped to his back made him stand out a bit in Miami. The five soldiers following him were typical Sino-Soviet Union conscripts from Cuba, not to be underestimated given they had just taken part of Florida from the Allies this past year.
Micky wasn’t the brains of his commando unit, but he was pretty sure the Boss was right that their contact down here was playing both sides. The SSU was obviously alerted to the fact that an Allied sniper was in town looking to hit a VIP.
Micky wasn’t that sniper, but he certainly looked out of place enough. 

 (Rolling his disguise, he gets two dice for Presence, one for Black Ops and One for Disguise. He rolls one ‘Target’ or 5-6  which is shy of the two he needed.)

He slowed his walk to allow them to gain ground, careful to keep his hands away from the guitar case, but rather in his duster… Another fashion accessory that did not help him here, unlike his combat armor which was back at the safe house.
The SSU goons were confident, they had numbers and they were used to having the run of the streets here in Miami,so they weren’t even unslinging their rifles as they got close to Micky...

(All involved roll 5 dice for initiative, and add their successes to their initiative rating, in Micky’s case he gets an additional +1 for his ‘First Strike’ special ability. Micky rolls 2 successes + 3 for initiative + 1 for ‘First Strike’= 6)

Here is what our SSU Conscripts look like:


Characteristics: (1 is ‘Average’)
Mobility: 2    Physique: 1    Mind: 1               Presence: 1
Movement: 3    Initiative: 2    Capacity: 2    Armour 0

Skills:
Athletics 1,Attack:Firearms 1, Attack:Melee 1,Awareness 2, Black Ops 1, Interaction 1, Medic 1, Survival 2

Equipment:
Combat Knife (Damage 2)
AK-45 (Rng 15 Dam 2/1 Rapid Fire,Ammo 5)

Unsurprisingly the conscripts lose initiative to Micky who turns revealing his shotgun that he had concealed under his coat and fires at the lead conscript.

(Micky rolls Mobility + Firearms + Shotgun Specialty, 8 dice and gets 4 Targets. Two is the default difficult, so those extra targets are added to the base damage of 3 the shotgun does to yield 5 points of damage, and nobody here has any armor.)

The lead conscript’s body is almost torn in half by the shotgun blast. Micky smiles and uses his second action to duck into a dark building.

The conscripts use their ONE action (mooks have only one) to run into the building and find Micky waiting for them with his knife drawn.


For inadequately explored plot reasons all involved decide to settle this the honorable way: four men with knives vs one... well three vs one, one of the conscripts is not dropping his rifle.


Micky uses his turn to make obscene gestures and then the conscripts rush in.

Melee is a bit different in that it can be a roll versus a static defence, or the target can actively (and freely) defend, with the defender potentially doing damage if he wins the roll.

Conscript 1 foolishly rushes at the lone knife wielding giant in front of him. 

(rolls 2 dice, 1 for his Physique and 1 for his Attack:Melee skill and gets one target. Micky however rolls 5 dice for Physique, 3 dice for Attack:Melee and 3 more for his Knife specialty for a total of 11 dice, for 3 targets. This gives the base damage of 2 for the knife, plus 2 for the margin of success to the Conscript.)

Micky easily ducks the amateur lunge and casually plants his blade in the conscript’s back, dropping him to the floor.


Conscripts 2 and 3 meet very similar fates as Micky can LITERALLY do this all day.


The last conscript realizes this machismo is getting nowhere and unloads his AK on Micky.

(Typically ‘All in One’ can only be used by those with 2 actions, but in this case fearing for his life after seeing three of his comrades gutted in under 6 seconds we will make an exception.
‘All in One’ burns your magazine, but adds three dice to your shooting pool, which for the conscript means he goes from 3 dice to 6, and in this case gets 2 targets, just enough to do the weapon’s base damage of 2.)

Micky staggers under the volley and then hurls his knife into the conscript, his empty AK hitting the floor shortly before the conscript does.


Micky is still alive, albeit bloody and this gunfire is going to draw SSU troops like Axis troops to a book burning…

The Boss did say to make a good distraction… He wondered briefly who the lucky VIP is (or was) that the rest of the team is going to take care of shortly.

Overall looks to be  a fun, if brutal system as this example didnt touch on healing, action points or a slew of other features (insanity, zombies, combat walkers...).


Comments

  1. I've been curious about this one. Could you comment about the special abilities available? I was just wondering if they were pulpy, supernatural, or none of the above. And how does the system look in general?

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    Replies
    1. You have 'mundane' special abilities that range from giving you extra damage/special damage when you are a sniper to reducing your opponents dice pool in a social conflict (Spies at a party in Axis occupied London could use this).
      Then you get into the more pulpy and more expensive special powers that you can use for psionics, mastery of Vrill 'sorcery' (Aliens, all of the 'exotic' powers are sourced from alien technology and science), gadgetry (there is a crafting system), ownership of alien artifacts, physical strength/resistance acquired as part of war-time experimentation (cut rate Captain America) or even mastery of the Undead (again, part of the Alien science that apparently the Axis has a bit of lead in understanding.)
      I was eyeing this in terms of 'Inglorious Bastards', which I think this would do a fine job of modelling.

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    2. Many thanks and if anything your post and answers have made me more interested. I was looking for something for a weird science/ pulp thing and that could be adapted for other sci-fi and this sounds like a good fit.

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