Here’s an experiment I’ve been thinking about for a while; using Chain Reaction as a GM emulator for Savage Worlds combat. PEFs and NPC actions will be governed by CRFV, while combat and any roleplaying activity is under SW. CRFV Rep 4 opponents use the Soldier template in SW, while Rep 5 use the Experienced Soldier template (with Block and Combat Reflexes as their two combat edges). The first Rep 5 encountered is a Wild Card. Activation die rolls are replaced by SW card draws for initiative. The rest of it I’ll make up as I go.
Arion, Berenike, Coriander and Dmitri have escaped from captivity and are now trying to get back into the Dolphin so they can leave the planet Tainaron and return to New Hope City. The map setup is as it was for the first CRFV scenario (the Dolphin hasn’t moved) but Arion’s crew enter from the other side of the board and succeed if they get aboard the ship with Arion still able to fly it – he may be Wounded, but not Incapacitated.
EAL is still 5, and there are PEFs in board sections 1, 3 and 6. The ship is off-map beyond sections 1-3, and must be boarded via the far edge of section 2. One hex is 2”. Berenike is an Experienced Soldier Extra, and Arion’s other crew are as previously statted. The blue die near Arion shows the turn number. Maps: Cry Havoc Fan, Wydraz. Figures: eM4.
Ace of Hearts: PEF in section 3 ("PEF3") moves 16" towards nearest PEF.
Queen of Spades: Arion runs onto the table. Only Berenike has Stealth (because I’m treating her as an Experienced Soldier for the moment), so we may as well move quickly.
Jack of Spades: PEF in section 6 ("PEF6") moves 16" toward enemy through cover.
4 of Hearts, 3 of Hearts: The girls run up after the guys, but Berenike (not doubt because of her mercenary training) overtakes the others.
2 of Hearts: PEF1 rolls two 6s and fails to move.
I realise at this point I’m not moving the PEFs far enough, but doubt it has made any difference so far, so simply resolve to do it properly from turn 2 onwards. I also observe that PEFs move faster than a Savage Worlds figure would normally, but so be it – it will speed the game up. However, I decide to round up any half-hexes of running to compensate.
Joker: PEF3 moves 16" towards the crew through cover, leapfrogging PEF6.
AC: PEF1 moves 16" directly towards PEF6.
6S: Holding their actions so they can move as a group, since they all go before the last PEF, Arion and friends run for the edge of the board, hoping to sneak around the flank while the PEFs are otherwise engaged. Unfortunately, only Berenike is fast enough to get into cover on the far side of the open ground – she’s obviously done this before.
5H: The last PEF moves 16" towards the crew through cover.
AS, QH: Going together on the Queen of Hearts, Arion and Coriander run along the board edge. Arion rolls a 6 on 1d6, and Coriander a 1; they thus move 12" and 7" respectively, and I decide that although it doesn’t have a direct line of sight, PEF8 can have a Notice roll to spot them as they rush across the gap between trees, 30 yards away. As a Soldier archetype would have Notice d6, I use that; it rolls a 2 and is oblivious. There is no LOS between the two groups which isn’t blocked by foliage, so I don’t resolve it yet.
JH: A PEF noves 16" through cover towards the crew.
AD, 10H: Going together on the 10 of Hearts, Berenike and Dmitri run after their friends. This time the nearest PEF notices and will raise the alarm when it gets a turn.
7H: The observant PEF notices our heroes, raises the alarm (quietly, via tactical communicator), and moves 8" towards the crew through cover. Dmitri can now see it, so I resolve the PEF as a "C" – "Here they come!" It runs out to be five Soldiers, of which I decide one is Experienced and the overall leader, with another 4 Soldiers in support 6" to their right. Ouch.
The group of 5 opens fire on Dmitri. They have Shooting d6 (except the leader who has d8), and are firing 3 round bursts from M-16 equivalents (+2 to hit and damage) at short range in good light (no modifiers). They must have run to move that far (-2 to hit). However, there seems to be no modifier in SW for a running target; so, they each need a 4 to hit. The d6s roll 1215, and the d8, a 3 – lucky for Dmitri! He takes one hit at +2 damage, or 2d8+2. 4+6+2 = 12, which is now compared to his Toughness of 9 (5 for him, 4 for a kevlar vest against bullets). Since the damage is at least equal to his Toughness, but doesn’t exceed it by 4, he is Shaken and I lay the figure on its side to remind me.
The group of 4 fires at Berenike, but they have an additional -2 to hit because she is in medium cover (trees). They roll 1246 and score one hit, with no bonuses. 11 damage means she, too, is Shaken.
3S: PEF5 moves towards the other remaining PEF. Coriander can now see it, so I resolve it; four more soldiers. They can see Coriander, Dmitri and Berenike, so I decide to roll randomly for each one to see who he shoots at. Two decide to fire at Berenike, and one each at Coriander and Dmitri. The two shooting at Berenike miss due to her cover, the one shooting at Dmitri misses because of a bad die roll, but the one shooting at Coriander hits with a raise, so rolls 2d8+1d6+2 = 14 and Wounds her. Cori is a Wild Card with Bennies though, and makes a Vigour roll to soak the damage – d6 (her Vigour) plus d6 (Wild Die), and rolls 66. The 6s are "aces", the highest possible roll, which means I keep the 6, reroll and add the new scores (3, 5) before picking one. I choose the 11, which is a success and a raise and so negates two wounds. She is no longer wounded, which removes the shaken condition as well. Go Cori!
KH: The four green soldiers go first. They have the best shots at Berenike and Coriander, so two of them burst-fire at each. They need a 2 to hit Dima, and a 4 to hit Berenike (her cover negates their +2 bonus for burst fire). The ones firing at Dima roll snake eyes and miss! The others hit Berenike once for 9 damage, but because she is an Experienced Soldier in a flak jacket, her Toughness is 2 + 4 (half Vigour die) + 4 (kevlar vs bullets) = 10, so they do her no harm.
KC: Berenike rolls to recover from Shaken – she rolls a d6, her Spirit die, and gets a 4 – she spends her turn recovering from Shaken, but she can still move at half Pace, so steps behind the tree trunk to get Heavy Cover, -4 to be it.
JD: Arion moves around to flank the four green soldiers, and fires his pistol at them. He hits the closest one thanks to his Wild Die, and aces the damage roll for a ridiculous total damage of 28 – nobody gets up from that, and the soldier drops. That group now takes a Man Down test and pass 2d6 so they will return fire on their turn – Arion has succeeded in drawing their attention away from his friends. (Note to self: Get Arion a proper gun! The Glock 9mm just doesn’t cut it.)
10H: The three green soldiers shoot at Arion. Base 4 to hit, -2 for cover, +2 for burst fire. Rolls of 356 mean two hit; the 6 is an ace so is boosted to 8 by a reroll, which means that hit will do an extra d6 damage. The first hit causes 14 damage and Arion decides to soak it by spending a benny; he fails to do so, and decides to keep the other bennies for later. He takes a Wound and is Shaken. The second hit does 16 damage, doing another Wound, and I again decide to keep the bennies for later.
8S: Dmitri rolls to recover from Shaken, rolls a 1 and a 2, and decides to spend a benny to recover instantly. He moves into cover with Berenike and fires at one of the soldiers, Shaking him. I decide Shaken isn’t worth a Man Down test, so they carry on.
2S: The remaining PEF stays put.
2C: Cori fires three single shots at different blue soldiers – I reckon this has a better chance of putting at least one down than a burst. She rolls 244 on her Shooting dice, and 3 on the Wild Die; they have no cover at all, so she hits two of them. Damage rolls of 5 and 14 mean one is incapacitated (and may be dead, but we won’t know until after the fight) but the other gets away with it. However, that triggers another Man Down test, although sadly they carry on.
Joker: Cori falls back towards Arion and the ship, steps into cover, and burst-fires at the enemy leader. Base target number is 4, and she rolls at +2 for burst fire, +2 for joker, -2 for target in medium cover. She rolls 1 (wild die) and 6 (skill die), rerolls the 6 to get a 16 (double ace), and inflicts 2d8+1d6+2+2 damage on the enemy boss – 21, or success and two raises against his Toughness of 11. Shaken and two Wounds; he’s not having that so spends a "GM benny" to soak the damage. A 1 (Vigour) and a 3 (Wild Die) don’t help, so he spends another and gets enough to remove one Wound. As he has a Wound left, though, he is still shaken. His men pass 1d6 on the Man Down test and will return fire when they can.
9C: The green soldiers go next; the larger group pours suppressive fire on Berenike and Dmitri, while the smaller group (confident Coriander has already fired, which would not help them under CRFV) charges into melee. Oh, and one of them (not the boss) recovers from Shaken. The suppressive fire does nothing, and thanks to botched running rolls, only one of them gets into melee range. He rolls a 4 on his Fighting die of d6, which is not enough to beat Berenike’s Parry of 7, so he misses.
8D: Berenike’s turn. She rolls Fighting d8 = 3, less than the trooper’s Parry of 5, and misses. She could disengage but that would give him another attack.
7C: It’s not obvious to me what the blue soldiers should do, so I roll on the PEF movement table and they decide to stay where they are.
6H: Dmitri goes into melee with the trooper fighting Berenike. As there are now two of them against one, Dmitri gets a +1 gangup bonus on his Fighting die, cancelled out by the -1 for using an improvised melee weapon (pistol); he hits with a raise and does d6 (Str) plus d6 (hit with raise) plus d4 (small improvised weapon) for a total of 8, enough to shake the other guy.
3C: The remaining PEF splits into two. ("I’m so excited I could split! Oh wait, I have!")
AH: Blue soldiers. They know there is someone over to their right who has shot at them, so they move that way through cover, cautiously.
JS: Green command group. The boss takes all turn to recover from shaken, so I decide they will wait for him, and then next turn charge into the melee with Dmitri.
10S: Dmitri, who decides to clobber the stunned trooper in front of him and shift the odds in his and Berenike’s favour. He fails to hit, though, even with a gangup bonus.
9C: Coriander fires a burst at the next trooper to enter melee, inflicting 20 damage and removing him from play.
8C: Arion spends this turn recovering from shaken, but has the presence of mind to step into heavy cover.
5S: Berenike twats her opponent, shaking him; since he is already shaken, this escalates to a Wound and removes him from play.
5H: The surivor of the "charge into melee" group deserves two man down tests, I think; he passes 1d6 on each and will halt and make a rushed shot. I think burst fire at Berenike makes most sense; +2 for burst, -2 for medium cover (she was in heavy but must’ve moved about in the melee); he rolls a 5 and hits, but an unimpressive 2 damage leaves Berenike unaffected.
2D: The PEFs. The first rolls "move 16" toward enemy through cover"; given that there is automatic weapons fire between it and the enemy, and no cover, it will move as close as it can without exposing itself, then stop. The other gets the same result and does the same.
AS: Blue soldiers. A group Notice roll to see Arion, and another to see Coriander, I think. (These work like PC rolls, with Wild Dice.) The group spots both, so I roll at random for each to see who they shoot at; all three pick Cori, the rats. Two hits. The first does 14 damage, which Shakes her, but I don’t bother to soak it as I can always spend a benny later to recover instantly. The second does 22 damage, which causes two wounds (note that the number of wounds from a damage roll can never exceed the number of raises, even if the target is already shaken); that’s worth soaking, so she does, spending a benny and soaking one wound.
KS: Berenike moves up next to Coriander and burst-fires at the lone green soldier in front of her, Shaking him.
QH: PEF. Moves 8" towards nearest PEF, and bumps into it (it’s already within 4" so can’t stop 4" away). The other PEF can’t close 16" and stay in cover, and is already as close as it can get, so it stays put. I would give Dmitri a Notice roll to resolve them, but he’s otherwise engaged and that part of the board is crowded anyway.
JD: Green command. Melee didn’t work out too well, so each of them will burst-fire at random at Dmitri, Coriander or Berenike; one at B, three at C, and one at D. Berenike is Shaken, Coriander is Shaken again and so now has a second Wound, and they miss Dmitri. Coriander keeps her last benny to handle Incapacitation should it occur.
9H: Coriander. She rolls high enough to recover from Shaken with a raise, meaning she can act this turn. I have a new plan now, so she runs for the ship, firing at the shaken green soldier as she goes. Not entirely unexpectedly, she misses.
8S: Dmitri runs for the ship too, firing at the shaken green guy on the way past. He misses too, but sooner or later one of them will get lucky.
6C: Arion runs for the ship, and doesn’t bother shooting because I don’t think he has a clear shot at any point; he uses his action to radio the Dolphin to open the door for him.
5C: Long green soldier. He fails to recover from shaken, but since he can still move half Pace and people are shooting at him, he moves into cover.
Jokers: All the green soldiers! The one on his own will use this turn to recover from shaken. The others will burst fire at random towards Berenike (1-3) or Dmitri (4-6). The two on Berenike both hit thanks to the joker; she takes 15 and 8 damage, and is Incapacitated (it’s no fun being an Extra in this game, trust me).
AD: PEF. Still wants to move 16" through cover. Still can’t do it.
KC: Arion runs for the ship, and makes it into the airlock.
QS: Dmitri heaves Berenike over his shoulder and waddles towards the ship. I can’t find a rule for this in SW, but it seems reasonable and I press on to avoid the game bogging down in rules checks – however, I doubt he can run.
QC: The blue soldiers saw Dmitri hobble past, and have their best LOS to him, so all fire on him – note that as he moved first, he gains the bonus for the cover he finishes his move in. None hit.
8D: Berenike isn’t doing anything now except bleed over Dmitri’s clothes.
3D: Coriander runs for the ship, and doesn’t fire because there’s no obvious LOS to target.
AS: Coriander barges past Arion and runs over to the opposite airlock hatch, which she opens, and then goes prone in the hatchway, reloading. (You’ll see.)
AD: Blue soldiers. They move to a better firing position and shoot at Dmitri again. Two hit, and Dmitri is shaken twice, causing a Wound.
QH: Green soldiers. The run across open ground to the next group of trees, except the one on his own who puts suppressive fire on Dmitri. Not that it does him any good.
3D: Arion runs for the bridge, closing the door behind him.
2D: The PEFs try to close up on each other. Stupid PEFs.
Joker: PEFs. They both move up through cover (or at least where the PCs can’t see them) towards the ship.
QS: Arion is still going for the bridge.
9H: Cori is waiting for the ship to lift.
7H: Green troops. I use the PEF movement table for them and they make a run for Dmitri’s position, merging into one force as they do so.
7C: Blue troops. Again I use the PEF table, and they try to close up with their friends, stopping 4" away – but they’re already there.
2C: Dmitri grabs Berenike and moves to another clump of trees, delaying the inevitable.
KH: Green troops – they put suppressive fire on Dmitri’s position, so the blue ones can try melee again. It does them no good.
JC: PEFs. Both close in on Dmitri.
7H: Arion reaches the bridge, drops into the pilot’s chair and powers up the ship.
7C: Cori goes On Hold, so that next turn she can act earlier.
6S: Blue troops. They move into melee with Dmitri, and two hit because of gangup bonuses. However, the damage (5 and 6 respectively) fails to get through.
4S: Dmitri clobbers one of the blue troops, shaking one.
10C: Arion makes a Piloting roll to lift the ship and turn it so Coriander’s gun bears on the green troops. His -2 for being wounded cancels the +2 for Ace, and he succeeds.
Cori acts out of sequence because she is On Hold, and takes the green troops under suppressive fire from the rear, shaking two. I decide this is triggers a Received Fire test, and the group will return fire at her when they act. She is in heavy cover (-4 to be hit).
9H: Blue troops, in melee. All miss, and the shaken one stays shaken.
6C: Green troops. Return fire at spaceship, but miss Cori; one recovers from shaken.
3D: Dima in melee. He hits one for 22 damage, and that one takes a permanent nap.
2C: PEFs. Both roll double 6 and stay put.
Dmitri could go now, but will hold his move until later…
KC: Arion manoeuvres the ship around so Dmitri can climb aboard.
QC: Coriander suppresses the green troops again, shaking two.
Joker: Dmitri clobbers the remaining blue guy, shaking him, then retreats onto the airlock ramp.
7S: The blue guys are all shaken, and roll to recover; they manage but will spend all turn on it.
5D: Green troops recover from shaken and two can act. This means five can shoot, one fires at Cori and four at Dmitri; thanks to the cover penalty, all miss.
First, I roll for Berenike to see if she dies of her wounds. As per Savage Worlds Deluxe p. 78, I make a Vigour roll for her, and get a 4 – a 3 or less would have meant death, and an 8 or better that her wounds were superficial; but on a 4 she is Incapacitated. As per pp 68-69, I now roll 2d6 for an injury – this will last until all her wounds are healed. A roll of 8 (guts) followed by a 6 (busted) means her Strength is reduced one die type until she heals. Speaking of healing, Coriander can now heal her psionically, and does so – this is better than leaving her to heal naturally as she has a lower chance of dying while doing so this way. As Berenike has survived her first scenario and will thus be around a little longer, I roll for her personality; 1d20 on the table on p. 81 – 20, Heroic. Oh dear, another White Knight.
This didn’t work as well as I expected. Firstly, it was much slower than any CRFV or 5150; that was at partly due to having so many initiative cards in play, so if I do this again I will have one per side.
Secondly, I had to keep reminding myself that the tactical play is different – specifically, once a character has taken an action, they can’t do anything else; you can walk up to them and shoot them, they don’t mind. That meant I could take risks I wouldn’t have taken under 2HW rules, like breaking cover to fall back. The NPCs could have done this by using the On Hold rule, so I need some way of deciding when they do that.
The GM-less Savage Worlds isn’t quite ready for prime time yet, I fear.