Monday, July 20, 2020

0101 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station – The Parking Garage – Gettin’ Out)

1000 07 AUG 2000, Weilun, Poland

============================

We heard the truck engine a while away. In this post-modern apocalyptic nightmare that has become our realit, things are quieter than they used to be. Not a lot of traffic now and you can usually hear it coming.

The truck came around a nearby corner before slamming on the brakes. They found themselves looking down the business end of the KPV. There was appearently some heated discussion in the cab before they threw the truck into reverse and left the way they came. That was probably their best option besides dying.

We threw our vehicles into gear and left town, the turret swiviling back and forth, on the lookout for trouble as we did.

The team has driven off the guards and the medics. Since the team did not have enough time to search the aid station, they have decided to steal the truck with the supplies instead. The barricade has been moved, allowing the truck to exit the garage.

The Soviets have used the time to organize a counter attack. There are several units nearby with AT weapons:

  • Military convoy unit #1 with a M203 PI with 7 rounds

  • Military convoy unit #4 with a RPG-16 with 5 rounds

  • Military convoy unit #8 with an AT-7 'Saxhorn' with 2 rounds

  • Military convoy unit #14 with an AT-3 'Sagger' with 1 round

  • Military convoy unit #15 with a RPG-16 with 5 rounds

A random roll (1-5 = 2) determines that Military convoy unit #4 will attempt to stop the characters.

Military convoy unit (Soviet) #4 with 6 soldiers.

*****************************************************

Veteran Soviet soldier #4-1

(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:

-----------------------------------------------------

Just: The NPC sees justice as the greatest virtue in a person and the only important consideration in deciding on a course of action. He will display great justice in his dealings with others, will have no respect for cheats, and will wholeheartedly assist any attempt to right an injustice.

Very violent: The NPC loves a good fight and either is or wants to be a warrior.

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Vz-61/62 Skorpion with 2 magazine(s)/belt(s) and 10 loose rounds

Grenades: Antitank Grenade []

Equipment: Fatigues, Kevlar Helmet, Kevlar Vest, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,

Food: 2kg of Domestic Food and 2kg of Soviet Field Rations

*****************************************************

Experienced Soviet soldier #4-2

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: RPK with 1 magazine(s)/belt(s) and 10 loose rounds

Sidearm: AKM with 1 magazine(s)

Grenades: Fragmentation Grenade [] Thermite Grenade []

Equipment: Fatigues, Steel Helmet, Pack, Flashlight,

Food: 10kg of MREs

*****************************************************

Novice Soviet soldier #4-3

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: L1A1 with 6 magazine(s)/belt(s) and 20 loose rounds

Grenades: Fragmentation Grenade []

Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,

Food: 2kg of Wild Food

*****************************************************

Novice Soviet soldier #4-4

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: SVD with 5 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Knife

Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,

Food: 3kg of Domestic Food

*****************************************************

Novice Soviet soldier #4-5

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: PPSh-41 with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Spear

Grenades: Fragmentation Grenade [] Thermite Grenade []

Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,

Food: 2kg of Wild Food

*****************************************************

Novice Soviet soldier #4-6

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: L1A1 with 6 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Spear

Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,

Food: 1kg of Domestic Food and 3kg of Wild Food

-----------------------------------------------------

The unit has a/an RPG-16 with 5 rounds

The unit has a/an 2 1/2-ton Truck

The unit has food as cargo.

In addition, the unit has 3 set(s) of IR Goggles

At this point, we have to consider that the NPCs represent real people that have survived several years in a combat environment and, although I have already created the map, the question remains if 5 troopers in a 2½-truck are going to want to tangle with an OT-64. Sure, they do have an RPG but not much in the way of cover. The leader likes a good fight but that does not make him suicidal. They are also, man to man, outnumbered, although they may not know that. Time to let the GME decide.

I am going to set the likelihood at Unlikely. Although I am sure there is a certain reluctance, pre-war medical supplies are a very valuable set of items.

[GME: Will the reaction force engage the characters? - Chaos Rank 6Unlikely (50%) - 97% - Exceptional No]

Not only are they unwilling to engage, they will probably warn other units in the area away from the group. Looking back, it is the best possible alternative for the reaction force.

We can now make the assumption that the group can roll out of town, emerging north of Weilun, headed for their next destination. One open question remains and that is what medical supplies the characters found in the vehicle.

Several types of medications would be useful in treating the cholera outbreak in Weilun. Logan should be aware of these, as he has probably dealt with this problem before. The medications are:

  • Antibiotic – (Liquid or Oral) (R/R) = (+2 to recovery roll)

  • Mild Pain-Reliever (R/R) = (+2 to recovery roll)

  • Antifever (R/R) = (+2 to recovery roll)

  • Antibiotic± (Liquid or Oral) (R/R) = (+1 to recovery roll).


IV Fluids (+3 to recovery roll) would be good too, but they are not on the list. We can make the assumption that they are also (R/R).

Other medical supplies might be of interest, such as:

  • Anesthetic, Local (R/R)

  • Anesthetic, Total (R/R)

  • Atropine (R/R)

  • Atropine (Autoinjector) (R/R)

  • Blood, Whole (1 Unit) (S/S)

  • Personal Medical Kit (S/S)

  • Plasma (1 Unit) (S/S)

  • Sedative, Mild (R/R)

  • Sedative, Strong (R/R)

  • Surgical Instruments (R/R)

  • Doctor's Medical Kit (S/S)


Three additional pieces of equipment may be necessary, of whole blood and plasma are found. Whole blood requires refrigeration and plasma is stored frozen, according to the Red Cross (https://www.redcrossblood.org/donate-blood/how-to-donate/types-of-blood-donations/blood-components.html). This will require either small refrigerator or small freezer, depending on the type of item stored. Both will require electricity, so we can assume that there is a 1.5kw generator present too. These items will be automatic.

As a side note, for those looking to bog down their game with realism, this page gives an overview of the frequency of blood types by country: https://en.wikipedia.org/wiki/Blood_type_distribution_by_country. Might be useful.

Since this is a medical unit, I would use the availability classes of a town (Rare on 1 or less on a D10, Scarce on 4 or less on a D10). Items packaged in 100 unit boxes will have 2D100 available. Personal medical kits will have 2D10 available, as will autoinjectors and IV Fluids, all others will have 1D3 available.

Now for some rolling. I use a dice roller in internet (https://www.wizards.com/dnd/dice/dice.htm) but you can do this manually if you want.

Item

Availability

Unit Size

Die Roll

No. Available

Antibiotic – (Liquid or Oral)

(R/R)

100 Units

1

95 Units

Mild Pain-Reliever

(R/R)

100 Units

1

163 Units

Antifever

(R/R)

100 Units

4

--

Antibiotic± (Liquid or Oral)

(R/R)

100 Units

7

--

IV Fluids

(R/R)

10 Units

10

--

Anesthetic, Local

(R/R)

100 Units

9

--

Anesthetic, Total

(R/R)

100 Units

9

--

Atropine

(R/R)

100 Units

7

--

Atropine (Autoinjector)

(R/R)

10 Inj.

7

--

Blood, Whole

(S/S)

1 Unit

3

2 Units

Personal Medical Kit

(S/S)

1 Kit

10

--

Plasma

(S/S)

1 Unit

3

3 Units

Sedative, Mild

(R/R)

100 Units

9

--

Sedative, Strong

(R/R)

100 Units

1

160 Units

Surgical Instruments

(R/R)

1 Set

5

--

Doctor's Medical Kit

(S/S)

1 Kit

6

--

Since both blood and plasma are available, the truck also has a small refrigerator and small freezer, as well as a 1.5kw generator.

Not as much as they would have hoped for, but at least a little to help the people. Not bad in a days work for our heroes.




Friday, July 10, 2020

0100 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station – The Parking Garage – Aftermath)

0945 07 AUG 2000, Weilun, Poland

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Those medics and their guards headed for the hill. What was left was the smell of burnt powder mixed with colored smoke drifting out of the garage. I remember someone in civilian clothes being bundled in beside and Can-Can backing up so Harris could cover the street.

Our dismount team removed the barrier and then, to add insult to injury, stole the truck with the medical supplies. We achieved the goal but at what price? We could not possibly kill all the Soviets in town so our existence may be the cat that someone let out of the bag. Time would tell.

Post 100 – a new milestone. Thank you to all my readers and those that have chosen to give me feedback. Thank you all!

The team is still dealing with the aftermath of the fight and ringing ears. The aid station troopers have been driven off, but they are most likely to contact others. A counter-attack may be in the making.

The Soviet guards at the barrier took a beating, with three KIA and two WIA, both of them seriously. The rest of the station personnel escape through the exits in the rear, with the help of a couple smoke grenades.

Marshall and Klasha are both seriously wounded, with the rest have a mixture of scratch or slight wounds. Wally is the only unwounded character in the group.

There is also a seriously wounded civilian who was caught in the crossfire between the groups. Logan was patching him up as the fight ended.

Now how to continue. The team wants to recover the medical supplies thought to be in the aid station. They will also want to make their escape. There is also the issue of the wounded civilian. A final issue would be the possible counter-attack by the remaining Soviet forces.

First of all, the medical supplies. Macron and Griffin will cross the barrier and search for medical supplies. The team will search the tent first.

At this point, we will need help from the GME. Since the team did account for themselves well but the situation went downhill at the start, we will leave the Chaos Rank at 6. Now, are there medical supplies in the tent? It is a four-man tent, so being rather small, it is unlikely, but you never know.

[GME: Are the medical supplies stored in the tent? - Chaos Rank 6Unlikely (50%) - 87% - No]

The only other logical conclusion is that they are in the truck. It would be possible to search the truck, but that would take time. It is probably better to just take the truck.

I am making the assumption that the environment has an influence and since military vehicles often do not have actual keys, it is possible and realistic to day that the truck is ready to roll. To be sure, we can ask the GME.

[GME: Can the truck be driven away? - Chaos Rank 6Very Likely (90%) - 64% - Yes]

So, Macron and Griffin will board the truck and prepare to move out. In order to move out, the barrier has to be opened. Since the truck obviously drove into the garage, it must be possible to open the barrier by moving the wrecks. Luckily we have our two strongest characters (Robinson and Potato) there to move the wreck. It should not be impossible so we will make it difficult. The two together have a combined Strength asset of 15.

[Push a wreck out of the way – Asset Level 15Difficult (x1) – Target Number 15 – Roll(s): 6] – Success.

The wreck grinds over the concrete floor but the two manage to open a space for the truck.

The next issue is the wounded civilian. They are seriously wounded. First Logan has to work his wonders on him (1-3) or her (4-6). The civilian is male and seriously wounded.

[Perform first aid on the civilian – Asset Level 17Difficult (x1) – Target Number 17 – Roll(s): 7] – Success.

Logan patches up the civilian and then has Potato and Robinson man-handle them into Can-Can. It is doubtful that the Russians will want to take care of the civilian, given their track record on treatment of the sick civilians. Wally backs the OT-64 back onto the street and prepare to make a run for the city limits.

The list issue is one of a possible counter-attack. Although there are almost 200 Soviets in the town, they are not all gathered in the area but spread out throughout the town. In addition, looking through their equipment list, they have very few anti-tank weapons, meaning they have little hope of dealing with the OT-64. Still, we should see if they at least want to get in some parting shots.

[GME: Will the remaining Soviets counter-attack? - Chaos Rank 6Very Unlikely (50%) - 36% - Yes]

So, a team will return to drive off the intruders. No rest for the wicked, as they say.