Wednesday, December 30, 2020

0122 - The Great Escape - Part IX - Heading Home - Day 3

 0600 10 AUG 2000, Near Piotrków Trybunalski, Poland
===================================

  • "It is not like we are looking for trouble. We never look but it apparently has our forwarding address wherever we go. This guy (sorry, did not bother to ask his name) wanted us to join his little ragtag band of wanna be rulers. We told we had a thing and did not have time for his show. That went over poorly and then next thing I know, everybody is cockin' weapons. That was just before the fireworks started, of course."
Now the team needs to move on but the wounded Soviet soldiers do pose a problem. Sure, cold-hearted individuals would leave them to their own devices, maybe even promising to tell and passing Soviets where they left them. This might even be something a lot of gaming groups would do without a second thought when they are not playing in character. This is not the case here.

Logan will not allow the Soviets to be left alone. This means either they go with the group or he stays with them until they can be handed off. Now no group is going to drive off and leave their sawbones, so we need to make room in the trucks. They are currently full with the POWs and there is no way we are squeezing in 9 new stretcher cases. Somebody is going to have to walk.

The POWs can walk to Piotrków, where there are rumored to be Warsaw Pact troops. This will also support the illusion that the group is actually escorting POWs.

Morning Shift

Weather: The weather remains fair.

Light Conditions: Light

Activities: Wally will ride shotgun in Worse with his partner in crime Robinson driving and Klasha with the wounded POWs that cannot walk. Marshall and Potato will be leading off in Bad with Logan tending to the wounded Soviets. The rest will form a loose security perimeter around the walking POWs. Bad will lead off, followed by Worse.

Navigation: Navigation is not necessary, as the team is traveling by road.

Hazards: The group must make a hazard roll for a new shift driving on the road. Since they are traveling together, we will make a group roll. Marshall in the lead vehicle will make the roll, assisted by here commander Potato.
  • Task: Avoid a hazard while driving
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +3 driving modifier for roads, +1 assisted by Robinson = +4
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Driving A (D12) [+2 Steps]
  • Ammo Die: N/A
  • Roll: 9,12,--
  • Result: 3 successes
It is easy sailing for the group, which was to be expected as they are moving at walking speed. Midway into the shift, the encounter the first Soviet OPs outside Piotrków.

Encounters:
  • Hex 1 (Piotrków, Poland): This is mandated encounter with a Soviet patrol, since we know that there are Soviets in the town. The characters probably do not know the exact nature, only that they are their.
Potato will approach the barrier and demand to speak to an officer, explaining that he has wounded Soviet soldiers that require medical attention. After a while, an officer shows up. On a 1-2, Potato outranks the officer, 3-4 they are the same rank, 5-6 the officer outranks Potato: 1, Potato outranks the young officer.

Wally and Klasha will back him up, insisting that the troops were the victims of an IED on the road to Bełchatów. Potato will insist that the wounded be offloaded now, as he must transport the prisoners to a prison camp father south (which is a lie).
  • Task: Convince the Soviets to take the wounded
  • Ability Die: Empathy C (D8)
  • Skill Die: -- none --
  • Modifiers: +2 being assisted by Wally and Klasha, +1 Potato outranks the young officer, +1 the wounded are Soviets, just like the officer, -1 the Soviets will then have to care for the wounded, -1 the officer knows of no prison camp to the south  = +2
  • Mod. Ability Die: Empathy A (D12) [+2 Steps]
  • Mod. Skill Die: -- none --
  • Ammo Die: N/A
  • Roll: 11,--,--
  • Result: 2 successes
The young officer orders his men forward, helping the Soviet wounded down from the trucks and loading them on hand carts for transport to the division hospital of the 124th Motorized Rifle Division.

Potato orders the American POWs aboard and the group sets off again. Marshall and Robinson are driving, Griff and Macron keeping watch.

Since the encounter would not have taken long group can still continue. I will rule that they have lost half a shift of travel, which means that they may still travel 4 hexes this shift.
  • Hex 2 (near Kamieńsk, Poland): Ace of Spades (The Mad King).
Just one day without having to draw down on someone. Is that too much to ask? Apparently yes.

The group approaches a fortified village defended by scrap barricades and 9 civilian guards and a pompous "king". In addition, there are 50 "subjects" of the king in the village. The encounter range would be 28 but the group will close up to 5 (leaving the trucks and the POWs behind), as they may want to talk. The king is probably part of the marauder band that fled Kamieńsk when the Soviets arrived nearby. Old habits die hard, apparently.

The stats of the "king" and his royal entourage are:
  • Civilian STR C, AGL C, INT C, EMP C, Hits 4 Close Combat D, Driving D, Ranged Combat D, Recon D Pistol or shotgun with one reload and one RPG-16 (one reload) to share
  • Leader has STR B, AGL C, INT B, EMP A, COMMAND B, and carries an Uzi with two reloads.

There is a total of 35 rations of domestic food in the village.

PCs can be persuaded just as NPCs can. It is a long shot, but the "king" can at least try. The "king" offers the group to become part of the glorious army he is creating to reclaim Poland. In return for their service and that of the group traveling with them, they will have first choice of anything they want, men, women, wine, food and what ever tickles their fancy.
  • Task: Persuade the PCs to join the marauder army
  • Ability Die: Empathy A (D12)
  • Skill Die: ---
  • Modifiers: +1 the king has more men on his side, +1 joining will cost the PCs nothing, +1 in a war torn Poland, his argument of a secure life is not a bad one, -1 the characters are not in the same hex = +2
  • Mod. Ability Die: Empathy A (D12) [Unchanged]
  • Mod. Skill Die: Skill Dice (D6) [Added to cover the additional step up]
  • Ammo Die: N/A
  • Roll: 6,3,X
  • Result: 1 success

The offer would give the characters a lot of security but being a marauder means a short, violent life that end with a bullet if your are lucky. This is an offer the characters will politely refuse, of course, upon which king dunderhead demands they leave half their stuff as tribute. Any PCs worth their salt are going to tell the delusional individual in no certain terms that they will not be giving up any equipment. So the conflict starts.

Off to the tactical map we go.


Monday, December 28, 2020

0121 - The Great Escape - Part IX - Heading Home - Day 2, Part 2

1800 10 AUG 2000, Near Bełchatów, Poland
===================================
  • "He has a good heart, Logan does. He would try to save anyone and anything and that is what we love about him. He would give anything to save us and we know that. That is why no one questioned his decision to stop when we rolled up on that IED scene. He cannot do anything that goes against his principle that everyone can be saved. The marauders that showed up later did not seem to share his morals."

The rest of the shift is spent taking care of the wounded, scavenging and keeping an eye on those hills. Lot of travel lost, but that is who Logan is.

Record Keeping: 12l of alcohol used (142l of alcohol left for both trucks)

Evening Shift
With the onset of evening, it is will be too dangerous to travel in the night, as the crew does not have night vision. They will make camp instead, moving on at first light.

Weather: The weather remains cloudy but dry.

Light Conditions: Light

Activities:  Like last time, Macron will stay on watch, this time assisted by Potato. Griff will go hunting. Logan will make camp, assisted by the POWs, Klasha will Sleep. Wally will scrounge, assisted by Robinson. Harris and Marshall are cooking, also assisted by the POWs that are able, if the campfire can be started.

Griff sets out on his little hunting foray, alone with his thoughts.
  • Task: Find prey to hunt
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 Terrain (Open) Modifier  = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 10,2,--
  • Result: 2 successes

Griff manages to find tracks of two different groups of deer. He chooses one and lets the other go for another day. Using the terrain table, I determine the initial range in hexes (2D10x4) = 48. I will be using my house rule below to handle hunting interactions:

House Rule - Closing the distance while hunting: When hunting, use the terrain table to determine the initial range of the encounter with the prey after you successfully locate prey. You can make a Recon roll to halve the distance. You may make several rolls, but each additional roll beyond the first imposes a -1 Modifier. Each successful roll halves the distance. Each success beyond the first may optionally be used to halve the distance again. If you roll one or more Mishaps, you have spooked the prey. You must make a quick shot from the halved range and you may not take any modifiers for aiming or telescopic sights. If you are successful, you bag the prey, if not your group goes hungry tonight.

Now, Griff will try to sneak up on the prey in order to get a better shot.
  • Task: Stalk the deer
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: None
  • Mod. Ability Die: Intelligence B (D10)  [Unmodified]
  • Mod. Skill Die: Survival C (D8)  [Unmodified]
  • Ammo Die: N/A
  • Roll: 10,6,--
  • Result: 3 successes

Griff can get really close halving the distance three times (44 to 22 to 11 to 5), ending up at Close range. Now to bag the deer. He rests his weapon on its bipod and blends out the world before taking the shot.
  • Task: Kill the deer
  • Ability Die: Agility A (D12)
  • Skill Die: Ranged Combat B (D10)
  • Modifiers: +1 Sniper Specialty, +2 Telescopic Sight = +3
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat A (D12) [+1 Step]
  • Ammo Die: 1 Die
  • Roll: 9,11,5
  • Result: 3 successes

While I was doing this, I had a great idea for a house rule regarding the use of the ammo die that many have an issue with.

House Rule - Successes and ammo usage: When you roll more than one success in ranged combat, each additional success after the first can be used to reduce the amount of ammunition expended. For each success sacrificed, the amount expended can be reduced by half (round down, minimum of 1). Successes used in this manner cannot be used to cause critical hits. All successes may be used, regardless of source (Ability, Skill or Ammo die).

What does this mean for our hero? The M40A3 has a damage of 3 and 2 points are needed to kill the deer. Adding a two additional points of damage caused by the additional successes would cause a total of 5 points of damage (and a critical hit on an individual), more than doubling the amount of damage to kill animal and using a LOT of ammo to do so.

If Griff were to use the successes to reduce the amount of ammo twice (rounding down), he would kill the deer and use (5 to 2 to 1) round, simulating him killing the deer in one shot. This sounds more like the sniper he is and less like spray and pray.

Anyway, Griff bags the deer and brings back 5 rations of wild food, expending one round of ammo in the process.

Logan and the POWs attempt to set up a camp and make the wounded comfortable, both American and Soviet.
  • Task: Make Camp
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by the POWs = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,5,--
  • Result: Failure

The group still manages to make camp in an abandoned store front (generated randomly from the Modern Street Geomorphs) but we will need to generate a camp hazard. We roll a D10 on the camp hazards table and come up with (5)  "Lice - A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim suffers 1 point of stress each day and cannot sleep this day. A successful MEDICAL AID roll stops the effect."

This is terrible, as any parent with small, school age children can probably attest to. The idea that one can solve this problem sounds great, I just wish it was that easy, but will will still go with it. It says a random character, so we can leave the POWs out of it. They have enough on their plate at the moment. As it turns out, the victim is Wally, poor guy. Wally will get not sleep tonight and will need some attention from Logan tomorrow, but for now we note Lice on his character sheet.

With the fire burning and fresh venison, the cooks do their magic. Harris and Marshall and the POWs set about cooking the meal. We will a roll for every 12 meals, as per the Player's Handbook just to see the results. The first five rolls are the POWs, the sixth roll is the Russian wounded and the last roll is the characters. Yes, that is seven rolls and someone should reconsider making this a group roll, meaning failure would affect the entire group.
  • Task: Cook the meal
  • Ability Die: Intelligence C (D8)
  • Skill Die: Survival C (D8)
  • Modifiers: +3 being assisted by multiple people = +3
  • Mod. Ability Die: [Intelligence A (D12) [+2 Steps]
  • Mod. Skill Die: Survival B (D10) [+1 Step]
  • Ammo Die: N/A
  • Roll #: Roll: Result:
  • 1 (POWs) 7,10,-- Three successes
  • 2 (POWs) 3,3,-- No successes
  • 3 (POWs) 7,2,-- One success
  • 4 (POWs) 8,5,-- One success
  • 5 (POWs) 7,8,-- Two successes
  • 6 (Wounded) 12,4,-- Two successes
  • 7 (Characters) 2,10,-- Two successes

One failure means that the group of 12 POWs must make a stamina check to avoid food poisoning. We can make a group roll for all the POWs.
  • Task: Avoid food poisoning
  • Ability Die: Strength C (D8)
  • Skill Die: --
  • Modifiers: --
  • Mod. Ability Die: Strength C (D8) [Unmodified]
  • Mod. Skill Die: --
  • Ammo Die: --
  • Roll: 4,--,--
  • Result: failure

Logan will have his hands full. We can make the assumption that he spends his next shift taking care of the sick POWs, robbing him of his sleep.

Wally and Robinson are out scrounging, leaving no stone unturned.
  • Task: Scrounge like the pack rat you are.
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by Robinson = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,3,--
  • Result: Failure
Nothing to be found here. Must of been picked over good by the previous visitors.

Klasha takes a break from it all and sleeps for a bit.

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required. 

Encounters: 2 of Spades (Rain of Ash). Actually like this one, although I do not believe it to be a realistic encounter (as most of the dust and ash would have settled by now), but I am not looking for a pure simulation. A cloud of radioactive dust and ash passes over the group but they are under cover of the storefront and the cloud passes over them (this time).

Record Keeping: The five rations from the deer are supplemented with rations received from the Poles, leaving one ration of Domestic food left over (which is scooped up by Griff). The group needs to get home by tomorrow or they are going to go hungry. Rations of clean water for the Soviet wounded need to be donated by the group, as there is not enough water for everyone.  Still, for one more day, everyone has enough to eat and drink. That is at least something.

Night Shift

Weather: The clouds disappear and the weather becomes fair.

Light Conditions: Dusk

Activities: Everyone but Klasha beds down for the night (except Logan and the puke parade, not to mention Wally and his flea circus)

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required. 

Encounters: 8 of Hearts (In Good Company). This is off-road encounter for both day and night. It will not apply, as the characters are not moving and is treated as no encounter.

Record Keeping: No record keeping is necessary. Wally and Logan are marked as Sleep Deprived after spending a busy night.

Another busy day and one day closer to their new home.



Saturday, December 26, 2020

0120 - The Great Escape - Part IX - Just Trying to Help

 1400 10 AUG 2000, Near Bełchatów, Poland
===================================

  • "They were a motley bunch but they had a lot of people with AKs so we figured we needed to take them seriously. Desperate people with firepower could do some really messed up things, at least that has been our experience. Still, if they wanted to choose today to leave the world, we would help 'em find the door."
Setup
How the marauders got so close is a problem that we need to address. The easiest way would be to have some wooded terrain, maybe with a few hills. We need a road where the IED was planted and which also represents the road the characters were traveling on. The map set from Free League provides two maps (thanks again, Free League) that I can then place next to each other to provide a suitable stretch of road with hills and woods.

The encounter lists all the marauders as having AKMs. I will let this stand at the moment but this needs to change in the future. All NPCs with the same weapons makes them flat, cardboard cut-outs. The other point is that they have no vehicles or support weapons, which also makes it a bit boring. I believe it would be beneficial to mention marauders on the card and then have a table in the rulebook to randomly roll the marauder's weapons and vehicles. It would probably be advantageous to look at the v1 and v2 rules on the subject for inspiration.

The group has a chance to spot the approaching marauders, who probably assume that the IED took care of any organized opposition. Boy, are they in for a surprise.

Macron has the highest Recon for the group and since he was keeping watch, he will make the roll.
  • Task: Detect the approaching marauders
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: -- none --
  • Mod. Ability Die: Intelligence B (D10)
  • Mod. Skill Die: Recon B (D10)
  • Ammo Die: N/A
  • Roll: 1,8,--
  • Result: 1 success


The group notices the approach of the marauders. No one is surprised (this is war-torn Poland, after all ;-) ).

The map is set up with the POWs in the trucks farther West, at a crossroads. The group is near the destroyed UAZ, with Marshall and Logan performing triage while Wally and Robinson pick over the carcass of the UAZ. The rest are on security, with Klasha and Harris to the West and Griff, Potato and Macron near a bend in the road.


We can still try to have a peaceful resolution to the situation. Maybe the guards can convince the marauders that moving off would be in their best interest. Unfortunately, Griff, Potato and Macro do not have persuasion, so we will only the attribute die. As strange as it may seem, Potato has the highest Empathy with C.

  • Task: Convince the marauders to leave the group alone
  • Ability Die: Empathy C (D8)
  • Skill Die: -- none --
  • Modifiers: +1 leaving won't cost the marauders anything, -1 there are more marauders than characters (not counting the POWs except the armed ones), -1 the marauders have nothing to gain by helping the characters = -1
  • Mod. Ability Die: Empathy D (D6) [-1 Step]
  • Mod. Skill Die: -- none --
  • Ammo Die: N/A
  • Roll: 6,--,--
  • Result: 1 success
Against all odds, Potato convinces the marauders to look for an easier prize and the group withdraws. Conflict is avoided. Still kind of in a state of disbelief at the moment. The hulking door-opener pulled of a social interaction.

Anyway, since Logan and Marshall are going to be busy with the wounded for a while, Wally and Robinson will scavenge for parts, with Robinson assisting Wally.
  • Task: Scavenge the UAZ for vehicle parts
  • Ability Die: Intelligence B (D10)
  • Skill Die: Tech B (D10)
  • Modifiers: +1 assisted by Robinson = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Tech B (D10) [unmodified]
  • Ammo Die: N/A
  • Roll: 11,9,--
  • Result: 3 successes
Covered in oil and grease but successful, Wally and Robinson throw three vehicle spare parts in the back. We may need those before the journey ends.

The rest of the shift is spent caring for the wounded and scavenging.

Thursday, December 24, 2020

0119 - The Great Escape - Part IX - Heading Home - Day 2

 0600 10 AUG 2000, Near Szczercow, Poland
===================================

  • "He has a good heart, Logan does. He would try to save anyone and anything and that is what we love about him. He would give anything to save us and we know that. That is why no one questioned his decision to stop when we rolled up on that IED scene. He cannot do anything that goes against his principle that everyone can be saved. The marauders that showed up later did not seem to share his morals."

Morning Shift
Worried they may be headed into hostile territory, the group recruits some of the POWs to assist in the defense, if necessary. The group does not have much, but they have the following to arm the troops with:
  • PM Pistol (Griff) w/3 8-round magazines 9x18mm magazines
  • PM Pistol (Potato) w/1 8-round magazines 9x18mm magazines
  • PM-64 (Robinson) w/3 25-round 9x18mm magazines
  • PP-19 (Robinson) w/3 64-round 9x18mm magazines

Weather: The weather roll is a 1. The sky opens up and heavy rains fall as the group breaks camp. Food will be running out soon, so the group decide to continue on south, hoping to reach the road

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: The group must make a survival roll to avoid getting lost. Griff is navigating with Wally as an assistant.
  • Task: Navigate the woods in heavy rain
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by Wally = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Steps]
  • Mod. Skill Die: Survival C (D8) [unmodified]
  • Ammo Die: N/A
  • Roll: 8,6,--
  • Result: 2 successes

Navigating by skill (which is what he tells the group, but mostly by practiced guesswork), Griff leads the group through the heavy rain. The group will not get lost and would normally need two shifts to cross the wood hex, as the movement is x1/2. Fortunately we do not want to cross the hex, just reach the road.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, -1 Terrain (Woods), -2 Heavy Rains = -3
  • Mod. Ability Die: Agility C (D8) [- 1 Step]
  • Mod. Skill Die: --- [Removed - 2 Steps]
  • Ammo Die: N/A
  • Roll: 6,--,--
  • Result: 1 success

Against all odds, Wally found a safe path and guided the delapatated trucks safely through the forest in heavy rain. Put that man in for a safe driving award. The group avoids any hazards this turn.

Encounters: Time to see if the characters stumble across anyone in the woods. The card is the four of Diamonds (Viper's nest), which is a road encounter and ignored.

Record Keeping: 
  • 12l of alcohol used (154l of alcohol left for both trucks)

Day Shift

Weather: The weather clears up a bit and becomes cloudy.

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: As the group is no longer traveling off-road, a navigation check is not necessary.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, +3 Terrain (Road) = +4
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Driving A (D12) [+2 Steps]
  • Ammo Die: N/A
  • Roll: 7,4,--
  • Result: 1 success

Encounters: The group will need to check for an encounter for each hex entered. During the shift, the group can possible travel through eight hexes. It will probably be an eventful trip.
  • Hex 1 (Bełchatów, Poland): 7 of Diamonds (Desperate Times) - a large group of refugees (276) clog the road ahead.

Wow, that is a lot of people. Desperate people swarm the trucks, begging for anything, holding up starving children and generally wailing in desperation. This a very hard situation for the characters. Although they would want to help, they do not have enough to food for everyone. Giving out a little would help some but probably lead to a riot as the truck were swarmed.

Klasha, assisted by Wally and Potato with his PKM at the ready, will try to persuade the group to let the trucks pass, showing them the POWs and claiming they have no food either, neither for themselves nor the POWs.
  • Task: Convince the refugees to let the trucks pass
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: +2 assisted by Wally and Potato, +1 refugees are sick/hungry, +1 case well presented, as they do have 60 POWs, -1 there are a LOT of refugees, -1 the refugees have nothing to gain by letting the group pass = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Persuasion A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 6,7,--
  • Result: 2 successes

Grudgingly and with an increase in the volume of their desperate pleas, the refugees let the team pass.
  • Hex 2 (near Bełchatów, Poland): Jack of Hearts (The Carnage)

Driving Northeast, the characters hear a loud explosion and see a cloud of black smoke on the near horizon. A couple minutes of driving brings them to the sight of the explosion. A UAZ-469 has become victim of what appears to be IED. Dead and wounded Soviet soldier lay scattered around the vehicle, near the crater. The cries of the wounded can be heard by the characters.

Now the character personalities come into play. Logan needs to help everyone. Banging on the roof of the truck, he jumps down before the wheels stop, calling for the others to assist him. Marshall moves to help Logan. Wally and Robinson scrounge the truck (also true to character) while the rest and the armed POWs set up a perimeter. There are 9 dead and 9 critically wounded Soviets.

After a bit, the marauders responsible show up to check on the results of their IED. The initial encounter range is 8 (as in really, really short). There are 18 marauders (also a lot). No good deed goes unpunished.



Tuesday, December 22, 2020

0118 - The Great Escape - Part IX - Heading Home - Day 1

 0600 09 AUG 2000, Zdunska Wola, Poland
===================================

  • "Be careful what you wish for. We had asked the Poles to provide us with transport for the POWs, which they did after a fashion. They delivered us two deuce and a halves with Russian markings. I had never seen one like that and Griff said they were trucks from the Second World War. Somethin' about Lend-Lease. I have to admit, they looked like something that had been laying around for a few decades. I swear part of the bed was rusted through and you could see the tires turning. Since we needed to be tactical, we gave them appropriate call signs: Bad and Worse."

Morning Shift

Weather: Fair

From the conversations with the Poles, we can assume that the characters have gathered some intel on the surrounding area. The only clear route would be south, as the towns in the immediate vicinity are occupied by Warsaw Pact troops.

The group has two 2.5 ton trucks, both with a reliability of D. We can also assume that the group has two rations of domestic food and water for each member. That is about all the group will be able to get from the Poles.

In the morning shift, the group heads off south, travelling cross-country. Since it is cross-country and running on alcohol, the full consumption is x4, or 12l per hex. The characters and POWS are packed in tight, with Wally driving Bad and Robinson driving Worse. Griff and Macron are standing guard.
Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: The group must make a surival roll to avoid getting lost. Griff has an Intelligence of B and a Survival of C. His driver, Wally, has the same and will be assisting him. This gives Griff a +1 Modifier, raising both dice to B (D10). The result is 2,1 (failure). The group enters a hex farther east than intended.

Hazards: The group must make a hazard roll for the new hex. Since they are travelling together, we will make a group roll. Wally and Robinson both have an Agility of B and a Driving skill of C. Wally will make the roll with Robinson assisting (+1). The terrain (Open) gives an additional +1 modifier. Wally rolls 1D12 and 1D10 with the results of 10,9 (three successes). The group avoids any hazards this turn.

Encounters: We draw the 2 of Clubs for an encounter. This results in Forest Fire. The drivers need to avoid the fleeing wildlife and the group needs to make a Survival roll to avoid being stopped by the flames next shift. Once again, Griff and Wally need to make a group survival roll. Griff has an Intelligence of B and a Survival of C. His driver, Wally, has the same and will be assisting him. This gives Griff a +1 Modifier, raising both dice to B (D10). This time the roll is 6,6 and they succeed with an additional success. They found a way through and the fire will not impede their progress further.

Day Shift

Weather: The weather roll is a 6 (success) and the weather remains fair.

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can.

Navigation: After getting lost last shift, Griff and Wally have a chance to make up for it. The group intends to go overland to the south, with the goal of reaching the bridge near Radomsko, Poland. Griff has an Intelligence of B and a Survival of C. His driver, Wally, has the same and will be assisting him. This gives Griff a +1 Modifier, raising both dice to B (D10). The result is 7,10 (total of three successes). This time the group stays on course.

Hazards: The group must make a hazard roll for the new hex. Since they are travelling together, we will make a group roll. Wally and Robinson both have an Agility of B and a Driving skill of C. Wally will make the roll with Robinson assisting (+1). The terrain (Open) gives an additional +1 modifier. Wally rolls 1D12 and 1D10 with the results of 9,5 (one success).

Encounters: We draw the Queen of Spades for an encounter. The encounter (Kill Zone) is a road encounter during the day. As the characters are travelling overland, it is treated as no encounter.

Evening Shift
As the day is moving on, the team will attempt to make camp and bed down for the evening.

Weather: The weather roll is a 4 and the weather remains fair.

Activities: Macron will stay on watch. Griff and Potato will go hunting. Logan will make camp, assisted by the POWs, Klasha will Sleep. Wally will scrounge, assisted by Robinson. Harris and Marshall are cooking, also assisted by the POWs that are able, if the campfire can be started.

Griff and Potato make a small hunting party. Griff has an Intelligence of B (D10) and a Survival skill of C (D8). The open terrain gives a +1 Bonus, stepping up his ability die to A (D12). Griff rolls 11,8, resulting in three successes. Griff tracks a board, dear and moose. We will hunt the dear today. We can use the terrain table to determine the initial range in hexes (2D10x4) = 44. This is a long shot. Griff will make a Recon roll to halve the distance (Note: in the alpha, it mentions making a Recon roll modified by how close one wants to get. I could not find a table for this, so I am winging it).

Griff has an Intelligence of B (D10) and a Recon of C (D8). I think the Infiltration modifier for the terrain should be applied, as Griff tries to sneak closer in open terrain. The modifier will be -1, reducing his C skill to D (D6). The roll is 6,6 (two successes). This will allow Griff to reduce the range again (Note: DM judgement call). The range is now Short. Griff needs to make a ranged combat roll. His Agility is A (D12) and his Ranged Combat skill is B (D10). He has the specialty  SNIPER, which gives a +1 modifier to RANGED COMBAT rolls for firing sniper rifles and hunting rifles. The open terrain has no modifiers and Griff has telescopic sights (+2), for a total of +3, raising both die to D12. One ammo die is added to the pool. The result is three successes and four rounds used. The deer will deliver 5 rations of food when cooked, assuming we have a fire.

Note: regarding the use of ammo die, I go with the rules as written. Would Griff need 4 rounds to kill a deer? Probably not but the game makes a point of saying that ammo is a precious commodity and should be tracked accordingly. We can assume that Griff tried a couple shots before and missed or maybe used another round to put the animal out of its misery, either way, we cross off four rounds.

While the hunters are killing innocent wildlife, Logan is be assisted by the POWs to make camp. Logan has an Intelligence of B (D10) and an Survival skill of C (D8). The roll is 8,3 (on success), meaning the group finds shelter for the night and gets the fire going.

Klasha lays down for a bit before getting ready for the night shift.

Once the camp is ready, Harris and Marshall and the POWs set about cooking the meal. The rations from the Poles are used and the deer from Griff is also welcome. We will make a group roll instead of a roll for every 12 meals. Marshall has an intelligence of C (D8) and a Survival Skill of C (D8). She is being assisted by multiple people, so we will give her the modifier of +3. This steps one die up to D12 and the other to D10. The result is 7,2 (one success). No one puking up the rest tonight. No siree! Good eatin' tonight! ;-)

While the deer is roasting on the spit, Wally is scrounging like it was an olympic event. Wally has an Intelligence of B (D10) and a Survival skill of C (D8). The open terrain has no modifier for scrounging. The roll is 2,7, resulting in one success, allowing Wally to roll once on the scrounging table. Wally finds a hunting bow (48). He also finds D6 arrows (Note: DM judgement call), or 1 arrow, as it were. Seems someone dropped something. I roll for reliability (1), resulting in the bow being reduced below D, meaning that need to be repaired first. That is why the probably dropped it. Wally adds it to his inventory anyway.

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required.

Encounters: We draw the 9 of Spades for an encounter. The encounter (Death from Below) is a road encounter and can be ignored.

Night Shift
Bedtime for Bonzo. Time for the team to take a break.

Weather: The weather roll is a 1. Clouds move in during the night.

Activities: Everyone but Klasha is sleeping. She has guard duty tonight.

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required.

Encounters: Queen of Hearts (DEATH FROM ABOVE). A road encounter during the day, neither w whcih apply to the group currently, so this is treated as no encounter.

The first day comes to an end. The characters did not make as much progress as I hoped.  Hopefully, this will change soon, as their rations will be running out soon.  




Sunday, December 20, 2020

0117 - The Great Escape - Part VIII - Meeting the Commander

 1230 08 AUG 2000, Zdunska Wola, Poland
===================================
After a great solo game of Team Yankee, the attention turns back to the team. We have determined that the commander is on his way with another squad as a reaction force. We also know that some of the ambushers escaped and that not all of the Poles are in on the plan to kill any Russians they saw, which lead to the loss of Can-Can.

Now we can continue with the journey.

Scene 8 – Meeting the Commander (CR 5)
===================================
Scene Setup
As the reaction force approaches, Klasha and Wally, with the two POWs in tow will move to the center of the street and watch their approach. When they have come to withing shouting distance, Wally will request a parley.

When the Poles agree, the two will explain that they are just there with the group to recover the POWs. They will offer to return the Polish POWs and leave town with American POWS, taking them off the Poles hands.

Scene Resolution

The roll for the scene resolution is an 3, meaning that the scene is modified. Not going to be as easy as we thought. Time to think about what has changed. The most obvious answer is that the attitude of the Poles may be different than we assumed. It is possible that the survivors of the ambush have met up with the reaction force. To be sure, we can ask the GME:
  • [GME: Did the survivors of the ambush meet the reaction force? - Chaos Rank 5 - Likely (75% - there are not that many Polish soldiers currently in the town) - 28% - Yes]

So they have encountered the commander. It is possible that they concocted some story that the characters fired first to cover up the fact that they fired first without orders.
  • [GME: Did the soldiers lie to the commander about the cause of the firefight? - Chaos Rank 5 - Likely (75% - this is a big breach of orders) - 48% - Yes]

So the Poles now believe that Russians came into their town and attacked their troops. One possible reaction is that the Poles may come in ready for hostilities. They may also assume the characters will attack them too.
  • [GME: Do the Poles assume the characters will attack them? - Chaos Rank 5 - Somewhat Likely (65% - not everyone is trying to kill you but it pays to be cautious) - 92% - No]

They are not necessarily expecting an attack, but that does not mean they won't be wary. They are also probably aware that some of their men may have been captured and rushing in guns a'blazin' is proably a good way of ensuring they get killed, either in retaliation or just by being caught in the crossfire. This does not mean that they will not make a show of force.
  • "In this world, when you hear the clop-clop of hooves it generally means trouble if it is not accompanied by the creaking of wagons. We did not hear any creaking. The call went out of approaching cavalry and everyone found the best available cover with a good field of fire. Some of those horsemen could be darn quick.

  • The Poles drew up opposite your position and sat there watching us watch them. Although not overtly hostile, they kept their weapons ready. Our Polish guests heard the hooves too and started chattering among themselves until Potato gave them 'The Eye''. Still, it seem they figured help was on the way.

  • After an eternity of staring at each other (or maybe it was just five minutes), a UAZ zipped by the troopers and slewed to a halt, disgorging a Polish captain of exceptional height. He and what appeared to be his command group approached, a white flag dangling listlessly from the radio antenna of a manpack. Seems they wanted to talk."

As planned, Klasha and Wally will approach the Poles. The captain will be interested in the return of his men and getting the team out of town as soon as possible. Rolling randomly, we can determine that 80 of the troopers stationed in the town are currently out on patrol. If we also count in the 10 that the group fired up, the captain does not have a lot of combat power to push the issue.

The group wants to secure the American POWs and transport out of town. They will ask for two fueled trucks and the prisoners.

We will use a persuasion roll to resolve the event. The following modifiers are applied:
  • +1 The group has POWs to exchange for the Americans
  • +1 Getting rid of the Americans would eas the burden on the Poles
  • +1 Klasha points out that the Poles can claim they handed over the POWs to a group of Russians
  • -1 Despite most of the Poles being on the patrol, the captain still has more men
  • -1 The characters requested two trucks, which are valuable

The total modifier is +1. Klasha as an Empathy of B (D10) and a Persuasion of B (D10). She also has the specialty PSY OPS, which gives her a +1 bonus to PERSUASION rolls for changing someone’s mind about a particular issue. Bothe die are upgraded to A (D12). The results are 3,8 (one success).
  • "Wally and Klasha gabbed at the Poles for a long while. What finally convinced the group what that the guards had attacked us without being provoked and the POWs were a beig strain ont he community and getting rid of them would settle some of the nerves that had gotten a bit testy since the Poles started collecting the POWs. The agreed to give us two old trucks but made it clear they wanted to see brake lights leavin' and NEVER coming back."
So, the group have been given the prisoners and two old trucks. Time to go home.




Tuesday, December 15, 2020

0116 The Great Escape - Part VIII - A Conversation among Friends

 1150 08 AUG 2000, Zdunska Wola, Poland
===================================
Where are we now? The team has driven off the Polish troopers and patched up their POWs. There is only a small detachment of Poles in the town, many of which who are also out patrolling the surrounding countryside.

We know that not all the Poles are in on the plan to kill the characters, so it is highly unlikely that the survivors will run back to their commander and report that their ambush on the Russian OT-64 went badly. Still, maybe someone will come to investigate the ruckus. Since the last encounter came out to a draw basically, we can leave the Chaos Rank at 6.

  • [GME: Will someone come to move to investigate the fighting? - Chaos Rank 6 - Somewhat Likely (80%) - 64% - Yes]

So, someone will come take a look. A large cloud of black smoke that follows the explosion and a large of amount of automatic fire seems to have caught someone's attention. Maybe the big boss will come take a look.
  • [GME: Will the commander come personally to see what the disturbance is about? - Chaos Rank 6 - Unlikely (65%) - 63% - Yes]

So, the Polish commander is coming. I am assuming his command group is present and he will probably bring a security detachment too. Their arrival will be another scene that we will add to the scene list. In the meantime, we can have a discussion with the captured Poles.

Scene 7a – Talking to the Poles(CR 6)
===================================
Scene Setup
Wally and Klasha will talk to the Poles, attempting to determine why they fired on the group. The Poles believe the group to be Russians. Will they tell the characters this?
  • [GME: Do the guards tell the group that they reason they wanted to kill them is because they think they are Russians? - Chaos Rank 6 - Likely (85%) - 17% - Exceptional Yes]

Wow, not only will they admit it, they want the group to know in very specific and expletive terms why they are trying to kill them. Boy, are they in for a shock!

The characters will listen to the Poles and then explain to them that they are not actually Soviets in order to gain their trust. They will demonstratively speak English among themselves to emphasize the point.

The roll for the scene resolution is an 8, resulting in the scene unfolding as planned.

Scene Resolution
  • "I thought it was a mistake to even be talking to these guys after they blew up our ride and fired us up. Still, Wally and Klasha were insistent that the group was probably not attacking us but who they thought we were. Wally and Klasha questioned them for a bit, and even though I did not understand the answer, I got the gist that the Russians were very unwelcome in this part of the woods. You could have heard a pin drop when they finally paused for a breath and Klasha said in English ''We are not who you think we are'. After that, we began to have some constructive conversations."

The Poles now know the team are not Russians. Maybe they will be a little more willing to help now.

The team did will and the Chaos Rank will then sink to 5.

Friday, December 11, 2020

0115 - The Great Escape - Part VIII - Stopping the Bleeding

 1130 08 AUG 2000, Zdunska Wola, Poland
===================================
"We pulled back to an abandoned garage. Sentries were posted and Logan patched everyone up as best they can. I looked through the stuff we captured and gave the Poles the evil eye to stop them from complaining. It was an act of mercy that they could sit there and think about complain-ing. They could have ended up like their friend."

The team has collected the wounded Poles as well as checking out their dead. The team recov-ers:

  •     2x PP-19 with 7 magazines and 40 loose rounds of 9x18mm
  •     AK-74 with 3 magazine and 20 loose rounds of 5.45x39mm
  •     Steel Helmet
  •     3 Rations of Wild Food (1.0 Encumbrance)
  •     2 Rations of Domestic Food (0.5 Encumbrance)
  •     2 Fragmentation Grenades
  •     1 White Phosphorus grenade
  •     1 Antitank Grenade
  •     3 Packs
  •     1 Axe


The team (as well as the Poles) have taken some hits. Currently the following team members (and POWs) are wounded:

PC / NPC Name Hit Capacity
Griffin 3/5
Harris 3/5
Potato 4/6
Robinson 3/5
Macron 3/5
Polish soldier #1-5 3/5
Polish soldier #1-6 Dead
Polish soldier #1-7 0/5 (Incapacitated)

Not a good start of things, but that is how it goes sometimes and at least we are not dead. Now to get to some healing. Logan is our resident Sawbones, and he has an Empathy of B (D10) and Medical Aid B (D10). He has a Doctor's Medical Kit, which gives him a +2 Modifier. In addition, he has the Combat Medic specialty, which give him +1 when rolling Medical Aid on an incapaci-tated person, like our friend Polish soldier #1-7.

Triage is setup and we work from those hurt the most to the scratches. We can start with the Polish soldier #1-7, who is currently incapacitated.  Logan has a total of +3 (+2 Doctor's Medical kit, +1 Combat Medic), stepping up both this base and skill die to D12 and adding a D6. The re-sults are of the 8,11,4 (3 successes). Logan manages to bring the Pole back to the world of con-sciousness and even pep him up a bit, restoring three hit points. Now for the rest.

We want attend to everyone else. Since they are not incapacitated, Logan will only receive the +2 modifier for the doctor's medical kit. A successful roll will also prevent infection, but Logan will not use the antibiotics just yet. We do not have as much as we once did after losing Can-Can.

The results are:

PC / NPC Name Roll Result Hit Capacity
Griffin 2 Succ. 5/5 (no infection)
Harris No Succ. 3/5 (infection)
Potato 4 Succ. 6/6 (no infection)
Robinson 1 Succ. 4/5 (no infection)
Macron 3 Succ. 5/5 (no infection)
Polish soldier #1-5 2 Succ. 5/5 (no infection)

Harris comes away with an infection and will start to show symptoms tomorrow, but that is a problem for another day.

Wally let the Poles know that they will not be getting their stuff back and after some talk of him being a traitor and so, it must be obvious that the group means business.

The Steel Helmet and AK-74 go to Klasha, as she is vulnerable with just her pistol and no armor. Wally can reload one of his mags with the loose rounds of 5.45x39mm. Harris grabs the antitank and WP grenades.  Robinson grabs the frags to replace the one he used and a little extra never hurt. Macron straps the axe to his pack, because, well, you never know. Marshall will trade in her PM-64 for a PP-19 with 4 magazines, the other, along with the PM-64 and three magazines for each, are stuffed into Robinson's pack. Finally, the resident cook Griff packs away the food.

Enough of dividing up the spoils, time to get back to the problem at hand.

Tuesday, December 8, 2020

0114 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 6

 1110 08 AUG 2000, Zdunska Wola, Poland
===================================
"We drove 'em off. Potato ran the barrel hot but the chewed up remains of that one guy con-vinced the others to head for the hills. Now we need to patch up the leaky holes everyone seems to have collected."

The Poles are pushing into the front line and the forward group needs to fall back. Hopefully, they will have time to do so before the enemy can move.

The new initiative order for this round is:

1 Wally
2 Logan
3 Harris
4 Robinson
5 Potato
6 Klasha
7 Marshall
8 NPCs (Not Particularly Cooperatives)
9 Griffin
10 Macron


Most of the team will be able to move, but it might be hard for Griff and Macron after the enemy gets their go.

Initiative Step 1 - Wally

Wally really wants to help the others, but combat is not really his thing. Still, he will take aim at Polish soldier #1-7 (Fast Action) and will then fire (Slow Action). The target is prone (-2) but has not moved this round.  Wally has an Agility of B (D10) and a Ranged Combat skill of D (D6). He will go for broke and add 5 Ammo dice to the pool, as the magazine is half empty any. Both base dice are stepped down, with the D6 being removed and the D10 reduced to a D8. The results are 6 (Base Die - 1 success) and 2,2,2,1,4 (Ammo dice - no successes and a mishap, total 11). The Pole is hit in the torso and his armor removes 1 point of damage and is degraded. The remaining point is enough to incapacitate the soldier. Great shooting Wally! Was not expecting that honestly.

Initiative Step 2 - Logan

Logan will run south (Fast Action) and seek cover (Fast Action) in the building with Klasha.

Initiative Step 3 - Harris

See the Pole get fired up by Wally, Harris reorients to the North and goes into overwatch (Fast Action). He orders Robinson and Macron to fall back (Free Action).

Initiative Step 4 - Robinson

With his weapon jammed and hostile pushing from two sides, Robinson stands (Fast Action) and moves South (Fast Action), passing Harris on overwatch.

Initiative Step 5 - Potato

Determined to hold the flank, Potato again aims (Fast Action) at Polish soldier #1-6 and lets off another burst (Slow Action). The range is 2 (Short). The target is prone, causing a modifier of -2, but Potato has the specialty Machinegunner and gets +1 to all attacks with a machinegun (total mod. -1). He has a Strength of A (D12) and a Heavy Weapons skill of B (D10), down stepped to C (D8). He adds 4 Ammo dice to the pool. The results are 6,2 (Base Dice - one success) and 6,6,3,6 (Ammo dice - three success, total 21). Ouch!

Sixes on the ammo die mean that these are separate hits. The Pole takes a total of 4 separate hits for three points of damage each. If there were other targets in the same hex. we could spread them around, but that is not the case. The Poles are maintaining separation. Still, a total of 12 points, will be enough to finish him off, as he only has 2 points left. We can rule him as KIA.

Initiative Step 6 - Klasha

Armed only with her PM, there is not a lot Klasha can do to affect the outcome of the fight. She will remain in cover.

Initiative Step 7 - Marshall

Having only her PM-64, Marshall will go into overwatch (Fast Action) to the Northwest.

Initiative Step 8 - NPCs

The Poles now have four WIA, one incapacitated trooper and one KIA, for a total of 60% (or 20% take out of the fight). We can assume that the commander has some sort of tactical overview of the situation and will order his men to begin a withdrawal.

Polish soldier #1-1 will order his men to fall back (Fast Action) before moving to the North (2x Fast Action).

Polish soldier #1-2 will stand (Fast Action) and move north (Fast Action).

Polish soldier #1-3 will leave the building and move North (2x Fast Action).

Polish soldier #1-4 will follow his teammates North (2x Fast Action).

Polish soldier #1-5 does not to leave his friend behind and moves (Fast Action) to grab his fellow soldier who is incapacitated. Seeing the trooper trying to help is buddy and not doing anything offensive, Harris decides to hold his fire.

Polish soldier #1-8 sees the others running for the hills and decides to stand (Fast Action) and catch up (Fast Action).

Polish soldier #1-9 stands (Fast Action) and moves (Fast Action) along the road.

Polish soldier #1-10 also Stands (Fast Action) and heads for the bridge to the North (Fast Ac-tion), disappearing into a cloud of smoke.

Initiative Step 9 - Griffin

As the firing has died down, Griffin will stop running and train his weapon on the Poles, calling for them to surrender (Slow Action). Griff will point out that the team is now alone of the field except for the two Poles and Griff promises to treat their wounds if they surrender.

This will be an opposed Persuasion roll. Unfortunately, not Griff’s strong suit, as he has an Em-pathy of D (D6). Some factors will influence this, each giving a +1 to the roll.

The positive factors are:

  • You have more people on your side.
  • What you ask for does not cost your opponent anything.
  • Your opponent has suffered damage or stress.
  • You present your case very well (Griff makes it obvious that he does not want to kill the Poles)


This makes a total of +4.

The negative factors are:

  • You are having trouble understanding each other. (Polish is not Griff's native language and Eng-lish not for the Pole)
  • You are not in the same hex (more than 5 meters apart).


In total, the modifier for Griff is +2. Griff's Empathy of D is stepped up to B (D10). The Pole has an Empathy of C (D8). The Pole rolls a 1 while Griff rolls a 9 (one success). The Pole rolls a 5 (no success) lays down his weapon.

Initiative Step 10 - Macron

Macron moves over to help secure the prisoners.

Combat has ended.

All in all, I must admit I am happy with the results. The amount of ammo used is like the amount that probably been used in v2.2 for the same result. The reliability rules I find add an easy way track the condition of equipment. The hit capacity of the characters has been reduced dramatical-ly and, in comparison, normal NPCs have become a lot more dangerous. I like that a lot.

The problem I see is initiative. The combat round is a few seconds the characters can change their mind about what they want to do based on actions that have taken place. My suggestion would be for each to declare their actions and THEN draw initiative cards. That way, the players and NPCs are committed to their actions. I believe this helps to better simulate things happening simultaneously. I will be using this model in the future.


Monday, December 7, 2020

0113 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 5

 

1110 08 AUG 2000, Zdunska Wola, Poland

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

"We made it back to some cover and Wally let loose, trying to give the team some cover to pull back. No way of knowin' if it would be enough, but we hoped for the best."

Just a side note, I have been reading a lot of the comments on the new version (some, not all mind you) and I believe it is important to give constructive feedback to Tomas and the FL Team. I also believe that the Kickstarter had 8,000 backers and it is going to be impossible to meet the expectations of everyone, but please remember, your game is what YOU make it. Want to do a full-on military sim, have at it. Want to see how long your team can survive in the post-apocalyptic world? Knock yourself out. Your table, your game.

Speaking for myself, I am in the second category. This trip started with the stated goal of see if a group of survivors could navigate all v1 European modules to going home. We have already lost one (RIP Mitchell) and the new rules are starting to shape up to be dangerous. Why, you ask (maybe you did not but I am going to assume you did). The playing field has been levelled a lot.

Characters like Potato, Harris or Griff could take a lot of punishment in v2.2, needing a lot of damage to put them down. NPCs, however, did not need as much. A Novice NPC could be reduced to initiative 0, taking him out of the fight, by the slightest wound. An NPC, even an Elite one, was out of the game after suffering 40 points of damage. Potato needed 97 points of damage to his chest before becoming critically wounded. He was a powerhouse. In version 4 not so much. His hit capacity is 6 and his stress capacity is 4, much closer to standard NPCs. He is not going to take as much punishment as before. It is going to be interesting, to say the least.

Anyway, back to the situation the team has gotten themselves into.

A lot of people were suppressed last round but recover. These are:

  • Griff
  • Polish soldier #1-3
  • Polish soldier #1-5
  • Polish soldier #1-8

Note: I am using stress for NPCs because it adds a use for leaders in NPC groups. It also allows us to simulate one of the bad guys having enough of the fight and cowering in a hole.

Currently, the Poles have 40% wounded, but none incapacitated or killed. I am using that as the basis for their morale. They will retreat after losing more that 15% of their number.

 The new initiative order for this round is:

1          Robinson

2          NPCs (Not Particularly Cooperatives)

3          Marshall

4          Logan

5          Harris

6          Griffin

7          Wally

8          Macron

9          Klasha

10        Potato

Robinson will get a shot off but then the Poles are going to light the team up again.

Initiative Step 1 - Robinson

Robinson drops prone (Free Action) before aiming his weapon (Fast Action) at Polish soldier #1-6. He will then squeeze off a few rounds. The range is 2 (Short). Robison’s Agility is B (D10), and his Ranged Combat is C (D8). The target is prone (-2), and Robison will use 4 Ammo Dice (let him have it!). The D8 is down stepped and removed due to the target stance. The results are 1 success on the base die, 1 success and 3 mishaps on the ammo die, with a total of 9 rounds used.

Robinson inflicts two separate hits, one for the base die and one for the ammo die. The first hit is to the head, but the Pole has helmet, reducing the damage to 1. The second hit is to the arm for 2 points, for a total of 3. His armor degrades to 0, meaning it will no longer stop any rounds. He will also need to check for suppression.  His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10 - line of sight to Polish soldier #1-10). He has one success and avoids being suppressed.

Robinsons AKM is reduced in reliability to B, forcing him to make the reliability roll with 2D8. With flying colors, Robinson rolls two 1s, resulting in his weapon jamming.

 Initiative Step 2 - NPCs

Now the team needs to take cover.

Polish soldier #1-1 yells to the rest to follow him (Free Action) as he moves south (2x Fast Action) to help overrun the group.

Polish soldier #1-2 drops behind cover (Fast Action) and reloads his RPK-74 with his last magazine (Fast Action).

Polish soldier #1-3 stands (Fast Action) and then moves forward (Fast Action), closing on Griff's position.

Polish soldier #1-4 stands (Fast Action) and then charges south (Fast Action), following Polish soldier #1-1.

Polish soldier #1-5 his ears still ringing, the Poles stands (Fast Action) and follows his buddy south (Fast Action).

Polish soldier #1-6 aims (Fast Action) and fires at Robinson. The range is 2 (Short).

Robinson is prone, causing a -2 Mod for the shot. The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8). He will add 3 Ammo die, to not empty the magazine completely (17 rounds remaining). The skill dice is removed by the modifier, leaving 1D10 and 3 Ammo die. The shot results in no successes and 11 rounds used.

Polish soldier #1-7 sees everyone else running South and joins the pile-on (2x Fast Action), flanking Macron before dropping prone (Free Action).

Polish soldier #1-8 will stand (Fast Action) and move South (Fast Action) before dropping prone again.

Polish soldier #1-9 will go on overwatch (Fast Action), facing Southwest.

Polish soldier #1-10 aims at Potato (Fast Action) before firing off some rounds (Slow Action) in his direction. The range is 3(Short). The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 2 Ammo die. No modifiers apply to the shot, but Potato's legs are protected by a brick wall (Armor Rating 2). He has 1 success and uses 2 rounds of ammo. The round hit Potato in the torso and his vest is degraded to 0 because of the hit. The remaining force of the blow causes 2 points of damage to Potato and he must roll for Suppression.  His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is B (D10 - line of sight to Robinson). Potato rolls two successes and not suppressed, but rather annoyed.

Initiative Step 3 - Marshall

Marshall continues to move South (Fast Action) and takes cover in a building (Fast Action).

Initiative Step 4 - Logan

Logan picks himself up (Fast Action) and moves further South (Fast Action), looking for cover.

Initiative Step 5 - Harris

Harris sees Polish soldier #1-7 round the corner and prepare to fire up the team. He draws a bead on the soldier (Fast Action) and fires (Slow Action). The range is 1 (Short). Since the soldier is prone, a modifier of -2 applies. Harris has an Agility of C (D8) and a Ranged Combat skill of C (D8). He will add 3 Ammo dice to the pool. The results are 6,1 (Base Dice - 1 Success, 1 mishap) and 2,3,5 (Ammo dice - total 10). The round hits the Pole in the leg, causing 2 points of damage.

Initiative Step 6 - Griffin

Griff's position is compromised, and he decides to pull back. He stands (Fast Action) before running (Fast Action) past Harris on his way South. Griff decides to push on and we need to make a Mobility roll for him. Griff has an Agility of A (D12) and a Mobility skill of D (D6). The results are 1,3 (no success but no mishap either).

Initiative Step 7 - Wally

Wally takes cover near Marshall (Fast Action) and fires off a snap shot at Polish soldier #1-6 (Slow Action). The range is 6 (Short). The target is prone (-2), and Wally makes a quick shot (-2). Wally has an Agility of B (D10) and a Ranged Combat skill of D (D6). He will go for broke and add 5 Ammo dice to the pool. Both base dice are stepped down, leaving us with the minimum of 1D6. The results are 5 (Base Dice - No successes) and 5,3,1,1,6 (Ammo dice - possible suppression and a mishap, total 16). Wally's AK-74 now has reliability of B and we roll 2D10 to avoid a jam and the roll is 6,7 (two successes).

The Pole must check for suppression. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-6). The result is 8,8 (Two successes) and he is not suppressed.

Initiative Step 8 - Macron

Macron decides to hold his ground. He drops prone (Free Action), takes aim (Fast Action) at the Polish officer running at him and lets him have it on full auto (Slow Action). The range is 1 (Short). Macron has Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 4 Ammo dice. His specialty (Rifleman) gives him a +1 but the target is moving (-2), leaving a net result of -1. The D8 is down stepped to a D6. The results are 7,5 (Base Dice - 1 success) and 5,2,4,2 (Ammo dice - no success, total 13).

The officer is hit in the torso. His armor stops some of the blow but is degraded to 0. He takes 1 point of damage and must check for suppression. His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-4). The results are 7,4, resulting in no suppression.

Initiative Step 9 - Klasha

Klasha move into the building (Fast Action) and seeks cover (Fast Action).

Initiative Step 10 - Potato

Determined to cover the team, Potato aims (Fast Action) at Polish soldier #1-6 and lets off another burst (Slow Action). The range is 2 (Short). The target is prone, causing a modifier of -2, but Potato has the specialty Machinegunner and gets +1 to all attacks with a machinegun (total mod. -1). He has a Strength of A (D12) and a Heavy Weapons skill of B (D10), down stepped to C (D8). He adds 4 Ammo dice to the pool. The results are 5,4 (Base Dice - no successes) and 2,2,4,6 (Ammo dice - one success, total 14). We could check for suppression here, but it would not change anything, as the NPC would recover from suppression next round anyway.

The Poles have 60% wounded, but no one incapacitated. The team will have to keep fighting.