Saturday, February 27, 2021

0140 - Off We Go Again - Part XIII

  0830 13 AUG 2000, Dobrodzień, Poland

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

 

"The scene was a mess A lot of lead had been exchanged and some of the Soviets had come out on the wrong side of the exchange. I am sure this was not what they used to mean when they spoke about 'blood & guts'. It has become the meaning now. The war is still going on, even in our heads.

 

One soul made it through though. Macron beaned him with a rifle butt and he was bleedin' a bit but Logan says he will make it. Now what to do with him, that was the big question."

 

Time to police up the brass and give the remains of the convoy the once over. The haul looks like:

 

  • Class I - Rations
    • 2x Field Rations
    • 2x Bags of Grain
    • 1x Ration of Grain
    • 6x Ration of Water
  • Class II - Clothing And Equipment
    • 1x FN FAL (Reliability F) with 1 Magazine (7.62x51mm N)
    • 1x AK 4 (Reliability C) with 2 Magazines (7.62x51mmN )
    • 1x FN-FNC (Reliability A) with 2 Magazines (5.56x45mm N)
    • 1x M16A1 (Reliability: A ) with 1 Magazine (5.56x45mm N)
    • 1x PM-84 (Reliability: B) with 1 Magazine (9x18mm M)
    • 1x UZI (Reliability D) with 1 Magazine (9x19mm P)
    • 1x Colt Police Positive (Reliability D) with 12 individual rounds .38 Special
    • 1 Zip Gun (Reliability C) with 2 rounds of 9x19mm P
    • 2x Spiked Bat
    • 2x Club
    • 1x Knife
    • 1x White Phosphorous Grenade
    • 1x Antitank Grenade
    • 1x Flashlight
    • 1x Plate Vest
    • 1x Flak Jacket
    • 1x Fatigues
    • 1x Small Tent
  • Class III - POL - Petroleum, Oil and Lubricants (POL) (package and bulk)
    • 307l of alcohol fuel in two bulk tanks in two wagons
  • Class IV - Construction materials
    • --
  • Class V - Ammunition of all types
    • 9 Cases of 5.45mm  B (5.45x39mm) with 280 rounds per case
    • 6 Cases of 9mm M (9x18mm Makarov) with 1500 rounds per case
  • Class VI - Personal demand items
    • 1x Small Battery
  • Class VII - Major end items
    • 1x FGM-148 Javelin (Reliability: A) with 2 Missiles
    • 1x KSP 58B (Reliability: F ) with two belts of ammunition (7.62x51mm N)
    • 3x Wagons (Reliability: F )
    • 11x Horses
    • 5x Riding Saddles
    • 1x Radiacmeter
    • 1x Chemical Agent Detector
  • Class VIII - Medical material
    • 1x Personal Medkit
  • Class IX - Repair parts
    • --
  • Class X - Material to support nonmilitary programs
    • --

 

I know a lot will start screaming that that is just too much loot. My reasoning is this: these guys are transporting something through post-apocalyptic war torn Poland so there has to be something valuable, otherwise why risk the troops? They are going to be well armed, like the characters and the means a lot is going to be found on the KIA and POWs.  It is not enough to throw the game out of tilt but it does at least give the players a good feeling for once. Now that they have it, they are going to need to consider what to do with it. It a lot of material to be transported. If they try to take it all, they will certainly fail. Alone the attempt to move that many horses will quickly bring major logistical problems. They simply do not have enough feed.

 

The easiest solution would be to contact the cav troopers and have someone come out to recover the material. This will involve some time, however, and we can assume that the items not kept by the characters will quickly disappear into the nothingness that are the quartermasters supply rooms. A lot of things go in but the bare minimum seems to come back out. On the positive side, they usually have what you need when you REALLY need it.

 

The second possibility would be to cache the materials they want to keep for later, hoping to return with a larger vehicle. This would allow the characters to maintain more equipment under their direct control but also opens up the possibility that the cache will have been found by someone else and looted. This is more of the "nice to have" solution and should probably not be used for material that the team is dependent on.

 

The group will probably keep some for themselves, cache a bit for later and turn over the rest to the cav. On the keep list are:

 

  • 2x Field Rations
  • 2x Bags of Grain
  • 1x Ration of Grain
  • 6x Ration of Water
  • 1x M16A1 (Reliability: A ) with 1 Magazine (5.56x45mm N)
  • 1x FGM-148 Javelin (Reliability: A) with 2 Missiles
  • 1x KSP 58B (Reliability: F ) with two belts of ammunition (7.62x51mm N)

 

This is enough to effectively help the team on their current mission and giving up the food or the Javelin is something no one would want to do in this situation. You never know where your next meal is coming from. Keeping the M16 is a good idea because it is compatible with most of the weapons the teams has and it is in very good condition. Keeping the KSP 58B makes sense because they can use it for parts to repair their L7s and the ammunition is compatible with Griff's M40.

 

They will cache the following material:

 

  • 2 Cases of 5.45mm  B (5.45x39mm) with 280 rounds per case
  • 1 Case of 9mm M (9x18mm Makarov) with 1500 rounds per case
  • 1x Small Tent

 

These are things that may be useful but their loss won't severely impact the group. The rest can be picked up by the cav troopers, as Klasha has a radio. They team will need to secure the sight until then,  which will take the rest of the shift.

 

Now comes the matter of the POW. The team captured a trooper. Here are his stats:

 

Soldier ID:  #1-2

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

Template: Soldier

Faction: Soviet

 

STR: B (D10)

Close Combat: C (D8)

 

AGL: B (D10)

Driving: C (D8)

Ranged Combat: C (D8)

 

INT: C (D8)

Recon: C (D8)

 

EMP: C (D8)

 

Hit Capacity: 5 (Currently 3)

 

Macron and him had a brief scuffle, but that is the duty of soldiers. Nothing personal. We can make a full-fledged NPC out of him with a few additions. First of all, a name. A random generator (https://blog.reedsy.com/character-name-generator/language/russian/) can help us here. We will call him Iov Pushkin. I usually see the second NPC in a group to be an NCO, so we can just roll randomly (using the table from the v2.2 rules, roll randomly 1-5) and determine his rank to be Serzhant.

 

Another missing from the v4 rules is the NPC motivations. I have come to love the system and use it for both my T2K games and Traveller: TNE. This adds depth to an NPC and allow referees to better understand what the goals are of an NPC and how they will react.

 

Drawing two cards randomly (from https://www.random.org/playing-cards/), we get the five of Hearts and the seven of diamonds. Ioy's primary motivation is "Moderately sociable" and his secondary is "Moderately greedy". The definitions of both are:

 

  • A "moderately sociable" NPC will have a strong sense of duty and loyalty to the group he belongs to.
  • A "moderately greedy" NPC will probably only accept gold or will strike vary hard bargains in barter. This sort of character is very easy to bribe.

 

So, Ioy is loyal to the group that he is with but he is also in it for the money. Good to know. Now, for his culminated stats:

 

 

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

Template: Soldier

Faction: Soviet

Primary Motivation: Moderately sociable - A "moderately sociable" NPC will have a strong sense of duty and loyalty to the group he belongs to.

Secondary Motivation: Moderately greedy - A "moderately greedy" NPC will probably only accept gold or will strike vary hard bargains in barter. This sort of character is very easy to bribe.

 

STR: B (D10)

Close Combat: C (D8)

 

AGL: B (D10)

Driving: C (D8)

Ranged Combat: C (D8)

 

INT: C (D8)

Recon: C (D8)

 

EMP: C (D8)

 

Hit Capacity: 5 (Currently 3)

 

This could be an interesting NPC. We will keep him around. A little back story would help. To add to the backstory, I will do to things. I will generate one Life Event using the Solo solitaire rules and an action and a subject from the Game Master Emulator random event table. Both will be combined to add a back story for Ioy.

 

The life event for Ioy is "Got married. Today you are (1-2) divorced, (3-4) widowed or (5-6) still happy!". Another roll helps us determine that Ioy is divorced. From the GME, we have the action "46. Develop" and the subject "66. Fears".

 

Now, for the back story:

 

Ioy found the small farming community he grew up in to be, in the best of times, to be oppressive. The best of times, however, were very infrequent. The only bright spot in the dismal life he was born into was Veronika Vinogradova. Both had been close their entire life. Ioy wanted that relationship to continue and dropped to a knee on his last day of school, hoping desperately that she would say yes. She did and both were wed quickly.

 

The honeymoon was cut short when Ioy was pulled into his compulsory military service and he was carted off to East Germany. There he served as a quartermaster and came to love making the numbers add up. The service also gave him ample opportunity to learn how the real deals are made in the background and both he and Veronika lived a comfortable life. Ioy stayed in the army after his mandatory service and rose slowly through the ranks, eventually becoming an NCO.

 

When the war came Veronika went. She told Ioy she could not live alone, dreaming every night of him dying on some nameless battlefield and spending her days looking out the window, longing for his return. Her solution was to divorce Ioy and return to that gray farming community. Ioy had no choice but to let her go but recently he has begun to have nightmares about her, dreaming of all the things that this terrible world may have visited upon her. The dreams grow stronger every night and sometime haunt his waking thoughts.

 

Ladies and Gentlemen, I give you Serzhant  Iov Pushkin.

Saturday, February 20, 2021

0139 - Off We Go Again - Part XII

The Soviet convoy troopers now have 55% casualties (counting dead, wounded and incapacitated). This will put them over the breakpoint and they will need to withdraw (actually more or a rout). The characters survived but the shooting is not over yet.

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

Initiative Step 1 - Griffin

We know the Soviets have reached the breaking point, the characters do not. This is an important point and I am not trying to start a discussion on meta-gaming. Since a solo-roleplayer play alone, it is necessary, to some degree that they know and understand the current situation to allow the characters and the NPCs to react as they would in a conventional tabletop setting. It is not easy but vitally important. Always ask yourself before committing to any action, what does XX know and what can they sense?

 

We know, as does Griff, that he took some fire from the opposite treeline last round. There is no reason to assume he will not return fire. On the other hand, #3-3 (supported by #2-4) was running toward his position last round, bound and determine to overrun Griff. This is probably the most immediate threat and Griff will engage #3-3. The range is 2 (Short) and he will add 1 Ammo die to the pool.

 

Task:

Engage #3-3

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

+1 Sniper Specialty, -2 Target Movement

 = -1

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[-1 Step, total = -1]

Ammo Die:

1

 

Roll:

6,6,5

(5 rounds expended)

Result:

2 Successes

 

 

Once again, like clockwork, Griff puts another one down. The second hit on the skill die raises the damage by 1, to 4. Interesting thing about the M40, the Damage is 3 and the Critical Threshold is 3, which will cause a critical hit with every hit. We now have a total of 4 and that is over the limit. A critical hit on an NPC takes them out of the game and #3-3 is incapacitated. If they weren't going to run before, this will convince them.

 

Griff expended 5 rounds but only has one left in the rifle. The 5 Ammo dice is removed and the weapon is empty (which it was going to be anyway).

 

Initiative Step 4 - Macron

Macron will shove his opponent. This is a fast action and if he is successful, he will get a bonus on his Melee attack for attacking a prone opponent.

 

Task:

Shove #1-2

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

6,6,--

 

Result:

2 Successes

 

 

The guys are on target today. Since the opponent is stronger than Macron (Strength B), he needed two successes and he got them. The enemy trooper has no choice but to try to block.

 

Task:

Block Macron's Shove

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

9,7,--

 

Result:

2 Successes

 

 

Unfortunate. The trooper blocks both attacks but will lose an action for that. Undaunted, Macron closes with his weapon and prepares a buttstroke.

 

Task:

Attack #1-2 in Melee

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

8,2,--

 

Result:

1 Success

 

 

More would have been nice, but we will take what we can get. Here, again, the trooper should probably block. If he does, he will not be able to run. Playing the numbers, as anyone would do in this situation, the hit will not incapacitate the trooper, so he would still be able to move if he did not block. We will late fate decide: 1-3 he attempts to block, 4-6 he takes the hits so he can run. The result is a 3, so he will block.

 

Task:

Block Macron's Attack

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

That was all he needed and he successfully blocks Macron's attack.

 

Initiative Step 5 - Harris

Shoving is a great idea and not to be dismissed lightly. Harris will also attempt a Shove-action.

 

Task:

Shove #2-2

 

Ability Die:

Strength B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

5,--,--

 

Result:

Failure

 

 

He fails the shove but how about the normal attack? Maybe he will get lucky.

 

Task:

Attack #2-2 in Melee

 

Ability Die:

Strength B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

10,--,--

 

Result:

Two Successes

 

 

Two hits. Take that you baddie! Now the trooper has to decide. Blocking the attack will cost him an action. Same die roll here: 1-3 he attempts to block, 4-6 he takes the hit so he can run. The result is a 4. He will take the hit. Must be turning to run anyway.  The attack hits his arm (5) and the extra success causes and additional point of damage for a total of 3. The critical threshold here is 4, so no danger of a critical. He is wounded but not incapacitated.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

As we determined before, the NPCs will rout. Normally, when they reach the Retreat threshold, it means just that. They will retreat, utilizing cover, covering fires and smoke to pull back in an orderly manner. We have crossed the rout threshold, so they will run for the hills, every man for himself.

 

Officer #1-1 blows his whistle, signaling the retreat. He will need to make a Retreat roll, or Klasha will get at free attack as he moves away.

 

Task:

Make a Retreat Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

He successfully disengages from the combat with Klasha before turning and running in a south-westerly direction (2x Fast Action). Since he is routing, he will attempt to make a mobility check for some extra hexes.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

It is not a lot, but it does take him behind the treeline.

 

Soldier #1-2 used both this actions blocking the attacks from Macron and has none left to move with.

 

Soldier #1-3 is incapacitated and we will assume dies on the field.

 

Officer #2-1 will stand (Fast Action), order his men to retreat (Free action) and move toward the woods in the southwest. To advance further, he will need to make a Mobility check, modified by -1 for the terrain.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

He reaches the cover of the treeline but I do not think he is done running yet.

 

Engineer #2-2, his arm still hurting, turns to run. He will also need to make a Retreat roll to disengage.

 

Task:

Make a Retreat Roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

3,1,--

 

Result:

Failure

 

 

After he successfully disengages,  he will take both Fast Actions to move and then make a mobility roll. His roll will also be modified by the terrain.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

7,3,--

 

Result:

1 Successs

 

 

His arm must be hurting bad and it prevents him from running faster.

 

Soldier #2-3 is incapacitated and we will assume dies on the field.

 

Soldier #2-4  is incapacitated and we will assume dies on the field.

 

Officer #3-1 tells his trooper they are leaving (Free Action), stands (Fast Action) and moves further into the woods (Fast Action). He will also attempt a Mobility Roll.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

He does not move further but also has no Mishap, so that is at least something.

 

Soldier #3-2 is determined not to be the last guy on the field and stands (Fast Action) before moving southwest (Fast Action). He will also attempt a Mobility Roll.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

Probably a world-class sprinter, he passes his officer and makes for the hills.

 

Soldier #3-3  is incapacitated and we will assume dies on the field.

 

Soldier #3-4  is incapacitated and we will assume dies on the field.

 

Initiative Step 9 - Klasha

Sensing that the hostilities have ended (at least for today), Klasha calls out to #1-2 and attempts to Persuade him to surrender.

 

Task:

Persuade #1-2 to surrender

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 Klasha has more people on her side now, +1 it will not cost the trooper anything and probably save his life, +1 the trooper is wounded

 = +3

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

6,8,--

 

Result:

2 Successes

 

 

The trooper drops his weapon and places his hands behind his head. Combat has ended.The combat leaves the Soviet convoy with 5 KIA and 3 WIA (1 of which is POW). Three other troopers are unscathed.

 

A couple of tips here:

 

  • Use the Take Cover action. It gives you the terrain cover modifier when you are attacked by fire combat. That is a great advantage.
  • Think about what you are going to need for the combat. Macron had an axe, which would have been much more effective in hand-to-hand. Others had bayonets but you need actions to get these ready. If you expect to be engaged, think about the equipment you are going to need. Digging it out in combat is going to cost you time you do not have.
  • Shoving an opponent, if it works, will give you a bonus when attacking a prone target. Use it.
  • Sometimes it is necessary to take a hit to ensure you can perform your actions. Choose wisely.

 

Anyway, the battlefield is quiet again.