Thursday, May 27, 2021

0166 - A Short (and hopefully creative) Hiatus

Time for a break. It is important to regularly take breaks and maybe try something else for a change. Maybe that rulebook you bought a while ago that is collecting dust or revisit one of your old favorites. Get back on the table and play some tabletop.

 

I am taking a small break from the team for three to four weeks to get my focus back. By then, my fingers will be itching and I will be wanting to roll the Ammo Dice again. No fear, just a break and not End of Mission.  I sometimes do this to get the juices flowing again. An experience that is now going into its fourth year can sometimes be a bit taxing. Who really knows though, maybe I won't be able to resist and I will need to get my fix earlier than my planned return.

 

I will be zipping up my folder and placing on my data storage server so I cannot easily access it to lower the temptation. There are a few things I want to think about, some I may want to publish and offer to the community. Right now, I need a break to get the cordite smell out of my nose.

 

In the meantime, I will be returning to one of my great loves, Traveller: The New Era. This time with a new Wilds campaign and a new cast of characters and I will cross-link the campaign when I have set it up. I have always loved gritty Sci-Fi and I need some now. Besides, I love the smell of ozone from a plasma gun in the morning.

 

For all the readers out there, please feel free to let me know if there is content you would like to see. Is there something you would like explained or know how I do it? Just drop me a line and I will see how I can work that your questions and comments in.

 

0165 - Going Native - Part VI (Morning Shift - Continued)

 1030 21 AUG 2000, Near Lubliniec, Poland

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

"It is not that you do not find water, but you want to find water you actually want to drink. No use pourin' it down you gullet and later have it shootin' out of all your openings along with anything else that is not nailed down. No, better to be thirsty for a bit then to be spewin' a fountain."

 

The interlude with the dogs interrupted our daily routine and we need to finish the rest of the tasks.

 

Tasks

Just as a reminder, we had the following going on:

 

  • Logan will look in on his patients.
  • Robinson and Harris will rest and concentrate on healing their critical hits
  • Marshall and Potato will go foraging for water
  • Griff and Macron will start a short hunting trip
  • Klasha will watch over the camp and the wounded
  • Wally and Iov will work on getting the BTR up and running.

 

Logan

Logan spends the shift taking care of both Robinson and Harris, both of which still have critical injuries. The rulebook does not call for a roll when taking care of the critically wounded. The situation is conducive to the healing of the team members, as they have a stable camp and food and are not being moved. If this was not the case, a roll would probably be justified. The shift of care will allow this day to be counted for two days of healing instead of 1.

 

Marshall & Potato

These two set off to find water. Since the foraged this hex yesterday, they will suffer a modifier as a result. Marshall will make the roll and Potato will help.

 

Task:

Forage for Water

 

Ability Die:

Intelligence C (D8)

 

Skill Die:

Survival C (D8)

 

Modifiers:

-1 previously foraged hex, -1 terrain modifier, +1 assisted by Potato

= -1

Mod. Ability Die:

Intelligence C (D8)

[Unmodified]

Mod. Skill Die:

Survival D (D6)

[-1 Step, total = -1]

Ammo Die:

--

 

Roll:

5,2,--

 

Result:

Failure

 

 

Unexpected. The foragers do not find a source of drinkable water for the team. That could be a problem. We do have some water rations but not enough to fill the pool up.

 

Griff & Macron

This is the first hunting expedition in this hex. Macron will be assisting Griff in his efforts to feed the team.

 

First, a roll to find prey:

 

Task:

Find Prey

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Terrain Modifier, +1 Assisted by Macron

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

4,7,--

 

Result:

Success

 

 

Griff manages to find and track a boar (5). Now he has to bring it down. He has his SWD and will not get closer than 10 hexes (Short Range).

 

Task:

Stalk the boar

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Stealth C (D8)

 

Modifiers:

-1 Terrain Modifier, +1 "ambush" 6-10 hexes

 = 0

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Stealth C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

7,7,--

 

Result:

Success

 

 

That went smooth enough and Griff gets into a position where he can make his shot. He has a telescopic sight and the time to aim. The range is short and he will fire a single shot.

 

Task:

Kill the boar

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

+2 Sniper Aim, +1 Sniper Specialty

 = +3

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

3,7,--

 

Result:

Success

 

 

His aim is true and the damage (3) is enough to drop the boar (hit capacity 3). Griff and Macron collect 2D6x2 = 8 rations of food. Not a bad haul.

 

Wally & Iov

Again, it is an abstract system and I am OK with that.

 

Wally repaired the radio yesterday. Today he needs to repair the engine in order to get the vehicle up and running. Iov will assist him in his efforts.

 

Task:

Repair the BTR Engine

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Tech B (D10)

 

Modifiers:

+1 Mechanic specialty, +1 assisted by Iov

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Tech A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

12,1,-

 

Result:

Success

 

 

The repairs consume a unit of Vehicle Parts and bring the reliability of the BTR back up to 2 (of 5). It is running again and that is great for the team.

 

Record Keeping:

n/a

Wednesday, May 26, 2021

0164 - Going Native - Part VI (Wild Dogs)

 1020 21 AUG 2000, Near Lubliniec, Poland

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

"We heard the growls and the occasional bark. That is not something terribly uncommon any more. People use to tell stories about wolves in the forests. Now when people talk about Rottweilers in the city streets, they do take it a bit more seriously."

 

The dogs failed to get the jump on the characters so we can draw initiative normally.

 

Initiative

Now time to draw initiative for this round. Since there are only two characters and four dogs, we can draw a card for each of them individually.

 

Order

Name

1

Potato

2

Dog #4

3

Marshall

4

Dog #3

7

Dog #2

9

Dog #1

 

We can make the assumption that the team is moving with their primary weapons in their hands.

 

Initiative Step 1 - Potato

Potato is on the ball and sees the approaching dogs. He will drop prone (Free Action), aim (Fast Action) and fire a burst at the northern group of approaching dogs (Slow Action), aiming primarily at Dog #3. The range is 6 (Short) and he will add three Ammo Dice to the pool.

 

Task:

Fire at Dog #3

 

Ability Die:

Strength A (D12)

 

Skill Die:

Heavy Weapons B (D10)

 

Modifiers:

+1 Machinegunner specialty,

 = +1

Mod. Ability Die:

Strength A (D12)

[Unmodified]

Mod. Skill Die:

Heavy Weapons A (D12)

[+1 Step, total = +1]

Ammo Die:

3

 

Roll:

11,3,6,4,2

(12 rounds expended)

Result:

Success

 

 

A total of three successes (including the ammo die). The first success hits Dog #3 and causes 3+1 = 4 4 points of damage, putting the puppy down for the count. The ammo die success can be used to enage a different target, in this case Dog #1, in the same hex. The hit causes three points of damage and another dog drops to the ground.

 

Initiative Step 2 - Dog #4

The dog takes off running and moves three hexes (Fast Action). He is probably hungry, so we will risk a Mobility roll.

 

Task:

Mobility Roll for Dog #4

 

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:

8,10,--

 

Result:

Success

 

 

That is one fast dog. Three successes give him three more hexes of movement and he reaches the hex Potato is in. He will attack Potato (Slow Action), who is lying prone behind his PK. Hopefully he does not max out his rolls again.

 

Potato has used both his actions this round and cannot block. If he hadn't, he could declare a block before we rolled for the dog.

 

Task:

Bite Potato

 

Ability Die:

Strength C (D8)

 

Skill Die:

Close Combat C (D8)

 

Modifiers:

+2 Target Prone

 

Mod. Ability Die:

Strength A (D12)

[+2 Steps, total = +2]

Mod. Skill Die:

Close Combat C (D8)

 

Ammo Die:

--

 

Roll:

11,3,--

 

Result:

Success

 

 

Two successes cause 1+1 = 2 points of damage. The dog bites Potato in the torso but some of the damage is stopped by his vest, but he still takes 1 point of damage. The armor was not penetrated by the attack and stays at level 1. Potato need not make a suppression check, as he was not hit by fire.

 

Initiative Step 3 - Marshall

Marshall's view on the left is obstructed by the hedge so she will try to assist Potato. She will aim (Fast Action) and fire at the dog (Slow Action). The range is 1 and she will add no Ammo dice to the pool. She does not want to nail Potato by accident. If she misses, the Friendly Fire rule would apply.

 

Task:

Fire at Dog #3

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6))

[Unmodified]

Ammo Die:

--

 

Roll:

10,4,--

(1 round expended)

Result:

Success

 

 

Two successes. Did not expect that, to be honest. The damage is 2 + 1 (for the extra success) = 3. This will be enough to kill the dog.

 

Initiative Step 7 - Dog #2

The last dog will lose heart at this point. Three of the four are dead and he does not really have a great chance of survival. He will retreat with his tail between his legs.

 

Combat ends.

 

Potato is not badly injured but maybe the dog had rabies. According the Referee's Handbook, pg. 42, "the dogs have a 1 in 6 chance to be infected with rabies." We roll a 3 and Potato dodges a bullet. He will need some care from Logan in order to prevent infection.

 

Could have been worse but not upset that it wasn't.

 


 

0163 - Going Native - Part VI (Trading and Gabbing)

 0800 21 AUG 2000, Near Lubliniec, Poland

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

"There are a lot of dangers in the world we live in. Some are obvious and usually make themselves known when the first tracer whizzes by your head. Others like disease and just givens; something that is always there like the air you breathe and that is sometimes part of the problems. Animals are different. They are just doing what nature hard-programmed into them. They used to be house pets, now they are the looking for you to feed them but not by opening a can but by simply being too slow."

 

The sun goes up like it does every morning in post-Apocalyptic Poland. The team will stay put for the day, as we still have two critically wounded team members (Robison and Harris). In addition, it will give Wally a chance to see if he can get the BTR up and running.

 

Note: in Chapter 05 WEAPONS, VEHICLES & GEAR, the BTR-60 and BTR-70 as well as the BRDM-2 are missing the entries for the coaxial PK Machinegun in both the descriptions table and the summary table at the end of the Soviet Vehicle section.

 

On another note, the rules do not actually state this, but it would seem that damage and critical hits are cumulative. Based on the examples of Pages 74 and 75, this would seem to be the case. This makes combat even more a serious affair. I will use this interpretation in the future. Also, based on the example, Ronson needs to find a new job. He is doing well as a pop-up target but I think that line of work may be a bit dangerous for him.

 

Morning Shift

 

Weather:

The clouds dissipate and the weather becomes fair again. Nice day to be in camp.

 

Light Conditions:

The sun is up and the light conditions are Light.

 

Activities:

The group does not need to make a camp, so that is something the can take off their list.

 

  • Logan will look in on his patients.
  • Robinson and Harris will rest and concentrate on healing their critical hits
  • Marshall and Potato will go foraging for water
  • Griff and Macron will start a short hunting trip
  • Klasha will watch over the camp and the wounded
  • Wally and Iov will work on getting the BTR up and running.

 

Navigation:

n/a

 

Hazards:

n/a

 

Encounters:

We have three distinct groups at the moment. There is the group centered around the camp (Logan, Robinson, Harris, Klasha, Wally and Iov), the hunting party (Griff and Macron) as well as the foragers (Marshall and Potato). All of the groups could possibly have encounters as their go about their business. Of the three, only the group in camp is stationary and this will be the encounter for the day. We can assume the others are moving about the landscape and may run into another group.

 

The terrain is Clear and the territory type is Organized.

 

  • Camp Group: Encounter with Group (Merchant Convoy)
  • Hunting Party: No Encounter
  • Foraging Party: Animal (Dogs)

 

The Merchant Convoy

Encounter Range: 68 hexes (680).

 

The convoy will most likely be travelling on the road and the characters have established a camp near but not on the road. As I didn't make the roll for a hidden camp (and I hope that does not come back to bite me later), we can make the assumption that the convoy may be able to observe the camp. This means both sides will make Recon rolls to detect the other.

 

Klasha is standing watch, so it is her responsibility to make the roll:

 

Task:

Detect the approaching convoy

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Recon C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

Success

 

 

One success is enough to detect the convoy, but it really should not be that hard. I was a bit worried at first when I rolled the 1 though, I have to admit. Now the convoy gets their chance. We will used the highest Recon stat here, being that of the Convoy Leader (INT B, Recon C).

 

Task:

Detect the PCs camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Recon C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,8,--

 

Result:

Success

 

 

So, both parties know the other is there. A lot will depend on the attitude of the convoy in general. It is probably safe to say that convoys generally will not go out looking for trouble but are willing to use violence to defend themselves. They have places to go and a shoot-out would just slow them down.

 

To determine their general attitude, I use the Settlement Attitude table on page 106 of the Referee's Manual and I draw the Two of Clubs (Friendly). FL Team, thanks again for the solo rules. There are some useful things there.

 

A friendly group of merchants will probably greet the characters with a few waves and maybe even send small party to have chat. We can ask the GME to be sure. The current Chaos Rank is still 5.

 

[GME: Will the friendly convoy send out a small group to talk to the characters? - Chaos Rank 5 - Likely (Good to know what an armed group on your flanks is up to - 75%) - 56% - Yes]

 

We can assume a small group of guards will break off and approach the camp without showing obvious hostile intent. Carrying a weapon that you could easily bring to bear if you had to has become common in this post-apocalyptic world. Kind of like a wave in 5.56mm. Not pointing one at you is being friendly. The groups reaction will depend a lot on the motivation of the convoy leader.

 

NPC Motivations are detailed on page 106 and 106 and are the same as previous versions, which means you draw two cards for the primary and secondary motivation. This is then used to help you understand how the leader runs his crew. In our case, the draws are:

 

  • Ace of Diamonds - Wealth (Generous) - this translates to the v2 motivation "Generous", meaning the NPC "s generous to a fault and will gladly give away anything he has to someone in need, even if this leaves him with nothing. In less extreme cases, he will be inclined to make very generous trades and will always refuse payment for help with a task other than one directly related to his normal livelihood.
  • Two of Clubs - Violence (Weak) - this translates to the v2 motivation "somewhat violent", meaning the "NPC is not frightened or intimidated by threats of violence and will not hesitate to use violence if the situation seems to warrant it"

 

We know that he is not just going to start giving things away; he is a business man, after all. The group might be willing to trade, however, and that is something the characters would probably be up for. What do they have to trade though? To find that out, we need to flesh out the convoy a bit. What follows is from my home-brew system and it will be just bare-bones:

 

  • 4 Merchant Convoy Units:
    • Unit 1 - 4 Members, Truck, Heavy Weapon: Towed Gun with a horse-drawn limber, Cargo: Bicycles
    • Unit 2 - 3 Members, Truck, Heavy Weapon: Heavy Grenade Launcher, Cargo: Small Arms ammunition
    • Unit 3 - 3 Members, horse-drawn wagon & 1 riding horse, Heavy Weapon: Disposable ARTL, Cargo: Man-Portable HW ammo
    • Unit 4 - 5 Members, Truck, Heavy Weapon: Disposable ARTL, Cargo: Basic Tools

 

We do not need to detail the NPCs further at this point. It does not look like gun play will be involved but if it does devolve into fireworks, we can simply fill in the holes later. I have converted the ZU-23-2 for use as a towed gun. The stats can be found here: https://drive.google.com/file/d/1hUzkg5SF8fBbD2CJ380XHL_Kz-P5QqJT/view?usp=sharing.

 

An important note regarding cargo: this is not the only thing they are carrying aboard their vehicles obviously. Journeying across war-torn Poland with a deuce-and-a-half carrying only cases of small arms ammunition is just unbelievable and it is doubtful that it would be worth the risk. Instead, I see this as things they are willing to sell or, in the case of violence, things that catch the plundering character's eyes. The good stuff, as it were.

 

Generating the Convoy Leader

 

For the convoy, I am using the following stats for the convoy leader:

 

Type

Attributes

Hit

Cap.

CUF

Skills

Convoy Leader

STR C, AGL B, INT B, EMP B

5

C

Ranged Combat C, Recon C, Persuasion D, Command C

 

The stats are OK but rather flat. We can use a tool to put some life into the character and the tool of choice this time is the Universal NPC Emulator by Zach Best (https://www.drivethrurpg.com/product/134163/UNE-The-Universal-NPC-Emulator-rev).  We will use this to generate information about the NPC and their attitude going into the conversation. Simply put, we generate a few random verbs and such and combine them into a description. For example:

 

  • NPC Modifier: Conservative
  • NPC Noun: Patriarch
  • NPC Motivation #1: Verb: Guard Noun: Military
  • NPC Motivation #2: Verb: Shepard Noun: Criminals
  • NPC Motivation #2 Verb: Explain Noun: Wealth

 

Let's top it off with a randomly-generated name: Jarosław Brzyski

 

So, two card draws, a few rolls and an internet search later we have a lot of information about out leader. Now time to put it together into a short description:

 

Jarosław Brzyski likes to have his family around. Even when he travels, the convoy staff are members of his close family with a few friends sprinkled in. All of them understand that it is his convoy and his word is law, in return he gives them shelter and does not ask about their past. That is probably the thing that most binds the group members to him personally. You may have killed in your past, but it is in the past and he leaves it there.

 

In many of his views, he is very conservative but he understands that the world has changed a lot in the last few years and is bound to change more. He wants the world to return to some semblance of the way it was and he hopes that the military can restore order locally and then over the entire country. He and his family work hard to supply the military with what they need to protect the people and he mostly no longer cares about the uniform they soldiers are wearing. His deals are as fair as he can make them and still provide for his family.

 

He will often go to great lengths to describe this trips and business dealings, where he has travelled to and how he got to the place he is in his live. Fortune has been kind to him and he hopes to inspire others with his story.

 

Now some people may wonder if it is worth the trouble. It depends on what you want. If you want a living world filled with people and not just cardboard cutouts, then yes it is. It provides you with a ready-made NPC you can drop back in later, as another encounter or maybe a patron. I subscribe to this idea.

 

We can throw in some descriptive fluff and have Marshall give her first impressions of Jaro and his family:

 

"He road over like an old-fashioned wagon train master. He had a .45 in a leather holster on his hip and, I swear, a cowboy hat that he cocked back on his head when he got to within shouting distance. He was followed by two hard-looking fellas with worn AKs. They seemed to know their stuff, keeping out on the flanks and walking a wandering path the trained eye would see always kept them close to some kind of cover.

 

The rest of the convoy remained on the road, staggered, before deploying their security. They did not unlimber that ZSU-23 but they had a Mk-19 that swiveled to cover an area that seemed to be very close to the camp. They were not taking chances."

 

Another interesting aspect that UNE provides is the NPC Interaction Emulator. This can be used to determine the general mood of the NPC but also the focus of what they want to talk about, assuming you have no idea yourself.

 

The first element is to decide the relationship that the NPC has to the PCs. In our case, they are just meeting so it would be safe to assume that the NPC has a neutral relationship to the PCs. The world is not safe enough to just jump over to handing out handshakes. After we determine the relationship, we roll a D100 (85) and determine that his mood is sociable.  That is a good sign that the group will not have to make acquaintance with the 23mm.

 

An important note, the mood should be rolled each time the NPCs meets the PCs. The reaction of the NPC could give the characters the impression, for example, that something is off if the mood is radically different than usual and provide you with a hook to build on.

 

Two groups meet on a road on T2K and they will probably be guarded in their choice of words. We know, as a merchant, Jaro will probably want to do business with the group but maybe he also has something else he wants to talk about. Here again, we can use the UNE. Important here are three elements, the NPCs demeanor, bearing and focus of the conversation. We know from what we determined so far that he would probably be friendly (1-3) or inquisitive (4-6) and we settle on inquisitive. A D100 roll then gives us his bearing (41): suspicion. The bearings needs a focus to help it make sense. In our case it is (30) campaign.

 

Let's string this together into a sentence: the [Demeanor] NPC speaks of [Bearing] regarding the PCs [Focus] or without the place holders, the inquisitive NPC speaks of suspicion regarding the PCs campaign. Now we can turn this into text as part of the dialog.

 

"The trader took of his hat, revealing a mop of white that could have used a trim. His blue eyes look over the camp before he spoke, his words slow and heavily accented, 'My friends, you seem to be going somewhere. Seldom in our travels do we find someone just living here in the wilderness. I assume you are travelling East, as there is a large group of Americans down the road and you would probably joined them if you were travelling West. Maybe I have something that my help you on your journey'."

 

Now we can get down to Bartering.

 

Bartering

The team, at the moment, has a lot of small arms ammunition at the moment. What they do not have is a lot of ammunition for the RPG. The team only has one rocket at the moment. Maybe the convoy has some in their stock. Antitank rockets are rated as Scarce and we need to roll 5 or 6 on a D6 for them to be available. The roll is a 5 and an additional D6 roll reveals there are a total of 5 rockets available.

 

Now it is time to Barter. Bartering is an opposed Persuasion roll, with each success reducing the "price" by 10%. From the team side, Klasha will take over the negotiation. She has EMP B and Persuasion B. In addition, she has the Pys Ops specialty. As this is just a friendly bartering session, we will not add any additional modifiers.

 

Task:

Convince the Convoy Leader to lower the price

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 Psy Ops specialty

 = +1

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

10,1,--

 

Result:

2 Successes

 

 

Now for the roll of the opposition:

 

Task:

Barter for the rockets

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Empathy B (D10)

[Unmodified]

Mod. Skill Die:

Persuasion D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

3,2,--

 

Result:

Failure

 

 

Two successes to none means that Klasha succeeds and reduces the price by 20% or 120 per rocket (for a total of 600).

 

The team has a lot of weapons that they can trade for the rockets. These were to be sold in Krakow but they have enough onboard to make the trade. We have two Vz-24s in stock, with two magazines. This should cover the price. (Vz-24 Stats: https://drive.google.com/file/d/13QzYy7C6pljLjzvxE0p4Vs15BWWiaRjJ/view?usp=sharing).

 

Task:

Convince the Convoy Leader to raise his offer

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 Psy Ops specialty

 = +1

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

5,6,--

 

Result:

1 Success

 

 

Of course, he can try to resist her attempt at persuasion:

 

Task:

Resist the attempt to raise the price

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Empathy B (D10)

[Unmodified]

Mod. Skill Die:

Persuasion D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

5,2,--

 

Result:

Failure

 

 

We can raise the price by 10% (for one success), which should be enough to get him to accept our offer.

 

The group hands over the Vz-24s and the group receives 5 new rockets for the RPG-7. Robinson is a happy guy. A few handshakes and both groups go on about their business.

 

The Wild Dogs

A group of will dogs begins tracking our heroes (Marshall and Potato). There are 1D6+3 (4) dogs. The initial encounter range will be 12 and the terrain is open. First, let's see if the groups notice each other. Unfortunately neither of the characters is a recon expert but Marshall has the highest Intelligence

 

Task:

Detect the dogs

 

Ability Die:

Intelligence C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Intelligence C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

4,--,--

 

Result:

Failure

 

 

Do the dogs notice the group?

 

Task:

Detect the characters

 

Ability Die:

Intelligence D (D6)

 

Skill Die:

Recon A (D12)

 

Modifiers:

--

 

Mod. Ability Die:

Intelligence C (D8)

[Unmodified]

Mod. Skill Die:

Recon A (D12)

[Unmodified]

Ammo Die:

--

 

Roll:

2,7,--

 

Result:

Success

 

 

The dogs detect the characters approaching. The dogs will probably be experienced with humans and firearms so it can be assumed that they will wait for their prey to get closer. This can be considered an ambush. How close will the dogs let the character get? Probably no more than two moves so we could say Same Hex (1), 1 Hex (2), 2-5 Hexes (3) or 6 hexes (4) and then roll a D4, which results in a 4 (or 6 hexes).

 

The ambush will be an opposed roll, with the dogs being the active party. Ambushing at a 6 hex range gives the dogs a +1 Modifier.

 

Task:

Ambush the characters

 

Ability Die:

Intelligence D (D6)

 

Skill Die:

Recon A (D12)

 

Modifiers:

+1 ambushing at 6 hex range

= +1

Mod. Ability Die:

Intelligence B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Recon A (D12)

[Unmodified]

Ammo Die:

--

 

Roll:

5,4,--

 

Result:

Failure

 

 

The dogs cannot control their appetite or their vocal cords and bark loudly before attacking. Since the ambush failed, we will draw the initiative cards normally.

 

Now we need a map. Here again, the tool randomly spits out the map boards from ASL:

 

Horizontal Map #1

bd18.gif

Horizontal Map #2

bd24.gif

Vertical Map

bd2a.gif

 

We place the characters on the map and the dogs and the fight can begin. The dogs will fight until they sustain (1D6+1) * 10% or 60% casualties.