Showing posts with label The Great Escape. Show all posts
Showing posts with label The Great Escape. Show all posts

Sunday, January 3, 2021

0124 - The Great Escape - Part IX - Heading Home - Day 3. Pt. 2

 1330 10 AUG 2000, Near Kamieńsk, Poland
===================================

  • "I couldn't be mad with them. The cavalry rolled up over a hillock like in the old westerns, just in the nick of time. As soon as the stopped rollin' there were troopers all over the place, fueling the trucks, putting the wounded on litters and handin' out cups of coffee. Yes, coffee. We made a very long, hard, dangerous and down right stupid trip through war-torn Poland and all came back and all the Cav brings has is a cup of coffee. I need a drink after that, that is all I am saying."

Morning Shift (Continued)

The team will lose another hex of travel sorting things out in Nowehereville. The hunting weapons and the UZI are turned over to the townspeople, as are the marauders. Their fate now lies in the hands of the oppressed. Good luck with that.

In the meantime, we have a couple Medical rolls for the hits taken during the encounter. The list of the wounded is longer than we would like but not as long as it could have been:
  • Marshall 2/5
  • Robinson 2/5

We also have to make a roll for Wally because of his problem with the lice. Three in total.

Logan has a doctor's medical kit (+2 to Medical rolls) and is a Combat Medic, but this will not apply as no one is incapacitated.
  • Task: Medical roll for Marshall
  • Ability Die: Empathy B (D10)
  • Skill Die: Medical B (D10)
  • Modifiers: +2 for Doctor's Medical Kit = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Medical A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 3,1,--
  • Result: Failure

Although Marshall was treated with a Medical roll, it was unsuccessful. We will need to check for infection later.
  • Task: Medical roll for Robinson
  • Ability Die: Empathy B (D10)
  • Skill Die: Medical B (D10)
  • Modifiers: +2 for Doctor's Medical Kit = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Medical A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 3,12,--
  • Result: 2 Successes

No chance of infection here. Finally to Wally.
  • Task: Medical roll for Wally
  • Ability Die: Empathy B (D10)
  • Skill Die: Medical B (D10)
  • Modifiers: +2 for Doctor's Medical Kit = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Medical A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 1,12,--
  • Result: 2 Successes

Wally finally is rid of his little licey friends (if ONLY it were that easy).

In the mean time, Klasha and Harris will question the prisoners about the road ahead. Not time to unpack the rubber hose, but a mild interrogation may help us here. This will be an opposed roll, with the prisoner making a roll for his Stamina. For each success, the prisoner will reveal one piece of information. Each success by the prisoner will reduce the success by one.
  • Task: Interrogation Roll
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: +1 Klasha has more people on her side, +1 the marauder is a prisoner, -1 the marauder has nothing to gain by helping, +1 Klasha as Psy Ops specialty = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Persuasion A (D12)) [+1 Step]
  • Ammo Die: N/A
  • Roll: 10,2,--
  • Result: 2 successes

Unfortunately for the marauder, he does not have the Stamina skill.
  • Task: Roll to resist the interrogation
  • Ability Die: Strength C (D8)
  • Skill Die: --
  • Modifiers: -1 the marauder is held captive = +1
  • Mod. Ability Die: Strength D (D6) [-1 Step]
  • Mod. Skill Die: --
  • Ammo Die: --
  • Roll: 2,--,--
  • Result: Failure

Hoping to get into someone's good graces, the marauder talks, almost willingly. The group learns that there is a large force of marauders operating out of Radomsko and that they have an APC. Being a civilian, he does not know the type. The group will have to skirt the city if they want to avoid another encounter. Just in case, Robinson will take the RPG-7 and the last rocket, just to be safe.

After the triage, mopping up and interrogation are finished, the group sets off down south again. They want to avoid the marauders at Radomsko so this will be the last hex they move this shift, as they spend time avoiding the built-up areas.

Encounters:
  • Hex 3 (near Radomsko, Poland): Five of Diamonds (The Final Rest)

The group stumbles upon an old impact crater. Hopefully they can detect it before they get too close. Macron will make the group roll.
  • Task: Detect the crater
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: +2 Macron has binoculars = +2
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 9,7,--
  • Result: 2 Successes

Macron notices the flattened and burned trees nearby and the group avoids the crater. Since they made two successes, they are able to avoid the crater without losing any travel time due to a side road at the right moment.

Record Keeping: 
  • 36l of alcohol used (104l of alcohol left for both trucks)

Day Shift
They can almost smell the home-cooked stew and the group will press on. They might even get home today.

Weather: The weather remains fair

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: Not necessary, as the group is traveling by 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, +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: 4,2,--
  • Result: Failure

Just what the group did not need.  More on that later.

Encounters:
  • Hex 1 (near Radomsko, Poland): Eight of Diamonds (Hunters and Their Prey)

This is an off-road encounter and can be ignored.
  • Hex 2 (near Czestochowa, Poland): 4 of Spades (The Battlefield)

The team stumble on to an old tank battleground. As they have places to go and people to see, they choose to ignore the carnage and continue.
  • Hex 3 (outside Czestochowa, Poland): Hazard

The hex when the hazard would happen was rolled randomly and now here we are. The engine on Bad overheats, spewing steam into the air. Wally and Robins must repair it before the team can proceed any further. Fixing the problem requires a TECH roll. Each repair attempt will cost the group two hexes of movement.
  • Task: Repair the over heated engine (Wally)
  • Ability Die: Intelligence B (D10)
  • Skill Die: Tech B (D10)
  • Modifiers: +2 assisted by Harris and Robinson, +1 Vehicle tools (from Harris), +1 Mechanic specialty, -2 no spare parts available = +2
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Tech A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 5,12,--
  • Result: 2 Successes

Somehow the grease monkey gets the truck rolling again. A lot of bubblegum was consumed in this exercise and the last of the 100mph tape. Still, it works and we will not question it. The group loses two hexes of movement.
  • Hex 4 (near Czestochowa, Poland): 2 of Diamonds (Dense Fog)

As the approach the ruins of the city, a dense fog forms, making driving difficult and forcing the team to reduce speed. They loose an additional hex of movement (judgment call since they have made their hazard roll).
  • Hex 5 (near Czestochowa, Poland): 6 of Clubs (Full Tank)

The group does not want to get distracted and keep on truckin', leaving the abandoned gas station behind.
  • Hex 6 (near Lubliniec, Poland): 5 of Spades (Armageddon)

Another large crater, this one aimed at a large armored group. Time for Macron to scout again.

  • Task: Detect the crater
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: +2 Macron has binoculars = +2
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 7,2,--
  • Result: 1 Success

The group sees the crater but loses another hex of travel avoiding it.
  • Hex 7 (near Lubliniec, Poland): 10 of Clubs (Murderous Bastards)

A large group (18) of US Stragglers flag the group down. The gang has no more room for them but points them west, toward Dobrodzień, where the group has their friends and this whole adventure started.
  • Hex 8 (near Lubliniec, Poland): 6 of Clubs (Full Tank)

Also here, the group keeps moving. They have somewhere to be.
  • Hex 9 (near Lubliniec, Poland): Jack of Clubs (Shoot on Sight)

What would the trip be without a huge firefight at the end, so close to home? Not something I am looking forward too. Maybe Macron can spot them first.
  • Task: Spot the approaching group of Soviet soldiers
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: +2 Binoculars = +2
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 3,8,--
  • Result: 1 Success

Macron give his driver the heads up the group leaves the road to let the Soviets pass. Unfortunately, the group is now out of gas.

Record Keeping: 104l of alcohol used (0l of alcohol left for both trucks)

Evening Shift
The group is now at a decision point. The trucks have no fuel and some of the American stragglers cannot walk. If the group moved closer to Dobrodzień then they could probably radio the cavalry to come rescue them, quite literally. A small group will have to advance on foot with a radio to contact friendly troops.

A three-man party will advance with one of the radios (Marshall and Klasha both have a AN/PRC-119 SINCGARS). The party will consist of Klasha, Griff and Robinson. The rest will look for a defensible position and hunker down. After that is decided, the scouting party sets off.

Weather: Cloudy

Light Conditions: Light

Activities: Klasha, Griff and Robinson will march along the road to the west and make radio contact with the friendly troops at Dobrodzień. The need to move once hex closer, consuming approximately half a period.

Navigation: Not necessary, as the group is traveling by road.

Hazards: No hazard roll is required, as the group is on foot.

Encounters: 

We will draw two cards, one for the scouts, one for the group.
  • Scouts (near Dobrodzień, Poland): 4 of Diamonds (Viper's Nest)

The group will not be distracted by any derelict buses any time soon, they have a mission and a lot of people depending on them.
  • Camp (near Lubliniec, Poland): 8 of Diamonds (Hunters and their Prey)


This is an off-road encounter and can be ignored.

Record Keeping: None.

The scout party finds a good OP on a hill overlooking the highway before contacting the base. We can assume that the cavalry troops roll out, bringing fuel, water, food and medical supplies for the group before returning with them to Dobrodzień. Finally, this adventure is over and the group is back in friendly lines.

I will review the trip and the new rules later. Now it is time for a celebration.


 

Friday, January 1, 2021

0123 - The Great Escape - Part IX - The Mad King - Turn 1

 1250 10 AUG 2000, Near Kamieńsk, Poland
===================================

  • "Technically, we opened up first but Potato said he knew where this was going and wanted to get ahead of the rush. He mowed down the left flank of them baddies and they opened up on us. I got hit in the noggin' but I remeber an explosion. When I came back to and wiped the blood away, a lot of them baddies were there with the hands in the air. A lot, not all, but a lot. Serves 'em right."
A few pencil strokes later and the map is finished. Remember these are tactical maps. You are not expected to detail the entire campaign world but rather just the immediate vicinity and the most prominent features. The map shows a small village with a cluster of buildings. To make it intersting, I have added the improvised walls and a tower to the south. From here, the guard has a vantage point from which to see the entire map. I have also decided a few basic rules regarding the terrain features. Total time invested, 10 minutes.

Most of the guards are surrounding the king to the north but some remain scattered around the village to ensure that his "loyal" subjects don't run off. They can join the fight if the shooting starts and probably will. They are not willing to die today, so their break point will be 20%, except the king who will fight to the death.

Everything is set up and now is time for the dying.

Initiative
Now time to draw initiative for this round.

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


Initiative Step 1 - Potato
As he thinks the situation has deteriorated enough, Potato drops prone (Free action) with his PKM, taking aim (Fast Action) at the left flank of the enemy and lets loose with a long burst (Slow Action). The range is 4 (Short).
  • Task: Fire a burst at the civilian guards
  • Ability Die: Strength A (D12)
  • Skill Die: Heavy Weapons B (D10)
  • Modifiers: None
  • Mod. Ability Die: Strength A (D12) [Unmodified]
  • Mod. Skill Die: Heavy Weapons B (D10) [Unmodified]
  • Ammo Die: 4
  • Roll: 8,10,2,4,6,6 (18 rounds expended)
  • Result: 5 Successes
The legs of the civilians are covered by the wall they are currently standing behind. The first hit goes to Civilian 4, hitting him in the torso. The total of three hits means a total damage of 3 + 2 (for the additional hits) = 5, which is more than enough to drop the civilian.

The other two hits go to civilian 5, one round hitting him in the torso for 3 and the second punches through the improvised barrier (-2 damage) before hitting him in the leg for 1, incapacitating him. No need to roll suppression, as all the occupants of the hex are down.

Initiative Step 2 - NPCs
Befitting his somewhat unstable nature, the king will take aim at Harris (Fast Action) and fire his UZI until the barrel melts down (Slow Action). What he lacks for in skill, he will make up for in empty casings. The range is 4 ( Medium).
  • Task: Fire full auto at Harris
  • Ability Die: Agility C (D8)
  • Skill Die: ---
  • Modifiers: -1 Medium range
  • Mod. Ability Die: Agility D (D6) [-1 Step]
  • Mod. Skill Die: --
  • Ammo Die: 4
  • Roll: 5,--,2,3,5,1 (11 rounds expended)
  • Result: Failure
The spraying looks impressive but in the end, it is useless and the team presses on unharmed.

Civilian 1 will take aim (Fast Action) at Marshall (determined randomly) and fire at her (Slow Action). The range is 4 (Short)
  • Task: Fire at Marshall
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat D (D6)
  • Modifiers: --
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat D (D6) [Unmodified]
  • Ammo Die: 1
  • Roll: 6,4,5 (5 rounds expended)
  • Result: 1 Success
The civilian rapid fires his entire load of ammo, hitting Marshall in head. She has no helmet and takes three points of damage. She is knocked prone and must roll for suppression. Her CUF is C and the Unit Morale (as she has LOS to those around her) is B.
  • Task: Roll for Suppression for Marshall
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 4,2,--
  • Result: Failure
Marshall is now suppressed, forcing everyone else in the hex to check (Panic Spreads). She also takes 1 point of Stress. This the majority of the team.
  • Task: Roll for Suppression for Logan
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 6,8,--
  • Result: Success
  • Task: Roll for Suppression for Griffin
  • Ability Die: Coolness Under Fire B (D10)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire B (D10) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 1,5,--
  • Result: Failure
  • Task: Roll for Suppression for Harris
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 3,8,--
  • Result: Success
  • Task: Roll for Suppression for Macron
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 7,9,--
  • Result: Success
  • Task: Roll for Suppression for Klasha
  • Ability Die: Coolness Under Fire B (D10)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire B (D10) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 1,5,--
  • Result: Failure
That is unfortunate. Now a third of the team is suppressed. In addition, Marshall, Griff and Klasha also suffer 1 stress.

Time to continue with the rest of the baddies.

Civilian 2 takes aim (Fast Action) at hex the group around Marshall is in with this RPG-7V and fires (Slow Action). The range is 4 (Short).
  • Task: Fire the RPG at the group
  • Ability Die: Strength C (D8)
  • Skill Die: ---
  • Modifiers: --
  • Mod. Ability Die: Strength C (D8) [Unmodified]
  • Mod. Skill Die: ---
  • Ammo Die: N/A
  • Roll: 5,--,-- 
  • Result: Failure
The rocket deviates. The direction is South and the distance is one hex. Although the rocket impacts short of the target, most of the team are caught in the outer edge of the explosion.

Potato, Griff, Marshall and Klasha are all prone. The explosive damage is reduced by one step, removing the danger for those team members. Harris, Logan, Macron and Wally are still standing and in danger of being hit by the blast. The results are as follows:

Character 2D6 Hit Roll Result
Harris 5,5 No hits
Logan 2,6 1 hit (Head, has helmet, fails to penetrate, knocked prone, takes 1 Stress point)
Macron 1,6 1 hit (Torso, has vest, fails to penetrate, knocked prone, takes 1 Stress point)
Wally 1,5 No hits

Logan and Macron are both passed hit again and knocked down, forcing a suppression test.
  • Task: Roll for Suppression for Logan
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 4,9,--
  • Result: Success
  • Task: Roll for Suppression for Macron
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,8,--
  • Result: Success
Say what you will about both, they are not easily flustered. As the last of the shrapnel falls, the Battle of Nowhereville continues.

Since Harris, after all that, is still standing, Civilian 3 will take aim at him (Fast Action) and fire his hunting rifle (Slow Action). The range is 4 (Short)
  • Task: Fire at Harris
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat D (D6)
  • Modifiers: --
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat D (D6) [Unmodified]
  • Ammo Die: 1
  • Roll: 6,2,4 (4 rounds expended)
  • Result: 1 Success

The round hits Harris in the leg for 3, forcing another suppresssion test.
  • Task: Roll for Suppression for Harris
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,1,--
  • Result: Failure

Like the others, Harris finally goes prone and is suppressed after the third try. He takes one Stress point.

Note: one could impose a -1 penalty for each suppression check after the first to reflect how hard it would be to resist the urge to duck when receiving a lot of fire, like Harris.

Civilians 6, 7 and 9 will run toward the barrier to see what all the shooting is about.

Alone in his tower, Civilian 8 will aim (Fast Action) at Robinson before firing at him (Slow Action).  The range is 9 (Short)
  • Task: Fire at Robinson
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat D (D6)
  • Modifiers: --
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat D (D6) [Unmodified]
  • Ammo Die: 1
  • Roll: 7,3,3 (3 rounds expended)
  • Result: 1 Success
Robinson is hit in the arm for 3 points and he takes 1 point of stress. He also must make a Suppression check.
  • Task: Roll for Suppression for Robinson
  • Ability Die: Coolness Under Fire C (D8)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire C (D8) [Unmodified]
  • Mod. Skill Die: Unit Morale B (D10) [Unmodified]
  • Ammo Die: N/A
  • Roll: 3,7,--
  • Result: Failure
Now the rest of the team can fire back, although a lot are now suppressed.

Initiative Step 3 - Griff
Griff is suppressed and may not take any actions.

Initiative Step 4 - Macron
Macron is prone but not suppressed. Time to return fire.

Macron will aim his AK-74 (Fast Action) at King Dunderhead and squeeze off some rounds. The range is 4 (Short).
  • Task: Shoot at the King (no, not Elvis)
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: +1 Rifleman Specialty = +1
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
  • Ammo Die: 3
  • Roll: 9,3,6,6,6 (18 rounds expended)
  • Result: 4 Successes
Wow, Macron punched his ticket. Still, he is protected from the waste down by the barrier. Two rounds take him in the torso and the other two in the arm, for a total of 8 points of damage. The King has left the building and is now truly dead. All NPCs that witness their king go down take 2 points of Stress.

Initiative Step 5 - Logan
Logan is suppressed and may not take any actions.

Initiative Step 6 - Marshall
Marshall is suppressed and may not take any actions.

Initiative Step 7 - Klasha
Klasha is suppressed and may not take any actions.

Initiative Step 8 - Harris
Harris is suppressed and may not take any actions.

Initiative Step 9 - Robinson
Robinson will aim (Fast Action) and fire his AKM at Civilian 3 (Slow Action). The range is  4 (Short).
  • Task: Fire at Civilian 3
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: --
  • Mod. Ability Die: Agility B (D10) [Unmodified]
  • Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
  • Ammo Die: 3
  • Roll: 2,8,6,6,1 (13 rounds expended)
  • Result: 3 Successes
This results in three individual hits on the unfortunate wanna-be marauder. They hit the marauder in the head, torso and leg (barrier stops the round) for a total of 4, incapacitating the civilian.

Initiative Step 10 - Wally
Wally will use his AK-74 to help the others clean the defenders of the wall. He will aim (Fast Action) at Civilian 1 before firing (Slow Action). The range is  4 (Short).
  • Task: Fire at Civilian 1
  • 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: 3
  • Roll: 4,3,6,4,3 (13 rounds expended)
  • Result: 1 Success
The round his the civilian in the torso, wounding him and giving him and additional point of stress. He will need to make a suppression test.
  • Task: Roll for Suppression for Civilian 1
  • Ability Die: Coolness Under Fire D (D6)
  • Skill Die: Unit Morale B (D10)
  • Modifiers: --
  • Mod. Ability Die: Coolness Under Fire D (D6) [Unmodified]
  • Mod. Skill Die: -- [Their great leader has perished]
  • Ammo Die: N/A
  • Roll: 3,-,--
  • Result: Success

The civilian fails the suppression roll but the fight is effectively over.

The marauders have suffered 2 KIA, 3 WIA (of which two are incapacitated), with a total of 50% casualties. This is more than twice their break point and they will throw their hands up and one the mercy of the characters.

Nowhereville is now secure.




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.