Thursday, January 21, 2021

0129 - Off We Go Again - Part II (Horse Trading)

 0800 12 AUG 2000, Dobrodzień, Poland
===================================

Time for a bit of shopping. In trade we have one of the trucks, as the team definitely does not need two.

The basic cost of the 2.5 ton truck is 20,000 but the reliability of D will reduce the price by 30% or 6,000, leaving a rest price of 14,000. That should be enough to fund some of the equipment the team needs. One possibility would be to mount the team on horses with pack animals for the transport of the supplies.

I have adapted the horses from v2.2 (combined with the v4 data) and they have the following stats:

  • ----------
  • Horse
  • ----------
  • Type: Horse Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
  • Crew: 1+1 Cargo Capacity: 25
  • Notes: Requires three rations of grain and water and one shift of grazing per day. Price: 500 Availability: Common
  • Description: Used as a mount, pack animal or draft animal.

We cannot ride the horses bareback, so we will need horse tack:
  • ---------------
  • Horse Tack
  • ---------------
  • Type: Field Gear
  • Weight: 3 Price: 50 Availability: Common
  • Description: Saddle, bridle, straps, stirrups, saddle blanket, and so on.

I have also added grain to the list of foodstuffs:
  • ----------
  • Grain
  • ----------
  • Type: Food
  • Notes: Price and weight per ration.
  • Weight: 1 Price: 10 Availability: Common
  • Description: Grain used to feed animals (horses and mules)

Also, let's not forget about water:
  • ----------
  • Water
  • ----------
  • Type: Drink
  • Notes: Price and weight per ration.
  • Weight: 0.5 Price: 5 Availability: Common
  • Description: A ration of clean water

One could argue that we do not need clean water for the horses but I believe it makes sense and adds a bit of complexity for the characters. They would not drink dirty water, why should their horses?

Now come the problem with horses. Effectively, once the Horse Tack is added to the animal (and assuming there is one rider), the animal can transport 22 Encumbrance Units (EU) of Gear. Each day, the animal will need 3 EUs of grain and 1.5 EUs of water (total 4.5 per day). The rider will need another Encumbrance Unit for his rations per day (assuming water and domestic food), total of 4.5 EUs of rations per day. Therefore, each horse can carry 4 days of rations for itself and its rider and nothing else. If the team needs to carry more, they are going to need pack animals, but first a short summary:

Item Cost EU
Horse 500 --
Tack 50 3
12 rations of Grain 120 12
16 rations of Water 80 8 (12 for the horse, 4 for the rider)
4 rations of Domestic Food 40 2
     ===== =====
Subtotal     730 25

One possibility would be to use mules as pack animals, as this has a long tradition in the military. The mules have also been adapted from the v2.2.
  • ---------
  • Mule
  • ---------
  • Type: Animal Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
  • Crew:  1 Cargo Capacity: 16
  • Notes: Requires two rations of grain and water and one shift of grazing per day. Price: 300 Availability: Common
  • Description: Sterile hybrid offspring of a horse and donkey. Used as a pack and draft animal.

We will need a pack saddle for the mule:
  • ----------------
  • Pack Saddle
  • ----------------
  • Type: Field Gear
  • Weight: 2 (empty) Price: 40 Availability: Common
  • Description: A saddle especially designed for cargo. The cargo capacity of the horse is increased by 10 when using a pack saddle but the animal may not be ridden.

Same game here; pack saddle and 4 day of rations (grain and water).

Item Cost EU
Mule 300 --
Pack Saddle 40 2
8 rations of Grain 80 8
8 rations of Water 40 4
     ===== =====
Subtotal     460 14

We still have 8 EUs left for gear. So assuming 10 horses (one as a spare) and 2 mules, we are looking at 8,820 in costs. Now we need to do some horse trading.

I would be helpful to have an NPC in the market, a merchant of sorts that could be our Go-To guy when we need something. Luckily, there is a generator and he can help us here. Introducing our new merchant Metody Kasak  (name randomly generated):
  • Metody Kasak, merchant in Dobrodzień, Poland
  • ====================
  • Template: Merchant
  • Faction: Polish
  • Primary Motivation: Very Sociable
  • Secondary Motivation: Coward

  • STR: C (D8)
  • Close Combat: D (D6)

  • AGL: C (D8)
  • Driving: D (D6)
  • Ranged Combat: D (D6)

  • INT: C (D8)

  • EMP: C (D8)
  • Persuasion: B (D10)

  • Hit Capacity: 5

  • [
    • Weapons:
    • --------
    • AKR
    • --------
    • Type: Submachinegun Reliability: C (D8) ROF: 5
    • Ammo: 5.45x39 Damage: 2 Critical: 3 Range: 4 Armor: +1
    • Weight: 1 Reloads: 2 Price: 300 Availability: Common
    • Description: The standard Eastern Bloc military submachinegun (with few exceptions), the AKA is merely a cut-down version of the AK-74. Although a bit heavy for a submachinegun, it has good accuracy and stopping power.

    • -------------------------
    • Colt Police Positive
    • -------------------------
    • Type: Revolver Reliability: B (D10) ROF: 2
    • Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
    • Weight: 0.5 Reload: 1 Price: 75
    • Description: The Colt Police Positive service revolver has been in production since before World War I and was used by many Western nations as a standard service pistol in both World Wars and as a police weapon. Despite the non-traditional caliber, it remains in widespread use.

    • ----------
    • Knife
    • ----------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +0
    • Weight: 0.25 Reload: 1
  • ]

  • [
    • Gear:
    • -------------
    • Backpack
    • -------------
    • Type: Field Gear
    • Weight: 0 Number of Items: 1 Price: 50 Availability: Common
    • Description: Can be used to carry a number of encumbrance units equal to your STR die size, in addition to your combat gear. Carrying a backpack gives a -2 modifer to all MOBILITY rolls.

    • ----------
    • Grain
    • ----------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 1 Number of Items: 2 Price: 10 Availability: Common
    • Description: Grain used to feed animals (horses and mules)
  • ]

The fact that he is somewhat cowardly and is a horse merchant with grain in his backpack makes him a perfect fit, even if he was randomly generated.

First we need to get some credit by selling the truck. Klasha is our expert in wheelin'  & dealin' (and other forms of persuasion), with EMP B (D10) and Persuasion B (D10). It will be an opposed roll against Metody's EMP C (D8) and Persuasion B (D10), meaning Klasha needs to get more successes than Metody to succeed.
  • Task: Sell the 2.5-ton truck and increase the price
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy B (D10) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 3,4,--
  • Result: No successes

Hopefully Metody does worse.
  • Task: Sell the 2.5-ton truck and increase the price
  • Ability Die: Empathy C (D8)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy C (D8) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 2,8,--
  • Result: 1 success

So, the price is going to stay at 14,000, which is still a lot of money. Now to buy some horses.

The horses and so have Supply Rating of Common and we will assume, for simplicity's sake, that the roll is for a horse complete with everything. In order for a Common item to be available, we roll a D6 and need 3 or more to have 1D6 items available. The first roll is a 3 and there are 6 horses available. The total price for six would then be 4,380 but maybe Klasha can haggle a bit.
  • Task: Reduce the price of the horses by 10%
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy B (D10) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 2,4,--
  • Result: No successes

He is driving a hard bargain, I guess.
  • Task: Reduce the price of the horses by 10%
  • Ability Die: Empathy C (D8)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy C (D8) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 4,1,--
  • Result: No successes

Oh well, it was worth a shot. 4,380 it is. We still need another 5 horses though. The next supply roll is a 6, with one horse available. Same procedure as every purchase.
  • Task: Reduce the price of the horses by 10%
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy B (D10) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 2,8,--
  • Result: One success

He is driving a hard bargain, I guess.
  • Task: Reduce the price of the horses by 10%
  • Ability Die: Empathy C (D8)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy C (D8) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 1,7,--
  • Result: 1 success

So close, but still not enough. Throw another 730 on the pile. Now we have a total of 6 horses, five to go. Unfortunately the next supply roll is a 2, meaning no more horses are available. There is still the point regarding the mules. The supply roll here is 6 with 6 mules available. We will assume that they come with the complete package. Again here, an opposed roll is needed:

  • Task: Reduce the price of the mules by 10%
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy B (D10) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 3,9,--
  • Result: One success

Yay, one for Klasha.
  • Task: Reduce the price of the mules by 10%
  • Ability Die: Empathy C (D8)
  • Skill Die: Persuasion B (D10)
  • Modifiers: --
  • Mod. Ability Die: Empathy C (D8) [Umodified]
  • Mod. Skill Die: Persuasion B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 1,8,--
  • Result: 1 success

Oh well, no tricking this guy. It probably makes sense to buy all six, as we have a lot of credit, which will cost 2,760. So far we have spent 7,870.

In the future, the animals wil need to eat so we can try to get some bags of grain.
  • -----------------
  • Bag of Grain
  • -----------------
  • Type: Food
  • Notes: Price and weight for eight rations.
  • Weight: 8 Price: 75 Availability: Common
  • Description: Grain used to feed animals (horses and mules) in a 25kg bag

The supply roll is 4 (meaning they are available), with 2D6x2 (or 5x2) = 10 bags laying there, ready to be snatched up. This will cost us another 750 but it will be worth it later. We have enough animals to carry it back. Not going to argue the price, as we have not had great luck at it and we have a lot of credit left (7,220).

One of the things the team could use is a large tent.
  • ---------------
  • Large Tent
  • ---------------
  • Type: Field Gear
  • Weight: 8 Price: 150 Availability: Common
  • Description: Gives a +1 modifier to SURVIVAL rolls for making camp. Fits ten people.

Metody has some in the back (actually, six) but we only need one. For 150, it is ours. This will give the team a bonus when making camps.

Since Can-Can burned out, we have been missing some gear, chief of which would be sleeping bags.
  • -----------------
  • Sleeping Bag
  • -----------------
  • Type: Field Gear
  • Weight: 1 Price: 50 Availability: Common
  • Description: Allows for a +1 bonus to STAMINA rolls at night to avoid hypothermia while sleeping. I can be worn as a blanked during the day but incurs a -1 modifier to all mobility rolls while it is being carried and must be dropped like a backpack.

Again, Metody comes through with 5 in the back that can be ours of 250. We will take them and put the remaining money (5,880) down as credit. Enough horse trading for today.

Wednesday, January 20, 2021

0128 - New Gear

 Now that the new encounter tool has reached a basic level that it can be used, we can move on. I am happy with the results and I added features like gear for the weapons. Random determination of personal gear, food, water and special equipment have stayed the same. I have not implemented Faction-specific weapon determination, as the list is a bit short at the moment, so yes, you will see Poles with FN-FNCs and Swedish arms. This will be changed later.

I have implemented several templates, including templates to add other branch specialties like Artillery or Medic. The motivations from v2.2. have been added for the leader types and vehicles have been added too. The printing option has been added for short (aka, normal printing) or long (with the details with the equipment description and such). Still more to do but it will work for now.

Here is a small example:

  • Officer #1
  • ====================
  • Template: Officer
  • Faction: Polish
  • Primary Motivation: Moderately ambitious
  • Secondary Motivation: Somewhat ambitious

  • STR: C (D8)

  • AGL: B (D10)
  • Ranged Combat: C (D8)

  • INT: B (D10)
  • Recon: C (D8)

  • EMP: B (D10)
  • Command: C (D8)
  • Persuasion: D (D6)

  • Hit Capacity: 5

  • Weapons:
  • --------
  • MP5
  • --------
  • [Type: Submachinegun Reliability: D (D6) ROF: 5
  • Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1

    • Gear:
    • ---------------
    • Suppressor
    • ---------------
    • [Type: Weapons Gear
    • Weight: 0.5 Price: 150 Availability: Common
    • Description: A suppressor reduces the sound of the report of a firearm being shot, but does not silence it, making it harder to pinpoint where it came from. Although relatively rare, suppressors can be found for many pistols, rifles, and submachine guns. A specially-modified barrel is generally required for mounting a suppressor, although many modern assault rifles can simply replace their existing muzzle brake with one.
    • ]

  • Weight: 1 Reload: 1Price: 400
  • Description:
  • ]

  • Gear:
  • ---------------
  • Flashlight
  • ---------------
  • [Type: Observation Gear
  • Weight: 0.25 Number of Items: 1 Price: 30 Availability: Common
  • Description: A flashlight is simply a battery-powered light used to see in the dark, typically with a range of one hex (10 meters), eliminating the effects of darkness within that area. It is very visible to others, especially if they are using night vision devices. Rarely, an infrared cover may be found that hides the visible light and is only visible to night vision devices. Requires a small battery.
  • ]

  • ----------
  • Water
  • ----------
  • [Type: Drink
  • Notes: Price and weight per ration.
  • Weight: 0.5 Number of Items: 1 Price: 5 Availability: Common
  • Description: A ration of clean water
  • ]

The team will dismount, allowing them both to save alcohol and will improve their recon ability while reducing the chance of them beinge detected because of their vehicles. They will also ditch with the Russian uniforms and gather their normal loadout. Some of the equipment the team had from v2.2 has not yet been converted, so I will add my take on those items. The descriptions and prices (mostly) below are from the Twilight: 2000 v2.2 Rulebook. Attributes like Supply Rating and such have been added to support their use in v4. This is not official, just my interpretation.

Combat Webbing (Field Gear): This is a load-bearing harness with various pouches, packets, and attachment points to allow efficient transport of weapons, equipment and supplies. In the U.S., it is also called ALICE gear. Webbing allows you to carry 1 additional emcumbrance units and does not impose a movement penalty. Supply Rating: Common. Weight: 0. Price: 10.

Shelter Half (Field Gear): A rubberized canvas sheet which can be combined with another to form a two-person tent or used by itself as a one person tarp. Tent pegs, cord, and everything else needed to erect it are included.  Supply Rating: Common. Weight: 0.5. Price: 25.

Sleeping Bag (Field Gear): Allows for a +1 bonus to STAMINA rolls at night to avoid hypothermia while sleeping. I can be worn as a blanked during the day but incurs a -1 modifier to all mobility rolls while it is being carried and must be dropped like a backpack. Supply Rating: Common. Weight: 1. Price: 50.

Parka (Field Gear): Includes overboots, socks, etc. Allows for a +1 bonus to STAMINA rolls to avoid hypothermia during movement. Supply Rating: Common. Weight: 1. Price: 150.

AKR (Submachinegun): The standard Eastern Bloc military submachinegun (with few exceptions), the AKR is merely a cut-down version of the AK-74. Although a bit heavy for a submachinegun, it has good accuracy and stopping power. Supply Rating: Common.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Submachinegun 5.45x39 A 5 2 3 -- 4 30 +1 1 300

Concussion Grenade (Hand Grenade): The grenade consists of explosive filler in a cardboard or plastic container. Upon explosion it will knock people down, but causes no lethal fragmentation. Supply Rating: Scarce.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Hand Grenade -- -- -- 0 -- D -- -- -- 1/4 70
  • Notes: Can only be used at SHORT range. Anyone within the blast radius must make a successful STAMINA roll or have their Coolness Under Fire (CUF) reduced by one for the duration of the combat. After the combat finishes, the CUF returns to its normal level.

FN-LAR / L1A1 (Battle Rifle): A semiautomatic variant of the FN-FAL. It was called the L1A1 in British service and some examples may still be found. The FAL and LAR magazines are not interchangeable. Supply Rating: Common.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Battle Rifle 7.62x51 A 2 3 4 -- 8 20 1 2 300

Air Compressor (Tools & Spare Parts): For filling aqualung tanks, tires, rafts, and other items needing compressed air. Fuel Type: Gasoline. Fuel Consumption: 2 liters per period. Weight: 10.  Price: 200. Supply Rating: Common.

Skis, Cross-Country (Field Gear): Includes poles, skis, boots, and binders. Allows the character to travel at a rate of 2 in snow (instead of 1). Weight: 2. Price: 250. Supply Rating: Common.

Raft, Inflatable (Boat): Inflates using an air compressor in two minutes, or using hand-pump in 10 minutes. Weight: 10. Supply Rating: Scarce. Price: 500.

VEHICLE TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO PRICE
Boat A 1 2 -- -- -- -- -- -- 1+4 100 500

20-Liter Jerrycan (Fuels & Still): For fuel and other liquids. Weight: 0.5 (empty). Price: 25. Supply Rating: Common.

Pack Saddle (Field Gear): A saddle especially designed for cargo. The cargo capacity of the horse is increased by 10 when using a pack saddle but the hourse may not be ridden. Weight: 2 (empty). Price: 40. Supply Rating: Common.

Aqualung (Field Gear): Two compressed air tanks, fins, mask and regulator. One tank contains enough air for 30 minutes underwater. Up to two may be connected to a single regulator for use. Weight: 4. Price: $300. Supply Rating: Scarce.

Air Tank (Field Gear): For use with the aqualung. Can be refilled when empty in five minutes with an air compressor. Weight: 2 (per tank). Price: 100. Supply Rating: Scarce.

Rebreather (Field Gear): A device which absorbs carbon dioxide from exhaled air and bleeds pure oxygen into it. One oxygen tank is used at a time with it, and it contains enough for 30 minutes underwater. Fins and a mask are included. Weight: 3. Price: 400. Supply Rating: Scarce.

Rebreather Recharge Kit (Field Gear): For use with the rebreather. This kit includes a can of carbon dioxide absorbent and a small tank of pure oxygen (enough to recharge a rebreather for 30 minutes underwater). Weight: 2. Price: 100: Supply Rating: Scarce.

Kevlar (Ballistic Nylon) Vest: This type of body armor is intended to provide protection from fragments, not to protect against direct hits from small arms. Location: Torso. Armor Rating: 1. Weight: 1. Price: 300. Supply Rating: Scarce.

Engineer Demolitions Kit (Explosives): This kit contains an assortment of items to enable a character to rig explosive charges and fuse them for detonation. Weight and price are given for individual items as well as for the kit as a whole. The explosives must be purchased separately. A single charge uses up one blasting cap, and whatever fuse, detonators, and so on that the character chooses to use. Wire, tools, and the blasting machine can be recovered after a blast, but all other items are used up. Quantities in a kit are noted in parentheses.
  • Tools (1 Set): Pliers, knife. tape, cap crimper, and other items needed to prepare explosive charges. Weight: 1.5. Price: 300. Supply Rating: Scarce.
  • Cap, Blasting, Electric (50): At least one is required to set off a charge. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Cap, Blasting, Nonelectric: (50): At least one is required to set off a charge. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Wire, Electrical (2x100m Spools): For use with electrical blasting caps. Any length can be fastened to up to 10 caps. Not normally reused. Weight: 3. Price: 50. Supply Rating: Scarce.
  • Wire, Trip (1x500m Spool): A thin wire used in booby traps and the like. Tripwires can be of any reasonable length, but it makes no sense to have them longer than the blast radius of the explosive. Weight: 1.5. Price: 50. Supply Rating: Scarce.
  • Blasting Machine (1): A hand-cranked electrical igniter which can fire up to 10 caps electrically. The machine generates current by muscular motion and never needs recharging or battery changes. Weight: 0.5. Price: 300. Supply Rating: Scarce.
  • Fuse, Instant (2x100m coils): Burns 5900 meters per second; for use with non-electric blasting caps. May be ignited by any igniter or by flame, and it can be combined with itself (to set off more than one cap) or with time fuse. Weight: 2. Price: 100. Supply Rating: Scarce.
  • Fuse, Time (2x100m Coils): Burns 100 seconds per meter; for use with non-electric blasting caps. May be ignited by any igniter or by flame, and it can be combined with itself (to set off more than one cap) or with instant fuse. Weight: 2. Price: 75. Supply Rating: Scarce.
  • Igniter, Fuse, M60 (50): A weatherproof pull igniter, which can be used to light either instant or time fuse. This igniter can be used in simple (pull-only tripwire) booby traps. Only one tripwire per igniter. It can be fixed directly to a nonelectric blasting cap. Weight: 0. Price: 150. Supply Rating: Scarce.
  • Timer, M2A 1 (5): This detonator has a digital timer which can be set to any time from 30 seconds to 48 hours, in 30-second increments. It will fire up to 10 electrical caps. Once set and sealed, it is waterproof, but it cannot be set underwater. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Igniter, M4A1 (5): A pull/release detonator, used for sophisticated booby traps. It will detonate either when pressure is placed on a tripwire or released from the tripwire {if a wire is cut, for example). Up to three tripwires may be attached. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Full Kit: All of the above, packed in a wooden chest for transport. Weight: 10. Price: 750. Supply Rating: Scarce.

I have added the items above to my generator. Will be interesting to see when we see them again. Now back to tranferring the equipment.

Wednesday, January 13, 2021

0127 - Revamping the Encounters

 I am a software developer and I cannot resist making little tools to support my habit. As the team is getting ready to venture out into the world again, I have started to work on my encounter system for the v4. 

As a base, I am using my system for the v2.2 and modifying it to the details of v4 system. My current tool is a small console application written in Java. As my job requires me to get back into the Microsoft World, I have decided to do the v4 encounter tool in C# using Microsoft Visual Studio. It may develop to have a GUI, but at the moment I am just working on a console application (Kiss Rule - Keep it simple, stupid).

I have the data for equipment, vehicles and weapons in the encounter system from v4. For the NPCs, I am using NPC Templates similar to those presented in the v4 Referee's Handbook. The structure of the encounters as well as the likelihood of an encounter are the same in both and uses the basic rules from the v2.2.

The random determination of weapons is a bit repetitive, but that has a lot to do with the fact, that in comparison to v2.2, there are not that many weapons available at the moment. I am sure that this will change.

In addition to random number of reloads, I have also implemented random generation of the weapon reliability. It is, yes, possible that the NPC has a non-functional weapon. The PCs, however, do not necessarily know this. 

What I have added is the stats for the weapons and equipment as well as those for the NPCs, including the skills.

It is a lot of blah, blah, but it is probably easier to show a comparison.

This is the leader of a Marauder group from my v2.2 Encounter tool (some of you might remember the good sergeant from previous posts):

Veteran Soviet marauder #1-1 (SGT Leskov Mili Makarovich)
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:
-----------------------------------------------------
Very violent: The NPC loves a good fight and either is or wants to be a warrior.
Somewhat ambitious: The NPC will be inclined towards boastfulness and a desire to impress his peers.

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are culmulative.

Main Weapon: M231 with 2 magazine(s)/belt(s) and 10 loose rounds
Sidearm: .38 Special Snubnose with 1 magazine(s)
Melee Weapon: Club

Grenades: Irritant Gas Grenade []

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

Food: 8kg of Wild Food

This is a v4 Marauder Chief from the new implementation as it currently stands:

Marauder Chief #1-1
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)

EMP: D (D6)
        Command: C (D8)

Hit Capacity: 5

Weapons:
MP5
--------
[Type: Submachinegun Reliability: D (D6) ROF: 5
Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Colt Police Positive
-------------------------
[Type: Revolver Reliability: D (D6) ROF: 2
Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
Magazine: 6 Weight: 0.5 Price: 75 Reload: 1]

Spiked Bat
---------------
[Type: Melee Weapon
Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 3 ]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]

Adding the stats means that I do not need to look up the data anywhere. Skills are added for the same reason. I have added the translation for the ratable attributes to jog my memory and save me some table browsing.

I have yet to implement the motivations, food generation and heavy weapons. Vehicles are finished and also detailed in the same manner. Here is the entire Marauder unit (with details) belonging to the chief above. This is, remember, a work in progress.

Encounter:
////////////////////////////////////////////////////////
1 marauder unit(s)
////////////////////////////////////////////////////////

********************************************************
Marauder unit #1 with 5 marauders.

********************************************************
Marauder Chief #1-1
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)

EMP: D (D6)
        Command: C (D8)

Hit Capacity: 5

Weapons:
MP5
--------
[Type: Submachinegun Reliability: D (D6) ROF: 5
Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Colt Police Positive
-------------------------
[Type: Revolver Reliability: D (D6) ROF: 2
Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
Magazine: 6 Weight: 0.5 Price: 75 Reload: 1]

Spiked Bat
---------------
[Type: Melee Weapon
Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 3 ]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]


Marauder #1-2
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
KSP 90
-----------
[Type: Light Machinegun Reliability: B (D10) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0 Notes: Ammo belt (one encumbrance unit). Weight: 1
Magazine: 200 Weight: 2 Price: 1000 Reloads: 2]

White Phosphorous Grenade
------------------------------
[Type: Hand Grenade
Damage: 0 Critical: 0 Blast: C (2xD8) Range: 3 Armor: +0 Notes: Fire. Can only be used at SHORT range.
Weight: 0.25 Price: 50 ]


Marauder #1-3
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
M16A1
----------
[Type: Assault Rifle Reliability: A (D12) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 5 Armor: +0
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]


Marauder #1-4
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
AKM
--------
[Type: Assault Rifle Reliability: D (D6) ROF: 4
Ammo: 7.62x39 Damage: 2 Critical: 3 Range: 5 Armor: +0
Magazine: 30 Weight: 1 Price: 300 Reloads: 2]

White Phosphorous Grenade
------------------------------
[Type: Hand Grenade
Damage: 0 Critical: 0 Blast: C (2xD8) Range: 3 Armor: +0 Notes: Fire. Can only be used at SHORT range.
Weight: 0.25 Price: 50 ]

Gear:
Kevlar Helmet
------------------
[Type: Body Armor
Notes: Armor: 1, Location: Head
Weight: 0.25 Price: 100 Availability: Scarce ]


Marauder #1-5
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
M4A1
---------
[Type: Assault Rifle Reliability: C (D8) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 4 Armor: +0
Magazine: 30 Weight: 1 Price: 375 Reloads: 2]

Club
---------
[Type: Melee Weapon
Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 1 ]

-----------------------------------------------------
The unit is mounted on horses with riding saddles (one horse per marauder).

Horse
----------
[Type: Horse Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
Crew: 1+1 Cargo Capacity: 25
Price: 500 Availability: Common ]





Wednesday, January 6, 2021

0126 - Off We Go Again - Part I

 0600 12 AUG 2000, Near Dobrodzień, Poland
===================================

 Now that the team has had time to rest and recuperate, it is time to move on. No First Sergeant worth his money is going to let soldiers sit around and talent go to waste. We can assume that 1Sgt Blue Elk is the same. The question, what do we do?
 
Sure, we can wander post apocalyptic Poland, gleefully moving from one firefight to the next but that will get tiresome after a while. Still, a little combat will get the blood pumping.
 
Readers may remember that the characters passed a group of American stragglers on the way to base. We can assume that this information was passed on during the debrief. Adding 18 new souls, in addition to the 60 POWs would give B Troop a good number of combat-ready troops and the Captain would probably be behind the mission. This is, however, war-torn Poland, so we are not going to just roll out the carpet for anyone.
 
So, we can use an encounter that we previously ignored again, adding some sense of continuity of the world, making it more than just a series of random events. In addition, we can give the characters the possibility of exploring the world, hex crawling to their hearts content. Now for a bit of story text.
 
“Top Blue Elk was all business again. When he got like that, it meant there was something to be done and usually meant that we were the ones doing it. Today would turn out like every other time.
 
‘Captain Warren was very interested by our report of stragglers to the East. Any new bodies we can use to fill the ranks would be a benefit. We also want to learn a bit more about the conditions in Lubliniec following the great marauder showdown there. We were more interested in driving off those marauders that got too close to home than making a survey.
 
Your mission is to precede east and has two goals. The first is to contact the stragglers you met and bring them back if you feel they would be a benefit to the community. Your second goal is to determine the current condition of Lubliniec and contact any survivors there. A lot of the people came here after the battle, but there might be more.
 
Draw four days of rations and water and report when you get back.’
 
That is how it goes. Do something well, get more work.”
 
Now we have a destination, it may be helpful to get some information on the stragglers. We know the numbers and the fact that they are starving and desperate. I can use my T2K v2.2 generator to add some detail and then convert that to v4. Here are the results:
 

  • American straggler #1
  •  
  • US Officer STR C, AGL B, INT B, EMP B, Hit Capacity 4, Skills: 5 Ranged Combat C, Recon C, Persuasion D, Command C

  • Motivation (From v2.2):
  • -----------------------------------------------------
  • Moderately greedy: The NPC will probably only accept gold or will strike very hard bargains in barter. This sort of character is very easy to bribe.
  • Somewhat greedy: The NPC will generally sell items for gold, even if alone in the wilderness.
  •  
  • Main Weapon: M9 pistol (Rel C) with one magazine
  •  
  • Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #2 
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C

  • Main Weapon: Colt Police Positive (Rel F) with 2 speed-loaders and 10 loose rounds
  •  
  • Grenades: Antitank grenade []
  •  
  • Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,

  • *****************************************************
  • American straggler #3
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: FN-LAR (as per FN-FAL, ROF 2) (Rel A) with 3 magazine and 20 loose rounds

  • Grenades: Antitank Grenade []

  • Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

  • *****************************************************
  • American straggler #4
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: M231 (as per M4, range 3) (Rel B) with 1 magazine and 20 loose rounds
  •  
  • Grenades: White Phosphorous Grenade []

  • Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
  •  
  • *****************************************************
  • American straggler #5
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C

  • Main Weapon: .22 Bolt-Action Rifle (as per M1894, Damage 1) (Rel C) with 4 magazines and 20 loose rounds

  • Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,
  •  
  • *****************************************************
  • American straggler #6
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: .38 Special Snub-nose (as per Colt Police Positive, Range 1) (Rel A) with 1 speed-loader and 20 loose rounds
  •  
  • Melee Weapon: Knife

  • Equipment: Pack, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #7
  •  
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: None
  •  
  • *****************************************************
  • American straggler #8
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: FN-LAR (as per FN-FAL, ROF 2) (Rel A) with 6 magazines and 20 loose rounds
  •  
  • Melee Weapon: Bayonet
  •  
  • Grenades: Fragmentation grenade []

  • Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
  •  
  • *****************************************************
  • American straggler #9
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: Longbow with 6 arrows
  •  
  • Melee Weapon: Bayonet
  •  
  • Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,
  •  
  • *****************************************************
  • American straggler #10
  •  
  • Main Weapon: .22 Semiautomatic (As per Glock 17) (Rel D) with 3 magazines and 20 loose rounds
  •  
  • Melee Weapon: Knife
  •  
  • Grenades: Fragmentation grenade []
  •  
  • Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
  •  
  • *****************************************************
  • American straggler #11
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: UZI (Rel B) with 3 magazines and 20 loose rounds
  •  
  • Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
  •  
  • *****************************************************
  • American straggler #12
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: AKMR (as per AK-74) with 6 magazines and 10 loose rounds
  •  
  • Grenades: Fragmentation grenade []
  •  
  • Equipment: Steel Helmet, Combat Webbing, Pack, Flashlight, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #13
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: Mauser Bolt Action (as per M1894) (Rel C) with 36 loose rounds
  •  
  • Melee Weapon: Knife
  •  
  • Grenades: White Phosphorus Grenade []
  •  
  • Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #14
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: AKR (as per M4A1) with 1 magazine and 20 loose rounds
  •  
  • Equipment: Combat Webbing, Pack, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #15
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: L42 (as per M40A3) (Rel D) with 35 loose rounds

  • Equipment: Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #16
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: 870P (Rel F) with 36 loose rounds
  •  
  • Grenades: White Phosphorous Grenade []
  •  
  • Equipment: Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping Bag,
  •  
  • *****************************************************
  • American straggler #17
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: None
  •  
  • *****************************************************
  • American straggler #18
  • US Soldier STR B, AGL B, INT C, EMP C, Hit Capacity 5, Skills: Close Combat C, Driving C, Ranged Combat C, Recon C
  •  
  • Main Weapon: UZI (Rel B) with 2 magazines and 20 loose rounds
  •  
  • Equipment: Pack, Sleeping Bag,

  • -----------------------------------------------------
  •  
  • The unit is on foot. In addition, the unit has 3 AN/PRC-77 Manpack Radio(s)

I have taken the liberty of adding or interpreting weapons out of the v2.2 generator to spice it up a bit. Meeting 18 stragglers with M16 would be a bit boring. I also rolled the reliability of the weapons randomly. You will note that some weapons are inoperable. You know that, the characters do not.

Now that we know where we are going and why and who will be there, we can continue.
 

Tuesday, January 5, 2021

0125 - Rules & Review Rant

 I finished the campaign I originally started with the v2.2 using the new v4 Alpha from Free League (FL) games. I just wanted to give a few thoughts on my experiences. Keep in mind, these are my opinions and they do not validate or invalidate anyone else’s. These are simply my thoughts.

The positive things first: generally I am very happy with the rules. The playing has been leveled a lot and NPCs are actually dangerous now. In v2.2, Griff would act with or before most NPCs and his hit capacity would ensure that he could take several rounds from an AK-74 before being seriously in danger. That is no longer the case.

Initiative cards can allow the NPCs to act before our heroes, breaking the fixed combat routines of the previous version. The reduced hit capacities mean that being wounded becomes a serious issue from the first hit and critical hits add a new dimension of injuries that can have lasting effects for the characters.

The rules for vehicles are simple and I am happy with them. It is still possible to kill a tank (or an OT-64 :-( ) and the rules for explosions deliver a satisfying result. I like the inclusion of IEDs and find the rules for chemical weapons and radiation playable, although I tend to avoid these. The really muck a game if used too liberally.

I love the reliability concept and I have no problem with the jam mechanic. The rules are simple and can be applied easily without disrupting the game. In all the time the team was underway, it has not really been and issue and it does motivate one to find extra parts for everything, which I like because it does add depth to the game. Kudos to the FL team.

I really like the travel mechanic and find the rules to be generally well thought out. The introduction of conditions such as hypothermia add an interesting twist to travel. No more sluggin’ through the fall rain for hours without a care in the world. You need to start thinking about your own survival and taking it seriously.

Actions in camp, such as keeping watch and even making camp have an elegant rule set and I really like those. I think the roll for food poisoning could be simpler by having one roll for everyone and not for just 12 people but I know the ultra-simulationists are going to have a problem with it.

I know that this is an Alpha and things will change. I have posted some ideas for corrections and such to the FL Forum and I find the team is really working hard to take the feedback and consider them for the next version. That being said, I do NOT expect each of my suggestions to be codified in the next rule set. I am one of several thousand backers and I hope to get what I am looking for in the next version and if not, well, that is why we have house rules.

I like the combat concept and the use of successes. The rolls are simple and produce an acceptable result. I am not really happy with the ammo dice for single-shot weapons, but I understood from Tomas that that is being looked.

What I do not really favor is the encounter system. I agree that pulling a random card is a simple mechanic but the use of the cards makes it kind of repetitive. It also takes no account of the territory that the group is traveling through. The v2.2 had the concept of Territory Type and the encounter types were modified based on the territory one traveled through. Traveling through a Terrorized environment increased your chances of meeting marauders while traveling through an Organized environment meant that you might meet some friendly merchants.

Merchant convoys and trade are somethings that did not find there way into the Alpha and I am hoping that will change. If the characters want to hire on as caravan guards, it might be nice to have some somewhere.

Another thing is the number of encounters. If the troop move 12 hexes in a shift then they may have 12 encounters. That is seriously a lot and will slow down travel a lot. I also wonder if it is realistic to meet someone or someting in each hex. It is a lot and becomes tedious after a while.

I believe the territory mechanic and it's associated encounter types could be easily integrated with the existing hex system (which I REALLY like) and I have started to note the territory types on my campaign map, adding a new layer for territories and combat units.. I will be using these for encounters in the future (sorry, FL Team). The addition of territories to the map looks then like this:



In closing, I like the new rules and will stick by them. Are they perfect? No, that would be a ridiculous expectation to have a rule set perfect for everyone, but they are a good rule set that does a good job of providing the post-apocalyptic survival simulation in a simple manner. Looking forward to the final release and my coveted metal box.


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.