Thursday, December 12, 2019

0088 – The Great Escape - Marauders in Praszka – Turn 2

0710 07 AUG 2000, Praszka, Poland
============================
We cleared the buildings and came out into an open area and were greeted by a hail of bullets. All around us on the roof tops were guys shooting at us with everything they had.
A grenade sailed out from the left and hit the front of the turret. The concussion and shrapnel did a number on us, at least as far as I could see. Something winged off my Kevlar and another punched me in the chest. I was laying in the hull watching Potato starting to climb out. I assumed something went really bad.
That was not the only grenade though. Two more went off, on close by, the other a bit up ahead. None of them hit the vehicle, for which I am thankful but chest still hurts a bit.
Then there was silence. I guess them guys got more of a bloody nose than they had anticipated. Serves ‘em right for ambushing the wrong kind of people.
The urban terrain makes this a close range firefight and the characters are outnumbered so there is a good chance that they may simply be overwhelmed or someone with an antitank weapon may move close enough to put a round into the OT-64. For this reason, the team is attempting to leave the area as soon as possible.
The marauders are, for the most part, in overwatch and will fire on the characters as they pass their line of sight. The next couple of rounds are going to see the characters taking a lot of fire before they can return it. We will see how that works out for them.

Initiative Step 5

Actions:
  • Robinson will continue to drive the OT-64 down the street
  • Griffin will fire a quick shot at Marauder #1-17
  • Potato will fire two bursts at Marauder #1-25, perched on the roof of the building to the front right
Order of Actions
  • Robinson (AGL 7)
  • Griffin (AGL 6 – Bulk 5 = 1)
  • Potato (AGL 4 – Bulk 10 = -6)
Play:
Robinson drives the OT-64 forward, trying to navigate the streets buttoned up inside the vehicle

<<< Initiative Interrupt >>>

As the OT-64 emerges into the open area, the marauders let loose with everything they have.
As he heard the vehicle approaching, Marauder #1-33 prepared an anti-tank grenade. The OT-64 moves from behind the building and he lobs the grenade. The range is over 24m, so it is Long range.

[Throw anti-tank grenade at Can-Can – Asset Level 11Formidable (x1/2) – Target Number 5 – Roll(s): 4] – Hit. The grenade is being thrown from the top of a building, so any hits will hit the top armor. The grenade hits the hull. The top armor is the resolved using the value of the turret side armor (3). The final penetration value is 18+3 = 21. The FPV (21) minus the armor value (3) results in 18. On the chart, this give us two minor hits.

The hit result is 1 crew member/loader. Since there is no loader, the hit is taken by the driver (Robinson). Robinson suffers four hits: left arm (2),5 abdomen (stopped by the vest but 1 point for blunt trauma), left leg (3) and left arm (2). Robinson is knocked down and panics for 1 round. He now has three scratch wounds.

The second hit is taken by the secondary weapon, in this case the PK, destroying the weapon. That is unfortunate.

The concussion wave rolls over the OT-64. The crew is protected by the vehicle armor and Marauder #1-9 is protected by the building on which he has taken cover. The passengers are protected from the abdomen down by the vehicle armor. The team suffers the following concussion damage:
  • Marshall: 6 / 2 (partial cover) = 3. Head (1), Right Arm (1), Left Arm (1)
  • Logan: 10 / 2 (partial cover) = 5. Head (2), Right Arm (1), Left Arm (1), Chest (1)
  • Griffin: 15 / 2 = 7. Head (2), Right Arm (2), Left Arm (1), Chest (2). Griff is knocked down. He does not panic.
  • Harris: 11 / 2 = 5. Head (2), Right Arm (1), Left Arm (1), Chest (1).
  • Macron: 9 / 2 = 4. Head (1), Right Arm (1), Left Arm (1), Chest (1).
  • Klasha: 6 / 2 (partial cover) = 3. Head (1), Right Arm (1), Left Arm (1)
As always, following the concussion are the fragments. The team is covered from the abdomen down by the vehicle armor, but their upper bodies are still exposed. The fragments have the following results:
  • Marshall takes six hits, three of which are stopped by the vehicle armor. The other three hits, head (4 + 1 for blunt trauma = 5×2 #House Rules = 10), Right Arm (9) and Chest (3 + 1 for blunt trauma = 4 x 2 #House Rules = 8). Marshall is knocked down and stunned. Marshall does not suffer a quick kill but now has a slight wound to the head
  • Logan almost takes one fragment, but it is stopped by the vehicle armor
  • Griffin takes no fragments
  • Harris also takes no fragments
  • Macron takes one fragment to Left Arm (6) and is knocked down but he does not panic.
  • Klasha takes 1 fragment to the Chest (1 + 1 for blunt trauma = 2×2 #House Rules = 4) and she is knocked down but does not panic
Note: to be honest, I knew there were AT grenades out there but I hoped (and maybe a somehow assumed) they would not hit. The team has been chewed up bad but it is not over yet.

Marauder #1-34 has been waiting to take a shot and now has his chance. He takes a pop at Logan with his SVD. The range is approximately 28m (Short). He will fire two rounds, the first of which will count as aimed.
[Fire an aimed round at Logan – Asset Level 11Average (x2) – Target Number 22 – Roll(s): Natural 20] – Miss and his weapon jams (#House Rules).
Marauder #1-37 opens up with his L7A2. The gunner is prone with the bipod deployed and the range is Short. He will fire three bursts at Macron.
[Fire the first burst at Macron – Asset Level 11Impossible (x1/4) – Target Number 2 – Roll(s): Natural 18,18, 7, 15, 7, 15, 10, 17, 1, 20] – One possible hit but his weapon jams (#House Rules). Logan is covered by the hatch with his head, arms and upper chest exposed. The round hits him in the left arm (8).
Half of the misses may hit people in the danger zone, which is pretty much everyone not inside Can-Can (Potato, Wally and Robinson). This leaves a total of 9 / 2 (round down) = 4 shots.
[Danger zone fire from the first burst – Asset Level 11Impossible (x1/4) – Target Number 2 – Roll(s): 19, 10, 11, 15] – No hits.
Experienced Soviet marauder #1-38 will fire four rounds from his AK-74 at Griffin (randomly determined). The range is Short and from the point of view of the shooter, Griffin has cover from the abdomen down and all left side hits are changed to the near (Right) side. The first shot counts as aimed
[Fire an aimed shot at Griffin – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 6] – One possible hit with an Outstanding success. The hit location is abdomen (Miss). Literally just dodged the bullet on that one.
[Fire three quick shots at Griffin – Asset Level 11Difficult (x1) – Target Number 11, 10 on the last shot due to recoil – Roll(s): 20] – The weapon jams on the first shot (#House Rules).
Experienced Soviet marauder #1-25 will fire four rounds from his AK-74 at Macron (randomly determined). The range is Short and from the point of view of the shooter, Macron has cover from the arms down and all right side hits are changed to the near (Left) side. The first shot counts as aimed
[Fire an aimed shot at Macron – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 20] – Miss and his weapon jams (#House Rules).
Experienced Soviet marauder #1-26 fire three rounds from his SVD at Klasha (randomly determined). The range is Short and from the point of view of the shooter, Klasha has cover from the arms down and all right side hits are changed to the near (Left) side. The first shot counts as aimed
[Fire an aimed shot at Klasha – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 17] – Miss.
[Fire two shots at Klasha – Asset Level 11Difficult (x1) – Target Number 11, 9 on the last one due to recoil – Roll(s): 8,11] – One possible hit. Klasha takes 14 points of damage to the Left Arm. She now has a serious wound.
Finally there is Experienced Soviet marauder #1-9. From his position high on the building, he decides to drop a fragmentation grenade on the passing OT-64. The range is Effective range.
[Drop a grenade on the OT-64 – Asset Level 11Difficult (x1) – Target Number 11 – Roll(s): 15] – Miss. The grenade deviates, bouncing off the vehicle and landing in the space between it and the building. There the building and the OT-64 will shield the team from concussion and fragments.
Now since the vehicle has been penetrated, we should check to see if anyone bails out. Of course the rules say you should check for everyone but then we have some people that are already panicking (Robinson) or stunned (Marshall). Rolling for them has no added benefit. I also don’t generally roll for those that are knocked down, as they get checked when they are knocked down. That leaves the rest (Potato, Harris, Logan and Wally).
Potato rolls a six and bails out. He will spend the next two turns climbing out of his turret hatch and then will have to wait two turns before remounting. This is an interesting twist.
Harris does not bail out and neither does Logan. Wally however does and he makes to dismount like Potato. Guess those fragments that hit Robinson came really close.
<<< End of the Initiative Interrupt >>>
Griffin was knocked down and will lose his turn.
Potato is bailing out and will also lose his turn.

Initiative Step 4

Actions:
  • Macron misses his turn as he is knocked down.
  • Harris will fire two burst from his RPK-74 at Experienced Soviet marauder #1-9 as he drops the grenade on the OT-64
Order of Actions
  • Harris (AGL 5 – Bulk 5 = 0)
Play:
Harris fires off the first burst at Experienced Soviet marauder #1-9. The range is Short so no dice are lost.
[Fire a burst at Experienced Soviet marauder #1-9 – Asset Level 13Impossible (x1/4) – Target Number 3 – Roll(s): 4,16,12,3,20] – One possible hit. The target is prone and facing Harris. The round hit him in the chest and causes 3×2 (#House Rules) = 6 points of damage. The quick kill roll is 3, resulting in a quick kill. The roll of a natural 20 results in a jam for Harris (#House Rules).
Experienced Soviet marauder #1-10 is in the danger zone of the rounds (4) that missed their initial target. Half of those rounds (2) may hit the marauder. The range is still short.
[danger zone attack on Experienced Soviet marauder #1-10 – Asset Level 13Impossible (x1/4) – Target Number 3 – Roll(s): 6,7] – Both miss.

Initiative Step 3

Actions:
  • Experienced Soviet marauder #1-10 stays in overwatch and prepares to fire on the team as they pass by
  • Experienced Soviet marauder #1-13 stays in overwatch
  • Experienced Soviet marauder #1-14 stays in overwatch
  • Experienced Soviet marauder #1-17 will fire three rounds from his SVD at Logan
  • Experienced Soviet marauder #1-21 stays in overwatch
  • Experienced Soviet marauder #1-22 stays in overwatch
  • 2LT Jade Marshall misses her turn as she is knocked down.
  • 2LT Wayne Logan will fire three rounds from his AKM at Experienced Soviet marauder #1-17, who is drawing a bead on him
Order of Actions
  • Experienced Soviet marauder #1-10 (AGL 6)
  • Experienced Soviet marauder #1-13 (AGL 6)
  • Experienced Soviet marauder #1-14 (AGL 6)
  • Experienced Soviet marauder #1-21 (AGL 6)
  • Experienced Soviet marauder #1-22 (AGL 6)
  • Experienced Soviet marauder #1-17 (AGL 6 – Bulk 6 = 0)
  • 2LT Wayne Logan (AGL 5 – Bulk 5 = 0)
Play:
The marauders on stay on overwatch, so there is nothing to report there. Logan and Marauder 17 are basically in a shoot out. Both have an adjusted agility of 0, meaning we have to roll it out on a D6. On a 1-3, Logan goes first; 4-6 the marauder acts first. The roll is a 3, giving the first action to Logan.
Logan fires three rounds from his AKM at the Marauder. The range is Short.
[Fire three quick shots at Experienced Soviet marauder #1-17 – Asset Level 10Difficult (x1) – Target Number 10, 7 on the last one due to recoil – Roll(s): 15,20] – Miss and his weapon jams on the second shot (#House Rules). That is unfortunate.
Undeterred by the incoming fire, the marauder fires at Logan. The range is also Short.
[Fire three quick shots at Experienced Soviet marauder #1-17 – Asset Level 11Difficult (x1) – Target Number 11 on the first round, 9 on the second round and 5 on the last one, all due to recoil – Roll(s): 12,12,14] – All miss. Guess both of them jerked the rounds in the excitement.

Initiative Step 2

Actions:
  • Experienced Soviet marauder #1-6 will throw the antitank grenade he had prepared before he was knocked down.
Order of Actions
  • Experienced Soviet marauder #1-6 (AGL 6)
Play:
Experienced Soviet marauder #1-6 pulls the pin and lets the grenade fly. The range is effective range.
[Throw anti-tank grenade at Can-Can – Asset Level 11Difficult (x1) – Target Number 11 – Roll(s): 19] – Miss.
The grenade overshoots the target, blowing a hole in the roadway 10m in front of Can-Can. No one takes concussion or fragmentation damage.

Initiative Step 1

Actions:
  • SPC Walerian ‚Wally‘ Losinski misses his turn, as he is bailing out
  • AGT Sukhikh Klara (Klasha) Kirillovna misses her turn since she is knocked down.
  • Novice Soviet marauder #1-41 remains in overwatch.
There are no more actions this turn. The active marauders have suffered 38% casualties (WIA: 5, KIA:3), meaning they have had enough and will retreat. The team takes a moment to catch their breath after passing through the kill zone and everyone clears their weapons as we wait for Potato and Wally to remount, looking around sheepishly as they do.
The team mostly has a few scratch wounds, the most serious being the slight wound suffered by Marshall and the serious wound suffered by Klasha (again – girl has really bad karma combined with bad hit points, not a good combination).
Logan attempts first aid on Klasha’s left arm with his doctor’s medical kit.
[Perform first aid on Klasha’s left arm – Asset Level 17Difficult (x1) – Target Number 17 – Roll(s): 1] – Outstanding success.
Logan also passes out a round of antibiotics, but we still need to check for infection:
  • Marshall
    • Head (Slight) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Griffin
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – Infection occurs
  • Harris
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Macron
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Klasha
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
All in all, the team came out on top but they have a lot of scratches to show for it. The PK is out of commission and they have a seriously wounded team member. All because of a minor dust up that went bad for those that chose to start it.



Thursday, November 7, 2019

0087 – The Great Escape - Marauders in Praszka – Turn 1

0710 07 AUG 2000, Praszka, Poland
============================
We approached a roundabout, with Robinson failing to slow down or check for oncoming traffic from the left, instead he gunned the engine. He deserved a ticket but he firmly believes that armored vehicles have the right of way, always.
Some raggedy Soviet sergeant was across the roundabout and he whistled before dropping behind the cover of a nearby wreck. Our day had been ruined and now someone was going to die.
We immediately took fire from all over. Rounds were ricocheting off the armor and Logan beat one of them to the draw. He was not faster but he hit, and that is all that counts. The guy leading the band was turned into a fine red mist by the KPV under Potato’s excellent guidance.
We were barreling on through, no matter what.
The team is attempting to drive through the town when a few marauders feel it necessary to impede their progress and a firefight ensues. No one is surprised and the vehicle is assumed to be moving at 40m/combat turn. Half of the marauders are present at the ambush. We can assume the others are sleeping or doing various evil things somewhere else. I have divide the group down the middle so there are 21 Marauders facing the 9 characters.
Robinson is driving with Potato in the turret and Wally acting as commander. The rest of the team is standing in the open hatches and has cover from the chest down. Griffin, Harris and Marshall are on the left, Macron, Logan and Klasha on the right. That being said, let the shooting start.

Initiative Step 5

Actions:
  • Robinson will continue to drive the OT-64 over the roundabout.
  • Griffin will fire a quick shot at Marauder 1-2
  • Potato will fire two bursts at SGT Makarovich, hiding behind the wreck
Order of Actions
  • Robinson (AGL 7)
  • Griffin (AGL 6 – Bulk 5 = 1)
  • Potato (AGL 4 – Bulk 10 = -6)
Play:
Robinson drives the OT-64 forward, rumbling over the traffic circle.
Griffin snaps off a shot at the marauder. The target is prone, facing Griffin. The range is 20m (Short).

[Fire at Experienced Soviet marauder #1-2 – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 3] – one hit with an outstanding success. The target is prone and facing the Griffin. The round hits the target’s left arm for 12 x 2 (outstanding success) = 24 points of damage, “knocking down” the NPC. The NPC is seriously wounded and his initiative is reduced to 0, taking him out of the fight.

Potato fires two bursts at the Sergeant. Due to the vehicle movement, the NPC does not have the benefit of cover. The range is 10m (Short).

[Automatic fire at SGT Makarovich – Asset Level 15Impossible (x1/2) – Target Number 7 – Roll(s): 3,20,18,14,10] – One hit. The sergeant is hit in the right leg for a total of 44 points of damage, killing him immediately.]

Just out of curiosity, what would the second burst have done? Let’s find out.

[Automatic fire at SGT Leskov Mili Makarovich – Asset Level 15Impossible (x1/2) – Target Number 7 – Roll(s): 9,17,6,7,6,] – Three hits. The sergeant is hit twice in the right leg for a total of 71 points of damage and the right arm for 43 points of damage.]

After a total of 158 points of damage, the sergeant’s days as a marauder chieftain have come to a very bloody end.

Initiative Step 4

Actions:
  • Harris will fire a burst from his RPK-74 at Experienced Soviet marauder #1-30, as he is closest.
  • Macron will fire two single rounds from his AK-74 at Experienced Soviet marauder #1-5.
  • Klasha will fire a burst from her PPSh-41 at Experienced Soviet marauder #1-5.
Order of Actions
  • Harris (AGL 5 – Bulk 5 = 0)
  • Klasha (AGL 4 – Bulk 4 = 0)
  • Macron (AGL 4 – Bulk 5 = -1)
Play:
Harris brings his RPK-74 to bear and lets a burst loose. The range is 10m (Short) and the target is facing Harris.

[Automatic fire at Experienced Soviet marauder #1-30 – Asset Level 13Impossible (x1/2) – Target Number 6 – Roll(s): 11,18,13,3,1,8,7,1,10,14] – Three hits. The marauder is hit in the left arm (3), right arm (7) and the head (8). The round to the head doesn’t result in a quick kill, but the NPC is stunned.]

Experienced Soviet marauder #1-29 is in the danger zone and may be hit by three rounds.

[Automatic fire at Experienced Soviet marauder #1-29 – Asset Level 13Impossible (x1/2) – Target Number 6 – Roll(s): 8,2,4] – Two hits. The marauder is hit in the left arm (9) and the head (9). The round to the head results in a quick kill.]

Klasha fires a burst at Experienced Soviet marauder #1-6. The range is 15m (Short) and the target is prone.

[Automatic fire at Experienced Soviet marauder #1-6 – Asset Level 8Impossible (x1/2) – Target Number 4 – Roll(s): 4, 8, 13, 1, 19] – Two hits. The marauder is hit in the left arm (9) and the chest (4 x 2 = 8). The round to the chest doesn’t result in a quick kill, but the NPC is knocked down and slightly wounded.]

Experienced Soviet marauder #1-5 is in the danger zone and may be hit by two rounds.

[Automatic fire at Experienced Soviet marauder #1-6 – Asset Level 8Impossible (x1/2) – Target Number 4 – Roll(s): 1,9] – One hit. The marauder is hit in the right arm (4).]

Macron fires twice at Experienced Soviet marauder #1-5. The range is 15m (Short) and the target is prone.

[Fire twice at Experienced Soviet marauder #1-5 – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 8,10] – Both hit. The marauder is hit twice in the left arm for a total of 22. He is knocked down, seriously wounded and his initiative is reduced to 0.]

Initiative Step 3

Actions:
  • Marshall will fire a burst at Experienced Soviet marauder #1-30
  • Logan will fire two quick shots at Experienced Soviet marauder #1-18
  • Experienced Soviet marauder #1-6 will miss his turn, as he is knocked down
  • Experienced Soviet marauder #1-9 sees the OT-64 moving down the street toward him and goes into overwatch
  • Experienced Soviet marauder #1-10 goes into overwatch
  • Experienced Soviet marauder #1-13 goes into overwatch
  • Experienced Soviet marauder #1-14 goes into overwatch
  • Experienced Soviet marauder #1-17 fires three single rounds from his SVD at Marshall
  • Experienced Soviet marauder #1-18 fires four rounds from his AK-74 at Logan
  • Experienced Soviet marauder #1-21 goes into overwatch
  • Experienced Soviet marauder #1-22 goes into overwatch
  • Experienced Soviet marauder #1-25 goes into overwatch
  • Experienced Soviet marauder #1-26 goes into overwatch
  • Experienced Soviet marauder #1-30 is stunned and will miss his turn
  • Experienced Soviet marauder #1-33 goes into overwatch
  • Experienced Soviet marauder #1-34 goes into overwatch
  • Experienced Soviet marauder #1-37 goes into overwatch
  • Experienced Soviet marauder #1-38 goes into overwatch
Order of Actions
  • Experienced Soviet marauder #1-9 (AGL 6)
  • Experienced Soviet marauder #1-10 (AGL 6)
  • Experienced Soviet marauder #1-13 (AGL 6)
  • Experienced Soviet marauder #1-14 (AGL 6)
  • Experienced Soviet marauder #1-21 (AGL 6)
  • Experienced Soviet marauder #1-22 (AGL 6)
  • Experienced Soviet marauder #1-25 (AGL 6)
  • Experienced Soviet marauder #1-26 (AGL 6)
  • Experienced Soviet marauder #1-33 (AGL 6)
  • Experienced Soviet marauder #1-34 (AGL 6)
  • Experienced Soviet marauder #1-37 (AGL 6)
  • Experienced Soviet marauder #1-38 (AGL 6)
  • Marshall (AGL 5 – Bulk 2 = 3)
  • Experienced Soviet marauder #1-18 (AGL 6 – Bulk 5 = 1)
  • Logan (AGL 5 – Bulk 5 = 0)
  • Experienced Soviet marauder #1-17(AGL 6 – Bulk 6 = 0)
Play:
All the marauders that were preparing for overwatch do so. I will not list them all, as there are a lot and there is not really a lot to be gained by it.

Marshall fires a burst at Experienced Soviet marauder #1-30. The range is 10m (Short).

[Automatic fire at Experienced Soviet marauder #1-30Asset Level 7Impossible (x1/2) – Target Number 3 – Roll(s): 17,18,13,1,4] – One hit. The marauder is hit in the right arm (10). He is now seriously wounded and his initiative is reduced to 0, taking him out of the fight.]

Experienced Soviet marauder #1-18 fires four rounds from his AK-74 at Logan. The distance is 15m (Short) and all other hit locations but Logan’s arms and heads are protected by the OT-64 armor.

[Fire four times at Logan – Asset Level 11 – Difficult (x1) – Target Number 11, 10 on the last round due to recoil – Roll(s): 19,7,12,17] – One possible hit. The hit location is the Right Leg, but the armor (3) of the OT-64 stops the round.]

Logan lets off two quick shots at Experienced Soviet marauder #1-18. The range here is also 15m (Short). The target is prone, facing Logan.

[Fire two times at Experienced Soviet marauder #1-18 – Asset Level 10 – Difficult (x1) – Target Number 10 – Roll(s): 3,8] – Both hit. The marauder is hit in the chest (8 + 1 for blunt trauma = 9) and the head (12). The shots do not result in a quick kill but the marauder is stunned and seriously wounded. His initiative is reduced to 0, taking him out of the fight.]

Experienced Soviet marauder #1-17 fires three single rounds from his SVD at Marshall. The range is 20m (Short).

[Fire two times at Experienced Soviet marauder #1-18 – Asset Level 11 – Difficult (x1) – Target Number 11, 10 on the last shot due to recoil – Roll(s): 13,4,8] – Two possible hits, but both rounds are leg hits and the armor stops both.]

Initiative Step 1

Actions:
  • Wally hunkers down in the commander’s seat and hopes they do not have any anti-tank weapons
  • Novice Soviet marauder #1-41 goes into overwatch
Order of Actions
  • Novice Soviet marauder #1-41 (AGL 6)
  • Wally (AGL 5)
Play:
Novice Soviet marauder #1-41 goes into overwatch as Wally tries to make himself small and goes to his safe place.
The round is over and the marauders have not yet had enough, but they are very close. The team, however, is driving into a bee’s nest and they will find that out soon enough.