Monday, September 9, 2019

0082 - Healin' and Tradin' - Part II

"While I was babysitting Logan, Klasha and Macron went shopping. I asked them to bring me back something nice. I was not expecting Macron to know what that means but I am sure Klasha knows. They went down to the market where appearently a lot of people were busy runnin' around. Business was good and the people were relaxed. That is always a good sign nowadays."

First on the shopping list is to find someone to repair the Mk-19. Normally, this would have fallen to Mitchell but we know how that story ended. In addition to being the only mechanic, Mitchell was also the master scrounger. The only other scrounger is Logan but he is under the knife at the moment.

This will force the group to find an armorer who can repair the Mk-19. The first stop would be the HQ platoon of B Troop. Here it would probably be best to approach 1SG Blue Elk, as any good first sergeant knows what is going on in his company, troop or battery (my personal favorite). Finding the first sergeant would not be difficult, as he is a man on a mission to see that everyone gets what they need. The question is, does the troop have an armorer.

When we look at the amount of equipment and weapons present in the troop, it is unlikely that they do not have an armorer. Still, we can ask the GME.

[GME: Does B Troop have an armorer? - Chaos Rank 5 – Likely - 5% - Exceptional yes
]


I think this is to be interpreted that they not only have an armorer but most likely a fully equipped workshop, open for business. That is great. Definitely need to make a note of that in my description of the unit. Now it is a matter if they have parts or not.

I generally use the same availablity chance for the item also being the chance of having the necessary parts. I roll then for each necessary part individually. For the Mk-19, we need two parts and the Mk-19 has the following data in the price list: Mk-19: Price: $5000 (S/R). The two parts are going to be Rare and the characters are currently in a town, meaning the chances of finding the parts are 1 on D10. Not a really good chance but you never know. Unfortunately the roles (8, 3) mean we are out of luck. That is unfortunate. Maybe next time.

Next on the list would be getting some ammunition for the KPV and the PK on the OT-64. Maybe we will have better luck with something made in the east. The ammunition we need is 14.5mm B (14.5x114mm Bloc) and the standard price is $30 per case. The availability is S/C, so we have a good chance of finding some.

Common items have an availability of 7 or less on a D10. You can roll the against the availability and decide how many items you want available or instead roll a random number of items. For example, you could use the following chart:

Location Very Common Common Scarce Rare
Major City 2D20 1D20 1D10 1D5
City 1D20 2D10 1-5 1-2
Town 2D10 1D10 1-2 1
Village 1D10 1-5 1 None
Encounter 1-5 1-2 1 None

I prefer to roll for each item individually. As soon as one roll fails, no more items made be found. This tends to keep me honest. In this case, the roll failed on the second roll. This means we have one 100-round belt available. The armorer is not greedy and we may be able to trade off some the stuff we have been picking up along the way. The asking price is (7 + 4) * 10% = 110% of the base price or $33. Maybe Klasha can talk him down:

[Convince the armorer to lower the price of the belt – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 15] - Failure, but at least it was not catastrophic this time.

We have a couple of WP Grenades that we picked up along the way and we could get rid of them. They normally sell for $20 each. The armorer is willing to "pay" (3 + 4) * 10% = 70% or $28. That is really close. Maybe Klasha can get him to up his bid:

[Convince the armorer to raise his offer on the WP grenades – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 11] - Failure. Nope, he is sticking to his price.

We are still too short on the price. We could throw in a couple frag grenades. We did capture a couple in previous encounters. He is willing to give us (3 + 2) * 10% = 50% of the normal sale price of $4 or $2 each. We would need three to meet the price and we walk away with a new belt of 14.5mm.

Now for the question of ammo for the PK. The PK takes 7.62mm L (7.62x54mmR Long) and each case has a standard price of $70 and an availability of (S/C), which is a good thing. The availability is 70% and we make the roll. Using the table above to save time, we roll 1D10 and find that he has 8 100-round belts available. The big question is what is he going to gouge us for. He wants (7 + 4) * 10% = 110% or $77 a belt. This comes to a total of $616. That is a lot.

Klasha tries to convince him to drop the price a bit, as we are buying in bulk.

[Convince the armorer to lower the price of the 7.62mm L belts – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 15] - Again, a failure.

Now to meet the price. We have 3 M231s that we would gladly get rid. They normally sell for $300 (V/C) but he will only give us (3+2)*10% = 50% or $450 for the lot. Of course we need to try to get him to up the price.

[Convince the armorer to raise his offer on the M231s – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 20] - Ouch. Catastrophic Failure and a natural 20. It does not get worse than that.

That probably means he sends us packing. Still, at least the KPV can put holes in things again.

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