Monday, April 20, 2020

0095 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station – The Parking Garage Map)


0915 07 AUG 2000, Weilun, Poland
============================
The parking garage was low. We could see an aid station set up in the back and what appeared to be some come of ambulance parked near by. The guards were determined to keep any needy people out.
The parking garage is a large open space, leaving us with plenty of room to place the features. The guards, both at the entrance and the convoy guards will probably have placed some barrier to prevent the civilians from flooding in. In addition, they will probably have the other entrances and stairwells covered.
The medical staff can set up a little farther back from the entrance, allowing them room to work. An additional feature would be the civilians looking for entrance into the garage. They will be there at least at the beginning of the encounter.
The most interesting feature will be the height of the parking garage. Can-Can is an OT-64 with a height of 2.71m. The minimum parking garage height in 2.13m and a lot have that as a standard height. We will be generous and add a random (1D6 – 1) x 10cm. In this case, we rolled a 5 or 50cm. Even then with 2.63m, Can-Can will not fit into the garage. That will probably put a damper on things.
Still, we can place the bad guys and the civilians and prepare for the encounter.


Tuesday, April 7, 2020

0094 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station - Preparation)


0915 07 AUG 2000, Weilun, Poland
============================
The kids led us to the entrance to a parking garage. The garage used to serve some administrative or office building above it but now it was apparently some form of temporary aid station.
Some civilian guards were keeping the people back behind some crude barriers. Occasionally someone would have over something that would then be carefully inspected by the guards. If it was to their liking, the person was let through. Otherwise it was thrown back into their face before givin’ them a good crack with a club.
To start with, we need the aid station proper. As I have generated the 200+ troops using military convoys as a basis, there are two possible convoy units, so I will grab the first:
==============================================
Military convoy unit (Soviet) #6 with 6 soldiers.
*****************************************************
Veteran Soviet soldier #6-1
(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 sociable: The NPC will be amiable, talkative, and cooperative with most people he meets.

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

Main Weapon: PPSh-41 with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 6kg of MREs

*****************************************************
Experienced Soviet soldier #6-2
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

Main Weapon: RPK with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Hatchet
Grenades: Irritant Gas Grenade []
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 1kg of Domestic Food and 5kg of MREs

*****************************************************
Novice Soviet soldier #6-3
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 2kg of Domestic Food and 2kg of Wild Food

*****************************************************
Novice Soviet soldier #6-4
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKMR with 3 magazine(s)/belt(s) and 10 loose rounds
Equipment: Fatigues, Kevlar Helmet, Kevlar Vest, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,
Food: 1kg of MREs

*****************************************************
Novice Soviet soldier #6-5
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 4 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Spear
Equipment: Fatigues, Steel Helmet, Combat Webbing, Pack,
Food:

*****************************************************
Novice Soviet soldier #6-6
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 3 magazine(s)/belt(s) and 10 loose rounds
Sidearm: AKM with 1 magazine(s)
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 1kg of Domestic Food and 4kg of MREs

-----------------------------------------------------

The unit has a/an M60 with 6 belt(s)
The unit has a/a 3/4-Ton Truck

The unit has medical supplies as cargo.

The unit has the following additional personnel:
*****************************************************
Veteran Soviet Doctor (Medical (Surgery): 13) #6-8
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:
-----------------------------------------------------
Ruthless: The NPC will let nothing stand in his way in achieving any goal and feels total disregard
for the needs of others. The NPC can appear to be considerate, generous, loyal, or anything else which serves his purpose, but he actually feels nothing.

Somewhat violent: The NPC isn't frightened or intimidated by threats of violence and will not hesitate to use violence if the situation seems to warrant it.

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

Main Weapon: PM Makerov with 5 magazine(s)/belt(s) and 20 loose rounds
Grenades: Fragmentation Grenade []
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 1kg of Domestic Food

*****************************************************
Experienced Soviet Nurse (Medical (Diagnosis): 10) #6-9
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

Main Weapon: PM Makerov with 5 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Club
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 5kg of MREs

*****************************************************
Novice Soviet Medic (Medical (Trauma Aid): 8) #6-10
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Spear
Grenades: HC Smoke Grenade []
Equipment: Fatigues, Steel Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit,
Food: 1kg of Domestic Food

*****************************************************
Novice Soviet Medic (Medical (Trauma Aid): 8) #6-11
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: M16A2 with 5 magazine(s)/belt(s) and 10 loose rounds
Sidearm: .38 Special Snubnose with 1 magazine(s)
Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,
Food: 5kg of Domestic Food and 1kg of Soviet Field Rations

*****************************************************
Novice Soviet Stretcher Bearer #6-12
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Axe
Grenades: HC Smoke Grenade []
Equipment: Fatigues, Steel Helmet, Shelter Half, Combat Webbing, Pack, Sleeping Bag,
Food: 2kg of Domestic Food and 4kg of MREs

*****************************************************
Novice Soviet Stretcher Bearer #6-13
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

Main Weapon: AKM with 5 magazine(s)/belt(s) and 20 loose rounds
Equipment: Fatigues, Steel Helmet,
Food: 6kg of Domestic Food and 1kg of Soviet Field Rations

*****************************************************

In addition, the unit has 1 4-Man Tent(s)


Interesting here is both the leader of the convoy unit and the doctor. They both sound like some generally not nice people. If this turns violent, the team may actually be doing the world a favor.
We can also assume the town council has their own people on the scene to hand out passes. I used a Marauder unit as the basis for this guard unit.
===============================================
Guard unit (Polish) #2 with 5 guards.
*****************************************************
Veteran Polish guard #2-1
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)


Motivation:
-----------------------------------------------------
Selfish: The NPC will never help without demanding payment and will never give away anything. He will also demand higher payment than he is due and will jealously guard his possessions.


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 cumulative.


Main Weapon: AKR with 6 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Grenades: Concussion Grenade []
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 2kg of Wild Food


*****************************************************
Experienced Polish guard #2-2
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


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


Main Weapon: RPK-74 with 3 magazine(s)/belt(s) and 20 loose rounds
Sidearm: AK-74 with 1 magazine(s)
Grenades: White Phosphorus (WP) Grenade []
Equipment: Fatigues, Steel Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit,
Food: 8kg of Wild Food


*****************************************************
Experienced Polish guard #2-3
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


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


Main Weapon: AKR with 5 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Club
Grenades: 140mm HEAT Rifle Assault Weapon (RAW) rifle grenade []
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 7kg of Wild Food


*****************************************************
Experienced Polish guard #2-4
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


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


Main Weapon: AKR with 6 magazine(s)/belt(s) and 20 loose rounds
Sidearm: PM Makerov with 1 magazine(s)
Grenades: 140mm HE Rifle Assault Weapon (RAW) rifle grenade [] Fragmentation Grenade []
Equipment: Fatigues, Steel Helmet, Flak Jacket, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,
Food: 5kg of Wild Food


*****************************************************
Novice Polish guard #2-5
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)


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


Main Weapon: AKR with 5 magazine(s)/belt(s) and 20 loose rounds
Sidearm: AK-74 with 1 magazine(s)
Melee Weapon: Axe
Grenades: Fragmentation Grenade []
Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,
Food: 1kg of Wild Food


The leader of the guards is also selfish, so we have the perfect bad guys to fill up the ranks. Now to think about the map.
They will probably have some large, open area that they can control access to. The first thing that pops to my mind is a parking garage. Those wishing access to the facility can be herded through the ramp, leaving the interior open for use of the medics. I like that and we will go with it. One Google search later an we are ready to go with the map.