Tuesday, January 26, 2021

0131 - Off We Go Again - Part IV - The Map

The encounter distance between the group and the Soviet convoy is 2D10x2 or 10x2 = 20 hexes. We are going to need a larger map (or smaller icons).

Some of you may be familiar with Virtual Assistant Squad Lead (VASL, http://vasl.info/), which is a module for Vassal (http://www.vassalengine.org/). One of the features here are the map boards, which can be downloaded from several sources like:


There are many more, of course, but my purpose in telling you this is not to plug VASL (although I am impressed with it), I want to talk about the map boards. The map boards them are .zip files can be opened with your favorite zip file program (or the windows explorer in modern windows systems. Inside you will usually find another file without an extension. This fill too can be opened with a zip file program. Inside you will find several other files and the map as a .gif file.



Using this process. I have taken four maps and placed them in a open office draw document, with the paper size set to A3 (portrait).



I then scaled my blast templates and markers to the appropriate hex size (make sure you keep the ratio when rescaling) and we are finished. A large-scale map showing a nice stretch of open Polish countryside, with a fields, etc.




Here is the full map.




Sunday, January 24, 2021

0130 - Off We Go Again - Part III

 0600 13 AUG 2000, Dobrodzień, Poland
===================================

The team has finished packing and loaded up both the horses and mules. As there are only seven horses (yes, I miscounted last time) and nine team members, some will have to walk.

The order of march will be:

  • Advance team (on foot): Battle Buddies Griff & Macron. The advance team will lead the rest by approximately 500m, keeping in touch with the walkie-talkie Macron has
  • Marshall riding Ben (Horse)
  • Potato riding Flames (Horse)
  • Harris riding Shade (Horse) and leading Maxine (Mule)
  • Robinson riding Evan (Horse)
  • Wally riding Coal (Horse) and leading Hustle (Mule)
  • Logan riding Cheska (Horse) and leading Edgy (Mule)
  • Klasha riding Cellini

Yes, all the horses and mules were given names. The names were generated randomly by a generator I found in the internet and it makes the animals less of a cardboard prop and move of a living part of the fictional universe.

The group will travel for a shift and investigate the next hex in the shift following that before making camp. The following day they will move to make contact with the stagglers if they have not by then and then make camp. On the third day, the group will return to base and report. That is the plan anyway.

Just as a note: Horse Tack and Pack Saddles do NOT count against the animal's cargo capacity. The weight is simply given for the purposes of carrying or storage.

Off we go.

Morning Shift

Weather: Weather is fair.

Light Conditions: Light

Activities: All team members are riding (except the advance party), keeping watch as they do.

Navigation: No roll is necessary, as the team is following the road.

Hazards: No roll is necessary, as the team is not driving

Encounters:
I am rolling randomly for the territory type, from 1-7, using the rules from the v2.2. I am not rolling 1-8, as I do not want Cantonment to be a random territory type. The roll is 1 (Organized), which makes sense, as the cavalry cantonment nearby will mean regular patrols and civil affairs efforts. Still, the team may have an encounter.

The team encounter a military convoy (Soviet) that seems to have gotten lost. Something like this is probably too rich a prize to leave unmolested. The question arises, however, what the convoy would be doing here. There are Soviet Cantonments farther West, so it is likely they were on their way there. (Note: the stats of the convoy are located at the bottom of the post.)

Intersting here is that all the wagons have a reliability of F, indicating that they are no longer in working order. So the convoy is trapped here as they try to make repairs. At least the team can be sure that they won't run away.

They will have posted guards, so a Recon roll for the advance group is needed, made by Macron, who has the highest Recon. As both groups are effectively on foot, there will be no +/-2 modifier.
  • Task: Roll to detect the convoy.
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: +1 Binoculars = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 6,9,--
  • Result: 2 successes

Here is where it diverges a bit from v4. In the v2.2, we rolled for both groups, which made sense, since both will have posted guards, set watches and generally been paranoid. I believe very strongly, that this should be part of next version. The convoy will also get to roll.

For the groups, we a Recon skill for the entire group (in this case B) and we assume an Intelligence of  C (which is average). Note that this is NOT an opposed roll, but simply to determine if one group sees the other.
  • Ability Die: Intelligence C (D8)
  • Skill Die: Recon B (D10)
  • Modifiers: --
  • Mod. Ability Die: Intelligence B (D10) [Unmodified]
  • Mod. Skill Die: Recon B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 4,4,--
  • Result: no successes

So, our advance team has gotten the drop on the convoy. Not a bad situation and the advance party will find a hide before radioing the group of their find.

Here are the stats for the convoy:
  • ////////////////////////////////////////////////////////
  • 3 military convoy unit(s)). Recon B (D10)
  • ////////////////////////////////////////////////////////

  • ********************************************************
  • Military Convoy unit #1 with 3 soldiers.
  • ********************************************************
  • Officer ID:  #1-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Very ambitious
  • Secondary Motivation: Somewhat violent

  • 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
    • Weight: 1 Reload: 1

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

    • -----------------------
    • Improvised Grenade
    • -----------------------
    • Type: Hand Grenade
    • Damage: 2 Critical: 3 Blast: B (2xD10) Range: 2 Armor: +1 Notes: Can only be used at SHORT range. Can be jury rigged, using one encumbrance unit of improvised explosives (or a quarter unit of plastic explosives, or one dynamite stick), and one general spare part for shrapnel
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ------------------
    • Small Battery
    • ------------------
    • Type: Electricity
    • Weight: 0.25 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • Soldier ID:  #1-2
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • --------
    • UZI
    • --------
    • Type: Submachinegun Reliability: D (D6) ROF: 4
    • Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
    • Weight: 1 Reload: 1

    • ---------------
    • Spiked Bat
    • ---------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
  • Gear:
    • --------------------
    • Personal Medkit
    • --------------------
    • Type: Medical Supplies
    • Weight: 0.25 Number of Items: 1
    • -----------------
    • Bag of Grain
    • -----------------
    • Type: Food
    • Notes: Price and weight for eight rations.
    • Weight: 8 Number of Items: 1
  • ]

  • Soldier ID:  #1-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • -----------
    • FN-FNC
    • -----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 5
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reloads: 2

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

    • ---------
    • Club
    • ---------
    • Type: Melee Weapon
    • Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1

    • ------------------------------
    • 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 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Flashlight
    • ---------------
    • Type: Observation Gear
    • Weight: 0.25 Number of Items: 1
    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • -----------------------------------------------------

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)

    • ----------
    • Horse
    • ----------
    • Type: Animal 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.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100

  • The unit has ammunition as cargo.

  • In addition, the unit has gear:

  • ----------------
  • Radiacmeter
  • ----------------
  • Type: Protective Gear
  • Weight: 0.25 Number of Items: 1


  • ********************************************************
  • Military Convoy unit #2 with 4 soldiers.
  • ********************************************************
  • Officer ID:  #2-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Honorable
  • Secondary Motivation: Very Sociable

  • 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:
    • ----------
    • VZ 61
    • ----------
    • Type: Submachinegun Reliability: A (D12) ROF: 6
    • Ammo: 7.65x17 Damage: 1 Critical: 3 Range: 2 Armor: +2
    • Weight: 0.5 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Plate Vest
    • ---------------
    • Type: Body Armor
    • Notes: Armor: 2, Location: Torso
    • Weight: 3 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Engineer ID:  #2-2
  • ====================
  • Template: Engineer
  • Faction: Soviet

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

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

  • INT: B (D10)
  • Recon: C (D8)
  • Tech: B (D10)

  • EMP: C (D8)

  • Hit Capacity: 0

  • [
    • Weapons:
    • ----------
    • M16A2
    • ----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 3
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • --------------------
    • Protective Mask
    • --------------------
    • Type: Protective Gear
    • Weight: 0.5 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Soldier ID:  #2-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • -----------
    • FN FAL
    • -----------
    • Type: Battle Rifle Reliability: F (--) ROF: 4
    • Ammo: 7.62x51 Damage: 3 Critical: 4 Range: 8 Armor: +0
    • Weight: 2 Reload: 1

    • ---------
    • Club
    • ---------
    • Type: Melee Weapon
    • Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • -------------
    • Fatigues
    • -------------
    • Type: Field Gear
    • Weight: 0 Number of Items: 1

    • ------------------
    • Field Rations
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.25 Number of Items: 2
  • ]

  • Soldier ID:  #2-4
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ---------
    • AK 4
    • ---------
    • Type: Battle Rifle Reliability: C (D8) ROF: 4
    • Ammo: test Damage: 3 Critical: 4 Range: 8 Armor: +0
    • Weight: 2 Reloads: 2

    • ------------
    • Zip Gun
    • ------------
    • Type: Pistol Reliability: A (D12) ROF: 1
    • Ammo: Any pistol Damage: 1 Critical: 3 Range: 1 Armor: +2 Notes: Can be jury rigged
    • Weight: 0.5 Reload: 1

    • ---------------
    • Spiked Bat
    • ---------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ----------------
    • Flak Jacket
    • ----------------
    • Type: Body Armor
    • Notes: Armor: 1, Location: Torso
    • Weight: 1 Number of Items: 1

    • -----------------
    • Bag of Grain
    • -----------------
    • Type: Food
    • Notes: Price and weight for eight rations.
    • Weight: 8 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • -----------------------------------------------------

  • The unit has fuel as cargo.

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)
    • ----------
    • Horse
    • ----------
    • Type: Animal 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.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100
  • The unit has a heavy weapon:
  • ------------
  • KSP 58B
  • ------------
  • Type: General Purpose Machinegun Reliability: F (--) ROF: 4
  • Ammo: 7.62x51 Damage: 3 Critical: 4 Range: 8 Armor: +0 Notes: Ammo belt (one encumbrance unit). Needs to be fired from a tripod or vehicle mount. Weight: 1

  • Gear:
  • [
    • ----------
    • Bipod
    • ----------
    • Type: Weapons Gear
    • Weight: 0.25
  • ]
  • Weight: 3 Reloads: 2


  • In addition, the unit has gear:

  • ----------------------------
  • Chemical Agent Detector
  • ----------------------------
  • Type: Protective Gear
  • Weight: 0.5 Number of Items: 1


  • ********************************************************
  • Military Convoy unit #3 with 4 soldiers.
  • ********************************************************
  • Officer ID:  #3-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Somewhat ambitious
  • Secondary Motivation: Wise

  • 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:
    • --------
    • AKR
    • --------
    • Type: Submachinegun Reliability: C (D8) ROF: 5
    • Ammo: 5.45x39 Damage: 2 Critical: 3 Range: 4 Armor: +1
    • Weight: 1 Reload: 1

    • ---------------------
    • Antitank Grenade
    • ---------------------
    • Type: Hand Grenade
    • Damage: 6 Critical: 3 Blast: D (2xD6) Range: 3 Armor: -1 Notes: Can only be used at SHORT range.
    • Weight: 0.25 Reload: 1
  • ]
  • [
    • Gear:
    • -------------
    • Raincoat
    • -------------
    • Type: Protective Gear
    • Weight: 0.5 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • Soldier ID:  #3-2
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • AK-74
    • ----------
    • Type: Assault Rifle Reliability: D (D6) ROF: 5
    • Ammo: 5.45x39 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reload: 1

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

    • ------------
    • Machete
    • ------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +0
    • Weight: 0.5 Reload: 1
  • ]
  • [
    • Gear:
    • ----------------
    • Flak Jacket
    • ----------------
    • Type: Body Armor
    • Notes: Armor: 1, Location: Torso
    • Weight: 1 Number of Items: 1
  • ]

  • Soldier ID:  #3-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • PM-84
    • ----------
    • Type: Submachinegun Reliability: B (D10) ROF: 4
    • Ammo: 9x18 Damage: 1 Critical: 3 Range: 3 Armor: +2
    • Weight: 1 Reload: 1

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

    • ---------------------
    • Antitank Grenade
    • ---------------------
    • Type: Hand Grenade
    • Damage: 6 Critical: 3 Blast: D (2xD6) Range: 3 Armor: -1 Notes: Can only be used at SHORT range.
    • Weight: 0.25 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Plate Vest
    • ---------------
    • Type: Body Armor
    • Notes: Armor: 2, Location: Torso
    • Weight: 3 Number of Items: 1

    • ----------
    • Grain
    • ----------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 1 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Soldier ID:  #3-4
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

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

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • M16A1
    • ----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 6
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 5 Armor: +0
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ------------------
    • Small Battery
    • ------------------
    • Type: Electricity
    • Weight: 0.25 Number of Items: 1

    • ------------------
    • Field Rations
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.25 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • -----------------------------------------------------

  • The unit has fuel as cargo.

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)
    • ----------
    • Horse
    • ----------
    • Type: Animal 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.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100

  • The unit has a heavy weapon:
  • --------------------
  • FGM-148 Javelin
  • --------------------
  • Type: Antitank Guided Missile Launcher Reliability: A (D12) ROF: 1
  • Ammo: 127mm Damage: 10 Critical: 1 Blast: B (2xD10) Range: 40 Armor: -1
  • Weight: 3 Reloads: 2
  • In addition, the unit has gear:

  • ---------------
  • Small Tent
  • ---------------
  • Type: Field Gear
  • Weight: 4 Number of Items: 1


 



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 ]