Friday, March 5, 2021

0142 - Off We Go Again - Part XV

 1300 13 AUG 2000, Dobrodzień, Poland

===================================

"Dinner was fox. If you have never had it, not something you missed. Still, food is food and I am not going to be the one to turn down fresh meat. Logan found a spot and we settled in. The horses had been working hard and had an appetite. We feed and combed them. Griff bagged the fox I mentioned and we made camp. Felt almost like a summer jamboree mixed with a church social. I miss civilization sometimes."

 

So, the team now has a prisoner. This means they will need another horse (named Domingo) to transport both the prisoner and the necessary rations. We also need two horses for the team members currently on foot (Griff and Macron, riding Jester and Rascal respectively). Luckily there are a couple left over from the convoy. Ioy is given to understand that an attempt to escape will mean that he will have a speed-dating appointment with one of Potato's bursts. Otherwise, the prisoner is left untied.

 

The rest of the equipment is stowed on the horses and mules. Wally will attempt to scavenge parts from the broken KSP 58B, assisted by Harris.

 

Task:

Scavenge parts from the broken MG

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Tech B (D10)

 

Modifiers:

+1 for assistance from Harris

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Tech B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,7,--

 

Result:

1 Success

 

 

Wally gains 1 Spare Weapon Part. That may be useful later.

 

Note: I am not going to track from which weapon the parts came. I am all for a bit of record-keeping but we do not need to go overboard. For simplicity's sake, Parts are Parts.

 

Now that everything is left in the hands of the Cav troopers, we can move on.

 

The modified order of march is:

 

  • Advance team: Battle Buddies Griff & Macron (riding Jester and Rascal respectively). The advance team will lead the rest by approximately 500m, keeping in touch with the walkie-talkie Macron has
  • Marshall riding Ben (Horse)
  • Ioy riding Domingo (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

 

Day Shift

 

Weather: The weather remains fair

 

Light Conditions: Light

 

Activities: The team will travel on the road, with Griff, Macron, Marshall, Potato, Robinson and Klasha keeping guard.

 

Navigation: Navigation is not necessary, as the team is travelling by road.

 

Hazards: Hazards are not necessary, as the team is not travelling by vehicle.

 

Encounters: I am using my encounter system, based on the one in v2.2 and there is no encounter.

 

Record Keeping: None at the moment.

 

Evening Shift

Travelling is not difficult and the team will arrive in time to find a nice, sheltered place for the camp.

 

Weather: The weather remains fair

 

Light Conditions: Light

 

Activities: Logan and Klasha will Make Camp and then Cook. Wally and Robinson will Scrounge. Griff will Hunt. Macron will Sleep, as he has guard shift during the night. Marshall will guard the prisoner and Potato and Harris will keep guard

 

Logan and Klasha (assisting) will attempt to make camp.

 

Task:

Make Camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Klasha assisting, +1 Large Tent

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

8,3,--

 

Result:

1 Success

 

 

That is all we needed. Now that that roll is passed, they will attempt to make a Hidden Camp. For that, the need to make a Recon Roll. This time Klasa will make the roll, assisted by Logan.

 

Task:

Hide the Camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

+1 Logan assisting

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Recon C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

5,2,--

 

Result:

Failure

 

 

Again, something we know but the characters do not. If they had succeeded, the result would have been used as an opposed roll for any groups stumbling on the camp. As it is, they will have no modifiers for detecting the camp. The group needs to do better.

 

While the camp is being set up, Griff is off hunting. He will hunt in the forested part of the hex, giving him a +1 Mod on the roll.

 

Task:

Go hunting

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Terrain Modifier

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

Griff tracks a Fox, encountering the animal at 140m (14 hexes). He will attempt to halve the range with a successful Recon roll.

 

Task:

Go hunting

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

+1 Terrain Modifier, +1 Ambushing modifier

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Recon B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

8,6,--

 

Result:

2 Successes

 

 

Note: I believe, in the hunting section, that they mean to use the Ambushing table modifier on Pg. 58 when they talk about the roll being "modified by how close you want to get (page xx)". That is my motivation for adding the modifier above. That being said, I believe the infiltration modifier for the terrain should also be added. My take on the meaning.

 

The range is now 7 (Close Range) and Griff can take the shot. He will add one ammo die to the roll. He will take the time to find a stable position and use his telescopic sights. The target is a small target.

 

Task:

Shoot the Fox

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-1 Terrain Modifier, +1 Sniper Specialty, +2 Telescopic Sight, -2 Small Target

 = 0

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat B (D10)

[Unmodified]

Ammo Die:

1

 

Roll:

9,9,5

5 Rounds Expended

Result:

2 Successes

 

 

One shot is more than enough to kill the fox. We will use the second success to reduce the amount of ammo expended. For those unfamiliar with the House Rule I have, here it is:

 

House Rule – Successes and ammo usage: When you roll more than one success in ranged combat, each additional success after the first can be used to reduce the amount of ammunition expended. For each success sacrificed, the amount expended can be reduced by half (round down, minimum of 1). Successes used in this manner cannot be used to cause critical hits. All successes may be used, regardless of source (Ability, Skill or Ammo die).

 

This will at least bring down the ammo usage to 3 instead of five. Foxes may be wily but they cannot be that tough that you need 5 rounds to kill one. Griff brings home 3 units of Wild Food.

 

Wally goes scrounging, assisted by Robinson.

 

Task:

Scrounge in the Hex

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 assisted by Robinson, -1 Terrain Modifier

= 0

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,3,--

(X rounds expended)

Result:

Failure

 

 

Unfortunately both come back empty-handed.

 

Now that the camp is set up, Logan and Klasha can prepare the meal.

 

Task:

Cook for the team

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Klasha assisting

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

4,8,--

 

Result:

1 Success

 

 

That is enough to ensure everyone keeps it down.

 

Navigation: Navigation is not necessary, as the team is travelling by road.

 

Hazards: Hazards are not necessary, as the team is not travelling by vehicle.

 

Encounters: No encounters (actually, it was a ruined farm, but I doubt it came visiting during the night)

 

Record Keeping: Now time to feed everyone. The fox can be cooked, along with the other wild food.  We need a total of:

 

For the group:

  • 10 Rations of Food
  • 10 Rations of Water

 

For the Horses/Mules:

  • 36 Rations of Grain
  • 36 Rations of Water
  • One shift of Grazing per Animal (during the evening shift)

 

It may seem like a lot and it probably is but illustrates well the problem of moving a unit in the post-apocalyptic world of Twilight: 2000. This was just one day of travel for 10 people. Image moving 500.

 

The team will also replace the ammo the used in the ambush and redistribute the equipment. The team uses:

 

  • 13 rounds of 7.62x51mm
  • 86 rounds of 5.45x39mm
  • 24 rounds of 5.56x45mm
  • 2 40mm HEDP Grenades

 

The team neglected to take any 9mm ammunition from the stash, so Klasha cannot reload her pistol magazine (knew we forgot something).

 

Night Shift

Night settles on the camp and the group beds down for the night. They have a large tent that fits all, including Ioy. He is trussed up tight for night. They do not trust him that much yet.

 

Weather: The weather remains fair.

 

Light Conditions: Dusk

 

Activities: All but Macron lay down to sleep. He wolfs down his chow and sets off to ensure the rest can sleep well while he stands watch.

 

Navigation: None necessary, as the group is in camp.

 

Hazards:  None necessary, as the group is in camp.

 

Encounters: None. The night passes peacefully, a rare event these days.

 

Record Keeping: None.

 

Another day comes to an end and the team is alive. We will see what the morrow brings.

 


 

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