Sunday, March 7, 2021

0143 - Off We Go Again - Part XVI

0600 14 AUG 2000, Near Lubliniec, Poland

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

"Sun. Sun. Sun. The last days have been pleasant indeed. Having nothing better to do, Ioy and I caught some sun while he combed the horses and I watched him to it. To think, in just a few years, we have transported ourselves back into the 19th Century and pretty close to landing back in the 18th Century. One thing you can always depend on is humanity screwing it up eventually."

 

For those that have not been following along, the group has travelled here to attempt to meet up with some stragglers they passed on the way back to base. At that time, they had no place in their transports for the stragglers but told them to head west, to the American cantonment there. The group never arrived, so the characters were sent out to find them.

 

Morning Shift

 

Weather:

The weather remains fair. If it keeps up like this, the team may need to take a few of those vacation days that they have collected

 

Light Conditions:

Light.

 

Activities:

Part of the group will remain in camp, some for security reasons, others just to catch up on some maintenance and sleep. The rest of the group will form the "search party". (Yes, I know, "don't split the group". What could go wrong? ;-) )

 

The group remaining in camp are:

 

  • Klasha (On Watch)
  • Marshall (Guarding the prisoner)
  • Logan (Scrounging)
  • Wally (Restoring the reliability on the weapons)

 

The rest of the group will form the search party on foot:

 

  • Macron (Point Man)
  • Potato (Point Man backup)
  • Harris (Patrol Leader)
  • Robinson (Grenadier, with the RPG-7 and one rocket)
  • Griff (Rear Guard)

 

The patrol will be travelling without their packs, leaving these behind at camp. In addition, they will leave Macron's walkie-talkie for the base camp group. More on that later.

 

Logan will spend a shift Scrounging, as he has one of those boring days Medics love where no one needs his attention. Could be more, if you ask him.

 

Task:

Scrounge for something useful

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

-1 Terrain Modifier

 = -1

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival D (D6)

[-1 Step, total = -1]

Ammo Die:

--

 

Roll:

8,4,--

 

Result:

1 Success

 

 

One success is one roll on the scrounging table. He finds a Mathematics textbook  (59 ) on good condition and packs it away. The school can probably use this and we would have a chance to helps some kids. Not a bad haul for the character.

 

In the mean-time, Wally tries to restore the reliability of Klasha's AK. According to the rules, as printed, this does not require a roll. I am not sure the reasoning behind it, as you need a roll to repair something and it would also mean that anyone can restore the reliability, with or without Tech skill,  reducing the importance of this skill and making reduced reliability less of an actual danger. I will make the roll, as nothing is free in this world.

 

This is a simple, unopposed roll, but we will give him the +1 bonus, as it is equipment he is familiar with and he also has a Weapons Tool Kit.

 

Task:

Restore the AK Reliability

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Tech B (D10)

 

Modifiers:

+1 familiar equipment, +1 Weapon Tools

= +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Tech  A (D12)

[+1 Step, total = +1]

Ammo Die:

    •  

 

Roll:

12,10,--

 

Result:

4 Successes

 

 

That should be enough, as the weapon was only reduced by one category.

 

Navigation:

No roll required, as the group is not moving overland.

 

Hazards:

No roll required, as the group is not driving.

 

Encounters:

The base camp may have an encounter pro shift. Using the v2.2-ish system here and the terrain is Woods and the territory type is Devastated. The roll reveals that the group has no encounter, allowing them to enjoy the sunshine while they work.

 

Record Keeping:

Ioy gets one point of Hit Capacity for resting last night and will gain another today, as he has nothing to do but sit around waiting for anything to happen. He is now back up to full. Can you recover from a nasty butt stroke that quickly? Probably not, but it is a game and not an ultra-realistic simulation. I am operating under the assumption that non-critical wounds are minor wounds (scrapes, cuts, small bullet fragments from a ricochet, etc.) that are not necessarily deadly.

 

Now, on to the scene with the Stragglers. This will be a GME scene, as a bit of roleplaying is involved. Both groups are American, so communication should not be a problem.

 

At the beginning of the scene, the team is scouring the ruins for signs of the Stragglers, patrolling as they do. It is nice to have friends but better to be on your guard. We know from the Post 0124 - The Great Escape - Part IX - Heading Home - Day 3. Pt. 2, that the Stragglers have no one's best interest at heart. The group, however, does not know that. They are still acting on good faith here.

 

Scene 1 - Meeting the Stragglers (CR 5)

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

Scene Setup

First of all, we are going to needs some stats for the NPCs, regardless of how this plays out. I am using my v2.2 generator here, as the v4 is currently undergoing a web-based upgrade.

 

Encounter: Stragglers unit (American) with 18 troopers. (Observation 12)

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

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

Veteran American straggler #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.

 

Moderately ambitious: The NPC will wish to be in a position of real responsibility in an organization.

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .22 Semiautomatic with 3 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Axe

 

Equipment: Pack, Sleeping Bag, Flashlight,

 

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

Experienced American straggler #2

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: FN-LAR with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Knife

Grenades: White Phosphorus rifle grenade []

 

Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,

 

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

Experienced American straggler #3

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: SVD with 1 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #4

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: PPSh-41 with 1 magazine(s)/belt(s) and 20 loose rounds

Grenades: 140mm HEAT Rifle Assault Weapon (RAW) rifle grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #5

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #6

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: Double-Barreled Shotgun with 1 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Spear

Grenades: HEAT rifle grenade []

 

Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,

 

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

Novice American straggler #7

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .30-06 with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #8

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: L1A1 with 3 magazine(s)/belt(s) and 10 loose rounds

 

Equipment: Steel Helmet, Combat Webbing, Pack, Flashlight, Sleeping Bag,

 

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

Novice American straggler #9

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .22 Bolt-Action Rifle with 3 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Knife

Grenades: White Phosphorus rifle grenade []

 

Equipment: Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping Bag,

 

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

Novice American straggler #10

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: Vz-24 with 1 magazine(s)/belt(s) and 10 loose rounds

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #11

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AK-74 with 1 magazine(s)/belt(s) and 20 loose rounds

Grenades: 140mm HE Rifle Assault Weapon (RAW) rifle grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #12

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

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

Novice American straggler #13

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKR with 1 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Club

 

Equipment: Pack, Sleeping Bag,

 

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

Novice American straggler #14

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special Snubnose with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Combat Webbing, Pack, Sleeping Bag,

 

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

Novice American straggler #15

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKMR with 2 magazine(s)/belt(s) and 10 loose rounds

Grenades: HEAT rifle grenade []

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #16

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special with 2 magazine(s)/belt(s) and 20 loose rounds

Grenades: Antitank Grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #17

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: FN-FAL with 3 magazine(s)/belt(s) and 20 loose rounds

Grenades: HEAT rifle grenade []

 

Equipment: Pack, Sleeping Bag, Flashlight,

 

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

Novice American straggler #18

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special with 1 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Garotte

 

Equipment: Combat Webbing, Pack, Sleeping Bag,

 

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

 

The unit is on foot.

 

In addition, the unit has 1 Starlight Scope(s)

 

I removed their food, for obvious reasons, and reduced their available ammo by half (rounding up, of course). They may not have a lot of ammo, but there sure a lot of them.

 

The fact the group wants to kill the party and take their stuff probably has a lot to do with the primary motivation of its leader. Being very violent, this is probably the best way to solve the problem in his eyes. These are really just Marauders in the making.

 

Next, a few preliminary questions to set the scene.

 

[GME: Are the Stragglers aware that the group entered town? - Chaos Rank 5 - 50/50 - there are not a lot of groups travelling here but the group was on horses, which are much quieter than vehicles (50%) - 46% - Yes]

 

[GME: Are the Straggler actively seeking contact with the characters? - Chaos Rank 5 - Somewhat Likely - they are starving out on their own and looking for a easy mark (65%) - 37% - Yes]

 

So it will not be hard to find the group, so that at least makes the job easier.

 

Now for the scene setup:

 

"Patrol will approach the group of stragglers, huddled around their campfire, and tell them of the American unit nearby that would be willing to take them in. If the group wants, the characters can arrange for their transport back to friendly lines. If the offer is accepted, the group will radio the base camp and make arrangement for someone to contact the cav troopers."

 

Scene Resolution

Now to see if the scene begins as we hoped in the setup. For this, we Roll 1D10. If the roll is equal to the chaos factor or less then the scene is modified. If the roll is higher, then the scene begins just as expected. We roll a 3, resulting in the an altered scene. The setup is different than we planned.  The question is "how is it different"? To help here, we can ask a few more questions.

 

One possibility is that the Stragglers are not in their camp.

 

[GME: Are the Stragglers in their camp? - Chaos Rank 5 - 50/50 (50%) - 6% - Exceptional Yes]

 

So, they are home but something has changed that will prevent the patrol from simply making contact. Did the sneaky bastards set up an ambush for anyone approaching the camp?

 

[GME: Did the Stragglers set up an ambush? - Chaos Rank 5 - 50/50 (50%) - 87% - No]

 

So, they are home but not planning to ambush the characters. Maybe they are distracted somehow.

 

[GME: Are the Stragglers distracted? - Chaos Rank 5 - 50/50 (50%) - 48% - Yes]

 

Distracted they are, but by what? I can use the random event charts for this, rolling the Event Action "Return" and the Event Subject "Element". That does help a bit, actually. One of the possible elemental encounters of the v4 system are clouds of radioactive dust sweeping over the landscape. Although I do not believe that these would exist for long after a limited nuclear war, they do make an interesting encounter. One can easily picture a wild, swirling  cloud of brown-black dust approaching the characters quickly.

 

I think that is enough for the altered scene setup.

 

"The patrol finds the group of Stragglers in their 'camp', huddled around a small fire and surrounded by empty ration packs. As the patrol approaches and identifies themselves as friendlies, the two groups eventually come closer, still eyeing each other, hands near the safeties, just in case. During the discussion, the wind picks up, bringing with it the smell of dust and smoke. These days, that can mean only one thing, find cover. Now!

 

The Stragglers know the area better and run to a nearby ruin, stumbling down rubble-strewn stairs before entering a large, underground chamber. This is a good place to wait out the storm."

 

Now the patrol is underground with the baddies, waiting out a storm. What could go wrong.

 

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