Wednesday, May 19, 2021

0161 - Going Native - Part V (Triage, Beans and Bullets)

 12:00 20 AUG 2000, Near Lubliniec, Poland

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

"The vultures turned and ran with their tails between their legs. They left their dead and the burned out BTR. The deserved more of a lickin' but they were running too fast for us. Once our ears stopped ringing from all the fireworks, we heard Robinson screaming 'Medic!". That couldn't be good and it turned out not to be.

 

We spent several hours working on the wounded. I spent a lot of time trying to stop Logan and Macron from bleeding on our guys and it was touch and go with Robinson for a while. "

 

The team comes out living and breathing after the firefight but it is safe to say that the group is not moving any more today. Klasha, Potato and Iov will take over security while the wounded are collected and diagnosed. Logan, Marshall and Macron will set up an aid station to handle the wounded. Wally will make a camp for everyone. The wounded will need some shelter later.

 

The team has the following status:

 

Character List

Status

2LT Jade Marshall (PC)

Unwounded - Hit Capacity: 5/5, Stress Capacity: /5, Critical Wounds: None, Medical Aid: B/D

2LT Wayne Logan (PC)

Wounded - Hit Capacity: 2/4, Stress Capacity:4/5, Critical Wounds: None, Medical Aid: B/B

SSG Michael Griffin (PC)

Incapacitated - Hit Capacity: 0/5, Stress Capacity: 2/4, Critical Wounds: None

MAJ Edward Harris (PC)

Wounded - Hit Capacity: 5/5, Stress Capacity: 3/5, Critical Wounds: Dislocated shoulder

SPC Walerian ‚Wally‘ Losinski  (PC)

Unwounded - Hit Capacity: 5/5, Stress Capacity: 5/5, Critical Wounds: None

MSG Eduard “Potato” Potapenko (PC)

Unwounded - Hit Capacity: 6/6, Stress Capacity: 2/4, Critical Wounds: None

SFC Jack Robinson  (PC)

Wounded - Hit Capacity: 4/5,  Stress Capacity: 2/4, Critical Wounds: Dislocated knee, Torn intestines

SSG Micheal Macron (PC)

Wounded - Hit Capacity: 4/5, Stress Capacity: 4/5, Critical Wounds: None,  Medical Aid: D/D

AGT Sukhikh Klara “Klasha” Kirillovna (PC)

Unwounded - Hit Capacity: 4/4, Stress Capacity: /5, Critical Wounds: None

Serzhant  Iov Pushkin (NPC)

Unwounded - Hit Capacity: 5/5

 

Of the three medics, Macron and Logan are wounded but not critically so. Logan will be the main medic, assisted by Marshall and Macron (+2 Modifier). Since Logan is wounded, we will give him a -1 Modifier to his rolls. He has a Doctor's Medical Kit and Surgical Instruments available. He also has the Combat Medic specialty, although this will not help when treating the critically injured.

 

Ok, from the most to least important rolls, starting with Robinson.

 

Task:

Treat Robinson's Torn Intestines

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +1 Surgical Instruments, +2 Doctor's Medical Kit

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

3,4,--

 

Result:

Failure

 

 

That is bad. Robinson's injury is potentially fatal after a shift. Hanging on Death's Door is probably justification for a pushed roll.

 

Task:

Treat Robinson's Torn Intestines (Pushed)

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +1 Surgical Instruments, +2 Doctor's Medical Kit

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

5,7,--

 

Result:

Success

 

 

Logan manages to stabilize Robinson will need eight days to heal the critical wounds and the effects will remain in place until 28 AUG 2000. Now time to look at his knee. Just to be sure, Logan will give him a shot of antibiotics. That will help him later.

 

Task:

Treat Robinson's Dislocated Knee

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +1 Surgical Instruments, +2 Doctor's Medical Kit

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

10,2,--

 

Result:

Success

 

 

The knee is wrapped up and treated as well as the team can. We will need to make another infection roll at the end of the shift. The effects will last six days, until 26 AUG 2000.

 

 Up next is Harris and his dislocated shoulder.

 

Task:

Treat Harris' Dislocated Shoulder

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +1 Surgical Instruments, +2 Doctor's Medical Kit

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

11,4,--

 

Result:

Success

 

 

Like Robinson's knee, Harris has his shoulder bandaged up and gets a nice color-coordinated sling to round out the look.

 

Griff will recover with 1 point of hit capacity without medical assistance by the end of the shift. Maybe Logan can speed it up a bit.

 

Task:

Help Griff who is incapacitated

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +2 Doctor's Medical Kit, +1 Combat Medic

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

2,3,--

 

Result:

Failure

 

 

We are going to push the roll, to help Griff get some hit capacity back and to avoid the risk of infection.

 

Task:

Help Griff who is incapacitated (Pushed)

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +2 Doctor's Medical Kit, +1 Combat Medic

 = +4

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

12,6,--

 

Result:

Success

 

 

His eyes flutter open and Griff is back in the land of the living. He gains three points of hit capacity.

 

The last two to be treated are Logan and Macron. Both simply need to have a success to avoid infection.

 

Task:

Treat Logan to prevent infection

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +2 Doctor's Medical Kit

 = +3

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

7,10,--

 

Result:

Success

 

 

Task:

Treat Macron to prevent infection

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +2 Doctor's Medical Kit

 = +3

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

2,4,--

 

Result:

Failure

 

 

An infection would mean that Macron will take an additional point of damage and not be able to heal. This sounds like a job for pushing the roll.

 

Task:

Treat Macron to prevent infection

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-1 wounded, +2 assisted by Marshall and Macron, +2 Doctor's Medical Kit

 = +3

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Medical Aid A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

2,11,--

 

Result:

Success

 

 

Dodged the infection bullet there. Hopefully Robinson can do the same at the end of the shift.

 

While the sawbones are busy with their bloody craft, Wally needs to find a place to make camp.

 

Task:

Find a spot to make a camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Large Tent

 = +1

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

1,2,--

 

Result:

Failure

 

 

Lots of bad things can happen with a poor camp and mishaps can make life difficult. Time to push again but the 1 remains standing, so we only roll on D10 in this case.

 

Task:

Find a spot to make a camp (Pushed)

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Large Tent

 = +1

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

1,6,--

 

Result:

Success

 

 

Wally finds a good spot and makes camp before starting the fire.

 

The security team can collect the military equipment from the bodies. The haul is modest but every little thing may help you later.

 

  • G3 (Reliability 4) with 2 reloads
  • AKM (Reliability 3) with 2 reloads
  • AKR (Reliability 2) with  1 reload
  • AKR (Reliability 5) with 2 reloads
  • 4 Packs
  • 4 Protective Masks
  • Blanket
  • 2 Walkie-Talkies
  • Personal Medkit
  • Rain Coat
  • Signal Flare
  • Fatigues

 

As promised, we need to make and infection roll for Robinson because of his critical wound at the end of the shift. Since Logan is caring for him, he can make the roll. The virulence is -3 but luckily Logan gave him the antibiotics to negate the effect of the virulence.

 

Task:

Make a roll to avoid infection

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Medical Aid B (D10)

 

Modifiers:

-3 Virulence, +3 Antibiotics

 = 0

Mod. Ability Die:

Empathy B (D10)

[Unmodified]

Mod. Skill Die:

Medical Aid B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

8,8,--

 

Result:

Success

 

 

Logan does his magic and the danger of an infection has passed. Robinson is safe for now. The shift ends with the team shot up and hurting but alive. That is least something in the middle of war-torn Poland.

 

Note: added hexes to the old v1 maps (which I really like, sorry FL team). The content is the same, the graphic is a bit different.

 

 


No comments:

Post a Comment