Monday, June 28, 2021

0171 - Going Native - Part VI (Remainder of the Day)

 1830 21 AUG 2000, Near Lubliniec, Poland (Hex 15952)

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

"Politics make strange bedfellows. Before the war started, the East Germans were the bad guys and now they are not. Now we are trying to get them to join our camp. One might consider it strange but then again, Potato and Wally have become family too. Borders do not mean much anymore and ideology even less."

 

I am using an alternative weather calendar based on the campaign weather chart from The Solo Wargaming guide. The process is the same, roll once per Shift on the table below:

 

Roll 2D6

January

February

March

April

May

June

July

August

September

October

November

December

2

Fog

Fog

Fog

Light Rain

Light Rain

Cloudy

Cloudy

Cloudy

Light Rain

Fog

Fog

Fog

3

Light Rain

Light Rain

Light Rain

Cloudy

Cloudy

Heat

Heat

 

Cloudy

Light Rain

Light Rain

Light Rain

4

Light Rain

Light Rain

Cloudy

 

 

 

 

 

 

Cloudy

Light Rain

Light Rain

5

Heavy Rain

Cloudy

 

 

 

 

 

 

 

 

Cloudy

Heavy Rain

6

Cloudy

 

 

Light Rain

Light Rain

Light Rain

Light Rain

Light Rain

Light Rain

 

 

Cloudy

7

Cloudy

 

 

 

 

 

 

 

 

 

 

 

8

Cloudy

Cloudy

 

 

 

 

 

 

 

 

 

Cloudy

9

Heavy Rain

Light Rain

Cloudy

 

 

 

 

 

 

 

Cloudy

Heavy Rain

10

Snow

Heavy Rain

Light Rain

Cloudy

Cloudy

 

Heat

Heat

 

Cloudy

Heavy Rain

Snow

11

Snow

Snow

Heavy Rain

Light Rain

Light Rain

Cloudy

Cloudy

Cloudy

Cloudy

Heavy Rain

Snow

Snow

12

Snow

Snow

Snow

Heavy Rain

Heavy Rain

Light Rain

Light Rain

Heavy Rain

Heavy Rain

Snow

Snow

Snow

 

The weather has the following effects (some of the effects are slightly different than the core rules):

 

  • Fog: Limits visibility to 10 hexes during the day and 5 hexes at night. Gives a –1 modifier to all ranged attacks and a -2 modifier to all DRIVING tests during the shift.
  • Light Rain/Snow: Limits visibility to 10 hexes during the night.
  • Heavy Rain/Heavy Snow:  Limits visibility to 20 combat hexes in the daytime and 5 hexes at night. Gives a –1 modifier to all ranged attacks. Requires a STAMINA check for marching and gives a –2 modifier to DRIVING rolls.
  • Cloudy: Cloud cover reduces visibility during the dark shifts of the day to 5 combat hexes (50 meters).
  • Heat: Requires a STAMINA check for marching

 

In addition, continued rain and snow will affect travel the longer they persist. The table (also borrowed and modified from the Solo Wargaming Guide) below shows the effect on travel for that each shift based on how long the weather has continued:

 

Weather

Travel Type

1-2 Shifts

3-4 Shifts

5-6 Shifts

7-8 Shifts

9+ Shifts

Light Rain

On Road

0 / 0

-1/4 / -1/4

-1/2 / -1/2

-1/2 / Stop

Stop / Stop

 

Off Road

0 / -1/4

-1/4 / -1/2

-1/2 / -1/2

Stop / Stop

Stop / Stop

Heavy Rain

On Road

-1/4 / -1/2

-1/2 / -1/2

-1/2 / Stop

Stop / Stop

Stop / Stop

 

Off Road

-1/4 / -1/2

-1/2 / Stop

Stop / Stop

Stop / Stop

Stop / Stop

Snow/Heat

On Road

0 / 0

-1/4 / -1/4

-1/2 / Stop

Stop / Stop

Stop / Stop

 

Off Road

0 / 0

-1/2 / -1/2

Stop / Stop

Stop / Stop

Stop / Stop

Fog

All terrain

-1/4 / -1/4

-1/4 / -1/4

-1/4 / -1/4

-1/4 / -1/4

-1/4 / -1/4

 

The value in front of the slash is for soldiers marching on foot and cavalry. The number after the slash is for vehicles and wagons. The maximum distanced travelled is reduced by the amount shown, with "Stop" meaning that no travel is possible that shift.

 

Some will say that this is not realistic and you may be right. What it is, however, is a simple system that will add the feeling of real weather to your campaign world. Some will take issue with the travel restrictions but remember you are in the middle of war-torn Poland and no one is checking on the conditions of the bridges or clearing the snow in winter. Travel will be affected by the weather more than we generally see in our current world.

 

You can easily adapt the table above to fit your campaign but this table works for me.

 

Evening Shift

 

Weather:

The month is August and the die roll is 8, leaving the team with fair weather.

 

Light Conditions:

The light conditions are Light as the team makes camp.

 

Activities:

  • Logan will prepare a meal for the team
  • Macron will turn in for a bit, as he as watch tonight
  • Harris and Klasha will visit the German unit
  • Griff has guard duty

 

Navigation:

n/a

 

Hazards:

n/a

 

Encounters:

No encounters are rolled, as we have rolled for the camp today.

 

Resolutions:

Harris & Klasha

Harris and Klasha will drop in on the German unit again. We should probably generate a few NPC details:

 

Name: Feldwebel Artur Eckhard

Birthplace: Saxony-Anhalt, Germany

 

Type

Attributes

Hit

Cap.

CUF

Skills

German NCO

STR C, AGL C, INT C, EMP B

5

C

Ranged Combat C, Recon C, Persuasion D, Command C

 

NPC Motivations:

  • Primary Motivation: Stubborn - The NPC is stubborn and pigheaded, and will be extremely difficult to persuade once he has made up his mind. He is set in his ways and resists change of any sort.
  • Secondary Motivations: Moderately Ambitious - The NPC will wish to be in a position of real responsibility in an organization.

 

Random NPC Details:

 

  • NPC Modifier: Neglectful
  • NPC Noun: Shopkeeper
  • NPC Motivation #1: Verb: Pursue Noun: Laziness
  • NPC Motivation #2: Verb: Comprehend Noun: Military
  • NPC Motivation #3 Verb: Obtain Noun: Wrath

 

Backstory:

Being a baker is hard and Artur was glad to change in his apron in for a uniform. He made his career there, taking the opportunities that live gave him to move up in the ranks and let others do the heavy lifting for him. He learned quickly and rose through the ranks. The higher he went, the less work he intended to do himself. As the war went on, he had less and less  opportunities to push the work off on others, but the events caught up with him and he found himself shipped off to the front and he has been there since. When he gets back, he wants to find that young officer that signed the order that sent him to the front and show him it was a mistake.

 

As a person, he wants to assume responsibility but only to allow himself more time to pursue any pursuit that makes his life easier. He will stubbornly work for those goals.

 

Note: I am using the v1 timeline, with East Germany changing sides mid-war. Saxony-Anhalt was part of East Germany, meaning the NPC was part of the Nationale Volksarmee (NVA). If you are going to play alternate history, go all the way. ;-)

 

So, we have a person leading the unit that is very interested in making life easier for himself.

 

This is a good point make an individual scene out of.

 

Scene - Making new friends (CR 5)

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

Scene Setup

Klasha and Harris will approach the group of soldier and extend the offer to for them to join the American enclave at Dobrodzień. Once the Germans agree, they will give them directions to the cantonment and radio the cav troops to expect their arrival.

Scene Resolution

The scene resolution die roll is a 7 and is greater than the Chaos Rank, so the scene begins as expected.

 

Depending on where they are from, the Germans may be close to home and want to return there.

 

[GME: Are all the soldiers in the unit East German? - Chaos Rank 5 - Somewhat Likely (65% - although some units may have received reinforcements from other parts of the country, it is likely that the units were kept together because of the familiarity with the equipment and similar training standards ) - 45% - Yes]

 

So, they are all East Germans, which would make the Light Truck they have into a UAZ-469, the APC into a 1 - BTR-50, 2-3 - BTR-60, 4-5 - BMP-1 or 6 -BMP-2 and the Air-Defense Artillery piece into a 1-2 - ZSU-57-2 or 3-6 - ZSU-23-4. The rolls are 6 (BMP-2) and 3 (ZSU-23-4). We can assume they also have East German arms and equipment. We should probably add the Zoo to the equipment list:

 

ZSU-23-4 (Self-Propelled Artillery): The ZSU-23-4 (Zenitny Samochodnaya Ustenovka or self-propelled antiaircraft gun) is a tracked, armored, air defense artillery system. Built on a chassis similar to the PT-76 light tank, the “ZOO-23’ is considered to be one of the best ADA gun systems available. The ZSU-23-4 is nicknamed the “Shilka” by the Soviets and the “Zoo-23” by the Americans.

VEHICLE

TYPE

REL

COMBAT SPEED

TRAVEL SPEED

FRONT ARMOR

SIDE ARMOR

REAR ARMOR

FUEL TYPE

FUEL CAP

FUEL CONS

CREW

CARGO

MAIN WEAPON

SECONDARY WEAPON(S)

PRICE

ZSU-23-4

Self-Propelled Artillery

5

7/5

6/5

5

3

3

Diesel

250

3

4

266

Quad 23mm autocannons (2000 rounds)

--

128,000 (Rare)

 

WEAPON

AMMO

REL

ROF

DAMAGE

CRIT

BLAST

RANGE

MAG

ARMOR

23mm

AP

5

6

5

3

-

20

100

0

 

HE

5

6

4

3

D

20

100

+2

 

The Zoo is equipped with a rangefinder and quad 23mm guns. In order to simulate this, we can add a +2 modifier (+1 for the rangefinder and +1 for multiple barrels) when engaging targets but the ammunition expenditure is multiplied by 4.

 

The description is from the Soviet Combat Vehicle Handbook, Copyright 1990, GDW, Inc.

 

Note: thanks again the FL team (and all those involved) for the conversion rules in the Core Rule Set.

 

Travel in the T2K  world is dangerous and there is safety in numbers. On the other hand, one can also assume that the soldiers closer to home would want to make the journey back, as dangerous as it may be, to be with their families and countrymen. We can ask the GME where the initial feelings are among the Germans.

 

[GME: Do the Germans want to return home? - Chaos Rank 5 - Somewhat Likely (65% - they are close to East Germany but there is lot of hostile territory to cover) - 36% - Yes]

 

Still, it cannot hurt to try to persuade them. Klasha (assisted by Harris) will make the argument that it is a long way back to their homes and the landscape is filled with parties that do not wish them well, especially Soviets that were unhappy with the East Germans changing sides. It would be better for all and safer to the East Germans to remain until arrangements can be made for safe passage home.

 

Task:

Convince the Germans to Stay

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 assisted by Harris, 1 will not cost anything,  -1 Opponent has more people (in the current situation)

 = +1

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

12,6,--

 

Result:

3 Successes

 

 

Since it is an opposed roll, the German leader gets a roll.

 

Task:

Oppose the Persuasion attempt

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion D (D6)

 

Modifiers:

+1 has more people (in the current situation)

 = +1

Mod. Ability Die:

Empathy A (D10)

[Unmodified]

Mod. Skill Die:

Persuasion C (D8)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

5,8,--

 

Result:

1 Success

 

 

The German NCO makes some convincing arguments but the team is able to win him over eventually. The Germans will travel to the cantonment when their vehicles are repaired. The team returns to camp and contacts the Cav troops to be on the lookout of the approaching Germans.

 

Record Keeping:

The meal consumes 10 rations of water and wild food. The team still has a lot of food but water may become scarce in the future.

 

Night Shift

 

Weather:

A light rain starts to fall during the night.

 

Light Conditions:

The light conditions are Dusk

 

Activities:

Macron takes over the guard shift as the others bed down for the night.

 

Navigation:

n/a

 

Hazards:

n/a

 

Encounters:

None, as the camp has had an encounter today.

 

Record Keeping:

Both Harris and Robinson get two day´s counted for healing their critical wounds. Neither are completely healed, but they are working on it.

 

 

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