Wednesday, June 30, 2021

0172 - Going Native - Part VII (Moving On)

0600 22AUG 2000, Near Lubliniec, Poland (Hex 15952)

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

"We drove by Zyardow really casual like. Several kilometers out, signs had been put up to warn people that armed groups were not welcome in the town. The strung-up bodies were used to emphasize the point. Each was hung with a little sign that said something along the lines of killer, marauder, tyrant and worse. They knew how to get the message across and we made sure to steer clear of the place. They left us alone and we left them alone. No hard feeling, it is just the way the world is today."

 

With the Germans taken care of, the team needs to move one.  Krakow is waiting and daylight is burning.

 

Harris and Robinson are still down for the count, so we need to set up a new order of march. The BTR is christened Can-Can II.

 

The marching order (revised) will be:

 

  • Can-Can II (Driver: Wally - [Driving B/C], Commander: Griffin - [Recon B/C]), Gunner (KPV): Potato - [Heavy Weapons A/B]
  • Bad (Driver: Klasha - [Driving C/D, Recon B/C], Gunner (L7A2): Marshall- [Heavy Weapons C/--], Passenger: Robinson, Harris
  • Jerry (Driver: Iov - [Driving B/C], Gunner (Mk-19):  Macron - [Heavy Weapons C/D, Recon B/B], Commander: Logan)

 

Convoy spacing will be 20m.

 

Travel speed is dictated by the slowest vehicle, in this case Bad with 8 on-road and 1 off-road

 

Morning Shift (0600-1200)

 

Weather:

The light rain stops and the weather turns fair again. Great weather for travelling.

 

Light Conditions:

The light conditions are Light.

 

Activities:

The team will drive through Lubliniec and turn north toward Czestochowa, Poland. There they will skirt the ruined city before turning south again. They will later turn east and travel through Zyardow , Poland and then Miechow before approaching Krakow from the north.

 

Navigation:

Not required, as the team is moving by road.

 

Hazards:

In the lead vehicle, Wally will make the driving roll for the team.

 

Task:

Driving Roll for the Shift

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

+3 Road Terrain Modifier

 = +3

Mod. Ability Die:

Agility A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Driving A (D12)

[+2 Steps, total = +2]

Ammo Die:

--

 

Roll:

2,7,--

 

Result:

1 Success

 

 

No hazards are encountered on the road but that does not mean the team won't encounter problems of the two-legged kind.

 

As the team  travels, I roll for the territory types

 

Encounters:

I randomly roll for the hex in which the encounter will take place. In this case, it is hex number 5, the outskirts of Czestochowa (Hex 16350). The territory is Devestated, giving a +2 modifier to the encounter. The group encounters an Abandoned Supply Dump.

 

Not ones to pass up the opportunity for free stuff, the group will stop, with Jerry and Can-Can providing cover for the dismounts. The group find a forgotten box with 10 units of Antibiotics and 10 Atropine autoinjectors. Not a bad haul.

 

Resolutions:

n/a

 

Record Keeping:

The vehicles are travelling on alcohol, increasing their consumption by x2. The group travelled 8 hexes and use a total of 192l (Can-Can 12 x 8 = 96, Bad 6 x 8 = 48, Jerry 6 x 8 = 48). After a short refuel-break (smoke 'em if you got them and hit the latrine).

 

Day Shift (1200-1800)

 

Weather:

The weather turns hot and the team has to deal with the heat.

 

Light Conditions:

The light conditions remain light.

 

Activities:

The team will continue to travel on the planned route.

 

Navigation:

Not required, as the team is moving by road.

 

Hazards:

In the lead vehicle, Wally will make the driving roll for the team.

 

Task:

Driving Roll for the Shift

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

+3 Road Terrain Modifier

 = +3

Mod. Ability Die:

Agility A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Driving A (D12)

[+2 Steps, total = +2]

Ammo Die:

--

 

Roll:

12,5,--

 

Result:

1 Success

 

 

No hazards are encountered this shift.

 

Encounters:

The team will travel 8 hexes and a possible encounter will take place in hex 6 (17053). The territory type is Anarchy (+1 to the encounter roll). The encounter roll indicates that no encounter takes place and the team arrive at a point where they can try to make camp

 

Resolutions:

n/a

 

Record Keeping:

The team uses another 192l of alcohol. The truck has enough still to get them to Krakow, if just barely.

 

 

Evening Shift (1800-0000)

 

Weather:

In the evening, the weather cools down a bit but remains fair.

 

Light Conditions:

The light conditions remain Light.

 

Activities:

  • Macron and Potato will keep watch
  • Griff and Klasha will get some shut-eye
  • Harris and Robinson will rest
  • Logan, assisted by Marshall, will set-up camp
  • Wally, assisted by Iov, will prepare a meal for the team

 

 

Navigation:

n/a

 

Hazards:

n/a

 

Encounters:

Since we are moving through hostile territory, we should roll for another encounter. The territory Type is Insular (no modifier) and the terrain type is Hills (we can assume the team did not make its camp directly on the road). The encounter roll indicates a group and it is a merchant convoy. More on that later.

 

Resolutions:

Logan

Logan, assisted by Marshall, scouts out a good place for a camp.

 

Task:

Make a Camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 group has a large tent, +1 assisted by Marshall

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1

Ammo Die:

--

 

Roll:

9,6,--

 

Result:

2 Successes

 

 

Both of the them find a good spot and get the fire burning as Griff and Klasha roll out their sleeping bags. Now to see if they can make the camp hidden

 

Task:

Make the Camp hidden

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

--

 

Modifiers:

+1 assisted by Marshall

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

They failed but they do not know that. Probably what led to the merchant convoy encounter.

 

Wally

Wally is on LP duty, assisted by Iov. Can the two whip a meal for the group?

 

Task:

Make a Meal

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 assisted by Marshall

 = +1

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1

Ammo Die:

--

 

Roll:

5,9,--

 

Result:

1 Success

 

 

The two of them manage to scrape out a few cans mixed with the rest of something Griff shot and everyone goes to bed with a full stomach.

 

Record Keeping:

The group consumes a total of 10 rations of clean water and 10 rations of food.

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