Showing posts with label Bełchatów. Show all posts
Showing posts with label Bełchatów. Show all posts

Monday, December 28, 2020

0121 - The Great Escape - Part IX - Heading Home - Day 2, Part 2

1800 10 AUG 2000, Near Bełchatów, Poland
===================================
  • "He has a good heart, Logan does. He would try to save anyone and anything and that is what we love about him. He would give anything to save us and we know that. That is why no one questioned his decision to stop when we rolled up on that IED scene. He cannot do anything that goes against his principle that everyone can be saved. The marauders that showed up later did not seem to share his morals."

The rest of the shift is spent taking care of the wounded, scavenging and keeping an eye on those hills. Lot of travel lost, but that is who Logan is.

Record Keeping: 12l of alcohol used (142l of alcohol left for both trucks)

Evening Shift
With the onset of evening, it is will be too dangerous to travel in the night, as the crew does not have night vision. They will make camp instead, moving on at first light.

Weather: The weather remains cloudy but dry.

Light Conditions: Light

Activities:  Like last time, Macron will stay on watch, this time assisted by Potato. Griff will go hunting. Logan will make camp, assisted by the POWs, Klasha will Sleep. Wally will scrounge, assisted by Robinson. Harris and Marshall are cooking, also assisted by the POWs that are able, if the campfire can be started.

Griff sets out on his little hunting foray, alone with his thoughts.
  • Task: Find prey to hunt
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 Terrain (Open) Modifier  = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 10,2,--
  • Result: 2 successes

Griff manages to find tracks of two different groups of deer. He chooses one and lets the other go for another day. Using the terrain table, I determine the initial range in hexes (2D10x4) = 48. I will be using my house rule below to handle hunting interactions:

House Rule - Closing the distance while hunting: When hunting, use the terrain table to determine the initial range of the encounter with the prey after you successfully locate prey. You can make a Recon roll to halve the distance. You may make several rolls, but each additional roll beyond the first imposes a -1 Modifier. Each successful roll halves the distance. Each success beyond the first may optionally be used to halve the distance again. If you roll one or more Mishaps, you have spooked the prey. You must make a quick shot from the halved range and you may not take any modifiers for aiming or telescopic sights. If you are successful, you bag the prey, if not your group goes hungry tonight.

Now, Griff will try to sneak up on the prey in order to get a better shot.
  • Task: Stalk the deer
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: None
  • Mod. Ability Die: Intelligence B (D10)  [Unmodified]
  • Mod. Skill Die: Survival C (D8)  [Unmodified]
  • Ammo Die: N/A
  • Roll: 10,6,--
  • Result: 3 successes

Griff can get really close halving the distance three times (44 to 22 to 11 to 5), ending up at Close range. Now to bag the deer. He rests his weapon on its bipod and blends out the world before taking the shot.
  • Task: Kill the deer
  • Ability Die: Agility A (D12)
  • Skill Die: Ranged Combat B (D10)
  • Modifiers: +1 Sniper Specialty, +2 Telescopic Sight = +3
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat A (D12) [+1 Step]
  • Ammo Die: 1 Die
  • Roll: 9,11,5
  • Result: 3 successes

While I was doing this, I had a great idea for a house rule regarding the use of the ammo die that many have an issue with.

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).

What does this mean for our hero? The M40A3 has a damage of 3 and 2 points are needed to kill the deer. Adding a two additional points of damage caused by the additional successes would cause a total of 5 points of damage (and a critical hit on an individual), more than doubling the amount of damage to kill animal and using a LOT of ammo to do so.

If Griff were to use the successes to reduce the amount of ammo twice (rounding down), he would kill the deer and use (5 to 2 to 1) round, simulating him killing the deer in one shot. This sounds more like the sniper he is and less like spray and pray.

Anyway, Griff bags the deer and brings back 5 rations of wild food, expending one round of ammo in the process.

Logan and the POWs attempt to set up a camp and make the wounded comfortable, both American and Soviet.
  • Task: Make Camp
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by the POWs = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,5,--
  • Result: Failure

The group still manages to make camp in an abandoned store front (generated randomly from the Modern Street Geomorphs) but we will need to generate a camp hazard. We roll a D10 on the camp hazards table and come up with (5)  "Lice - A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim suffers 1 point of stress each day and cannot sleep this day. A successful MEDICAL AID roll stops the effect."

This is terrible, as any parent with small, school age children can probably attest to. The idea that one can solve this problem sounds great, I just wish it was that easy, but will will still go with it. It says a random character, so we can leave the POWs out of it. They have enough on their plate at the moment. As it turns out, the victim is Wally, poor guy. Wally will get not sleep tonight and will need some attention from Logan tomorrow, but for now we note Lice on his character sheet.

With the fire burning and fresh venison, the cooks do their magic. Harris and Marshall and the POWs set about cooking the meal. We will a roll for every 12 meals, as per the Player's Handbook just to see the results. The first five rolls are the POWs, the sixth roll is the Russian wounded and the last roll is the characters. Yes, that is seven rolls and someone should reconsider making this a group roll, meaning failure would affect the entire group.
  • Task: Cook the meal
  • Ability Die: Intelligence C (D8)
  • Skill Die: Survival C (D8)
  • Modifiers: +3 being assisted by multiple people = +3
  • Mod. Ability Die: [Intelligence A (D12) [+2 Steps]
  • Mod. Skill Die: Survival B (D10) [+1 Step]
  • Ammo Die: N/A
  • Roll #: Roll: Result:
  • 1 (POWs) 7,10,-- Three successes
  • 2 (POWs) 3,3,-- No successes
  • 3 (POWs) 7,2,-- One success
  • 4 (POWs) 8,5,-- One success
  • 5 (POWs) 7,8,-- Two successes
  • 6 (Wounded) 12,4,-- Two successes
  • 7 (Characters) 2,10,-- Two successes

One failure means that the group of 12 POWs must make a stamina check to avoid food poisoning. We can make a group roll for all the POWs.
  • Task: Avoid food poisoning
  • Ability Die: Strength C (D8)
  • Skill Die: --
  • Modifiers: --
  • Mod. Ability Die: Strength C (D8) [Unmodified]
  • Mod. Skill Die: --
  • Ammo Die: --
  • Roll: 4,--,--
  • Result: failure

Logan will have his hands full. We can make the assumption that he spends his next shift taking care of the sick POWs, robbing him of his sleep.

Wally and Robinson are out scrounging, leaving no stone unturned.
  • Task: Scrounge like the pack rat you are.
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by Robinson = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Survival C (D8) [Unmodified]
  • Ammo Die: N/A
  • Roll: 2,3,--
  • Result: Failure
Nothing to be found here. Must of been picked over good by the previous visitors.

Klasha takes a break from it all and sleeps for a bit.

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required. 

Encounters: 2 of Spades (Rain of Ash). Actually like this one, although I do not believe it to be a realistic encounter (as most of the dust and ash would have settled by now), but I am not looking for a pure simulation. A cloud of radioactive dust and ash passes over the group but they are under cover of the storefront and the cloud passes over them (this time).

Record Keeping: The five rations from the deer are supplemented with rations received from the Poles, leaving one ration of Domestic food left over (which is scooped up by Griff). The group needs to get home by tomorrow or they are going to go hungry. Rations of clean water for the Soviet wounded need to be donated by the group, as there is not enough water for everyone.  Still, for one more day, everyone has enough to eat and drink. That is at least something.

Night Shift

Weather: The clouds disappear and the weather becomes fair.

Light Conditions: Dusk

Activities: Everyone but Klasha beds down for the night (except Logan and the puke parade, not to mention Wally and his flea circus)

Navigation: As the group is not moving, no roll is required.

Hazards: As the group is not moving, no roll is required. 

Encounters: 8 of Hearts (In Good Company). This is off-road encounter for both day and night. It will not apply, as the characters are not moving and is treated as no encounter.

Record Keeping: No record keeping is necessary. Wally and Logan are marked as Sleep Deprived after spending a busy night.

Another busy day and one day closer to their new home.



Saturday, December 26, 2020

0120 - The Great Escape - Part IX - Just Trying to Help

 1400 10 AUG 2000, Near Bełchatów, Poland
===================================

  • "They were a motley bunch but they had a lot of people with AKs so we figured we needed to take them seriously. Desperate people with firepower could do some really messed up things, at least that has been our experience. Still, if they wanted to choose today to leave the world, we would help 'em find the door."
Setup
How the marauders got so close is a problem that we need to address. The easiest way would be to have some wooded terrain, maybe with a few hills. We need a road where the IED was planted and which also represents the road the characters were traveling on. The map set from Free League provides two maps (thanks again, Free League) that I can then place next to each other to provide a suitable stretch of road with hills and woods.

The encounter lists all the marauders as having AKMs. I will let this stand at the moment but this needs to change in the future. All NPCs with the same weapons makes them flat, cardboard cut-outs. The other point is that they have no vehicles or support weapons, which also makes it a bit boring. I believe it would be beneficial to mention marauders on the card and then have a table in the rulebook to randomly roll the marauder's weapons and vehicles. It would probably be advantageous to look at the v1 and v2 rules on the subject for inspiration.

The group has a chance to spot the approaching marauders, who probably assume that the IED took care of any organized opposition. Boy, are they in for a surprise.

Macron has the highest Recon for the group and since he was keeping watch, he will make the roll.
  • Task: Detect the approaching marauders
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: -- none --
  • Mod. Ability Die: Intelligence B (D10)
  • Mod. Skill Die: Recon B (D10)
  • Ammo Die: N/A
  • Roll: 1,8,--
  • Result: 1 success


The group notices the approach of the marauders. No one is surprised (this is war-torn Poland, after all ;-) ).

The map is set up with the POWs in the trucks farther West, at a crossroads. The group is near the destroyed UAZ, with Marshall and Logan performing triage while Wally and Robinson pick over the carcass of the UAZ. The rest are on security, with Klasha and Harris to the West and Griff, Potato and Macron near a bend in the road.


We can still try to have a peaceful resolution to the situation. Maybe the guards can convince the marauders that moving off would be in their best interest. Unfortunately, Griff, Potato and Macro do not have persuasion, so we will only the attribute die. As strange as it may seem, Potato has the highest Empathy with C.

  • Task: Convince the marauders to leave the group alone
  • Ability Die: Empathy C (D8)
  • Skill Die: -- none --
  • Modifiers: +1 leaving won't cost the marauders anything, -1 there are more marauders than characters (not counting the POWs except the armed ones), -1 the marauders have nothing to gain by helping the characters = -1
  • Mod. Ability Die: Empathy D (D6) [-1 Step]
  • Mod. Skill Die: -- none --
  • Ammo Die: N/A
  • Roll: 6,--,--
  • Result: 1 success
Against all odds, Potato convinces the marauders to look for an easier prize and the group withdraws. Conflict is avoided. Still kind of in a state of disbelief at the moment. The hulking door-opener pulled of a social interaction.

Anyway, since Logan and Marshall are going to be busy with the wounded for a while, Wally and Robinson will scavenge for parts, with Robinson assisting Wally.
  • Task: Scavenge the UAZ for vehicle parts
  • Ability Die: Intelligence B (D10)
  • Skill Die: Tech B (D10)
  • Modifiers: +1 assisted by Robinson = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Tech B (D10) [unmodified]
  • Ammo Die: N/A
  • Roll: 11,9,--
  • Result: 3 successes
Covered in oil and grease but successful, Wally and Robinson throw three vehicle spare parts in the back. We may need those before the journey ends.

The rest of the shift is spent caring for the wounded and scavenging.

Thursday, December 24, 2020

0119 - The Great Escape - Part IX - Heading Home - Day 2

 0600 10 AUG 2000, Near Szczercow, Poland
===================================

  • "He has a good heart, Logan does. He would try to save anyone and anything and that is what we love about him. He would give anything to save us and we know that. That is why no one questioned his decision to stop when we rolled up on that IED scene. He cannot do anything that goes against his principle that everyone can be saved. The marauders that showed up later did not seem to share his morals."

Morning Shift
Worried they may be headed into hostile territory, the group recruits some of the POWs to assist in the defense, if necessary. The group does not have much, but they have the following to arm the troops with:
  • PM Pistol (Griff) w/3 8-round magazines 9x18mm magazines
  • PM Pistol (Potato) w/1 8-round magazines 9x18mm magazines
  • PM-64 (Robinson) w/3 25-round 9x18mm magazines
  • PP-19 (Robinson) w/3 64-round 9x18mm magazines

Weather: The weather roll is a 1. The sky opens up and heavy rains fall as the group breaks camp. Food will be running out soon, so the group decide to continue on south, hoping to reach the road

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: The group must make a survival roll to avoid getting lost. Griff is navigating with Wally as an assistant.
  • Task: Navigate the woods in heavy rain
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by Wally = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Steps]
  • Mod. Skill Die: Survival C (D8) [unmodified]
  • Ammo Die: N/A
  • Roll: 8,6,--
  • Result: 2 successes

Navigating by skill (which is what he tells the group, but mostly by practiced guesswork), Griff leads the group through the heavy rain. The group will not get lost and would normally need two shifts to cross the wood hex, as the movement is x1/2. Fortunately we do not want to cross the hex, just reach the road.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, -1 Terrain (Woods), -2 Heavy Rains = -3
  • Mod. Ability Die: Agility C (D8) [- 1 Step]
  • Mod. Skill Die: --- [Removed - 2 Steps]
  • Ammo Die: N/A
  • Roll: 6,--,--
  • Result: 1 success

Against all odds, Wally found a safe path and guided the delapatated trucks safely through the forest in heavy rain. Put that man in for a safe driving award. The group avoids any hazards this turn.

Encounters: Time to see if the characters stumble across anyone in the woods. The card is the four of Diamonds (Viper's nest), which is a road encounter and ignored.

Record Keeping: 
  • 12l of alcohol used (154l of alcohol left for both trucks)

Day Shift

Weather: The weather clears up a bit and becomes cloudy.

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: As the group is no longer traveling off-road, a navigation check is not necessary.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, +3 Terrain (Road) = +4
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Driving A (D12) [+2 Steps]
  • Ammo Die: N/A
  • Roll: 7,4,--
  • Result: 1 success

Encounters: The group will need to check for an encounter for each hex entered. During the shift, the group can possible travel through eight hexes. It will probably be an eventful trip.
  • Hex 1 (Bełchatów, Poland): 7 of Diamonds (Desperate Times) - a large group of refugees (276) clog the road ahead.

Wow, that is a lot of people. Desperate people swarm the trucks, begging for anything, holding up starving children and generally wailing in desperation. This a very hard situation for the characters. Although they would want to help, they do not have enough to food for everyone. Giving out a little would help some but probably lead to a riot as the truck were swarmed.

Klasha, assisted by Wally and Potato with his PKM at the ready, will try to persuade the group to let the trucks pass, showing them the POWs and claiming they have no food either, neither for themselves nor the POWs.
  • Task: Convince the refugees to let the trucks pass
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: +2 assisted by Wally and Potato, +1 refugees are sick/hungry, +1 case well presented, as they do have 60 POWs, -1 there are a LOT of refugees, -1 the refugees have nothing to gain by letting the group pass = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Persuasion A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 6,7,--
  • Result: 2 successes

Grudgingly and with an increase in the volume of their desperate pleas, the refugees let the team pass.
  • Hex 2 (near Bełchatów, Poland): Jack of Hearts (The Carnage)

Driving Northeast, the characters hear a loud explosion and see a cloud of black smoke on the near horizon. A couple minutes of driving brings them to the sight of the explosion. A UAZ-469 has become victim of what appears to be IED. Dead and wounded Soviet soldier lay scattered around the vehicle, near the crater. The cries of the wounded can be heard by the characters.

Now the character personalities come into play. Logan needs to help everyone. Banging on the roof of the truck, he jumps down before the wheels stop, calling for the others to assist him. Marshall moves to help Logan. Wally and Robinson scrounge the truck (also true to character) while the rest and the armed POWs set up a perimeter. There are 9 dead and 9 critically wounded Soviets.

After a bit, the marauders responsible show up to check on the results of their IED. The initial encounter range is 8 (as in really, really short). There are 18 marauders (also a lot). No good deed goes unpunished.