Tuesday, April 7, 2020

0094 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station - Preparation)


0915 07 AUG 2000, Weilun, Poland
============================
The kids led us to the entrance to a parking garage. The garage used to serve some administrative or office building above it but now it was apparently some form of temporary aid station.
Some civilian guards were keeping the people back behind some crude barriers. Occasionally someone would have over something that would then be carefully inspected by the guards. If it was to their liking, the person was let through. Otherwise it was thrown back into their face before givin’ them a good crack with a club.
To start with, we need the aid station proper. As I have generated the 200+ troops using military convoys as a basis, there are two possible convoy units, so I will grab the first:
==============================================
Military convoy unit (Soviet) #6 with 6 soldiers.
*****************************************************
Veteran Soviet soldier #6-1
(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.

Somewhat sociable: The NPC will be amiable, talkative, and cooperative with most people he meets.

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: PPSh-41 with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 6kg of MREs

*****************************************************
Experienced Soviet soldier #6-2
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: RPK with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Hatchet
Grenades: Irritant Gas Grenade []
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 1kg of Domestic Food and 5kg of MREs

*****************************************************
Novice Soviet soldier #6-3
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 2kg of Domestic Food and 2kg of Wild Food

*****************************************************
Novice Soviet soldier #6-4
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKMR with 3 magazine(s)/belt(s) and 10 loose rounds
Equipment: Fatigues, Kevlar Helmet, Kevlar Vest, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,
Food: 1kg of MREs

*****************************************************
Novice Soviet soldier #6-5
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 4 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Spear
Equipment: Fatigues, Steel Helmet, Combat Webbing, Pack,
Food:

*****************************************************
Novice Soviet soldier #6-6
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 3 magazine(s)/belt(s) and 10 loose rounds
Sidearm: AKM with 1 magazine(s)
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 1kg of Domestic Food and 4kg of MREs

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

The unit has a/an M60 with 6 belt(s)
The unit has a/a 3/4-Ton Truck

The unit has medical supplies as cargo.

The unit has the following additional personnel:
*****************************************************
Veteran Soviet Doctor (Medical (Surgery): 13) #6-8
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:
-----------------------------------------------------
Ruthless: The NPC will let nothing stand in his way in achieving any goal and feels total disregard
for the needs of others. The NPC can appear to be considerate, generous, loyal, or anything else which serves his purpose, but he actually feels nothing.

Somewhat violent: The NPC isn't frightened or intimidated by threats of violence and will not hesitate to use violence if the situation seems to warrant it.

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: PM Makerov with 5 magazine(s)/belt(s) and 20 loose rounds
Grenades: Fragmentation Grenade []
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 1kg of Domestic Food

*****************************************************
Experienced Soviet Nurse (Medical (Diagnosis): 10) #6-9
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: PM Makerov with 5 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Club
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 5kg of MREs

*****************************************************
Novice Soviet Medic (Medical (Trauma Aid): 8) #6-10
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Spear
Grenades: HC Smoke Grenade []
Equipment: Fatigues, Steel Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit,
Food: 1kg of Domestic Food

*****************************************************
Novice Soviet Medic (Medical (Trauma Aid): 8) #6-11
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: M16A2 with 5 magazine(s)/belt(s) and 10 loose rounds
Sidearm: .38 Special Snubnose with 1 magazine(s)
Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,
Food: 5kg of Domestic Food and 1kg of Soviet Field Rations

*****************************************************
Novice Soviet Stretcher Bearer #6-12
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Axe
Grenades: HC Smoke Grenade []
Equipment: Fatigues, Steel Helmet, Shelter Half, Combat Webbing, Pack, Sleeping Bag,
Food: 2kg of Domestic Food and 4kg of MREs

*****************************************************
Novice Soviet Stretcher Bearer #6-13
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: AKM with 5 magazine(s)/belt(s) and 20 loose rounds
Equipment: Fatigues, Steel Helmet,
Food: 6kg of Domestic Food and 1kg of Soviet Field Rations

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

In addition, the unit has 1 4-Man Tent(s)


Interesting here is both the leader of the convoy unit and the doctor. They both sound like some generally not nice people. If this turns violent, the team may actually be doing the world a favor.
We can also assume the town council has their own people on the scene to hand out passes. I used a Marauder unit as the basis for this guard unit.
===============================================
Guard unit (Polish) #2 with 5 guards.
*****************************************************
Veteran Polish guard #2-1
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)


Motivation:
-----------------------------------------------------
Selfish: The NPC will never help without demanding payment and will never give away anything. He will also demand higher payment than he is due and will jealously guard his possessions.


Somewhat ambitious: The NPC will be inclined towards boastfulness and a desire to impress his peers.


Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.


Main Weapon: AKR with 6 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Knife
Grenades: Concussion Grenade []
Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,
Food: 2kg of Wild Food


*****************************************************
Experienced Polish guard #2-2
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.


Main Weapon: RPK-74 with 3 magazine(s)/belt(s) and 20 loose rounds
Sidearm: AK-74 with 1 magazine(s)
Grenades: White Phosphorus (WP) Grenade []
Equipment: Fatigues, Steel Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit,
Food: 8kg of Wild Food


*****************************************************
Experienced Polish guard #2-3
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.


Main Weapon: AKR with 5 magazine(s)/belt(s) and 10 loose rounds
Melee Weapon: Club
Grenades: 140mm HEAT Rifle Assault Weapon (RAW) rifle grenade []
Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,
Food: 7kg of Wild Food


*****************************************************
Experienced Polish guard #2-4
(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)


Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.


Main Weapon: AKR with 6 magazine(s)/belt(s) and 20 loose rounds
Sidearm: PM Makerov with 1 magazine(s)
Grenades: 140mm HE Rifle Assault Weapon (RAW) rifle grenade [] Fragmentation Grenade []
Equipment: Fatigues, Steel Helmet, Flak Jacket, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,
Food: 5kg of Wild Food


*****************************************************
Novice Polish guard #2-5
(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)


Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.


Main Weapon: AKR with 5 magazine(s)/belt(s) and 20 loose rounds
Sidearm: AK-74 with 1 magazine(s)
Melee Weapon: Axe
Grenades: Fragmentation Grenade []
Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,
Food: 1kg of Wild Food


The leader of the guards is also selfish, so we have the perfect bad guys to fill up the ranks. Now to think about the map.
They will probably have some large, open area that they can control access to. The first thing that pops to my mind is a parking garage. Those wishing access to the facility can be herded through the ramp, leaving the interior open for use of the medics. I like that and we will go with it. One Google search later an we are ready to go with the map.

Thursday, March 26, 2020

0093 – The Great Escape – Part V – Weilun (Scene I – Checkpoint)


0830 07 AUG 2000, Weilun, Poland
============================
Since most of the kids are already onboard, the team will load up the sick boy and continue through the checkpoint. The guards are probably just happy traffic is moving again and were not really motivated to stop anyone in the first place.
So, the team has a bunch of kids onboard and are now rolling through Weilun. This would be a good time for Wally to question the kids about their friend.
[GME: Do the kids know if others are sick? - Chaos Rank 6Likely (85%)- 22% - Yes]
The 22 also results in a random event. We can get to that in a bit. Now for a second question:
[GME: Do the kids know if others are being treated? - Chaos Rank 6Likely (85%)- 80% - Yes]
So the kids know about the treatment situation. We know that not everyone is being treated and can assume that the kids now impart this information.
[GME: Do the kids know if there are medical supplies available? - Chaos Rank 650/50 (65%)- 63% - Yes]
So the kids are a wealth of information. There are medical supplies but not everyone is being treated. Less than ideal situation. Now about that random event.
When you roll on the fate chart and the roll is some form of doubles, 11, 22, etc. and that single digit number (1, 2) is less than the current Chaos Rank (6 in our case) there is a random event. A rolls on the charts gives us the event focus (Move toward a thread), an Action (inspect) and a subject (Anger).
The GME says the following about threads:
Threads are the goals that player characters are going after. These are the unresolved missions that the players are trying to solve. There could be more than one thread in an adventure, some big and important while others of less consequence.
We have the main thread being the rescue of the POWs. We can now open a new thread, this one about helping those affected by Cholera in the town. Alternatively we also have the secondary mission or thread concerning crippling the enemy logistical infrastructure. I would prefer to open a new thread. Marshall can introduce it.
Wally jabbered away a long time with the kids, his face becoming more solemn the longer the discussion went on. When he was finished he related to us what the kids had told him. Everyone got angry then.
There was a cholera outbreak in the city. The town council were giving out passes to be treated by the Soviet docs that they have received from the local commander. If you could pay the price, that is. The kid in the back was an orphan now and he couldn’t pay. The kids offered to show us one of the “aid stations”.
Now we have something to keep us busy for a while.

Tuesday, March 24, 2020

0092 – The Great Escape – Part IV – Weilun (Scene I – Checkpoint)


0830 07 AUG 2000, Weilun, Poland
============================
So, the team runs into a group of kids trying to pass the first checkpoint. So far, no one is shooting at them, so we will count that one as a win.
Still, we need some details about the kids. First, a number would be good, to know how many of the rugrats are running around. I would just simply set the number at 2D6 or in this case 8.
They will probably have a leader of some kind, so a motivation would be a good thing too. Two card draws later (or one run of my referee assistant program) we are looking at:
  • Generous: The character is generous to a fault and will gladly give away anything he has to someone in need, even if this leaves him with nothing. In less extreme cases, he will be inclined to make very generous trades and will always refuse payment for help with a task other than one directly related to his normal livelihood.
  • Very sociable: The NPC will have a strong commitment to justice and the welfare of everyone he meets. He will look for the good qualities in anyone he comes in contact with but will react with anger to injustice and brutality.
It restores faith in the virtual world that the kid still seems to have his or her heart in the right place. So a 50/50 roll makes the kid female. Now a name would be nice. A random name generator selects the name Dominika Sokolska. A slightly modified random character description gives us a picture of Dominika:
Blond, wavy hair awkwardly hangs over a bony, lively face. Bulging sapphire eyes, set well within their sockets, watch anxiously over streets of her home town. Freckles are spread graciously around her cheeks complete her child like appearance.
I am not going to worry about weapons, as I do not believe the group would fire up a group of kids. Still, there is potential there for interaction. Maybe Marshall remembers the incident
I remember watching nature programs about monkeys in India, how they would swarm all over things. That is honestly how I felt. No soon had Robinson brought Can-Can to a stop before the kids were all over us. They swarmed up the side of the vehicle, presenting each of us with a bunches of ragged flowers, chattering away in Polish as they did. Potato, for some reason, got a lot of attention with two kids squeezing up next to him. It was definitely a David and Goliath moment.
Now time to set the hook. We know that the town is suffering from Cholera and needs medication. What if one of the kids was sick, showing symptoms? That would probably work with any group.
One kid did not jump up on the vehicle. It was a small, skinny boy and he was not looking well. He was bedded down on some old pallets near the road. I nudged Logan and his face dropped when he saw the kid. He was up and out before we could say anything else, medical bag in hand. Griffin went over to speak with him softly and came back after a bit, speaking just one word: cholera.
Now what will the team do.



Monday, March 23, 2020

0091 – The Great Escape – Part IV – Weilun (Scene I – Checkpoint)


0830 07 AUG 2000, Weilun, Poland
============================
Preparation:
We know the team is approaching some form of checkpoint. Although these are not first line troops but they are originally a Category I division and have been involved in the fighting since the war in Europe went hot. They have survived and this probably would mean that they have at least a little experience in security. To be sure, we can ask the GME:
[GME: Have the troopers set up roadblocks and defenses around their checkpoint? - Chaos Rank 6Likely (85%)- 57% - Yes]
OK, so some form of roadblock and defenses. We can assume, that they may be on guard but may not be stopping everyone, as they are probably a lot of coming and going. Still, they have just driven out some marauders and fighting has taken place to the north recently. Maybe, maybe not.
[GME: Is everyone entering the town being stopped? - Chaos Rank 650/50 (50%)- 95% - Exceptional No]
Now that is unexpected. Not only is not everyone being stopped but one would have the impression that they don’t really feel inclined to stop anyone.
Going on that information, let’s see if the team can make it through.
Scene Setup:
The troops at the roadblock seem content to let anyone pass. The characters will attempt to drive by the roadblock with Potato giving a, for him anyone, friendly wave. The vehicle will not slow down.
Scene Resolution:
The current Chaos Rank is 6. We roll a D10. If the value is six or less, the scene is modified. If the roll is 7 or more, the scene proceeds normally. In keeping with the tradition of things going pear shaped, we roll a 6. Great.
The value rolled is even, resulting in an interrupt scene. We need to randomly roll two things, an action and a subject. The action is Carry and the subject is Victory, but does all of this mean.
Remember the towns people had suffered under the marauders until the Red Army showed up and dispensed justice. Now we have a Soviet vehicle about to enter the town. Maybe some of the enthusiastic town folk want to come out and thank their liberators. They cannot possible know every member of the Soviet forces in the town. This has possibilities. Marshall was there and saw it all.
The troopers at the checkpoint were rather lax. I knew it might have been laziness but as I saw them standing there, waving the traffic through, it seemed to be more weariness. They had probably been working hard to keep up with the demand after we gave ‘em all what for at Kalisz. Serves ‘em right for pickin’ that fight.
We were determined not to stand out. As a famous smuggler once said, fly casual. We were doing our best to do just that. Potato even gave them a friendly wave with those servin’ plates he calls hand. One of them even managed to raise his arm in return. Dudes were dead on their feet.
Robinson was tryin’ to get by as nonchalantly as possible when he slammed on the breaks when a group of kids crowded the roadway. Can-Can almost made canned meat of ‘em.
Seems we had fans.



0090 – The Great Escape – Part IV – Weilun (Scene Planning)


0830 07 AUG 2000, Weilun, Poland
============================
Throughout its history, Weilun has been a crossroads for trade. It would probably not be any different in 2000. The city straddles many large roads and has highway access.
The pre-war population was approximately 22,000. That number is down significantly now. Still, where there are people, there is the potential for our champions to get in trouble.
The major arteries leading into town will at least have some form of checkpoint. I would assume that the ORMO has not had time to reform, so the checkpoints will be manned by members of the rear echelon troops in the town.
Movement through the town will involve several scenes. The first being the checkpoint outside of town. The next would be moving through the Russian unit followed by the town center before the team exits the city.
One main problem today in Weilun is the traffic through the town, as it is necessary to travel through the town center to get anywhere else. Therefore, it is logical that the remaining people and the Russian units would cluster along these routes. This is the reason for the scenes we will have during this section of the narrative.
Seeing as the last episode could have better (from the point of view of the characters), the current Chaos Rank is 6. This increases the chance of any question posed to the GME to be answered as yes. It also increases the chance of the scene not going the way we planned.
It is going to be interesting anyway.

Friday, March 20, 2020

0089 – The Great Escape – Part III - Continuing North


0830 07 AUG 2000, Weilun, Poland
============================
We approached Weilun from the south. The few guards they had posted were old or injured. Definitely not front line material. A few attempted to wave us down but a few gruff words from Potato and they waved us through. I am not sure what he said but his hulking mass said enough.
We passed an open air hospital where a few civilians were being treated. They were sick but not wounded. I made sure to wash my hands twice that day.
I noticed some getting shots and others not. That seemed strange.
The team survived the encounter with the marauders and took away a few scars. Unfortunately the mission is still on and they continue north, leaving Praszka in the rear view.
The next stop on the whirlwind tour of apocalyptic Poland is Weilun. On their trip south, the team did not pass through Weilun, as they traveled south father west. They do not know the conditions of the town nor do they know of any opposition. They do not, but we do.
We can take some of the information from the Escape module and generate the rest of the data. The town was, until recently, plagued by marauders but then the Red Army moved in to save the day. They also stayed and currently the rear services and supply dump of the 21st Motorized Rifle Division are located in the town. I can use my automated encounter tool to generate 20 military convoy units, which can simulate the rear echelon troops in the town.
The town details also give us a new NPC, Major T. B. Amramovich who is commanding the rear echelon troops. He is probably not hard core trooper, so I will set his experience level at Experienced. A couple of card draws and some data copied from an old list of encounter stats later and we have a NPC:
Major T. B. Amramovich
Experienced NPC (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)
Motivation:
-----------------------------------------------------
Somewhat Violent: The NPC is not frightened or intimidated by threats of violence and will not hesitate to use violence if the situation seems to warrant it.
Somewhat ambitious: The NPC is inclined towards boastfulness and a desire to impress his peers
Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.
Main Weapon: FN-FAL with 6 magazine(s)/belt(s) and 20 loose rounds
Equipment: Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping Bag,
Food: 4kg of Domestic Food
The major has an interesting combination of motivations. It seems we may have misjudged him. Let’s look at the town before we continue to see what is going on there. Again a few rolls help us to flesh out the town:
Weilun, Poland
Settlement Size: 2,500
Settlement Attitude: Frightened
Settlement Government: Corrupt Council
Settlement Crisis: Disease, medicine needed
The frightened attitude probably has to do with the fact the town was, until recently, controlled by marauders. That will make you lose your faith in humanity.
The disease aspect is interesting aspect. In addition to a lot of food, the Soviets also have medical supplies and more importantly, doctors. The town needs these so we can assume that the Soviets are not just handing the stuff out. Enter our corrupt council.
We have a boastful major who wants to impress his peers and such combined with a corrupt council and a community in need of medicine. One can easily imagine a group of corrupt men fawning over the boasting major and providing access to the medical supplies they may receive from the major as a good will gesture only to those willing to meet their price, whatever that may be. I like how this fits together.
Now we just need a disease. For simplicity’s sake, we will take Cholera. Contaminated food and water are definitely going to be problems. The relatively high infection number probably assures that a lot of people are infected.
This is the background as the team rolls into town.

Thursday, December 12, 2019

0088 – The Great Escape - Marauders in Praszka – Turn 2

0710 07 AUG 2000, Praszka, Poland
============================
We cleared the buildings and came out into an open area and were greeted by a hail of bullets. All around us on the roof tops were guys shooting at us with everything they had.
A grenade sailed out from the left and hit the front of the turret. The concussion and shrapnel did a number on us, at least as far as I could see. Something winged off my Kevlar and another punched me in the chest. I was laying in the hull watching Potato starting to climb out. I assumed something went really bad.
That was not the only grenade though. Two more went off, on close by, the other a bit up ahead. None of them hit the vehicle, for which I am thankful but chest still hurts a bit.
Then there was silence. I guess them guys got more of a bloody nose than they had anticipated. Serves ‘em right for ambushing the wrong kind of people.
The urban terrain makes this a close range firefight and the characters are outnumbered so there is a good chance that they may simply be overwhelmed or someone with an antitank weapon may move close enough to put a round into the OT-64. For this reason, the team is attempting to leave the area as soon as possible.
The marauders are, for the most part, in overwatch and will fire on the characters as they pass their line of sight. The next couple of rounds are going to see the characters taking a lot of fire before they can return it. We will see how that works out for them.

Initiative Step 5

Actions:
  • Robinson will continue to drive the OT-64 down the street
  • Griffin will fire a quick shot at Marauder #1-17
  • Potato will fire two bursts at Marauder #1-25, perched on the roof of the building to the front right
Order of Actions
  • Robinson (AGL 7)
  • Griffin (AGL 6 – Bulk 5 = 1)
  • Potato (AGL 4 – Bulk 10 = -6)
Play:
Robinson drives the OT-64 forward, trying to navigate the streets buttoned up inside the vehicle

<<< Initiative Interrupt >>>

As the OT-64 emerges into the open area, the marauders let loose with everything they have.
As he heard the vehicle approaching, Marauder #1-33 prepared an anti-tank grenade. The OT-64 moves from behind the building and he lobs the grenade. The range is over 24m, so it is Long range.

[Throw anti-tank grenade at Can-Can – Asset Level 11Formidable (x1/2) – Target Number 5 – Roll(s): 4] – Hit. The grenade is being thrown from the top of a building, so any hits will hit the top armor. The grenade hits the hull. The top armor is the resolved using the value of the turret side armor (3). The final penetration value is 18+3 = 21. The FPV (21) minus the armor value (3) results in 18. On the chart, this give us two minor hits.

The hit result is 1 crew member/loader. Since there is no loader, the hit is taken by the driver (Robinson). Robinson suffers four hits: left arm (2),5 abdomen (stopped by the vest but 1 point for blunt trauma), left leg (3) and left arm (2). Robinson is knocked down and panics for 1 round. He now has three scratch wounds.

The second hit is taken by the secondary weapon, in this case the PK, destroying the weapon. That is unfortunate.

The concussion wave rolls over the OT-64. The crew is protected by the vehicle armor and Marauder #1-9 is protected by the building on which he has taken cover. The passengers are protected from the abdomen down by the vehicle armor. The team suffers the following concussion damage:
  • Marshall: 6 / 2 (partial cover) = 3. Head (1), Right Arm (1), Left Arm (1)
  • Logan: 10 / 2 (partial cover) = 5. Head (2), Right Arm (1), Left Arm (1), Chest (1)
  • Griffin: 15 / 2 = 7. Head (2), Right Arm (2), Left Arm (1), Chest (2). Griff is knocked down. He does not panic.
  • Harris: 11 / 2 = 5. Head (2), Right Arm (1), Left Arm (1), Chest (1).
  • Macron: 9 / 2 = 4. Head (1), Right Arm (1), Left Arm (1), Chest (1).
  • Klasha: 6 / 2 (partial cover) = 3. Head (1), Right Arm (1), Left Arm (1)
As always, following the concussion are the fragments. The team is covered from the abdomen down by the vehicle armor, but their upper bodies are still exposed. The fragments have the following results:
  • Marshall takes six hits, three of which are stopped by the vehicle armor. The other three hits, head (4 + 1 for blunt trauma = 5×2 #House Rules = 10), Right Arm (9) and Chest (3 + 1 for blunt trauma = 4 x 2 #House Rules = 8). Marshall is knocked down and stunned. Marshall does not suffer a quick kill but now has a slight wound to the head
  • Logan almost takes one fragment, but it is stopped by the vehicle armor
  • Griffin takes no fragments
  • Harris also takes no fragments
  • Macron takes one fragment to Left Arm (6) and is knocked down but he does not panic.
  • Klasha takes 1 fragment to the Chest (1 + 1 for blunt trauma = 2×2 #House Rules = 4) and she is knocked down but does not panic
Note: to be honest, I knew there were AT grenades out there but I hoped (and maybe a somehow assumed) they would not hit. The team has been chewed up bad but it is not over yet.

Marauder #1-34 has been waiting to take a shot and now has his chance. He takes a pop at Logan with his SVD. The range is approximately 28m (Short). He will fire two rounds, the first of which will count as aimed.
[Fire an aimed round at Logan – Asset Level 11Average (x2) – Target Number 22 – Roll(s): Natural 20] – Miss and his weapon jams (#House Rules).
Marauder #1-37 opens up with his L7A2. The gunner is prone with the bipod deployed and the range is Short. He will fire three bursts at Macron.
[Fire the first burst at Macron – Asset Level 11Impossible (x1/4) – Target Number 2 – Roll(s): Natural 18,18, 7, 15, 7, 15, 10, 17, 1, 20] – One possible hit but his weapon jams (#House Rules). Logan is covered by the hatch with his head, arms and upper chest exposed. The round hits him in the left arm (8).
Half of the misses may hit people in the danger zone, which is pretty much everyone not inside Can-Can (Potato, Wally and Robinson). This leaves a total of 9 / 2 (round down) = 4 shots.
[Danger zone fire from the first burst – Asset Level 11Impossible (x1/4) – Target Number 2 – Roll(s): 19, 10, 11, 15] – No hits.
Experienced Soviet marauder #1-38 will fire four rounds from his AK-74 at Griffin (randomly determined). The range is Short and from the point of view of the shooter, Griffin has cover from the abdomen down and all left side hits are changed to the near (Right) side. The first shot counts as aimed
[Fire an aimed shot at Griffin – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 6] – One possible hit with an Outstanding success. The hit location is abdomen (Miss). Literally just dodged the bullet on that one.
[Fire three quick shots at Griffin – Asset Level 11Difficult (x1) – Target Number 11, 10 on the last shot due to recoil – Roll(s): 20] – The weapon jams on the first shot (#House Rules).
Experienced Soviet marauder #1-25 will fire four rounds from his AK-74 at Macron (randomly determined). The range is Short and from the point of view of the shooter, Macron has cover from the arms down and all right side hits are changed to the near (Left) side. The first shot counts as aimed
[Fire an aimed shot at Macron – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 20] – Miss and his weapon jams (#House Rules).
Experienced Soviet marauder #1-26 fire three rounds from his SVD at Klasha (randomly determined). The range is Short and from the point of view of the shooter, Klasha has cover from the arms down and all right side hits are changed to the near (Left) side. The first shot counts as aimed
[Fire an aimed shot at Klasha – Asset Level 11Average (x2) – Target Number 16 – Roll(s): 17] – Miss.
[Fire two shots at Klasha – Asset Level 11Difficult (x1) – Target Number 11, 9 on the last one due to recoil – Roll(s): 8,11] – One possible hit. Klasha takes 14 points of damage to the Left Arm. She now has a serious wound.
Finally there is Experienced Soviet marauder #1-9. From his position high on the building, he decides to drop a fragmentation grenade on the passing OT-64. The range is Effective range.
[Drop a grenade on the OT-64 – Asset Level 11Difficult (x1) – Target Number 11 – Roll(s): 15] – Miss. The grenade deviates, bouncing off the vehicle and landing in the space between it and the building. There the building and the OT-64 will shield the team from concussion and fragments.
Now since the vehicle has been penetrated, we should check to see if anyone bails out. Of course the rules say you should check for everyone but then we have some people that are already panicking (Robinson) or stunned (Marshall). Rolling for them has no added benefit. I also don’t generally roll for those that are knocked down, as they get checked when they are knocked down. That leaves the rest (Potato, Harris, Logan and Wally).
Potato rolls a six and bails out. He will spend the next two turns climbing out of his turret hatch and then will have to wait two turns before remounting. This is an interesting twist.
Harris does not bail out and neither does Logan. Wally however does and he makes to dismount like Potato. Guess those fragments that hit Robinson came really close.
<<< End of the Initiative Interrupt >>>
Griffin was knocked down and will lose his turn.
Potato is bailing out and will also lose his turn.

Initiative Step 4

Actions:
  • Macron misses his turn as he is knocked down.
  • Harris will fire two burst from his RPK-74 at Experienced Soviet marauder #1-9 as he drops the grenade on the OT-64
Order of Actions
  • Harris (AGL 5 – Bulk 5 = 0)
Play:
Harris fires off the first burst at Experienced Soviet marauder #1-9. The range is Short so no dice are lost.
[Fire a burst at Experienced Soviet marauder #1-9 – Asset Level 13Impossible (x1/4) – Target Number 3 – Roll(s): 4,16,12,3,20] – One possible hit. The target is prone and facing Harris. The round hit him in the chest and causes 3×2 (#House Rules) = 6 points of damage. The quick kill roll is 3, resulting in a quick kill. The roll of a natural 20 results in a jam for Harris (#House Rules).
Experienced Soviet marauder #1-10 is in the danger zone of the rounds (4) that missed their initial target. Half of those rounds (2) may hit the marauder. The range is still short.
[danger zone attack on Experienced Soviet marauder #1-10 – Asset Level 13Impossible (x1/4) – Target Number 3 – Roll(s): 6,7] – Both miss.

Initiative Step 3

Actions:
  • Experienced Soviet marauder #1-10 stays in overwatch and prepares to fire on the team as they pass by
  • Experienced Soviet marauder #1-13 stays in overwatch
  • Experienced Soviet marauder #1-14 stays in overwatch
  • Experienced Soviet marauder #1-17 will fire three rounds from his SVD at Logan
  • Experienced Soviet marauder #1-21 stays in overwatch
  • Experienced Soviet marauder #1-22 stays in overwatch
  • 2LT Jade Marshall misses her turn as she is knocked down.
  • 2LT Wayne Logan will fire three rounds from his AKM at Experienced Soviet marauder #1-17, who is drawing a bead on him
Order of Actions
  • Experienced Soviet marauder #1-10 (AGL 6)
  • Experienced Soviet marauder #1-13 (AGL 6)
  • Experienced Soviet marauder #1-14 (AGL 6)
  • Experienced Soviet marauder #1-21 (AGL 6)
  • Experienced Soviet marauder #1-22 (AGL 6)
  • Experienced Soviet marauder #1-17 (AGL 6 – Bulk 6 = 0)
  • 2LT Wayne Logan (AGL 5 – Bulk 5 = 0)
Play:
The marauders on stay on overwatch, so there is nothing to report there. Logan and Marauder 17 are basically in a shoot out. Both have an adjusted agility of 0, meaning we have to roll it out on a D6. On a 1-3, Logan goes first; 4-6 the marauder acts first. The roll is a 3, giving the first action to Logan.
Logan fires three rounds from his AKM at the Marauder. The range is Short.
[Fire three quick shots at Experienced Soviet marauder #1-17 – Asset Level 10Difficult (x1) – Target Number 10, 7 on the last one due to recoil – Roll(s): 15,20] – Miss and his weapon jams on the second shot (#House Rules). That is unfortunate.
Undeterred by the incoming fire, the marauder fires at Logan. The range is also Short.
[Fire three quick shots at Experienced Soviet marauder #1-17 – Asset Level 11Difficult (x1) – Target Number 11 on the first round, 9 on the second round and 5 on the last one, all due to recoil – Roll(s): 12,12,14] – All miss. Guess both of them jerked the rounds in the excitement.

Initiative Step 2

Actions:
  • Experienced Soviet marauder #1-6 will throw the antitank grenade he had prepared before he was knocked down.
Order of Actions
  • Experienced Soviet marauder #1-6 (AGL 6)
Play:
Experienced Soviet marauder #1-6 pulls the pin and lets the grenade fly. The range is effective range.
[Throw anti-tank grenade at Can-Can – Asset Level 11Difficult (x1) – Target Number 11 – Roll(s): 19] – Miss.
The grenade overshoots the target, blowing a hole in the roadway 10m in front of Can-Can. No one takes concussion or fragmentation damage.

Initiative Step 1

Actions:
  • SPC Walerian ‚Wally‘ Losinski misses his turn, as he is bailing out
  • AGT Sukhikh Klara (Klasha) Kirillovna misses her turn since she is knocked down.
  • Novice Soviet marauder #1-41 remains in overwatch.
There are no more actions this turn. The active marauders have suffered 38% casualties (WIA: 5, KIA:3), meaning they have had enough and will retreat. The team takes a moment to catch their breath after passing through the kill zone and everyone clears their weapons as we wait for Potato and Wally to remount, looking around sheepishly as they do.
The team mostly has a few scratch wounds, the most serious being the slight wound suffered by Marshall and the serious wound suffered by Klasha (again – girl has really bad karma combined with bad hit points, not a good combination).
Logan attempts first aid on Klasha’s left arm with his doctor’s medical kit.
[Perform first aid on Klasha’s left arm – Asset Level 17Difficult (x1) – Target Number 17 – Roll(s): 1] – Outstanding success.
Logan also passes out a round of antibiotics, but we still need to check for infection:
  • Marshall
    • Head (Slight) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Griffin
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – Infection occurs
  • Harris
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Macron
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
  • Klasha
    • Head (Scratch) – No Infection
    • Chest (Scratch) – No Infection
    • R. Arm (Scratch) – No Infection
    • L. Arm (Scratch) – No Infection
All in all, the team came out on top but they have a lot of scratches to show for it. The PK is out of commission and they have a seriously wounded team member. All because of a minor dust up that went bad for those that chose to start it.