Sunday, February 7, 2021

0135 - Off We Go Again - Part VIII

 We will keep the initiative order like it is, and that is:

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

 

Initiative Step 1 - Griffin

Griff burned through the last of his ammunition last round, so he will attempt to reload as a Fast Action.

 

Task:

Reload Current Magazine

Yes, I know it is internal but not splitting hairs here

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

12,6,--

Why cannot he not shoot like this in combat?

Result:

3 successes

 

 

Just a note: the table on page 54 of the Player's Manual lists the skill as Mobility. The text on page 61 mentioned the skill as being Ranged Combat. I will use the Range Combat interpretation and I am sure the FL team will fix this in the next version.

 

Griff could risk another shot but he would have a -2 modifier in addition to the -2 modifier as all the targets are prone. Even with his specialty, it is probably a waste of ammunition.

 

Initiative Step 4 - Macron

The goal here is to drive off the soldiers, not necessarily kill them all. Macron is running low on ammo but he still has a few rounds and will attempt to put down the officer #3-1. The range is 5 (Short) and he will add two ammo die to the pool.

 

Task:

Engage Officer #3-1

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+ 1 Rifleman Specialty, -1 Target Hex Terrain, -2 Target Prone

= -2

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6)

[-2 Steps]

Ammo Die:

2

 

Roll:

8,2,1,2

3 rounds expended

Result:

1 success

 

 

Again, the damage is not high enough to cause a critical hit but the officer must make a CUF check to avoid suppression

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,3,--

 

Result:

Failure

 

 

Macron's accurate fire suppresses the officer and forces the trooper next to him to check too (Panic Spreads rule).

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

5,8,--

 

Result:

1 Success

 

 

Ignoring the failed leadership of the officer next to him #3-2 decides to fight on.

 

Initiative Step 5 - Harris

The team needs to push harder and maybe drive off the Soviets. Instead of reloading, Harris will #3-2, being one of the guys pouring firing into their position. The range is 6 (Short) and he will add three ammo die.

 

Task:

Engage #2-4 with M16A2

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target hex terrain

= -3

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

3

 

Roll:

6,-,1,4,1

(6 rounds expended)

Result:

1 Success

 

 

The first rounds is a hit but it is not enough to force a critical hit. Still, this calls for a suppression check.

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

6,3,--

 

Result:

1 Success

 

 

This is Macron-style kind of tough. Take some fire and keep on kickin'.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

Officer #1-1 got suppressed last round, so we need to make a CUF check to see if he recovers. Unfortunately, no one from his unit in LOS is unsuppressed, so this will be a straight CUF check with a level of C (D8) and he blows it with a 3. He is going to keep his head down for a while.

 

Soldier #1-2, his buddy, needs to make the same check, also at the same skill level. He rolls a 7 and recovers from his suppression. The Fast Action is gone, so he cannot aim. Guess it is "spray and pray" time.

 

In order to roll up the flank, they need to overrun Klasha's position. #1-1 will fire a long burst at Klasha with his UZI. The range is 4 (Medium) and he will add 4 ammo die to the mix.

 

Task:

Spray Klasha's Position

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 target is prone, -1 Medium Range, -1 Target hex terrain

= -4

Mod. Ability Die:

Agility D (D6)

[-2 Steps]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

4

 

Roll:

3,--,2,3,4,2

(11 rounds expended)

Result:

Failure

 

 

It was worth a shot but the results were less than spectacular.

 

Officer #2-1 is still suppressed and has been since the beginning. Poor leadership skills. He will need to make a CUF roll but can add the Unit Morale (C), as #2-2 is nearby and not suppressed. He rolls 1,7 and finally recovers from his suppression.

 

Staying where he is asking to get shot. Since he cannot effectively fire on the attackers due to the short range of his SMG, he will low crawl toward the cover of the trees in hopes of rallying the defenders.

 

Engineer #2-2, at the moment, is one of the few fighting back. He will aim (Fast Action) and fire (Slow Action) at Harris . The range is 6 (Short) and he will add all three ammo dice to the roll.

 

Task:

Fire up Harris

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 target is prone, -1 Target hex terrain

= -3

Mod. Ability Die:

Agility D (D6)

[-1 Steps]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

3

 

Roll:

5,--,2,6,1

(9 rounds expended)

Result:

Failure

 

 

He did not hit but Harris will need to check for Suppression due to the 6 on the ammo die. Harris has a CUF of C (D8) and the Unit Morale is B (D10), since the rest of the team is nearby and not suppressed. The results are 6,7 and he passes easily. The team is very motivated today.

 

Soldier #2-3 will aim (Fast Action) at Griff this time and then fire (Slow Action) a long burst. The range is  6 (Short) and he will add 5 ammo die to the pool.

 

Task:

Fire the FN FNC at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is Prone,-1 target hex terrain

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

5

 

Roll:

5,--,2,4,6,4,5

(21 rounds expended)

Result:

Failure

 

 

No hits but a possible Suppression. Griff has a CUF of B (D10) and the Unit Morale is B (D10). He rolls 7,2 and passes the test.

 

Note: if we were tracking NPCs like PCs, as I normally do, the soldier's weapon would be empty now. As we are not, he can keep hosing away.

 

Soldier #2-4 again needs to try to recover from his suppression.  His CUF is C (D8) and he can add the Unit Morale (C), as unsuppressed comrades are nearby. Unfortunately, he rolls 2,1 and pulls himself farther up into his helmet.

 

Officer #3-1 got suppressed this round and loses his turn.

 

Soldier #3-2 will put some fire into Marcon's position and hope for the best. The range is 5 (Short) and he will add 5 ammo die to the pool.

 

Task:

Fire the AK-74 at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is Prone,-1 target hex terrain

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

5

 

Roll:

6,--,1,2,2,3,3,

(11 rounds expended)

Result:

1 Success.

 

 

One possible hit. The woodlands around Macron provide cover (2) but his head and arms are exposed, as he was firing. The hit location is the legs (1) and the round is stopped by the cover.

 

Soldier #3-3 will stand (Fast Action) and move into the forest on the right, hoping to join the push on the flank.

 

Initiative Step 9         - Klasha

Klasha shot her last round and now needs to reload.

 

Task:

Reload Current Magazine

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

7,3

 

Result:

1 Success

 

 

The success means that the action counts a fast action for Klasha. She can now fire (Slow Action) at the enemy pressing the flanks, even if she cannot aim. Her low kill levels will make it difficult but the roll can never be reduced below 1D6, so there is a chance.

 

She will engage #1-2. The range is 4 (Short) and she will add 4 ammo die to the pool.

 

Task:

Fire at #1-2

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Terrain in target hex, -2 Quick shot, -2 Target is prone

= -5

Mod. Ability Die:

Agility D (D6)

[-1 Step - last die cannot be removed]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

--

 

Roll:

2,--, 2,5,1,3,1

12 rounds expended

Result:

Failure

 

 

Two 1s result in a mishap. The reliability of her AK-74 is reduced to B and we need to roll 2D8 to avoid a jam. She rolls 2,4 and the weapon jams. That is not good.

 

At the end of the round, the number of NPCs incapacitated has not change. A lot of ammunition has been sent downrange to little effect. The left of the characters is becoming endangered.

 


 


Thursday, February 4, 2021

0134 - Off We Go Again - Part VII

 Just a not from my side: I would like to thank Tomas and the team from FL for their feedback. I am worried that my comments may have sounded a bit like I do not like the game. This is not the case. I think the team have done a wonderful job of porting the game to a more modern format and I think that the game will benefit from that. This is saying a lot, as I am a die-hard v2.2 fan but we have to move on. I know that the game will not suit everyone but it suits me and I am happy with that.

Their are aspects of the Alpha that I do not like, I have to admit, but Tomas and the FL team do take the feedback seriously and are working to make things better. Still, the fact remains that I, as the GM and controller of my game, have the option to decide what rules I use or not. Tomas is right on this but I wanted to try the rules in an encounter, as I believe it would be unfair of me to just throw away a rule without at least trying it out. What are sandboxes for if not that.

So, Kudos to the FL team, a gearhead has gone rules-light and loves it. Keep up the good work. Need a playtester, let me know.

Now, on to the current engagement.

Initiative
The rules allow for the characters to trade initiative, so we will move Harris up and Klasha down

Order Name
1 Griffin
4 Macron
5 Harris
6 NPCs (Not Particulary Cooperatives)
9 Klasha

Initiative Step 1 - Griffin

The arrival of the Javelin team has become a real danger for the team. Our resident sniper Griff will aim (Fast Action) and engage (Slow Action) the Javelin gunner. The range is 6 (Short) and Griff will add one ammo die.

  • Task: Engage Soldier #3-4
  • Ability Die: Agility A (D12)
  • Skill Die: Ranged Combat B (D10)
  • Modifiers: +1 Sniper Specialty, -2 Target is prone = -1
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat C (D8) [- 1 Step]
  • Ammo Die: 1
  • Roll: 5,6,3 (3 rounds expended)
  • Result: 1 Success

Griff used more ammo (based on the ammo die - 3) than he had in his magazine (2). The ammo die is removed but the weapon is then empty.

The round hits the gunner in the torso, causing 3 points of damage und a critical hit, incapacitating the NPC.

Initiative Step 4 - Macron

His buddy could still pick up the launcher, so Macron will engage the other trooper. The range is 5 (Short) and Macron will add three Ammo dice to the mix.
  • Task: Fire at Soldier #2-4
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: +1 Rifleman specialty, -2 Target is prone = -1 = -1
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat D (D6) [-1 Step]
  • Ammo Die: 3
  • Roll: 3,3,1,3,2 (6 rounds expended)
  • Result: Failure

The fire is ineffective, not even managing to suppress the trooper.

Initiative Step 5 - Harris

With his 203 reloaded, Harris will engage the troopers and there is no shortage of targets. There is always a danger deviation, so we can choose a centrally located target, like 3-1 and 3-2. Even if the grenade does miss, there is a good chance that it will hit another hex with some baddies.

Harris will aim (Fast Action) and fire his grenade launcher (Slow Action) the hex containing 3-1 and 3-2. The range is 6 (Medium).
  • Task: Fire M203 at Officer #2-1
  • Ability Die: Strength B (D10)
  • Skill Die: Heavy Weapons  D (D6)
  • Modifiers: -1 Medium Range = -1
  • Mod. Ability Die: Strength B (D10) [Unmodified]
  • Mod. Skill Die: --- [Removed]
  • Ammo Die: -- (Heavy weapons do not use Ammo Die)
  • Roll: 2,--,-- (1 rounds expended)
  • Result: Failure

The round misses and deviates. Since the range is six, it cannot deviate more than half the range (or three hexes). The direction roll is 6 (northwest) and the range is 4, reduced to the maximum of 3, exploding harmlessly on the road.

Initiative Step 6 - NPCs

The current casualties are at 18%, which will not be enough to cause the convoy to withdraw. They still have a lot of valuable cargo to protect.

Officer #1-1 and Soldier #1-2 will continue to move to the right flank (two Fast Actions).

Officer #2-1 again needs to attempt to recover from suppression. His CUF is still C (D8) and the Unit Morale is C (D8, 3-1 and 3-2 are within the line of sight and not suppressed). The results are 5,1 (failure) and he remains suppressed.

Engineer #2-2 will return fire, choosing Macron as his target. The range is 5 (Short) and he will add three ammo die to the pool.
  • Task: Engage Harris with M16A2
  • Ability Die: Agility C (D8)
  • Skill Die: Range Combat C (D8)
  • Modifiers: -2 Target is prone, -1 Forest terrain (sorry, forgot this before) = -3
  • Mod. Ability Die: Agility D (D6) [- 1 Step]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 3
  • Roll: 2,--,3,4,5 (12 rounds expended)
  • Result: Failure

The rounds are zinging by Marcon but thankfullly his aim was off.

Soldier #2-3 will grab the FN-FNC that his buddy dropped (Fast Action) and fire off a long burst at Griff (Slow Action) without aiming. The range is 6 (Short) and he will add 4 ammo die to the pool.
  • Task: Engage Griff with FN FNC
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: -2 Quick Shot, -2 Target is prone, -1 Forest terrain (sorry, forgot this before) = -5
  • Mod. Ability Die: Agility D (D6) [- 1 Step, last die cannot be removed]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 4
  • Roll: 1,--,2,6,5,5 (18 rounds expended)
  • Result: Failure

Griff still needs to check for supression because of the six on the ammo die. Harris has a CUF of C (D8) and the unit has a morale of B (D10). The results are 5,7 and Harris passes his suppression check.

Soldier #2-4 was suppressd last turn and can now check to recover. His CUF is C (D8) and the Unit Morale is C (D8, friendly troops are within the line of sight and not suppressed). The results are 1,2 (failure) and he remains suppressed.

Officer #3-1 again will aim his AKR (Fast Action) and fire at Macron (slow action). The range is 5 (Medium) and Macron is prone and behind cover. He will add three ammo die to the pool.
  • Task: Fire at Macron
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat (D8)
  • Modifiers: -1 Medium Range, -2 Target is prone,  -1 Forest terrain = -4
  • Mod. Ability Die: Agility D (D6) [-2 Steps]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 3
  • Roll: 3,--,5,5,4 (14 rounds expended)
  • Result: Failure

Macron is taking a lot of fire but he seems to have found a good position and remains unscathed.

Soldier #3-2 will seek cover (Fast Action) and reload his weapon. One could roll to reload and see if this was a Fast or Slow Action, but this does not really make a difference, as NPC will not perform any other actions.

Soldier #3-3 saw his buddy get hit. He could attempt to move away, trying to get into cover (1-3) or retreive the Javelin and make the Americans pay (4-6). He decides (1) to make the most of his feet and stands (Fast Action) and run South (Slow Action) before droppin prone by the wagon (Free Action).

Initiative Step 9 - Klasha

Last but not least, Klasha. She can see 1-1 and 1-2 moving in on the flanks and decides to give them a piece of her mind and some lead. She aims (Fast Action) and fires at 1-1 (Slow Action). The range is 4 (Short) and she will also add two ammo die to the roll.
  • Task: Fire at Soldier #2-4
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: -1 Forest terrain = -1
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat D (D6) [-1 Step]
  • Ammo Die: 2
  • Roll: 7,1,4,3 (7 rounds expended)
  • Result: One success

The round hits the soldier in the arm and he is automatically knocked proned and suppressed.

Panic spreads and now #1-2 also has to check for suppression.  His CUF is C (D8) and no one in his line of sight is unsuppressed. He rolls 5 and fails the roll. He drops prone and is suppressed.

At the end of the turn, the Soviets have 18% casualties and an additional 36% currently suppressed. Things are not going well for them.




Tuesday, February 2, 2021

0133 - Off We Go Again - Part VI

 Since the initial ambush, as poorly as it went, is over, we need to draw initative normally.

Initiative
 The initiative draws for the combat are:

Order Name
1 Griffin
4 Macron
5 Klasha
6 NPCs (Not Particulary Cooperatives)
9 Harris

Initiative Step 1 - Griffin

Griff put one on the ground last round. Time to do it again. He will aim (fast action) at Soldier #2-3 and squeeze off a few rounds in his direction. The range is 5 (Short) and he will add one Ammo die to the shot.

  • Task: Engage Soldier #2-3
  • Ability Die: Agility A (D12)
  • Skill Die: Ranged Combat B (D10)
  • Modifiers: +1 Sniper Specialty, -2 Target is prone = -1
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat C (D8) [- 1 Step]
  • Ammo Die: 1
  • Roll: 5,2,2 (2 rounds expended)
  • Result: Failure
Unfortunately, Griff misses and now has two rounds left in his weapon.

Initiative Step 2 - Macron

Seeing that Soldier #2-4 somehow got forgotten and remained standing (we will chalk it up to being overwhelmed by the ambush), Macron draws a bead and intends to put him down. The range is short and he will add two ammo die to the roll.
  • Task: Fire at Soldier #2-4
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: +1 Rifleman specialty = +1
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
  • Ammo Die: 2
  • Roll: 2,3,6,2 (8 rounds expended)
  • Result: Failure
The shot misses but the six on the ammo dice means we get to check for suppression. The enemy CUF is again C (D8) and the Unit Morale is C (D8, 3-1 and 3-2 are within the line of sight and not suppressed). The results are 7,3 (1 succession), preventing his suppression. This guy is tough as nails and the team really needs to hire him.

Initiative Step 5 - Klasha

Klasha probably has the last opprotunity to put Soldier #2-4 down. The range is 4 (Short) short and she will also add two ammo die to the roll.
  • Task: Fire at Soldier #2-4
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: --
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
  • Ammo Die: 2
  • Roll: 1,8,4,5 (9 rounds expended)
  • Result: One success

The round hits the soldier in the head and he is automatically knocked proned and suppressed.

Note: This is where the treatment of NPCs falls apart in the new v4. First of all, love the reduction of hit capacity. Finally, weapons in the hands of NPC become really dangerous. What does not work is the rules for NPCs in combat. Let's take the current situation. Klasha is firing an AK-74. The damage is 2 and the critical threshold is 3. To incapacitate the NPC without the use of the hit capacity, Klasha needs three or more points of damage. This means, she needs at least two successes on her Ability and Skill die rolls. The ammo roll successes here do not count, as they would be considered seperate hits and do not increase the damage for the initial hit.

If one round hits and causes damage, as in this case, the NPC is automatically suppressed, like he was. In the next round, Klasha will have to engage the target again but it is then prone, resulting in a -2 modifier, reducing both her die to D6s meaning he would have to roll double sixes to incapacitate the target. A long shot gets longer. In addition, she had a head shot but there are no quick kill rules currently in the v4, so theoretically, Klasha can keep pumping rounds into the NPC without him dying, if he keeps making his CUF rolls, as he seems intent on doing.

If the NPC had a hit capacity, things would look a bit different. Assuming 4-5 points of hit capacity, Klasha would need 2-3 hits to incapacitate the NPC, assuming she had no criticals. This seems reasonable and brings NPC to the level of the PCs, as each has hit capacities and can be worn down by sucsessive hits.

On the topic of head shots or quick kills, one could rule that the succes on an ammo die (assuming a succcessful hit) could be used for a quick kill if the hit location of the first shot is the head or torso and assuming the shot was not affected by armor. A clean, simple system for quick kills.

End rant.

Initiative Step 6 - NPCs
Now the bad guys get their chance at revenge.

Officer #1-1 will continue his flanking manuever on the right flank.

Soldier #1-2 will follow his commanding officer.

Soldier #1-3 is incapacitated and will lose his turn.

Officer #2-1 needs to try to recover from his suppression. The enemy CUF is again C (D8) and the Unit Morale is C (D8, 3-1 and 3-2 are within the line of sight and not suppressed). The results are 2,1 (failure) and he remains suppressed.

Engineer #2-2 needs to try to recover from his suppression. The enemy CUF is again C (D8) and the Unit Morale is C (D8, 3-1 and 3-2 are within the line of sight and not suppressed). The results are 6,6 (Two successes). He recovers from his suppression but loses his fast action. He can take a quick shot at Harris before Harris lobs another grenade in his direction. The range is 6 (Medium) and he will add three ammo dice to the pool. Harris is prone and behind cover.
  • Task: Engage Harris with M16A1
  • Ability Die: Agility C (D8)
  • Skill Die: Range Combat C (D8)
  • Modifiers: -1 Medium Range, -2 Target is prone = -3
  • Mod. Ability Die: Agility D (D6) [- 1 Step]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 3
  • Roll: 6,--,4,1,4 (9 rounds expended)
  • Result: 1 success
Harris is behind cover with his head and arms exposed. The hit location is 4 (torso) but the round is stopped by the cover (Armor Rating 2).

Soldier #2-3 needs to try to recover from his suppression. The enemy CUF is again C (D8) and the Unit Morale is C (D8, 3-1 and 3-2 are within the line of sight and not suppressed). The results are 1,8 (1 success) and he recovers from being suppressed.

As his weapon is inoperative, he needs to move and find one that works. He will stand (Fast Action) and run toward the position where Soldier #1-3 fell. With one move he will not get close enough, so he needs to risk the mobility check with only the Attribute die of B (D10). The result is 10 (2 successes) and he reaches the fallen troop before dropping prone again.

Soldier #2-4 was suppressed this turn and loses his turn.

Officer #3-1 will aim his AKR (Fast Action) and fire at Macron (slow action). The range is 5 (Medium) and Macron is prone and behind cover. He will add three ammo die to the pool.
  • Task: Fire at Macron
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat (D8)
  • Modifiers: -1 Medium Range, -2 Target is prone = -3
  • Mod. Ability Die: Agility C (D8) [- 1 Step]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 3
  • Roll: 6,--,2,5,6 (13 rounds expended)
  • Result: 2 successes (two seperate hits)
Macron is behind cover with his head and arms exposed. Both rounds hit the cover (Armor rating 2) and stopped. Since there was a 6 on the ammo die, Macron needs to make a CUF roll. His CUF is C (D8) and the Unit Morale is B (D10), as none of the rest of the team is suppressed. The results are 6,6, resulting in Macron passing the test.

Soldier #3-2 will aim (Fast Action) and fire his AK-74 at Macron (Slow Action). The range is 5 (Short) and Macron has not changed his stance. He will also add three ammo dice to his pool.
  • Task: Fire at Macron
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat (D8)
  • Modifiers: -2 Target is prone = -2
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: -- [-2 steps and removed]
  • Ammo Die: 3
  • Roll: 1,--,1,4,4 (9 rounds expended)
  • Result: 1 Mishap
The mishap means that the NPCs weapon is empty and he needs to reload.

Note: Another rant. Not tracking the ammo and making every mishap for an NPC mean that the NPC needs to reload has the effect that only means that only PCs weapons can jam. An NPC can simply fire at his maximum rate of fire and simply reload every time they have a mishap. I believe that is is worth the effort to implement Mishaps for NPCs and the fact that they can run out of ammo as PCs would.

Soldier #3-3 continue his advance (Fast Action) and drop Prone (Free Action).

Soldier #3-4 runs forward with this battle buddy (Fast Action) and also drops prone (Fast Action).

Initiative Step 9 - Harris
Harris pops open his 203 and loads another HE round (Slow Action).



Monday, February 1, 2021

0132 - Off We Go Again - Part V

 0830 13 AUG 2000, near Dobrodzień, Poland
===================================

The initial contact to the convoy has been made by Griff and Macron. The range is still over 20 hexes (200 meters), but since both of the troops are on foot, the have a good chance of closing the range, which they will attempt.

The advance team will wait for the others and call up Klasha and Harris for support. The team will leave the horses and mules in the rear with Marshall and Logan to care for them. Wally, Potato and Robinson will stay mounted and serve as a reaction for, should the advance team bite off more than they can chew.

The team wants to close the range (to within 2-5 hexes) and ambush the convoy. They must make the roll with as a group Recon Roll (Alpha, page 46) and this will be an opposed roll by the convoy. Harros has the lowest score with Intelligence B (D10) and Recon D (D6). The terrain they want to move to is forest (+1). The average modifier will be 0.

  • Task: Attempt to reduce the encounter range by half by infiltrating
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon D (D6)
  • Modifiers: --
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon D (D6) [Unmodified]
  • Ammo Die: --
  • Roll: 7,4,--
  • Result: 1 success

That is a success for the team. Now it is time for the convoy guards to get a chance. They take the best scores they have, which equal that of Griff and make their rolls.
  • Task: Attempt to detect the infitrators
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon C (D8)
  • Modifiers: --
  • Mod. Ability Die: Intelligence B (D10) [Umodified]
  • Mod. Skill Die: Recon [Unmodified]
  • Ammo Die: --
  • Roll: 4,3,--
  • Result: no successes

The team managed to move closer, finding a hides from which they can use to observe and ambush the convoy. The team will spread out, using the bunches of trees for concealment and will find some stable platforms from which they will launch their ambush.

One could, of course, attempt to enter into a dialog with the convoy but it is great prize and doubtful if the Soviets would just hand it over. So, combat it must be.

Note: we will be using the standard NPC rules as published.

For the first round, the team will get the top four initiative cards (see group ambushes, pg. 58). The NPCs draw the 9, meaning that must have been really suprised. The ambushers are prone.

Initiative
 Thee initiative draws for the combat is:

Order Name
1 Griff
2 Harris
3 Macron
4 Klasha
9 NPCs (Not Particularly Cooperatives)


Initiative Step 1 - Griff

Griff will place his M40 on a fallen tree, aim (sniper aim) and fire (slow action) at Soldier #1-3, opening the ambush. The range is 6 (Medium). He will add on ammo die to the pot. He wants to put the guard down.
  • Task: Fire at Soldier #1-3
  • Ability Die: Agility A (D12)
  • Skill Die: Ranged Combat B (D10)
  • Modifiers: +1 Sniper specialty, +2 Telescopic Sight,-1 Medium Range = +2
  • Mod. Ability Die: Agility A (D12) [Unmodified]
  • Mod. Skill Die: Ranged Combat B (D12) [+1 Step]
  • Ammo Die: 1
  • Roll: 6,3,1 (1 rounds expended)
  • Result: 1 success

The M40A3 has a damage of 3 and a critical threshold of 3, resulting in a critical hit. A critical hit on an NPC automatically incapacitates that NPC. One down, many to go.

Initiative Step 2 - Harris

Harris will aim his M203 (fast action) at the hex containing Officer #2-1 before firing a grenade (Slow Action). The range is 6 (Medium).
  • Task: Fire M203 at Officer #2-1
  • Ability Die: Strength B (D10)
  • Skill Die: Heavy Weapons  D (D6)
  • Modifiers: -1 Medium Range = -1
  • Mod. Ability Die: Strength B (D10) [Unmodified]
  • Mod. Skill Die: --- [Removed]
  • Ammo Die: -- (Heavy weapons do not use Ammo Die)
  • Roll: 10,--,-- (1 rounds expended)
  • Result: 2 Successes

Both Officer #2-1 and Engineer #2-2 are both within the blast radius. The blast level is D (2D6) and results in (3,3) in no hits. Both soldiers are knocked prone and need to make a CUF roll. The enemy CUF is C (D8) and the Unit Morale is C (D8), resulting in a dice pool consisting of 2D8. The results are 1,1, resulting on both NPCs being suppressed.

Initiative Step 3 - Macron

Macron will sniper aim (slow action) with his telescopic sight and fire (slow action) at Soldier #2-3. The range is 4 (Short) and he will add 2 Ammo dice to the pool.
  • Task: Fire at Soldier #2-3
  • Ability Die: Agility B (D10)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: +1 Rifleman specialty, +2 telescopic sight = +3
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Ranged Combat A (D12) [+2 Steps]
  • Ammo Die: 3
  • Roll: 8,4,2,2,4 (8 rounds expended)
  • Result: 1 Success

The soldier is hit and suppressed and drops prone.

Initiative Step 4 - Klasha

Finally, Klasha will aim (fast action) and fire (slow action) at Soldier #2-4 after the others open up. The range is 4 (Short). She will add 3 ammo die to the pool.
  • Task: Fire at Soldier #2-4
  • Ability Die: Agility C (D8)
  • Skill Die: Ranged Combat C (D8)
  • Modifiers: --
  • Mod. Ability Die: Agility C (D8) [Unmodified]
  • Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
  • Ammo Die: 3
  • Roll: 4,1,6,3,5 (14 rounds expended)
  • Result: No successes

The rounds miss the intended target but he must still roll for suppression.  The enemy CUF is again C (D8) and the Unit Morale is C (D8, 1-1 and 1-2 are within the line of sight and not suppressed). The results are 8,5 (1 succession), preventing his suppression.

Initiative Step 9 - NPCs (Not Particularly Cooperatives)

We can skip all the incapacitated and suppressed NPCs.

Officer #1-1 will run for cover of the woods to the East.

Soldier #1-2 will also run for cover, making a beeline for the trees.

Officer #3-1 will move north into the woods (Slow Action) and drop prone (Fast Action).

Soldier #3-2 will follow Officer #3-1, also moving north into the woods (Slow Action) and dropping prone (Fast Action).

Soldier #3-3 will move back along the road toward the sound of the firing (Slow Action).

Soldier #3-4 grabs the Javelin and follows his battle buddy (Slow Action).

The Soviet convoy has suffered 10% losses but several of the troops have been suppressed. Still, it will probably be a hard fight.



Tuesday, January 26, 2021

0131 - Off We Go Again - Part IV - The Map

The encounter distance between the group and the Soviet convoy is 2D10x2 or 10x2 = 20 hexes. We are going to need a larger map (or smaller icons).

Some of you may be familiar with Virtual Assistant Squad Lead (VASL, http://vasl.info/), which is a module for Vassal (http://www.vassalengine.org/). One of the features here are the map boards, which can be downloaded from several sources like:


There are many more, of course, but my purpose in telling you this is not to plug VASL (although I am impressed with it), I want to talk about the map boards. The map boards them are .zip files can be opened with your favorite zip file program (or the windows explorer in modern windows systems. Inside you will usually find another file without an extension. This fill too can be opened with a zip file program. Inside you will find several other files and the map as a .gif file.



Using this process. I have taken four maps and placed them in a open office draw document, with the paper size set to A3 (portrait).



I then scaled my blast templates and markers to the appropriate hex size (make sure you keep the ratio when rescaling) and we are finished. A large-scale map showing a nice stretch of open Polish countryside, with a fields, etc.




Here is the full map.




Sunday, January 24, 2021

0130 - Off We Go Again - Part III

 0600 13 AUG 2000, Dobrodzień, Poland
===================================

The team has finished packing and loaded up both the horses and mules. As there are only seven horses (yes, I miscounted last time) and nine team members, some will have to walk.

The order of march will be:

  • Advance team (on foot): Battle Buddies Griff & Macron. The advance team will lead the rest by approximately 500m, keeping in touch with the walkie-talkie Macron has
  • Marshall riding Ben (Horse)
  • Potato riding Flames (Horse)
  • Harris riding Shade (Horse) and leading Maxine (Mule)
  • Robinson riding Evan (Horse)
  • Wally riding Coal (Horse) and leading Hustle (Mule)
  • Logan riding Cheska (Horse) and leading Edgy (Mule)
  • Klasha riding Cellini

Yes, all the horses and mules were given names. The names were generated randomly by a generator I found in the internet and it makes the animals less of a cardboard prop and move of a living part of the fictional universe.

The group will travel for a shift and investigate the next hex in the shift following that before making camp. The following day they will move to make contact with the stagglers if they have not by then and then make camp. On the third day, the group will return to base and report. That is the plan anyway.

Just as a note: Horse Tack and Pack Saddles do NOT count against the animal's cargo capacity. The weight is simply given for the purposes of carrying or storage.

Off we go.

Morning Shift

Weather: Weather is fair.

Light Conditions: Light

Activities: All team members are riding (except the advance party), keeping watch as they do.

Navigation: No roll is necessary, as the team is following the road.

Hazards: No roll is necessary, as the team is not driving

Encounters:
I am rolling randomly for the territory type, from 1-7, using the rules from the v2.2. I am not rolling 1-8, as I do not want Cantonment to be a random territory type. The roll is 1 (Organized), which makes sense, as the cavalry cantonment nearby will mean regular patrols and civil affairs efforts. Still, the team may have an encounter.

The team encounter a military convoy (Soviet) that seems to have gotten lost. Something like this is probably too rich a prize to leave unmolested. The question arises, however, what the convoy would be doing here. There are Soviet Cantonments farther West, so it is likely they were on their way there. (Note: the stats of the convoy are located at the bottom of the post.)

Intersting here is that all the wagons have a reliability of F, indicating that they are no longer in working order. So the convoy is trapped here as they try to make repairs. At least the team can be sure that they won't run away.

They will have posted guards, so a Recon roll for the advance group is needed, made by Macron, who has the highest Recon. As both groups are effectively on foot, there will be no +/-2 modifier.
  • Task: Roll to detect the convoy.
  • Ability Die: Intelligence B (D10)
  • Skill Die: Recon B (D10)
  • Modifiers: +1 Binoculars = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Step]
  • Mod. Skill Die: Recon B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 6,9,--
  • Result: 2 successes

Here is where it diverges a bit from v4. In the v2.2, we rolled for both groups, which made sense, since both will have posted guards, set watches and generally been paranoid. I believe very strongly, that this should be part of next version. The convoy will also get to roll.

For the groups, we a Recon skill for the entire group (in this case B) and we assume an Intelligence of  C (which is average). Note that this is NOT an opposed roll, but simply to determine if one group sees the other.
  • Ability Die: Intelligence C (D8)
  • Skill Die: Recon B (D10)
  • Modifiers: --
  • Mod. Ability Die: Intelligence B (D10) [Unmodified]
  • Mod. Skill Die: Recon B (D10) [Unmodified]
  • Ammo Die: --
  • Roll: 4,4,--
  • Result: no successes

So, our advance team has gotten the drop on the convoy. Not a bad situation and the advance party will find a hide before radioing the group of their find.

Here are the stats for the convoy:
  • ////////////////////////////////////////////////////////
  • 3 military convoy unit(s)). Recon B (D10)
  • ////////////////////////////////////////////////////////

  • ********************************************************
  • Military Convoy unit #1 with 3 soldiers.
  • ********************************************************
  • Officer ID:  #1-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Very ambitious
  • Secondary Motivation: Somewhat violent

  • STR: C (D8)

  • AGL: B (D10)
  • Ranged Combat: C (D8)

  • INT: B (D10)
  • Recon: C (D8)

  • EMP: B (D10)
  • Command: C (D8)
  • Persuasion: D (D6)

  • Hit Capacity: 5

  • [
    • Weapons:
    • --------
    • MP5
    • --------
    • Type: Submachinegun Reliability: D (D6) ROF: 5
    • Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
    • Weight: 1 Reload: 1

    • ---------------
    • Spiked Bat
    • ---------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1

    • -----------------------
    • Improvised Grenade
    • -----------------------
    • Type: Hand Grenade
    • Damage: 2 Critical: 3 Blast: B (2xD10) Range: 2 Armor: +1 Notes: Can only be used at SHORT range. Can be jury rigged, using one encumbrance unit of improvised explosives (or a quarter unit of plastic explosives, or one dynamite stick), and one general spare part for shrapnel
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ------------------
    • Small Battery
    • ------------------
    • Type: Electricity
    • Weight: 0.25 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • Soldier ID:  #1-2
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • --------
    • UZI
    • --------
    • Type: Submachinegun Reliability: D (D6) ROF: 4
    • Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
    • Weight: 1 Reload: 1

    • ---------------
    • Spiked Bat
    • ---------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
  • Gear:
    • --------------------
    • Personal Medkit
    • --------------------
    • Type: Medical Supplies
    • Weight: 0.25 Number of Items: 1
    • -----------------
    • Bag of Grain
    • -----------------
    • Type: Food
    • Notes: Price and weight for eight rations.
    • Weight: 8 Number of Items: 1
  • ]

  • Soldier ID:  #1-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • -----------
    • FN-FNC
    • -----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 5
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reloads: 2

    • -------------------------
    • Colt Police Positive
    • -------------------------
    • Type: Revolver Reliability: D (D6) ROF: 2
    • Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
    • Weight: 0.5 Reload: 1

    • ---------
    • Club
    • ---------
    • Type: Melee Weapon
    • Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1

    • ------------------------------
    • White Phosphorous Grenade
    • ------------------------------
    • Type: Hand Grenade
    • Damage: 0 Critical: 0 Blast: C (2xD8) Range: 3 Armor: +0 Notes: Fire. Can only be used at SHORT range.
    • Weight: 0.25 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Flashlight
    • ---------------
    • Type: Observation Gear
    • Weight: 0.25 Number of Items: 1
    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • -----------------------------------------------------

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)

    • ----------
    • Horse
    • ----------
    • Type: Animal Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1+1 Cargo Capacity: 25
    • Notes: Requires three rations of grain and water and one shift of grazing per day.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100

  • The unit has ammunition as cargo.

  • In addition, the unit has gear:

  • ----------------
  • Radiacmeter
  • ----------------
  • Type: Protective Gear
  • Weight: 0.25 Number of Items: 1


  • ********************************************************
  • Military Convoy unit #2 with 4 soldiers.
  • ********************************************************
  • Officer ID:  #2-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Honorable
  • Secondary Motivation: Very Sociable

  • STR: C (D8)

  • AGL: B (D10)
  • Ranged Combat: C (D8)

  • INT: B (D10)
  • Recon: C (D8)

  • EMP: B (D10)
  • Command: C (D8)
  • Persuasion: D (D6)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • VZ 61
    • ----------
    • Type: Submachinegun Reliability: A (D12) ROF: 6
    • Ammo: 7.65x17 Damage: 1 Critical: 3 Range: 2 Armor: +2
    • Weight: 0.5 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Plate Vest
    • ---------------
    • Type: Body Armor
    • Notes: Armor: 2, Location: Torso
    • Weight: 3 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Engineer ID:  #2-2
  • ====================
  • Template: Engineer
  • Faction: Soviet

  • STR: C (D8)
  • Close Combat: C (D8)

  • AGL: C (D8)
  • Ranged Combat: C (D8)
  • Mobility: B (D10)

  • INT: B (D10)
  • Recon: C (D8)
  • Tech: B (D10)

  • EMP: C (D8)

  • Hit Capacity: 0

  • [
    • Weapons:
    • ----------
    • M16A2
    • ----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 3
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • --------------------
    • Protective Mask
    • --------------------
    • Type: Protective Gear
    • Weight: 0.5 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Soldier ID:  #2-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • -----------
    • FN FAL
    • -----------
    • Type: Battle Rifle Reliability: F (--) ROF: 4
    • Ammo: 7.62x51 Damage: 3 Critical: 4 Range: 8 Armor: +0
    • Weight: 2 Reload: 1

    • ---------
    • Club
    • ---------
    • Type: Melee Weapon
    • Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • -------------
    • Fatigues
    • -------------
    • Type: Field Gear
    • Weight: 0 Number of Items: 1

    • ------------------
    • Field Rations
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.25 Number of Items: 2
  • ]

  • Soldier ID:  #2-4
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ---------
    • AK 4
    • ---------
    • Type: Battle Rifle Reliability: C (D8) ROF: 4
    • Ammo: test Damage: 3 Critical: 4 Range: 8 Armor: +0
    • Weight: 2 Reloads: 2

    • ------------
    • Zip Gun
    • ------------
    • Type: Pistol Reliability: A (D12) ROF: 1
    • Ammo: Any pistol Damage: 1 Critical: 3 Range: 1 Armor: +2 Notes: Can be jury rigged
    • Weight: 0.5 Reload: 1

    • ---------------
    • Spiked Bat
    • ---------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ----------------
    • Flak Jacket
    • ----------------
    • Type: Body Armor
    • Notes: Armor: 1, Location: Torso
    • Weight: 1 Number of Items: 1

    • -----------------
    • Bag of Grain
    • -----------------
    • Type: Food
    • Notes: Price and weight for eight rations.
    • Weight: 8 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • -----------------------------------------------------

  • The unit has fuel as cargo.

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)
    • ----------
    • Horse
    • ----------
    • Type: Animal Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1+1 Cargo Capacity: 25
    • Notes: Requires three rations of grain and water and one shift of grazing per day.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100
  • The unit has a heavy weapon:
  • ------------
  • KSP 58B
  • ------------
  • Type: General Purpose Machinegun Reliability: F (--) ROF: 4
  • Ammo: 7.62x51 Damage: 3 Critical: 4 Range: 8 Armor: +0 Notes: Ammo belt (one encumbrance unit). Needs to be fired from a tripod or vehicle mount. Weight: 1

  • Gear:
  • [
    • ----------
    • Bipod
    • ----------
    • Type: Weapons Gear
    • Weight: 0.25
  • ]
  • Weight: 3 Reloads: 2


  • In addition, the unit has gear:

  • ----------------------------
  • Chemical Agent Detector
  • ----------------------------
  • Type: Protective Gear
  • Weight: 0.5 Number of Items: 1


  • ********************************************************
  • Military Convoy unit #3 with 4 soldiers.
  • ********************************************************
  • Officer ID:  #3-1
  • ====================
  • Template: Officer
  • Faction: Soviet
  • Primary Motivation: Somewhat ambitious
  • Secondary Motivation: Wise

  • STR: C (D8)

  • AGL: B (D10)
  • Ranged Combat: C (D8)

  • INT: B (D10)
  • Recon: C (D8)

  • EMP: B (D10)
  • Command: C (D8)
  • Persuasion: D (D6)

  • Hit Capacity: 5

  • [
    • Weapons:
    • --------
    • AKR
    • --------
    • Type: Submachinegun Reliability: C (D8) ROF: 5
    • Ammo: 5.45x39 Damage: 2 Critical: 3 Range: 4 Armor: +1
    • Weight: 1 Reload: 1

    • ---------------------
    • Antitank Grenade
    • ---------------------
    • Type: Hand Grenade
    • Damage: 6 Critical: 3 Blast: D (2xD6) Range: 3 Armor: -1 Notes: Can only be used at SHORT range.
    • Weight: 0.25 Reload: 1
  • ]
  • [
    • Gear:
    • -------------
    • Raincoat
    • -------------
    • Type: Protective Gear
    • Weight: 0.5 Number of Items: 1

    • ------------------
    • Domestic Food
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 1
  • ]

  • Soldier ID:  #3-2
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • AK-74
    • ----------
    • Type: Assault Rifle Reliability: D (D6) ROF: 5
    • Ammo: 5.45x39 Damage: 2 Critical: 3 Range: 6 Armor: +0
    • Weight: 1 Reload: 1

    • -------------------------
    • Colt Police Positive
    • -------------------------
    • Type: Revolver Reliability: D (D6) ROF: 2
    • Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
    • Weight: 0.5 Reload: 1

    • ------------
    • Machete
    • ------------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +0
    • Weight: 0.5 Reload: 1
  • ]
  • [
    • Gear:
    • ----------------
    • Flak Jacket
    • ----------------
    • Type: Body Armor
    • Notes: Armor: 1, Location: Torso
    • Weight: 1 Number of Items: 1
  • ]

  • Soldier ID:  #3-3
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • PM-84
    • ----------
    • Type: Submachinegun Reliability: B (D10) ROF: 4
    • Ammo: 9x18 Damage: 1 Critical: 3 Range: 3 Armor: +2
    • Weight: 1 Reload: 1

    • ----------
    • Knife
    • ----------
    • Type: Melee Weapon
    • Damage: 2 Critical: 3 Armor: +0
    • Weight: 0.25 Reload: 1

    • ---------------------
    • Antitank Grenade
    • ---------------------
    • Type: Hand Grenade
    • Damage: 6 Critical: 3 Blast: D (2xD6) Range: 3 Armor: -1 Notes: Can only be used at SHORT range.
    • Weight: 0.25 Reload: 1
  • ]
  • [
    • Gear:
    • ---------------
    • Plate Vest
    • ---------------
    • Type: Body Armor
    • Notes: Armor: 2, Location: Torso
    • Weight: 3 Number of Items: 1

    • ----------
    • Grain
    • ----------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 1 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • Soldier ID:  #3-4
  • ====================
  • Template: Soldier
  • Faction: Soviet

  • STR: B (D10)
  • Close Combat: C (D8)

  • AGL: B (D10)
  • Driving: C (D8)
  • Ranged Combat: C (D8)

  • INT: C (D8)
  • Recon: C (D8)

  • EMP: C (D8)

  • Hit Capacity: 5

  • [
    • Weapons:
    • ----------
    • M16A1
    • ----------
    • Type: Assault Rifle Reliability: A (D12) ROF: 6
    • Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 5 Armor: +0
    • Weight: 1 Reload: 1
  • ]
  • [
    • Gear:
    • ------------------
    • Small Battery
    • ------------------
    • Type: Electricity
    • Weight: 0.25 Number of Items: 1

    • ------------------
    • Field Rations
    • ------------------
    • Type: Food
    • Notes: Price and weight per ration.
    • Weight: 0.25 Number of Items: 1

    • ----------
    • Water
    • ----------
    • Type: Drink
    • Notes: Price and weight per ration.
    • Weight: 0.5 Number of Items: 2
  • ]

  • -----------------------------------------------------

  • The unit has fuel as cargo.

  • The unit has one horse-drawn wagon and riding horses with saddles (horses for each soldier after the second)
    • ----------
    • Horse
    • ----------
    • Type: Animal Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1+1 Cargo Capacity: 25
    • Notes: Requires three rations of grain and water and one shift of grazing per day.

    • ----------
    • Wagon
    • ----------
    • Type: Wagon Reliability: F (--) Combat Speed: 1/1 W Travel Speed: 2/1 Front Armor: 0 Side Armor: 0 Rear Armor: 0
    • Crew: 1 Cargo Capacity: 100

  • The unit has a heavy weapon:
  • --------------------
  • FGM-148 Javelin
  • --------------------
  • Type: Antitank Guided Missile Launcher Reliability: A (D12) ROF: 1
  • Ammo: 127mm Damage: 10 Critical: 1 Blast: B (2xD10) Range: 40 Armor: -1
  • Weight: 3 Reloads: 2
  • In addition, the unit has gear:

  • ---------------
  • Small Tent
  • ---------------
  • Type: Field Gear
  • Weight: 4 Number of Items: 1