Sunday, March 7, 2021

0143 - Off We Go Again - Part XVI

0600 14 AUG 2000, Near Lubliniec, Poland

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

"Sun. Sun. Sun. The last days have been pleasant indeed. Having nothing better to do, Ioy and I caught some sun while he combed the horses and I watched him to it. To think, in just a few years, we have transported ourselves back into the 19th Century and pretty close to landing back in the 18th Century. One thing you can always depend on is humanity screwing it up eventually."

 

For those that have not been following along, the group has travelled here to attempt to meet up with some stragglers they passed on the way back to base. At that time, they had no place in their transports for the stragglers but told them to head west, to the American cantonment there. The group never arrived, so the characters were sent out to find them.

 

Morning Shift

 

Weather:

The weather remains fair. If it keeps up like this, the team may need to take a few of those vacation days that they have collected

 

Light Conditions:

Light.

 

Activities:

Part of the group will remain in camp, some for security reasons, others just to catch up on some maintenance and sleep. The rest of the group will form the "search party". (Yes, I know, "don't split the group". What could go wrong? ;-) )

 

The group remaining in camp are:

 

  • Klasha (On Watch)
  • Marshall (Guarding the prisoner)
  • Logan (Scrounging)
  • Wally (Restoring the reliability on the weapons)

 

The rest of the group will form the search party on foot:

 

  • Macron (Point Man)
  • Potato (Point Man backup)
  • Harris (Patrol Leader)
  • Robinson (Grenadier, with the RPG-7 and one rocket)
  • Griff (Rear Guard)

 

The patrol will be travelling without their packs, leaving these behind at camp. In addition, they will leave Macron's walkie-talkie for the base camp group. More on that later.

 

Logan will spend a shift Scrounging, as he has one of those boring days Medics love where no one needs his attention. Could be more, if you ask him.

 

Task:

Scrounge for something useful

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

-1 Terrain Modifier

 = -1

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival D (D6)

[-1 Step, total = -1]

Ammo Die:

--

 

Roll:

8,4,--

 

Result:

1 Success

 

 

One success is one roll on the scrounging table. He finds a Mathematics textbook  (59 ) on good condition and packs it away. The school can probably use this and we would have a chance to helps some kids. Not a bad haul for the character.

 

In the mean-time, Wally tries to restore the reliability of Klasha's AK. According to the rules, as printed, this does not require a roll. I am not sure the reasoning behind it, as you need a roll to repair something and it would also mean that anyone can restore the reliability, with or without Tech skill,  reducing the importance of this skill and making reduced reliability less of an actual danger. I will make the roll, as nothing is free in this world.

 

This is a simple, unopposed roll, but we will give him the +1 bonus, as it is equipment he is familiar with and he also has a Weapons Tool Kit.

 

Task:

Restore the AK Reliability

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Tech B (D10)

 

Modifiers:

+1 familiar equipment, +1 Weapon Tools

= +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Tech  A (D12)

[+1 Step, total = +1]

Ammo Die:

    •  

 

Roll:

12,10,--

 

Result:

4 Successes

 

 

That should be enough, as the weapon was only reduced by one category.

 

Navigation:

No roll required, as the group is not moving overland.

 

Hazards:

No roll required, as the group is not driving.

 

Encounters:

The base camp may have an encounter pro shift. Using the v2.2-ish system here and the terrain is Woods and the territory type is Devastated. The roll reveals that the group has no encounter, allowing them to enjoy the sunshine while they work.

 

Record Keeping:

Ioy gets one point of Hit Capacity for resting last night and will gain another today, as he has nothing to do but sit around waiting for anything to happen. He is now back up to full. Can you recover from a nasty butt stroke that quickly? Probably not, but it is a game and not an ultra-realistic simulation. I am operating under the assumption that non-critical wounds are minor wounds (scrapes, cuts, small bullet fragments from a ricochet, etc.) that are not necessarily deadly.

 

Now, on to the scene with the Stragglers. This will be a GME scene, as a bit of roleplaying is involved. Both groups are American, so communication should not be a problem.

 

At the beginning of the scene, the team is scouring the ruins for signs of the Stragglers, patrolling as they do. It is nice to have friends but better to be on your guard. We know from the Post 0124 - The Great Escape - Part IX - Heading Home - Day 3. Pt. 2, that the Stragglers have no one's best interest at heart. The group, however, does not know that. They are still acting on good faith here.

 

Scene 1 - Meeting the Stragglers (CR 5)

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

Scene Setup

First of all, we are going to needs some stats for the NPCs, regardless of how this plays out. I am using my v2.2 generator here, as the v4 is currently undergoing a web-based upgrade.

 

Encounter: Stragglers unit (American) with 18 troopers. (Observation 12)

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

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

Veteran American straggler #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.

 

Moderately ambitious: The NPC will wish to be in a position of real responsibility in an organization.

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .22 Semiautomatic with 3 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Axe

 

Equipment: Pack, Sleeping Bag, Flashlight,

 

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

Experienced American straggler #2

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: FN-LAR with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Knife

Grenades: White Phosphorus rifle grenade []

 

Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,

 

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

Experienced American straggler #3

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: SVD with 1 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #4

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: PPSh-41 with 1 magazine(s)/belt(s) and 20 loose rounds

Grenades: 140mm HEAT Rifle Assault Weapon (RAW) rifle grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #5

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKM with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Experienced American straggler #6

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: Double-Barreled Shotgun with 1 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Spear

Grenades: HEAT rifle grenade []

 

Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,

 

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

Novice American straggler #7

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .30-06 with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #8

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: L1A1 with 3 magazine(s)/belt(s) and 10 loose rounds

 

Equipment: Steel Helmet, Combat Webbing, Pack, Flashlight, Sleeping Bag,

 

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

Novice American straggler #9

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .22 Bolt-Action Rifle with 3 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Knife

Grenades: White Phosphorus rifle grenade []

 

Equipment: Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping Bag,

 

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

Novice American straggler #10

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: Vz-24 with 1 magazine(s)/belt(s) and 10 loose rounds

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #11

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AK-74 with 1 magazine(s)/belt(s) and 20 loose rounds

Grenades: 140mm HE Rifle Assault Weapon (RAW) rifle grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #12

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

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

Novice American straggler #13

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKR with 1 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Club

 

Equipment: Pack, Sleeping Bag,

 

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

Novice American straggler #14

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special Snubnose with 2 magazine(s)/belt(s) and 20 loose rounds

 

Equipment: Combat Webbing, Pack, Sleeping Bag,

 

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

Novice American straggler #15

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: AKMR with 2 magazine(s)/belt(s) and 10 loose rounds

Grenades: HEAT rifle grenade []

 

Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #16

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special with 2 magazine(s)/belt(s) and 20 loose rounds

Grenades: Antitank Grenade []

 

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

 

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

Novice American straggler #17

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: FN-FAL with 3 magazine(s)/belt(s) and 20 loose rounds

Grenades: HEAT rifle grenade []

 

Equipment: Pack, Sleeping Bag, Flashlight,

 

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

Novice American straggler #18

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

 

Hits:

 [][][][][] [][][][][] [][][][][] [][][][][] -1 Initiative

 [][][][][] [][][][][] [][][][][] [][][][][] -2 Initiative

Note: initiative modifiers are cumulative.

 

Main Weapon: .38 Special with 1 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Garotte

 

Equipment: Combat Webbing, Pack, Sleeping Bag,

 

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

 

The unit is on foot.

 

In addition, the unit has 1 Starlight Scope(s)

 

I removed their food, for obvious reasons, and reduced their available ammo by half (rounding up, of course). They may not have a lot of ammo, but there sure a lot of them.

 

The fact the group wants to kill the party and take their stuff probably has a lot to do with the primary motivation of its leader. Being very violent, this is probably the best way to solve the problem in his eyes. These are really just Marauders in the making.

 

Next, a few preliminary questions to set the scene.

 

[GME: Are the Stragglers aware that the group entered town? - Chaos Rank 5 - 50/50 - there are not a lot of groups travelling here but the group was on horses, which are much quieter than vehicles (50%) - 46% - Yes]

 

[GME: Are the Straggler actively seeking contact with the characters? - Chaos Rank 5 - Somewhat Likely - they are starving out on their own and looking for a easy mark (65%) - 37% - Yes]

 

So it will not be hard to find the group, so that at least makes the job easier.

 

Now for the scene setup:

 

"Patrol will approach the group of stragglers, huddled around their campfire, and tell them of the American unit nearby that would be willing to take them in. If the group wants, the characters can arrange for their transport back to friendly lines. If the offer is accepted, the group will radio the base camp and make arrangement for someone to contact the cav troopers."

 

Scene Resolution

Now to see if the scene begins as we hoped in the setup. For this, we Roll 1D10. If the roll is equal to the chaos factor or less then the scene is modified. If the roll is higher, then the scene begins just as expected. We roll a 3, resulting in the an altered scene. The setup is different than we planned.  The question is "how is it different"? To help here, we can ask a few more questions.

 

One possibility is that the Stragglers are not in their camp.

 

[GME: Are the Stragglers in their camp? - Chaos Rank 5 - 50/50 (50%) - 6% - Exceptional Yes]

 

So, they are home but something has changed that will prevent the patrol from simply making contact. Did the sneaky bastards set up an ambush for anyone approaching the camp?

 

[GME: Did the Stragglers set up an ambush? - Chaos Rank 5 - 50/50 (50%) - 87% - No]

 

So, they are home but not planning to ambush the characters. Maybe they are distracted somehow.

 

[GME: Are the Stragglers distracted? - Chaos Rank 5 - 50/50 (50%) - 48% - Yes]

 

Distracted they are, but by what? I can use the random event charts for this, rolling the Event Action "Return" and the Event Subject "Element". That does help a bit, actually. One of the possible elemental encounters of the v4 system are clouds of radioactive dust sweeping over the landscape. Although I do not believe that these would exist for long after a limited nuclear war, they do make an interesting encounter. One can easily picture a wild, swirling  cloud of brown-black dust approaching the characters quickly.

 

I think that is enough for the altered scene setup.

 

"The patrol finds the group of Stragglers in their 'camp', huddled around a small fire and surrounded by empty ration packs. As the patrol approaches and identifies themselves as friendlies, the two groups eventually come closer, still eyeing each other, hands near the safeties, just in case. During the discussion, the wind picks up, bringing with it the smell of dust and smoke. These days, that can mean only one thing, find cover. Now!

 

The Stragglers know the area better and run to a nearby ruin, stumbling down rubble-strewn stairs before entering a large, underground chamber. This is a good place to wait out the storm."

 

Now the patrol is underground with the baddies, waiting out a storm. What could go wrong.

 

Friday, March 5, 2021

0142 - Off We Go Again - Part XV

 1300 13 AUG 2000, Dobrodzień, Poland

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

"Dinner was fox. If you have never had it, not something you missed. Still, food is food and I am not going to be the one to turn down fresh meat. Logan found a spot and we settled in. The horses had been working hard and had an appetite. We feed and combed them. Griff bagged the fox I mentioned and we made camp. Felt almost like a summer jamboree mixed with a church social. I miss civilization sometimes."

 

So, the team now has a prisoner. This means they will need another horse (named Domingo) to transport both the prisoner and the necessary rations. We also need two horses for the team members currently on foot (Griff and Macron, riding Jester and Rascal respectively). Luckily there are a couple left over from the convoy. Ioy is given to understand that an attempt to escape will mean that he will have a speed-dating appointment with one of Potato's bursts. Otherwise, the prisoner is left untied.

 

The rest of the equipment is stowed on the horses and mules. Wally will attempt to scavenge parts from the broken KSP 58B, assisted by Harris.

 

Task:

Scavenge parts from the broken MG

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Tech B (D10)

 

Modifiers:

+1 for assistance from Harris

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Tech B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,7,--

 

Result:

1 Success

 

 

Wally gains 1 Spare Weapon Part. That may be useful later.

 

Note: I am not going to track from which weapon the parts came. I am all for a bit of record-keeping but we do not need to go overboard. For simplicity's sake, Parts are Parts.

 

Now that everything is left in the hands of the Cav troopers, we can move on.

 

The modified order of march is:

 

  • Advance team: Battle Buddies Griff & Macron (riding Jester and Rascal respectively). The advance team will lead the rest by approximately 500m, keeping in touch with the walkie-talkie Macron has
  • Marshall riding Ben (Horse)
  • Ioy riding Domingo (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

 

Day Shift

 

Weather: The weather remains fair

 

Light Conditions: Light

 

Activities: The team will travel on the road, with Griff, Macron, Marshall, Potato, Robinson and Klasha keeping guard.

 

Navigation: Navigation is not necessary, as the team is travelling by road.

 

Hazards: Hazards are not necessary, as the team is not travelling by vehicle.

 

Encounters: I am using my encounter system, based on the one in v2.2 and there is no encounter.

 

Record Keeping: None at the moment.

 

Evening Shift

Travelling is not difficult and the team will arrive in time to find a nice, sheltered place for the camp.

 

Weather: The weather remains fair

 

Light Conditions: Light

 

Activities: Logan and Klasha will Make Camp and then Cook. Wally and Robinson will Scrounge. Griff will Hunt. Macron will Sleep, as he has guard shift during the night. Marshall will guard the prisoner and Potato and Harris will keep guard

 

Logan and Klasha (assisting) will attempt to make camp.

 

Task:

Make Camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Klasha assisting, +1 Large Tent

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

8,3,--

 

Result:

1 Success

 

 

That is all we needed. Now that that roll is passed, they will attempt to make a Hidden Camp. For that, the need to make a Recon Roll. This time Klasa will make the roll, assisted by Logan.

 

Task:

Hide the Camp

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

+1 Logan assisting

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Recon C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

5,2,--

 

Result:

Failure

 

 

Again, something we know but the characters do not. If they had succeeded, the result would have been used as an opposed roll for any groups stumbling on the camp. As it is, they will have no modifiers for detecting the camp. The group needs to do better.

 

While the camp is being set up, Griff is off hunting. He will hunt in the forested part of the hex, giving him a +1 Mod on the roll.

 

Task:

Go hunting

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Terrain Modifier

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

Griff tracks a Fox, encountering the animal at 140m (14 hexes). He will attempt to halve the range with a successful Recon roll.

 

Task:

Go hunting

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Recon C (D8)

 

Modifiers:

+1 Terrain Modifier, +1 Ambushing modifier

 = +2

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Recon B (D10)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

8,6,--

 

Result:

2 Successes

 

 

Note: I believe, in the hunting section, that they mean to use the Ambushing table modifier on Pg. 58 when they talk about the roll being "modified by how close you want to get (page xx)". That is my motivation for adding the modifier above. That being said, I believe the infiltration modifier for the terrain should also be added. My take on the meaning.

 

The range is now 7 (Close Range) and Griff can take the shot. He will add one ammo die to the roll. He will take the time to find a stable position and use his telescopic sights. The target is a small target.

 

Task:

Shoot the Fox

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-1 Terrain Modifier, +1 Sniper Specialty, +2 Telescopic Sight, -2 Small Target

 = 0

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat B (D10)

[Unmodified]

Ammo Die:

1

 

Roll:

9,9,5

5 Rounds Expended

Result:

2 Successes

 

 

One shot is more than enough to kill the fox. We will use the second success to reduce the amount of ammo expended. For those unfamiliar with the House Rule I have, here it is:

 

House Rule – Successes and ammo usage: When you roll more than one success in ranged combat, each additional success after the first can be used to reduce the amount of ammunition expended. For each success sacrificed, the amount expended can be reduced by half (round down, minimum of 1). Successes used in this manner cannot be used to cause critical hits. All successes may be used, regardless of source (Ability, Skill or Ammo die).

 

This will at least bring down the ammo usage to 3 instead of five. Foxes may be wily but they cannot be that tough that you need 5 rounds to kill one. Griff brings home 3 units of Wild Food.

 

Wally goes scrounging, assisted by Robinson.

 

Task:

Scrounge in the Hex

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 assisted by Robinson, -1 Terrain Modifier

= 0

Mod. Ability Die:

Intelligence B (D10)

[Unmodified]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,3,--

(X rounds expended)

Result:

Failure

 

 

Unfortunately both come back empty-handed.

 

Now that the camp is set up, Logan and Klasha can prepare the meal.

 

Task:

Cook for the team

 

Ability Die:

Intelligence B (D10)

 

Skill Die:

Survival C (D8)

 

Modifiers:

+1 Klasha assisting

 = +1

Mod. Ability Die:

Intelligence A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Survival C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

4,8,--

 

Result:

1 Success

 

 

That is enough to ensure everyone keeps it down.

 

Navigation: Navigation is not necessary, as the team is travelling by road.

 

Hazards: Hazards are not necessary, as the team is not travelling by vehicle.

 

Encounters: No encounters (actually, it was a ruined farm, but I doubt it came visiting during the night)

 

Record Keeping: Now time to feed everyone. The fox can be cooked, along with the other wild food.  We need a total of:

 

For the group:

  • 10 Rations of Food
  • 10 Rations of Water

 

For the Horses/Mules:

  • 36 Rations of Grain
  • 36 Rations of Water
  • One shift of Grazing per Animal (during the evening shift)

 

It may seem like a lot and it probably is but illustrates well the problem of moving a unit in the post-apocalyptic world of Twilight: 2000. This was just one day of travel for 10 people. Image moving 500.

 

The team will also replace the ammo the used in the ambush and redistribute the equipment. The team uses:

 

  • 13 rounds of 7.62x51mm
  • 86 rounds of 5.45x39mm
  • 24 rounds of 5.56x45mm
  • 2 40mm HEDP Grenades

 

The team neglected to take any 9mm ammunition from the stash, so Klasha cannot reload her pistol magazine (knew we forgot something).

 

Night Shift

Night settles on the camp and the group beds down for the night. They have a large tent that fits all, including Ioy. He is trussed up tight for night. They do not trust him that much yet.

 

Weather: The weather remains fair.

 

Light Conditions: Dusk

 

Activities: All but Macron lay down to sleep. He wolfs down his chow and sets off to ensure the rest can sleep well while he stands watch.

 

Navigation: None necessary, as the group is in camp.

 

Hazards:  None necessary, as the group is in camp.

 

Encounters: None. The night passes peacefully, a rare event these days.

 

Record Keeping: None.

 

Another day comes to an end and the team is alive. We will see what the morrow brings.

 


 

Wednesday, March 3, 2021

0141 - Off We Go Again - Part XIV

0830 13 AUG 2000, Dobrodzień, Poland

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

 

So we have been introduced to another inhabitant of this post-apocalyptic world. It makes sense that the team would try to interrogate him so we probably need to get his story straight first. I will be using the GME for this part and I am assuming, since the characters have had a lot of success up to now, that the Chaos Rank (CR) is 5, which has an effect on the chance of question being yes. We are not going to initiate a scene, but rather use the GME to help us determine a little bit more about the circumstances that brought Ioy to this place. We will do so by asking some questions and using the answers to flesh out the situation.

 

The first question would be if Ioy and his friends were deserters. I do not think this is likely, as they had lot of equipment but few real combat assets. They would need more to survive on their own and as a supply convoy, they probably would have had access to more stuff. Just my personal opinion here.

 

[GME: Were Ioy and his companions deserters? - Chaos Rank 5 - Unlikely (35%) - 100% - Exceptional No]

 

I do not think the answer could be much clearer. This can be used to also influence the reactions with the characters, meaning he will react poorly to someone suggesting that he may be a deserter. Since he is not a deserter, the group may have been separated from their unit somehow. Maybe they were, maybe they weren't. Going to give this a 50/50 chance.

 

[GME: Were Ioy and his companions separated from their unit? - Chaos Rank 5 - 50/50 (50%) - 25% - Yes]

 

The convoy got separated by some event from the rest of their unit. Maybe this happened during an attack. This is a somewhat likely, given the conditions of the wagons.

 

[GME: Were Ioy and his companions separated from their unit during an attack? - Chaos Rank 5 - Somewhat Likely (65%) - 3% - Exceptional Yes]

 

An Exceptional result is like "yes and then some". Now we need to think about what that could mean. It would be easy to say that the group was left behind during an attack while the rest of the unit continued fighting its way through but that puts a hole in the story. Where are the attackers and why was the group left unmolested, being a bunch of sitting ducks, like they were. Maybe the group somehow managed to fight off the attackers, suffering casualties themselves, which would explain why there are so few left. That sounds reasonable and we will go with that.

 

This would also explain why the group is out here alone. The rest of the convoy probably wrote them off as dead. Whether they did or not is not something Ioy would know, so there is no reason really to look into what really happened. We will concentrate on the here and now.

 

So, the convoy got attacked and were forced to leave group behind because their wagons were damaged. Ioy and his companions fought off the attackers, but only after suffering casualties. This would mean that they would probably have been trying to repair the wagons in order to rejoin their unit. The nearest Soviet units are the 21st and 129 MRDs, both currently located further west. Ioy and his companions could be members of either.

 

[GME: Are Ioy and his companions assigned to the 129th MRD? - Chaos Rank 5 - 50/50 (50%) - 43% - Yes]

 

Ioy, poor guy that he is, has been abandoned twice now. First by the convoy and now by its remnants. This could probably wear on one's willingness to continue the fight, especially if we remember that Ioy is plagued by nightmares of his ex-wife. Maybe the team can convince him to join them, at least for a bit. Enough questions for now.

 

"Just to keep him honest, we gave him the good once over, let him know that we meant business and he should think twice before trying any funny business. Macron standing behind him, holding that M16 that he used to clean his clock probably made and impression too. Whatever it was, he was pretty docile.

 

Logan fixed him up, bandaging his head up nice and pretty and then turned him over to Klasha. She brought him an tea and played good spook to Macron's bad infantryman, plying him for information about the situation and such. Standard spook stuff that makes one yawn."

 

Klasha will attempt to persuade Ioy to reveal the circumstances that led up to his capture.

 

Task:

Persuade Ioy to give up the information

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 more people, +1 won't cost anything, +1 Opponent is wounded, +1 Opponent is held captive, -1 Opponent has nothing to gain

 = +2

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

3,3,--

 

Result:

Failure

 

 

Ioy is not talking. Still must be a bit upset about being knocked around. Oh well, nothing to be done about it now. What to do about him now is the big question. Some of the more bloodthirsty among the players might say "shoot him and be done with it". This is not an attitude that I ascribe to and certainly not with the new rules on killing blows and such, I am not willing to suffer the negative effects. The group can either drag Ioy along or hand him over to the Cav troopers. Letting him go would be an option too, but not tactically sound. I think the group will bring him along for the ride. Maybe he will prove useful later.

 

The group will spend the rest of the shift preparing the cache (out of view of Ioy, of course) and waiting to hand over the convoy to the Cav troopers. We mark the cache on the map for later:

 

Cache #1

  • 2 Cases of 5.45mm  B (5.45x39mm) with 280 rounds per case
  • 1 Case of 9mm M (9x18mm Makarov) with 1500 rounds per case
  • 1x Small Tent