0830 23 JUL 2000
=============
I don't frighten easily. Never have, never will, but that Claymore going off did cause a heart flutter, I have to admit. I could not believe our luck when nobody died or was seriously wounded. That was a miracle. It was also a mistake, because after that, we go very angry. Hoist the black flag!
Turn 4 - Initiative Step 5
Actions:
• Potato decides to dismount and continue the fight on the ground.
• Mitchell again accelerates and willl steer Bud around the south side of the town
• Robinson will fire five quick shots from his AKR at Trooper #108
Order of Actions:
• Robinson (Agl 7 - Bulk 2 = 5)
• Mitchell (Agl 5)
• Potato (Agl 4)
Play:
Robinson fires five shots at Trooper #108 with his AKR. The range is 65m (Long). The target is obscured by light smoke.
[Fire aimed shot at Trooper #108 – Asset Level 9 – Near Impossible (x1/8 - quick shot + range + target obscured) – Target Number 1 - Roll(s): 8,18,17,8,13] - No Hits.
Mitchell accelerates again. The vehicle accelerates to 6m/turn.
Potato dismounts and goes prone at the corner of the building.
Turn 4 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #117, who just came into view.
• Trooper #117 will fire three opprtunity at Bud
• Macron will take fire two quick shots with his M16A2 w/sight at Trooper #25 on the far right of the firing line.
Order of Actions:
• Trooper #117 (Agl 6 - Bulk 2 = 4)
• Griffin (Agl 6 - Bulk 5 = 1)
• Macron (Agl 4 - Bulk 5 = -1)
Play:
Trooper #117 fires at Bud with his UZI. The range is 50m (Medium).
[Fire three quick shots at Bud – Asset Level 19 – Impossible (x1/4 - Medium range quick shot at an obscured target) – Target Number 2 - Roll(s): 8,17,9] - All miss.
Griffin will fire two quick shots at Trooper #117. The distance is 50m (Short).
[Fire two quick shots at Trooper #117 – Asset Level 12 – Formidable (x1/2 - Short range quick shot at an obscured target) – Target Number 6 (4 for the second round due to recoil) - Roll(s): 2,7] - 1 possible hit. Hit location is the left arm for 14 points of damage. The NPC is slightly wounded and his initiative reduced to 0, taking the fight out of him.
Macron fires two quick shots at Trooper #25. The range is 70m (Medium).
[Fire two quick shots at Trooper #25 – Asset Level 13 – Formidable (x1/2) – Target Number 6 - Roll(s): 1,17 - One possible hit. The round misses as the target is prone and the hit location was his legs.
Turn 4 - Initiative Step 3
Actions:
• Marshall fires one round from her M177 at Trooper #25.
• Logan accelerates, intending to close the range to Klasha
• Harris dismounts and follows Potato
• Experienced Soviet straggler #03 pulls back and takes cover in a building
• Experienced Soviet straggler #25 fires his FN-LAR twice at Potato
• Experienced Soviet straggler #37 pulls back and takes cover in a building
Order of Actions:
• Experienced Soviet straggler #03 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Logan (Agl 5)
• Harris (Agl 5)
• Marshall (Agl 5 - Bulk 3 = 2)
• Experienced Soviet straggler #25 (Agl 6 - Bulk 5 = 1)
Play:
Experienced Soviet straggler #03 pulls back, taking cover in a nearby building.
Experienced Soviet straggler #37 also pulls back and takes cover in a building
Logan accelerates with the HMMWV, determined to reach Klasha. The vehicle accelerates to 16m/turn.
Harris dismounts from Bud and drops prone near Potato.
Marshall fires one round at Experienced Soviet straggler #25. The range is 55m (Medium).
[Fire one quick shotsat Experienced Soviet straggler #25 – Asset Level 7 – Formidable (x1/2 - Medium range quick shot) – Target Number 3 - Roll(s): 8] - Miss
Experienced Soviet straggler #25 fires his FN-LAR twice at Potato. The range is 55m (Short).
[Fire two quick shots at Potato – Asset Level 11 – Formidable (x1/3 - Short range quick shot at obscured target) – Target Number 5 (4 for the second shot due to recoil) - Roll(s): 19,4] - One possible hit. The round misses because the target is prone.
Turn 4 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows will fire his Mauser bolt action at Potato
• Novice Soviet straggler #111 will continue to pull Trooper #131 back into the cover of a nearby building
• Novice Soviet straggler #115 will go into overwatch, watching the barrier to the East
• Novice Soviet straggler #137 will take cover behind the sandbags.
Order of Actions:
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #115 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
• Novice Soviet straggler #110 (Agl 6 - Bulk 5 = 1)
Play:
Novice Soviet straggler #111 drags Trooper #131 back into cover of the building.
Novice Soviet straggler #115 takes up an overwatch position, overlooking the barrier to the East.
Novice Soviet straggler #137 takes cover behind the sandbags.
Novice Soviet straggler #110 fires his Mauser Bolt Action Rifle at Potato. The range is 55m (Short).
[Fire quick shot at Potato – Asset Level 9 – Formidable (x1/2 - quick shot at Short range on obscured target) – Target Number 4 - Roll(s): 4] - Possible hit. The round misses because the hit location are the legs and the target is prone.
At the end of Turn 4, The Soviets have 56 WIA and 3 KIA compared to the one from the PCs. Potato had some near misses, but beyond that everything was OK. The PCs have gone the offensive and have started rolling back the Soviet positions.
Friday, August 24, 2018
Wednesday, August 22, 2018
0033 - The Battle of Zloczew - Turn 3
0830 23 JUL 2000
=============
Apperently Logan was convinced by Macron to assist Klasha. I heard the discussion, because you could not NOT hear it, despite all the gunfire going off around us. I heard one bullet go whizzing by. Appearently god had decided it was not my time yet. I was going to make sure some of them met their maker so.
Turn 3 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier.
• Mitchell loses her turn, as she is knocked down.
• Robinson will fire five quick shots from his AKR at Trooper #108
Order of Actions:
• Robinson (Agl 7 - Bulk 2 = 5)
• Mitchell (Agl 5)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson fires five shots at Trooper #108 with his AKR. The range is 75m (Long). The target is obscured by light smoke.
[Fire aimed shot at Trooper #108 – Asset Level 9 – Near Impossible (x1/8 - quick shot + range + target obscured) – Target Number 1 - Roll(s): 20, 6, 7, 12, 5] - No Hits.
Mitchell is knocked down and Bud decelerates. The vehicle accelerates to 3m/turn.
Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier. The range is 50m (Short) and the burst is reduced by three due to the smoke. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 7,18,8,7,16,14,19 ] - No hits
[Fire burst #2 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 2,2,13,6,9,9,13] - Two possible hits. One round hits the barrier and the second hits the NPC in the head. The target does not have a helmet and takes 23 points of damage. This results in a quick kill.
No other troopers are within the danger zone. Trooper #102 is laying behind the barrier and cannot be hit by stray rounds.
Turn 3 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #111, who just dropped prone on the firing line.
• Macron will take fire two quick shots with his M16A2 w/sight at Trooper #25 on the far right of the firing line.
Order of Actions:
• Griffin (Agl 6 - Bulk 5 = 1)
• Macron (Agl 4 - Bulk 5 = -1)
Play:
Griffin will fire two quick shots at Trooper #111. The distance is 60m (Short).
[Fire two quick shots at Trooper #111 – Asset Level 12 – Formidable (x1/2 - Short range quick shot at an obscured target) – Target Number 6 (4 for the second round due to recoil) - Roll(s): 10,14] - 1. Both miss.
Macron fires two quick shots at Trooper #25. The range is 90m (Medium).
[Fire two quick shots at Trooper #25 – Asset Level 13 – Formidable (x1/2) – Target Number 6 - Roll(s): 1, 19] - One possible hit. The round misses as the target is prone and the hit location was his legs.
Turn 3 - Initiative Step 3
Actions:
• Marshall goes into overwatch with her M177, looking for targets within 80m
• Logan accelerates, intending to close the range to Klasha (sorry, the character relationship makes this necessary)
• Harris fires two bursts from his L7A2 at Trooper #29
• Experienced Soviet straggler #03 detonates the directional mine in front of the barrier.
• Experienced Soviet straggler #25 fires his FN-LAR twice at Bud
• Experienced Soviet straggler #29 fires his Mauser bolt action at Klasha again
• Experienced Soviet straggler #37 remains in overwatch, looking east.
Order of Actions:
• Experienced Soviet straggler #03 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #25 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #03 detonates the directional mine in front of the barrier. Cover from the barrier and buildings protects those around the barrier from the concussion. Troopers #105 and #108 are protected by the buildings from fragments. They are currently prone on top of the buildings. Bud and Klasha are in the primary blast radius and Jerry is in the secondary blast radius.
By some miracle, Bud is not hit by any fragments. Klasha, unfortunately, takes a fragment to the chest. This causes 1 + 1 (blunt trauma) = 2 points of damage. All in all, both got off lightly.
Jerry also takes no fragments.
Note to self: That was entirely disappointing. I was seriously debating whether or not to detonate the mine and after I did, it is really as if I had not. Oh well, the Dice Gods wanted it that way, I guess.
Experienced Soviet straggler #37 remains in overwatch.
Marshall goes into overwatch, searching for targets within 80m to the front.
Logan accelerates with the HMMWV, determined to reach Klasha. The vehicle accelerates to 12m/turn.
Experienced Soviet straggler #25 fires his FN-LAR twice at Bud. The range is 70m (Medium).
[Fire two quick shots at Bud – Asset Level 11 – Impossible (x1/4 - Medium range quick shot at obscured target) – Target Number 2 (1 for the second shot due to recoil) - Roll(s): 7, 5] - Both miss
Experienced Soviet straggler #29 wants to make sure Klasha stay down and fires his Mauser bolt action at her again. The range is 90m (Medium),
[Fire quick shot at Klasha – Asset Level 11 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 5] - Miss.
Harris fires two bursts at at Trooper #29. The range is 65m (Short) but the burst is reduced by three due to the obscurement.
[Fire burst #1 at Trooper #29 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 20,19,11,6,8,4,17] - No hits.
[Fire burst #2 at Trooper #29 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 19,1,17,11,6,2,13] - Two possible hits. One round "hits" the legs, resulting in a miss. The other hits head. The NPC has a kevlar helmet that slows down the round. The NPC takes 8 + 1 (blunt trauma) = 9 points of damage. This results in a quick kill.
Turn 3 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows will fire his Mauser bolt action at Marshall
• Novice Soviet straggler #111 will pull Trooper #131 back into cover
• Novice Soviet straggler #115 run south and take up a position behind the sandbags
• Novice Soviet straggler #117 remains in overwatch
• Novice Soviet straggler #137 will leave the building and moved toward the sandbags.
Order of Actions:
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #115 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
• Novice Soviet straggler #110 (Agl 6 - Bulk 5 = 1)
Play:
Novice Soviet straggler #110 fires his Mauser Bolt Action Rifle at Marshall. The range is 85m (Medium).
[Fire quick shot at Marshall – Asset Level 9 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 9] - Miss.
Novice Soviet straggler #111 drags Trooper #131 back into cover behind the building.
Novice Soviet straggler #115 run south and takes up a position behind the sandbags
Novice Soviet straggler #117 remains in overwatch.
Novice Soviet straggler #137 leaves the building, heading north.
At the end of turn 3, The Soviets have 5 WIA and 3 KIA compared to the one from the PCs. The directional mine was a disappointment, not only for myself, but also for the Soviets. The characters can be happy so.
=============
Apperently Logan was convinced by Macron to assist Klasha. I heard the discussion, because you could not NOT hear it, despite all the gunfire going off around us. I heard one bullet go whizzing by. Appearently god had decided it was not my time yet. I was going to make sure some of them met their maker so.
Turn 3 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier.
• Mitchell loses her turn, as she is knocked down.
• Robinson will fire five quick shots from his AKR at Trooper #108
Order of Actions:
• Robinson (Agl 7 - Bulk 2 = 5)
• Mitchell (Agl 5)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson fires five shots at Trooper #108 with his AKR. The range is 75m (Long). The target is obscured by light smoke.
[Fire aimed shot at Trooper #108 – Asset Level 9 – Near Impossible (x1/8 - quick shot + range + target obscured) – Target Number 1 - Roll(s): 20, 6, 7, 12, 5] - No Hits.
Mitchell is knocked down and Bud decelerates. The vehicle accelerates to 3m/turn.
Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier. The range is 50m (Short) and the burst is reduced by three due to the smoke. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 7,18,8,7,16,14,19 ] - No hits
[Fire burst #2 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 2,2,13,6,9,9,13] - Two possible hits. One round hits the barrier and the second hits the NPC in the head. The target does not have a helmet and takes 23 points of damage. This results in a quick kill.
No other troopers are within the danger zone. Trooper #102 is laying behind the barrier and cannot be hit by stray rounds.
Turn 3 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #111, who just dropped prone on the firing line.
• Macron will take fire two quick shots with his M16A2 w/sight at Trooper #25 on the far right of the firing line.
Order of Actions:
• Griffin (Agl 6 - Bulk 5 = 1)
• Macron (Agl 4 - Bulk 5 = -1)
Play:
Griffin will fire two quick shots at Trooper #111. The distance is 60m (Short).
[Fire two quick shots at Trooper #111 – Asset Level 12 – Formidable (x1/2 - Short range quick shot at an obscured target) – Target Number 6 (4 for the second round due to recoil) - Roll(s): 10,14] - 1. Both miss.
Macron fires two quick shots at Trooper #25. The range is 90m (Medium).
[Fire two quick shots at Trooper #25 – Asset Level 13 – Formidable (x1/2) – Target Number 6 - Roll(s): 1, 19] - One possible hit. The round misses as the target is prone and the hit location was his legs.
Turn 3 - Initiative Step 3
Actions:
• Marshall goes into overwatch with her M177, looking for targets within 80m
• Logan accelerates, intending to close the range to Klasha (sorry, the character relationship makes this necessary)
• Harris fires two bursts from his L7A2 at Trooper #29
• Experienced Soviet straggler #03 detonates the directional mine in front of the barrier.
• Experienced Soviet straggler #25 fires his FN-LAR twice at Bud
• Experienced Soviet straggler #29 fires his Mauser bolt action at Klasha again
• Experienced Soviet straggler #37 remains in overwatch, looking east.
Order of Actions:
• Experienced Soviet straggler #03 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #25 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #03 detonates the directional mine in front of the barrier. Cover from the barrier and buildings protects those around the barrier from the concussion. Troopers #105 and #108 are protected by the buildings from fragments. They are currently prone on top of the buildings. Bud and Klasha are in the primary blast radius and Jerry is in the secondary blast radius.
By some miracle, Bud is not hit by any fragments. Klasha, unfortunately, takes a fragment to the chest. This causes 1 + 1 (blunt trauma) = 2 points of damage. All in all, both got off lightly.
Jerry also takes no fragments.
Note to self: That was entirely disappointing. I was seriously debating whether or not to detonate the mine and after I did, it is really as if I had not. Oh well, the Dice Gods wanted it that way, I guess.
Experienced Soviet straggler #37 remains in overwatch.
Marshall goes into overwatch, searching for targets within 80m to the front.
Logan accelerates with the HMMWV, determined to reach Klasha. The vehicle accelerates to 12m/turn.
Experienced Soviet straggler #25 fires his FN-LAR twice at Bud. The range is 70m (Medium).
[Fire two quick shots at Bud – Asset Level 11 – Impossible (x1/4 - Medium range quick shot at obscured target) – Target Number 2 (1 for the second shot due to recoil) - Roll(s): 7, 5] - Both miss
Experienced Soviet straggler #29 wants to make sure Klasha stay down and fires his Mauser bolt action at her again. The range is 90m (Medium),
[Fire quick shot at Klasha – Asset Level 11 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 5] - Miss.
Harris fires two bursts at at Trooper #29. The range is 65m (Short) but the burst is reduced by three due to the obscurement.
[Fire burst #1 at Trooper #29 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 20,19,11,6,8,4,17] - No hits.
[Fire burst #2 at Trooper #29 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 19,1,17,11,6,2,13] - Two possible hits. One round "hits" the legs, resulting in a miss. The other hits head. The NPC has a kevlar helmet that slows down the round. The NPC takes 8 + 1 (blunt trauma) = 9 points of damage. This results in a quick kill.
Turn 3 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows will fire his Mauser bolt action at Marshall
• Novice Soviet straggler #111 will pull Trooper #131 back into cover
• Novice Soviet straggler #115 run south and take up a position behind the sandbags
• Novice Soviet straggler #117 remains in overwatch
• Novice Soviet straggler #137 will leave the building and moved toward the sandbags.
Order of Actions:
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #115 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
• Novice Soviet straggler #110 (Agl 6 - Bulk 5 = 1)
Play:
Novice Soviet straggler #110 fires his Mauser Bolt Action Rifle at Marshall. The range is 85m (Medium).
[Fire quick shot at Marshall – Asset Level 9 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 9] - Miss.
Novice Soviet straggler #111 drags Trooper #131 back into cover behind the building.
Novice Soviet straggler #115 run south and takes up a position behind the sandbags
Novice Soviet straggler #117 remains in overwatch.
Novice Soviet straggler #137 leaves the building, heading north.
At the end of turn 3, The Soviets have 5 WIA and 3 KIA compared to the one from the PCs. The directional mine was a disappointment, not only for myself, but also for the Soviets. The characters can be happy so.
Monday, August 20, 2018
0032 - The Battle of Zloczew - Turn 2
0830 23 JUL 2000
=============
The Soviets got off a few rounds but they were not really effective. Potato and Harris went to work with the L7s, clearing the bad guys away like mowin' grass. We had the momentum, now we had to keep it.
Do not know what the commie was thinkin' when he chucked that grenade. I saw the Willi Pete go off then heard Klasha screaming after that. She has a distintive scream, believe you me. That could not be good, but the smoke also gave us cover. Thanks for the help.
The cloud of smoke forms this round.
Turn 2 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier.
• Mitchell will drive Bud off the road to the left.
• Robinson will fire his AKR at Trooper 105 as an aimed shot
• Klasha will try to brush off the fragment
Order of Actions:
• Robinson (Agl 7 - Bulk 2 = 5)
• Mitchell (Agl 5)
• Klasha (Agl 4)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson fires one aimed shot at Trooper #105 with his AKR. The range is 85m (Long). The target is obscured by light smoke.
[Fire aimed shot at Trooper #105 – Asset Level 9 – Impossible (x1/4 - range + target obscured) – Target Number 2 - Roll(s): 1] - 1 Hit. Automatic hit. The round hits the trooper in the right arm for 8 points of damage, sending him sprawling again.
Mitchell accelerates and drives bud off the road. The vehicle acclerates to 6m/turn.
Klash tries to brush off the fragments.
[Brush off the fragment – Attribute Level 4 – Average (x2) – Target Number 8 - Roll(s): 3] - Success. She brushes off the fragment but still takes 4 points of damage. She is now on the threshold to a Critical wound and is also stunned.
Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier. The range is 55m (Short) and the burst is reduced by three due to the smoke. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 5,13,19,10,9,8,1] - 1 Hit. Automatic hit. Unfortunately the round hits his legs and is stopped by the barrier.
[Fire burst #2 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 15,4,8,11,17,13,19] - 1 Hits. Unfortunately this is an abdomen hit and is also stopped by the barrier
Three of the remaining rounds may hit Veteran Soviet straggler #1 (Captain) as he is being dragged away.
[Danger zone attacks for the burst – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 3,3,20] - 2 Hits. The round hits him in the arm for 16 points of damage and he bleeds out quickly.
Turn 2 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #131, who just dropped prone at the corner of the building to the north.
• Macron will take fire his M16A2 w/sight at Trooper #115 that he aimed at last turn on the roof to the far right.
Order of Actions:
• Griffin (Agl 6 - Bulk 5 = 1)
• Macron (Agl 4 - Bulk 5 = -1)
Play:
Griffin will fire two quick shots at Trooper #131. The distance is 60m (Short).
[Fire two quick shots at Trooper #131 – Asset Level 12 – Formidable (x1/2 - Short range quick shot at an obscured target) – Target Number 6 (4 for the second round due to recoil) - Roll(s): 13, 4] - 1 Hit. The hit location is the Left Arm for 18 points of damage. The trooper is slightly wounded and his initiative is reduced to 0, taking him out of the fight.
Macron fires one aimed and two quick shots at Trooper #115. The range is 105m (Medium).
[Fire aimed shot at Trooper #131 – Asset Level 13 – Difficult (x1) – Target Number 13 - Roll(s): 4] - 1 Hit. Unfortunately, the hit location is the legs, resulting in a miss.
[Fire two quick shots at Trooper #131 – Asset Level 13 – Formidable (x1/2) – Target Number 6 (5 for the second shot due to recoil) - Roll(s): 12, 13] - Both miss.
Turn 2 - Initiative Step 3
Actions:
• Marshall goes into overwatch with her M177, looking for targets within 80m
• Logan accelerates, intending to close the range to Klasha (sorry, the character relationship makes this necessary)
• Harris fires two bursts from his L7A2 at Trooper #140
• Experienced Soviet straggler #03 takes cover behind the corner and fires his FN-FAL at Bud
• Experienced Soviet straggler #09 fires his M40 at Marshall
• Experienced Soviet straggler #25 runs around the corner and drops prone, calling the others to form a firing line-
• Experienced Soviet straggler #29 fires his Mauser bolt action at Klasha again
• Experienced Soviet straggler #37 goes into overwatch, looking east
Order of Actions:
• Experienced Soviet straggler #25 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #03 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #09 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #25 runs to a position to the north and drops prone. He orders the rest of his men into line.
Experienced Soviet straggler #37 goes into overwatch, looking east
Marshall goes into overwatch, searching for targets within 80m to the front.
Logan accelerates with the HMMWV. The vehicle acclerates to 8m/turn.
Experienced Soviet straggler #03 fires his FN-FAL twice at Bud. The range is 50m (Short).
[Fire two quick shots at Bud – Asset Level 11 – Formidable (x1/2 - Short range quick shot at obscured target) – Target Number 5 (3 for the second shot due to recoil) - Roll(s): 12, 2] - One hit. The round hits the hull "Armor", leaving a final penetration value of 2. This results in one minor hit. Four bullet fragments hit Mitchell. She is hit in the abdomen but the vest stops the fragment. Still she takes 1 point of blunt trauma. She is hit in the head but the fragment is stopped by her helmet. She takes one point of damage from blunt trauma. She also takes a fragment in the left arm (5) and right arm (4). She now has a total of 4 scatch wounds, totallying 11 points of damage. She is knocked down but not stunned, nor does she panic. Tough girl.
Experienced Soviet straggler #09 fires an aimed shot with his M40 at Marshall. The range is 100m (Medium).
[Fire aimed shot at Marshall – Asset Level 11 – Formidable (x1/2 - aimed shot at medium range on obscured target) – Target Number 5 - Roll(s): 19] - Miss.
Experienced Soviet straggler #29 wants to make sure Klasha stay down and fires his Mauser bolt action at her again. The range is 90m (Medium),
[Fire quick shot at Klasha – Asset Level 11 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 6] - Miss.
Harris fires two bursts at at Trooper #140. The range is 80m (Short) but the burst is reduced by three due to the obscurement.
[Fire burst #1 at Trooper #140 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 20, 15, 9, 5, 4, 3, 3] - 2 Possible Hits. Both hits to the abdomen that miss as the target is prone.
[Fire burst #2 at Trooper #140 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 11, 11, 8, 4, 1, 1, 1] - 3 automatic Hits. Two hits miss as the target is prone (Left Leg, Abdomen). The third rounds hits him in the Right Arm for 13. The NPC is slightly wounded and his initiative reduced to 0, taking him out of the fight.
Turn 2 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows Experienced Soviet straggler #25 and takes his place on the firing line
• Novice Soviet straggler #111 follows Experienced Soviet straggler #25 and takes his place on the firing line
• Novice Soviet straggler #115 will leave the building
• Novice Soviet straggler #117 remains in overwatch
• Novice Soviet straggler #137 remains in overwatch
Order of Actions:
• Novice Soviet straggler #110 (Agl 6)
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #115 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
Play:
Novice Soviet straggler #110 takes his place on the firing line.
Novice Soviet straggler #111 takes his place on the firing line.
Novice Soviet straggler #115 leaves the building and moves out into the street.
Novice Soviet straggler #117 remains in overwatch.
Novice Soviet straggler #137 remains in overwatch.
At the end of turn 2, Klasha is badly hurt and still taking fire. The machineguns on bud are taking their toll on the Soviets. Their captain has been killed and several others are down for the count. It is time for the Soviets to change tactics.
=============
The Soviets got off a few rounds but they were not really effective. Potato and Harris went to work with the L7s, clearing the bad guys away like mowin' grass. We had the momentum, now we had to keep it.
Do not know what the commie was thinkin' when he chucked that grenade. I saw the Willi Pete go off then heard Klasha screaming after that. She has a distintive scream, believe you me. That could not be good, but the smoke also gave us cover. Thanks for the help.
The cloud of smoke forms this round.
Turn 2 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier.
• Mitchell will drive Bud off the road to the left.
• Robinson will fire his AKR at Trooper 105 as an aimed shot
• Klasha will try to brush off the fragment
Order of Actions:
• Robinson (Agl 7 - Bulk 2 = 5)
• Mitchell (Agl 5)
• Klasha (Agl 4)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson fires one aimed shot at Trooper #105 with his AKR. The range is 85m (Long). The target is obscured by light smoke.
[Fire aimed shot at Trooper #105 – Asset Level 9 – Impossible (x1/4 - range + target obscured) – Target Number 2 - Roll(s): 1] - 1 Hit. Automatic hit. The round hits the trooper in the right arm for 8 points of damage, sending him sprawling again.
Mitchell accelerates and drives bud off the road. The vehicle acclerates to 6m/turn.
Klash tries to brush off the fragments.
[Brush off the fragment – Attribute Level 4 – Average (x2) – Target Number 8 - Roll(s): 3] - Success. She brushes off the fragment but still takes 4 points of damage. She is now on the threshold to a Critical wound and is also stunned.
Potato fires two bursts from his L7A2 at Experienced Soviet straggler #09 behind the barrier. The range is 55m (Short) and the burst is reduced by three due to the smoke. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 5,13,19,10,9,8,1] - 1 Hit. Automatic hit. Unfortunately the round hits his legs and is stopped by the barrier.
[Fire burst #2 at Experienced Soviet straggler #09 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 15,4,8,11,17,13,19] - 1 Hits. Unfortunately this is an abdomen hit and is also stopped by the barrier
Three of the remaining rounds may hit Veteran Soviet straggler #1 (Captain) as he is being dragged away.
[Danger zone attacks for the burst – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 3,3,20] - 2 Hits. The round hits him in the arm for 16 points of damage and he bleeds out quickly.
Turn 2 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #131, who just dropped prone at the corner of the building to the north.
• Macron will take fire his M16A2 w/sight at Trooper #115 that he aimed at last turn on the roof to the far right.
Order of Actions:
• Griffin (Agl 6 - Bulk 5 = 1)
• Macron (Agl 4 - Bulk 5 = -1)
Play:
Griffin will fire two quick shots at Trooper #131. The distance is 60m (Short).
[Fire two quick shots at Trooper #131 – Asset Level 12 – Formidable (x1/2 - Short range quick shot at an obscured target) – Target Number 6 (4 for the second round due to recoil) - Roll(s): 13, 4] - 1 Hit. The hit location is the Left Arm for 18 points of damage. The trooper is slightly wounded and his initiative is reduced to 0, taking him out of the fight.
Macron fires one aimed and two quick shots at Trooper #115. The range is 105m (Medium).
[Fire aimed shot at Trooper #131 – Asset Level 13 – Difficult (x1) – Target Number 13 - Roll(s): 4] - 1 Hit. Unfortunately, the hit location is the legs, resulting in a miss.
[Fire two quick shots at Trooper #131 – Asset Level 13 – Formidable (x1/2) – Target Number 6 (5 for the second shot due to recoil) - Roll(s): 12, 13] - Both miss.
Turn 2 - Initiative Step 3
Actions:
• Marshall goes into overwatch with her M177, looking for targets within 80m
• Logan accelerates, intending to close the range to Klasha (sorry, the character relationship makes this necessary)
• Harris fires two bursts from his L7A2 at Trooper #140
• Experienced Soviet straggler #03 takes cover behind the corner and fires his FN-FAL at Bud
• Experienced Soviet straggler #09 fires his M40 at Marshall
• Experienced Soviet straggler #25 runs around the corner and drops prone, calling the others to form a firing line-
• Experienced Soviet straggler #29 fires his Mauser bolt action at Klasha again
• Experienced Soviet straggler #37 goes into overwatch, looking east
Order of Actions:
• Experienced Soviet straggler #25 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #03 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #09 (Agl 6 - Bulk 5 = 1)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #25 runs to a position to the north and drops prone. He orders the rest of his men into line.
Experienced Soviet straggler #37 goes into overwatch, looking east
Marshall goes into overwatch, searching for targets within 80m to the front.
Logan accelerates with the HMMWV. The vehicle acclerates to 8m/turn.
Experienced Soviet straggler #03 fires his FN-FAL twice at Bud. The range is 50m (Short).
[Fire two quick shots at Bud – Asset Level 11 – Formidable (x1/2 - Short range quick shot at obscured target) – Target Number 5 (3 for the second shot due to recoil) - Roll(s): 12, 2] - One hit. The round hits the hull "Armor", leaving a final penetration value of 2. This results in one minor hit. Four bullet fragments hit Mitchell. She is hit in the abdomen but the vest stops the fragment. Still she takes 1 point of blunt trauma. She is hit in the head but the fragment is stopped by her helmet. She takes one point of damage from blunt trauma. She also takes a fragment in the left arm (5) and right arm (4). She now has a total of 4 scatch wounds, totallying 11 points of damage. She is knocked down but not stunned, nor does she panic. Tough girl.
Experienced Soviet straggler #09 fires an aimed shot with his M40 at Marshall. The range is 100m (Medium).
[Fire aimed shot at Marshall – Asset Level 11 – Formidable (x1/2 - aimed shot at medium range on obscured target) – Target Number 5 - Roll(s): 19] - Miss.
Experienced Soviet straggler #29 wants to make sure Klasha stay down and fires his Mauser bolt action at her again. The range is 90m (Medium),
[Fire quick shot at Klasha – Asset Level 11 – Impossible (x1/4 - quick shot at medium range on obscured target) – Target Number 2 - Roll(s): 6] - Miss.
Harris fires two bursts at at Trooper #140. The range is 80m (Short) but the burst is reduced by three due to the obscurement.
[Fire burst #1 at Trooper #140 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 20, 15, 9, 5, 4, 3, 3] - 2 Possible Hits. Both hits to the abdomen that miss as the target is prone.
[Fire burst #2 at Trooper #140 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 11, 11, 8, 4, 1, 1, 1] - 3 automatic Hits. Two hits miss as the target is prone (Left Leg, Abdomen). The third rounds hits him in the Right Arm for 13. The NPC is slightly wounded and his initiative reduced to 0, taking him out of the fight.
Turn 2 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows Experienced Soviet straggler #25 and takes his place on the firing line
• Novice Soviet straggler #111 follows Experienced Soviet straggler #25 and takes his place on the firing line
• Novice Soviet straggler #115 will leave the building
• Novice Soviet straggler #117 remains in overwatch
• Novice Soviet straggler #137 remains in overwatch
Order of Actions:
• Novice Soviet straggler #110 (Agl 6)
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #115 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
Play:
Novice Soviet straggler #110 takes his place on the firing line.
Novice Soviet straggler #111 takes his place on the firing line.
Novice Soviet straggler #115 leaves the building and moves out into the street.
Novice Soviet straggler #117 remains in overwatch.
Novice Soviet straggler #137 remains in overwatch.
At the end of turn 2, Klasha is badly hurt and still taking fire. The machineguns on bud are taking their toll on the Soviets. Their captain has been killed and several others are down for the count. It is time for the Soviets to change tactics.
Sunday, August 19, 2018
0031 - The Battle of Zloczew - Turn 1
0830 23 JUL 2000
=============
Klasha looked us all in the eyes, one at a time, and we came to an unspoken agreement: what was happening here was wrong and needed to be stopped. Unlike other engagements, we would need to watch out for civilian casualties. Safeties went off and Klasha unslung her UZI. The Soviets must have been expecting his because they moved the same time we did. No surprising anyone this time.
No on is suprised and it will be a knock-down, drag-out fight.
Reenforcements will arrive on Turn 11.
Turn 1 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at the captain and those behind the barrier.
• Mitchell will drive Bud off the road to the left.
• Robinson will aim his AKR at Trooper 105
Order of Actions:
• Robinson (Agl 7)
• Mitchell (Agl 5)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson takes aim at Trooper #105 with his AKR.
Mitchell accelerates and drives bud off the road. The vehicle acclerates to 3m/turn.
Potato fires two bursts from his L7A2 at the captain and those behind the barrier. The range is 50m (Short) so the bursts are not reduced in size. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at the captain – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 20,14,14,20,11,8,17,20,8,4] - 1 Hit. The captain is standing and the round catches him in the left leg for 10 points of damage.
[Fire burst #2 at the captain – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 16,6,6,8,18,18,1,2,5,20] - 2 Hits. The first round hits him in the right leg for 14 and the second in the abdomen for 6 + 2 (blunt trauma) = 8. He is knocked down but does not panic. The captain is now seriously wounded,
Four of the remaining rounds may hit others in the danger area. These include Troopers #03, #09, #102.
[Danger zone attacks Burst #1 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 14,7,1,17] - 1 Hit. The round hits Trooper #102 in the left arm for 16. He is knocked down, slightly wounded and his initative reduced to 0, taking him out of the fight.
[Danger zone attacks Burst #2 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 10,19,15,15] - No hits.
Turn 1 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #105 laying on the roof to the right.
• Macron will take aim with his M16A2 w/sight at Trooper #115 on the roof to the far right.
• Klasha will drop prone and fire two quick shots at Trooper #108 laying on the roof to the left.
Order of Actions:
• Macron (Agl 4)
• Klasha (Agl 4 - Bulk 5 = 2)
• Griffin (Agl 6 - Bulk 5 = 1)
Play:
Macron takes aim at Trooper #105 with his M16A2.
Klasha fires at Trooper #115. The range is 35m (Medium). There is no adjustment due to recoil.
[Fire at Trooper #115 – Asset Level 6 – Formidable (x1/2) – Target Number 3 - Roll(s): 4,14] - No hits.
Griffin fires twice at at Trooper #105 laying on the roof . The range is 40m (Short).
[Fire at Trooper #105 – Asset Level 12 – Difficult (x1) – Target Number 12 (10 on the second due to recoil) - Roll(s): 16,6] - One round hits the NPC is his left arm for 10 points of damage. The NPC is slightly wounded but his initiative is reduced to 0, taking him out of the fight
Turn 1 - Initiative Step 3
Actions:
• Marshall realizes the TOW is a bit over the top for the current engagement and changes to her M177
• Logan accelerates, intending to close the range before leaving the road and circling around to the north
• Harris fires two bursts from his L7A2 at Trooper #108
• Experienced Soviet straggler #03 moves to drag the captain back into cover
• Experienced Soviet straggler #09 aims his M40 at Marshall
• Experienced Soviet straggler #25 runs to the north to gather the troopers for a flank attack
• Experienced Soviet straggler #29 drops prone and fires his Mauser bolt action at Klasha, who is also prone
• Experienced Soviet straggler #37 runs around the corner and drops prone at the corner of the building
Order of Actions:
• Experienced Soviet straggler #03 (Agl 6)
• Experienced Soviet straggler #09 (Agl 6)
• Experienced Soviet straggler #25 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #03 runs to the captain and begins to drag him into cover.
Experienced Soviet straggler #09 (Agl 6) takes aim at Marshall with his M40.
Experienced Soviet straggler #25 runs north and orders the other troopers to follow.
Experienced Soviet straggler #37 runs around the corner and drops prone at the corner of the building.
Marshall pulls up her M177 from within the HMMWV.
Logan accelerates with the HMMWV. The vehicle acclerates to 4m/turn.
Experienced Soviet straggler #29 fires a quick shot at Klasha, who is prone. The range is 90m (Medium),
[Fire at Klasha – Asset Level 11 – Formidable (x1/2) – Target Number 5 - Roll(s): 4] - Possible hit that misses because the hit location is abdomen and Klasha is prone.
Harris fires two bursts from the L7A2 at Trooper #108. The range is 35m (Short), so no dice are lost due to range. The target is prone so all abdomen and leg hits will miss.
[Fire burst #1 at Trooper #108 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 16,12,2,13,10,11,14,17,14] - 1 Hit.The trooper is hit in the chest for 9 + 2 (blunt trauma) = 11.
[Fire burst #2 at Trooper #108 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 10,11,11,20,4,15,18,12,7,1] - The one possible hit is a leg hit that misses as the target is prone. He is knocked down. The trooper is slightly wounded but his initiative is reduced to 0, taking him out of the fight
Turn 1 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows Experienced Soviet straggler #25 to the north
• Novice Soviet straggler #111 follows Experienced Soviet straggler #25 to the north
• Novice Soviet straggler #115 throws a WP grenade in the direction of Bud
• Novice Soviet straggler #117 goes into overwatch, watching the area directly east.
• Novice Soviet straggler #131 runs east and drops prone at the edge of the building
• Novice Soviet straggler #137 goes into overwatch, watching the area directly east.
• Novice Soviet straggler #140 fires two quick shots at Klasha
Order of Actions:
• Novice Soviet straggler #110 (Agl 6)
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #131 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
• Novice Soviet straggler #115 (Agl 6 - Bulk 1 = 5)
• Novice Soviet straggler #140 (Agl 6 - Bulk 5 = 1)
Play:
Novice Soviet straggler #110 runs to the north.
Novice Soviet straggler #111 also runs to the north.
Novice Soviet straggler #117 goes into overwatch.
Novice Soviet straggler #131 runs east and drops prone at the edge of the building.
Novice Soviet straggler #137 goes into overwatch, watching the area directly east.
Novice Soviet straggler #115 throws a WP grenade in the direction of Bud. His effective range is 24m. He will throw to his maximum range of 48m (Long).
[Throw WP at target point – Asset Level 9 – Formidable (x1/2) – Target Number 4 - Roll(s): 7] - Miss. The grenade deviates 12m (direction 3 - long, right).
Bud is within the primary burst radius and is hit by one fragment. The fragment does not hit the "armor" and penentrates with a final damage value is 2, resulting in 1 minor damage result. The damage location is the radio, which was damaged before.
Klasha is in the secondary burst radius and is hit by one fragment. The hit location is the head and the fragment is not stopped by her helmet. Klasha takes 7 points of damage to the head. This results in a serious wound for her. Klasha will be stunned by the wound but only after she removes the fragment. She currently has a serious wound to the head.
Novice Soviet straggler #105 is also within the secondary burst radius but takes no fragments.
Novice Soviet straggler #108 is also within the secondary burst radius but takes no fragments.
Novice Soviet straggler #140 fires two quick shots at Klasha. The range is 90m (Medium).
[Two quick shots at Klasha – Asset Level 9 – Formidable (x1/2) – Target Number 4 - Roll(s): 9,13] - Both miss.
The turn ends with 4 stragglers WIA, Klash has a serious wound caused by the burning fragment that is still burning.
=============
Klasha looked us all in the eyes, one at a time, and we came to an unspoken agreement: what was happening here was wrong and needed to be stopped. Unlike other engagements, we would need to watch out for civilian casualties. Safeties went off and Klasha unslung her UZI. The Soviets must have been expecting his because they moved the same time we did. No surprising anyone this time.
No on is suprised and it will be a knock-down, drag-out fight.
Reenforcements will arrive on Turn 11.
Turn 1 - Initiative Step 5
Actions:
• Potato fires two bursts from his L7A2 at the captain and those behind the barrier.
• Mitchell will drive Bud off the road to the left.
• Robinson will aim his AKR at Trooper 105
Order of Actions:
• Robinson (Agl 7)
• Mitchell (Agl 5)
• Potato (Agl 4 - Bulk 6 = -2)
Play:
Robinson takes aim at Trooper #105 with his AKR.
Mitchell accelerates and drives bud off the road. The vehicle acclerates to 3m/turn.
Potato fires two bursts from his L7A2 at the captain and those behind the barrier. The range is 50m (Short) so the bursts are not reduced in size. Those behind the barrier are protected from the waist down by the truck (AV2).
[Fire burst #1 at the captain – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 20,14,14,20,11,8,17,20,8,4] - 1 Hit. The captain is standing and the round catches him in the left leg for 10 points of damage.
[Fire burst #2 at the captain – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 16,6,6,8,18,18,1,2,5,20] - 2 Hits. The first round hits him in the right leg for 14 and the second in the abdomen for 6 + 2 (blunt trauma) = 8. He is knocked down but does not panic. The captain is now seriously wounded,
Four of the remaining rounds may hit others in the danger area. These include Troopers #03, #09, #102.
[Danger zone attacks Burst #1 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 14,7,1,17] - 1 Hit. The round hits Trooper #102 in the left arm for 16. He is knocked down, slightly wounded and his initative reduced to 0, taking him out of the fight.
[Danger zone attacks Burst #2 – Asset Level 16 – Impossible (x1/4) – Target Number 4 - Roll(s): 10,19,15,15] - No hits.
Turn 1 - Initiative Step 4
Actions:
• Griffin will fire two quick shots at Trooper #105 laying on the roof to the right.
• Macron will take aim with his M16A2 w/sight at Trooper #115 on the roof to the far right.
• Klasha will drop prone and fire two quick shots at Trooper #108 laying on the roof to the left.
Order of Actions:
• Macron (Agl 4)
• Klasha (Agl 4 - Bulk 5 = 2)
• Griffin (Agl 6 - Bulk 5 = 1)
Play:
Macron takes aim at Trooper #105 with his M16A2.
Klasha fires at Trooper #115. The range is 35m (Medium). There is no adjustment due to recoil.
[Fire at Trooper #115 – Asset Level 6 – Formidable (x1/2) – Target Number 3 - Roll(s): 4,14] - No hits.
Griffin fires twice at at Trooper #105 laying on the roof . The range is 40m (Short).
[Fire at Trooper #105 – Asset Level 12 – Difficult (x1) – Target Number 12 (10 on the second due to recoil) - Roll(s): 16,6] - One round hits the NPC is his left arm for 10 points of damage. The NPC is slightly wounded but his initiative is reduced to 0, taking him out of the fight
Turn 1 - Initiative Step 3
Actions:
• Marshall realizes the TOW is a bit over the top for the current engagement and changes to her M177
• Logan accelerates, intending to close the range before leaving the road and circling around to the north
• Harris fires two bursts from his L7A2 at Trooper #108
• Experienced Soviet straggler #03 moves to drag the captain back into cover
• Experienced Soviet straggler #09 aims his M40 at Marshall
• Experienced Soviet straggler #25 runs to the north to gather the troopers for a flank attack
• Experienced Soviet straggler #29 drops prone and fires his Mauser bolt action at Klasha, who is also prone
• Experienced Soviet straggler #37 runs around the corner and drops prone at the corner of the building
Order of Actions:
• Experienced Soviet straggler #03 (Agl 6)
• Experienced Soviet straggler #09 (Agl 6)
• Experienced Soviet straggler #25 (Agl 6)
• Experienced Soviet straggler #37 (Agl 6)
• Marshall (Agl 5)
• Logan (Agl 5)
• Experienced Soviet straggler #29 (Agl 6 - Bulk 5 = 1)
• Harris (Agl 5 - Bulk 6 = -1)
Play:
Experienced Soviet straggler #03 runs to the captain and begins to drag him into cover.
Experienced Soviet straggler #09 (Agl 6) takes aim at Marshall with his M40.
Experienced Soviet straggler #25 runs north and orders the other troopers to follow.
Experienced Soviet straggler #37 runs around the corner and drops prone at the corner of the building.
Marshall pulls up her M177 from within the HMMWV.
Logan accelerates with the HMMWV. The vehicle acclerates to 4m/turn.
Experienced Soviet straggler #29 fires a quick shot at Klasha, who is prone. The range is 90m (Medium),
[Fire at Klasha – Asset Level 11 – Formidable (x1/2) – Target Number 5 - Roll(s): 4] - Possible hit that misses because the hit location is abdomen and Klasha is prone.
Harris fires two bursts from the L7A2 at Trooper #108. The range is 35m (Short), so no dice are lost due to range. The target is prone so all abdomen and leg hits will miss.
[Fire burst #1 at Trooper #108 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 16,12,2,13,10,11,14,17,14] - 1 Hit.The trooper is hit in the chest for 9 + 2 (blunt trauma) = 11.
[Fire burst #2 at Trooper #108 – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 10,11,11,20,4,15,18,12,7,1] - The one possible hit is a leg hit that misses as the target is prone. He is knocked down. The trooper is slightly wounded but his initiative is reduced to 0, taking him out of the fight
Turn 1 - Initiative Step 1
Actions:
• Novice Soviet straggler #110 follows Experienced Soviet straggler #25 to the north
• Novice Soviet straggler #111 follows Experienced Soviet straggler #25 to the north
• Novice Soviet straggler #115 throws a WP grenade in the direction of Bud
• Novice Soviet straggler #117 goes into overwatch, watching the area directly east.
• Novice Soviet straggler #131 runs east and drops prone at the edge of the building
• Novice Soviet straggler #137 goes into overwatch, watching the area directly east.
• Novice Soviet straggler #140 fires two quick shots at Klasha
Order of Actions:
• Novice Soviet straggler #110 (Agl 6)
• Novice Soviet straggler #111 (Agl 6)
• Novice Soviet straggler #117 (Agl 6)
• Novice Soviet straggler #131 (Agl 6)
• Novice Soviet straggler #137 (Agl 6)
• Novice Soviet straggler #115 (Agl 6 - Bulk 1 = 5)
• Novice Soviet straggler #140 (Agl 6 - Bulk 5 = 1)
Play:
Novice Soviet straggler #110 runs to the north.
Novice Soviet straggler #111 also runs to the north.
Novice Soviet straggler #117 goes into overwatch.
Novice Soviet straggler #131 runs east and drops prone at the edge of the building.
Novice Soviet straggler #137 goes into overwatch, watching the area directly east.
Novice Soviet straggler #115 throws a WP grenade in the direction of Bud. His effective range is 24m. He will throw to his maximum range of 48m (Long).
[Throw WP at target point – Asset Level 9 – Formidable (x1/2) – Target Number 4 - Roll(s): 7] - Miss. The grenade deviates 12m (direction 3 - long, right).
Bud is within the primary burst radius and is hit by one fragment. The fragment does not hit the "armor" and penentrates with a final damage value is 2, resulting in 1 minor damage result. The damage location is the radio, which was damaged before.
Klasha is in the secondary burst radius and is hit by one fragment. The hit location is the head and the fragment is not stopped by her helmet. Klasha takes 7 points of damage to the head. This results in a serious wound for her. Klasha will be stunned by the wound but only after she removes the fragment. She currently has a serious wound to the head.
Novice Soviet straggler #105 is also within the secondary burst radius but takes no fragments.
Novice Soviet straggler #108 is also within the secondary burst radius but takes no fragments.
Novice Soviet straggler #140 fires two quick shots at Klasha. The range is 90m (Medium).
[Two quick shots at Klasha – Asset Level 9 – Formidable (x1/2) – Target Number 4 - Roll(s): 9,13] - Both miss.
The turn ends with 4 stragglers WIA, Klash has a serious wound caused by the burning fragment that is still burning.
0030 - Approaching Zloczew - The Opposition
0830 23 JUL 2000
=============
The impression would be that the characters cannot take on 200 NPCs. I generally would agree with this, even if, in my experience, a PC can usually battle five to six NPCs, unless they were very unlucky. This would mean that the characters would have a chance with about 45-54 troopers. When the group battled a large unit of cavalry and infantry supported by a BTR, they gave the characters a run for their money before the characters forced them to retreat. At that time, they were outnumbered 41 to 6, which means almost 7 to 1 and I actually began to think that they bit off more than they could chew. It was a close one.
Obviously all 200 stragglers are not going to be waiting behind the barrier for the characters. Some will be sleeping and doing personal chores. In addition, there are other barriers that need to be manned and internal patrols that need to be made to ensure the town stays quiet. I will put the total number available at 50. There will be 15 behind the barrier and 35 as a ready reaction force that will arrive 6-10 minutes later (1D6+4). They will be a mix so I will take 20 Experienced NPCs and 30 Novices of the available 200 at random.
After randomly selecting a total of 51 NPCs (including the captain, which was not random), I took the first 5 Experienced and then first 10 Novices NPCs to main the barrier. The remaining troopers are the reaction force. The force is poorly equipped but does have two directional mines, one of which will probably be placed at the barrier.
I have also updated the character list after the changes due to experience. Currently, three characters (Griffin, Harris and Macron) are suffering from slight wounds. That will have an influence on the battle.
When the preparations are completed, I add the NPCs and PCs to the map using LibreOffice Draw. Now the shooting can begin.
=============
The impression would be that the characters cannot take on 200 NPCs. I generally would agree with this, even if, in my experience, a PC can usually battle five to six NPCs, unless they were very unlucky. This would mean that the characters would have a chance with about 45-54 troopers. When the group battled a large unit of cavalry and infantry supported by a BTR, they gave the characters a run for their money before the characters forced them to retreat. At that time, they were outnumbered 41 to 6, which means almost 7 to 1 and I actually began to think that they bit off more than they could chew. It was a close one.
Obviously all 200 stragglers are not going to be waiting behind the barrier for the characters. Some will be sleeping and doing personal chores. In addition, there are other barriers that need to be manned and internal patrols that need to be made to ensure the town stays quiet. I will put the total number available at 50. There will be 15 behind the barrier and 35 as a ready reaction force that will arrive 6-10 minutes later (1D6+4). They will be a mix so I will take 20 Experienced NPCs and 30 Novices of the available 200 at random.
After randomly selecting a total of 51 NPCs (including the captain, which was not random), I took the first 5 Experienced and then first 10 Novices NPCs to main the barrier. The remaining troopers are the reaction force. The force is poorly equipped but does have two directional mines, one of which will probably be placed at the barrier.
I have also updated the character list after the changes due to experience. Currently, three characters (Griffin, Harris and Macron) are suffering from slight wounds. That will have an influence on the battle.
When the preparations are completed, I add the NPCs and PCs to the map using LibreOffice Draw. Now the shooting can begin.
Saturday, August 18, 2018
0029 - Approaching Zloczew - 0830 23 JUL 2000
The team is approaching the town of Zloczew. Like any other town in Poland (or anywhere east of the German Border), they will assumed that the town is occupied, probably by unfriendly folks too. Referring to the Escape from Kalisz Adventure booklet, we can learn that it is indeed occupied by the wrong type of people:
When the Soviet 124th Division was routed on the Sieradz-Kalisz road, many of the stragglers fled back to Zloczew and began an orgy of looting and pillaging. Many civilians were killed or molested and much of the town was burned that night. When a captain arrived the next morning, he began restoring order and reorganizing the troops. Many of them slipped away into the woods south of town rather than go into battle again, but most of them followed orders. They realized that they were foreigners in a land that their rampage of the previous night had made more foreign than ever, and they would have to stick together to survive.
The town officials demanded justice, but the captain took them aside and asked them how he was expected to deliver it. Was he supposed to have all his men shoot themselves? They were all guilty.
There are now 200 soldiers in the town under command of the captain. The townspeople hate them intensely. Most of the soldiers have only what they carried with them, and many had thrown away their rifles when they ran away. The captain has ordered all the arms and ammunition in town seized, and this almost caused an uprising. Now the population is both frightened of what will happen to them if the Soviets leave them without weapons and aching for revenge.
From Beginning Adventure: Escape from Kalisz Page 7.
Now comes the challenge to differentiate between what YOU know and what the CHARACTERS know. Take a step back and assume only the role of the GM. The characters are approaching the town. There is smoke from the recent fires still rising above the town and the presence of Soviet soldiers cannot be missed. They know, however, nothing about the political situation in the town.
I have modified my NPC generator to create 200 stragglers while also modifying their chances to have a weapon and the weapon type. This means some have civilian weapons or no weapons at all. This reflects the captain confiscating the weapons from the population.
The leader of the group, a Veteran NPC can then become our captain. A random Russian name generator also helps here too:
Captain Ignatyev Yuriy (Yura) Filippovich
Veteran (Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)
Motivation:
-----------------------------------------------------
Wise: The NPC is very wise, and always exhibits good judgment and offers sound advice.
Moderately sociable: The NPC will have a strong sense of duty and loyalty to the group he belongs to.
Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are culmulative.
Main Weapon: AKR with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Spear
Grenades: Fragmentation Grenade[]
Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
Food: 3kg of Domestic Food and 2kg of Wild Food
The motivation does seem to fit the person described in the text above. He is aware of the situation he and his men are in and will try to make the most of it. He does seem more of a talker than a fighter.
Unlike Sieradz, the town will not have an overt military presence like 3 T-80s sitting around the edge of the city. This is a promising sign that might encourage the characters to approach a little closer.
We rolled up on Zloczew slowly. I saw some of them scurry when they say us but no one took us under fire immediately, which was a refreshing feeling. The few we saw seemed to be the poster children for ragged. They had bits of uniform and mixed equipment, both NATO and WP as well as a lot of civilian gear. Some had no weapons at all, but you never know if they do not have it or just don't have it with them. There were a lot, I have to admit that.
We stopped about 50m from a "barrier" that was nothing more than a semi-trailer resting on its side. Klasha approached to within 20m and requested to speak to the commander. A few minutes later, an older captain came around the barrier: He was pushin' 60 at least and had probably been retired and brought back in to serve the Motherland. He had a slight paunch and a receding hair line in full retreat. His AKR was slung and he appearently wanted to talk.
Based on the description of the events of the past few days, the last thing the captain needs now is another firefight. He has men without weapons or with hunting rifles and a lack of heavy weapons. This all combines to mean that the characters can approach the town and attempt to negotiate for safe passage through the town. Just to make sure, we can ask the GME.
[GME: Is Captain Filippovich open to negotiation - Chaos Rank 5 - Somewhat Likely (65%) - 69% - Errr..... No]
OK, so that puts a cramp in the plans. Hopefully he will not try to violently stop the characters.
[GME: Will Captain Filippovich use violence to stop the characters - Chaos Rank 5 - Unlikely (35%) - 71% - No]
This makes it very difficult. Will he just let them through then?
[GME: Will Captain Filippovich let the characters pass through the town - Chaos Rank 5 - 50/50 (50%) - 64% - No]
OK, now the GME has put us in a difficult situation. The captain is not willing to negotiate or let the characters pass through but also not willing to use violence. Now we need to step back and look at the situation. The characters only see a portion of the troops available to the captain and we can assume he has armed them appropriately with the weapons he has available. This means that it may be possible for the Captain to bluff his way through,
[GME: Will Captain Filippovich attempt to bluff in order to keep the characters out of the town - Chaos Rank 5 - Likely (75%) - 60% - Yes]
Now we know what he is up to, the question is why? Maybe he fears the characters could help the townspeople.
[GME: Is Captain Filippovich afraid the characters will ally with the townspeople against his men - Chaos Rank 5 - Somewhat Likely (65%) - 86% - No]
We have reached our five question limit. Time to put on the thinking cap. We need to consider the description of the town, the motivation of the NPC and the questions that we have asked. The captain restored order here after the troops had their way with the town. The townspeople hate him and his men. He confiscated the weapons to arm his men and prevent resistance. He is not will to let the characters pass nor is he willing to negotiate. He will not use violence and will prefer to bluff instead. He does not fear the characters will help the townspeople against his men, Maybe he should, Maybe the townspeople will try to contact the characters. One final question then.
[GME: Will the townspeople attempt to enlist the characters in their struggle - Chaos Rank 5 - 50/50 (50%) - 4% - Extraordinary yes. ]
This is going to be interesting. Maybe Marshall can tell us what happened.
Klasha was busy jawin' with that Soviet captain when I saw movement in the windows behind them. I was about to shout out a warning when several white sheets unrolled behind them. There were several words in Polish that I could not read, but one said "help" and I understood that just fine. I saw Klasha tense up when she noticed them. She hurriedly finished the conversation with the Captain and came back to the vehicles. When she got close enough, she said the sheets say "rape", "murder" and "help". Things were about to go south, I could feel it,
The captain turned and noticed the sheets. He barked a command and several of his men ran toward the offending houses before the sound of doors being kicked in were heard.
Violence is about to occur.
When the Soviet 124th Division was routed on the Sieradz-Kalisz road, many of the stragglers fled back to Zloczew and began an orgy of looting and pillaging. Many civilians were killed or molested and much of the town was burned that night. When a captain arrived the next morning, he began restoring order and reorganizing the troops. Many of them slipped away into the woods south of town rather than go into battle again, but most of them followed orders. They realized that they were foreigners in a land that their rampage of the previous night had made more foreign than ever, and they would have to stick together to survive.
The town officials demanded justice, but the captain took them aside and asked them how he was expected to deliver it. Was he supposed to have all his men shoot themselves? They were all guilty.
There are now 200 soldiers in the town under command of the captain. The townspeople hate them intensely. Most of the soldiers have only what they carried with them, and many had thrown away their rifles when they ran away. The captain has ordered all the arms and ammunition in town seized, and this almost caused an uprising. Now the population is both frightened of what will happen to them if the Soviets leave them without weapons and aching for revenge.
From Beginning Adventure: Escape from Kalisz Page 7.
Now comes the challenge to differentiate between what YOU know and what the CHARACTERS know. Take a step back and assume only the role of the GM. The characters are approaching the town. There is smoke from the recent fires still rising above the town and the presence of Soviet soldiers cannot be missed. They know, however, nothing about the political situation in the town.
I have modified my NPC generator to create 200 stragglers while also modifying their chances to have a weapon and the weapon type. This means some have civilian weapons or no weapons at all. This reflects the captain confiscating the weapons from the population.
The leader of the group, a Veteran NPC can then become our captain. A random Russian name generator also helps here too:
Captain Ignatyev Yuriy (Yura) Filippovich
Veteran (Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)
Motivation:
-----------------------------------------------------
Wise: The NPC is very wise, and always exhibits good judgment and offers sound advice.
Moderately sociable: The NPC will have a strong sense of duty and loyalty to the group he belongs to.
Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are culmulative.
Main Weapon: AKR with 4 magazine(s)/belt(s) and 20 loose rounds
Melee Weapon: Spear
Grenades: Fragmentation Grenade[]
Equipment: Kevlar Helmet, Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,
Food: 3kg of Domestic Food and 2kg of Wild Food
The motivation does seem to fit the person described in the text above. He is aware of the situation he and his men are in and will try to make the most of it. He does seem more of a talker than a fighter.
Unlike Sieradz, the town will not have an overt military presence like 3 T-80s sitting around the edge of the city. This is a promising sign that might encourage the characters to approach a little closer.
We rolled up on Zloczew slowly. I saw some of them scurry when they say us but no one took us under fire immediately, which was a refreshing feeling. The few we saw seemed to be the poster children for ragged. They had bits of uniform and mixed equipment, both NATO and WP as well as a lot of civilian gear. Some had no weapons at all, but you never know if they do not have it or just don't have it with them. There were a lot, I have to admit that.
We stopped about 50m from a "barrier" that was nothing more than a semi-trailer resting on its side. Klasha approached to within 20m and requested to speak to the commander. A few minutes later, an older captain came around the barrier: He was pushin' 60 at least and had probably been retired and brought back in to serve the Motherland. He had a slight paunch and a receding hair line in full retreat. His AKR was slung and he appearently wanted to talk.
Based on the description of the events of the past few days, the last thing the captain needs now is another firefight. He has men without weapons or with hunting rifles and a lack of heavy weapons. This all combines to mean that the characters can approach the town and attempt to negotiate for safe passage through the town. Just to make sure, we can ask the GME.
[GME: Is Captain Filippovich open to negotiation - Chaos Rank 5 - Somewhat Likely (65%) - 69% - Errr..... No]
OK, so that puts a cramp in the plans. Hopefully he will not try to violently stop the characters.
[GME: Will Captain Filippovich use violence to stop the characters - Chaos Rank 5 - Unlikely (35%) - 71% - No]
This makes it very difficult. Will he just let them through then?
[GME: Will Captain Filippovich let the characters pass through the town - Chaos Rank 5 - 50/50 (50%) - 64% - No]
OK, now the GME has put us in a difficult situation. The captain is not willing to negotiate or let the characters pass through but also not willing to use violence. Now we need to step back and look at the situation. The characters only see a portion of the troops available to the captain and we can assume he has armed them appropriately with the weapons he has available. This means that it may be possible for the Captain to bluff his way through,
[GME: Will Captain Filippovich attempt to bluff in order to keep the characters out of the town - Chaos Rank 5 - Likely (75%) - 60% - Yes]
Now we know what he is up to, the question is why? Maybe he fears the characters could help the townspeople.
[GME: Is Captain Filippovich afraid the characters will ally with the townspeople against his men - Chaos Rank 5 - Somewhat Likely (65%) - 86% - No]
We have reached our five question limit. Time to put on the thinking cap. We need to consider the description of the town, the motivation of the NPC and the questions that we have asked. The captain restored order here after the troops had their way with the town. The townspeople hate him and his men. He confiscated the weapons to arm his men and prevent resistance. He is not will to let the characters pass nor is he willing to negotiate. He will not use violence and will prefer to bluff instead. He does not fear the characters will help the townspeople against his men, Maybe he should, Maybe the townspeople will try to contact the characters. One final question then.
[GME: Will the townspeople attempt to enlist the characters in their struggle - Chaos Rank 5 - 50/50 (50%) - 4% - Extraordinary yes. ]
This is going to be interesting. Maybe Marshall can tell us what happened.
Klasha was busy jawin' with that Soviet captain when I saw movement in the windows behind them. I was about to shout out a warning when several white sheets unrolled behind them. There were several words in Polish that I could not read, but one said "help" and I understood that just fine. I saw Klasha tense up when she noticed them. She hurriedly finished the conversation with the Captain and came back to the vehicles. When she got close enough, she said the sheets say "rape", "murder" and "help". Things were about to go south, I could feel it,
The captain turned and noticed the sheets. He barked a command and several of his men ran toward the offending houses before the sound of doors being kicked in were heard.
Violence is about to occur.
Wednesday, August 15, 2018
0028 – Getting the Gear and Out Part II (0600 23 JUL 2000)
Now that the team has geared up, Logan can check everyone out. The scratch wounds have healed from the day before, but there is still a lot to do. Logan must care for the following wounds:
• Griffin has a slight wound (20) to his left arm
• Harris has a slight wound (43) to his chest.
• Macron has a slight wound (30) to his chest.
The rest of the group is unwounded.
Logan has a Medical (Trauma Aid) asset of 17. He treats the wounds of the three troopers for a total of 1.5 hours and then makes his medical roll,
[Treat Griffin's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Fail.
[Treat Harris slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.
[Treat Macron's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.
Harris and Macron have their healing time reduced from three days to one day. Griffin gains no benefit but is eligible to roll again tomorrow.
The team decides to reorganize their equipment before moving out.
• Griffin takes a FN-LAR out of storage. Unfortunately there are only two magazine available.
• Klasha takes the UZI and 3 30rd 9mm P magazines.
Others would need equipment like body armor, packs and night vision equipment but there are currently none in stock. This means the characters would need to go shopping. Seeing as they have overstayed their welcome, however, that is not goint to be possible here. Time to get out of dodge.
Note to self: take the other stuff too next time because you never know when you will need it.
The characters have also been on the road for 5 days now (somehow seems longer), so I think it is time to do some experience point conversion. Generally, I give 1 experience point per session and an additional point for an Outstanding Success. The Outstanding Success can only be applied to the skill used. I do not give extra experience points for good roleplaying, as this would be difficult in solo roleplay without being locked up for talking to myself.
I also give one initiative experience per session that involved combat but only for those involved. Experience points may only be applied to skills the character have actually used. These are marked on the character sheet individually.
That being said, I convert the experience as follows:
• Marshall has 3 initiative points and converts them to raise her initiative to 3. In addition, she has 2 experience points and one outstanding success for Small Arms (Rifle) and raises her skill level to 3.
• Logan also uses 3 initiative points to raise his initiative to 3. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will save to use later.
• Harris will use 4 Initiative points to raise his initiative to 4. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will also save to use later.
• Mitchell will use 5 Initiative points to raise her initiative to 5. She will use 3 experience points to raise her grenade launcher skill to 2 from 0.
After some accounting and reduction of the food supplies, the characters will leave town, heading south to Zloczew. Note: this town is actually missing on the map in Escape from Kalisz and is located at the crossroads between Sieradz and Weilun. The distance is 20km and will take the characters approximately 30 minutes.
• Griffin has a slight wound (20) to his left arm
• Harris has a slight wound (43) to his chest.
• Macron has a slight wound (30) to his chest.
The rest of the group is unwounded.
Logan has a Medical (Trauma Aid) asset of 17. He treats the wounds of the three troopers for a total of 1.5 hours and then makes his medical roll,
[Treat Griffin's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Fail.
[Treat Harris slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.
[Treat Macron's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.
Harris and Macron have their healing time reduced from three days to one day. Griffin gains no benefit but is eligible to roll again tomorrow.
The team decides to reorganize their equipment before moving out.
• Griffin takes a FN-LAR out of storage. Unfortunately there are only two magazine available.
• Klasha takes the UZI and 3 30rd 9mm P magazines.
Others would need equipment like body armor, packs and night vision equipment but there are currently none in stock. This means the characters would need to go shopping. Seeing as they have overstayed their welcome, however, that is not goint to be possible here. Time to get out of dodge.
Note to self: take the other stuff too next time because you never know when you will need it.
The characters have also been on the road for 5 days now (somehow seems longer), so I think it is time to do some experience point conversion. Generally, I give 1 experience point per session and an additional point for an Outstanding Success. The Outstanding Success can only be applied to the skill used. I do not give extra experience points for good roleplaying, as this would be difficult in solo roleplay without being locked up for talking to myself.
I also give one initiative experience per session that involved combat but only for those involved. Experience points may only be applied to skills the character have actually used. These are marked on the character sheet individually.
That being said, I convert the experience as follows:
• Marshall has 3 initiative points and converts them to raise her initiative to 3. In addition, she has 2 experience points and one outstanding success for Small Arms (Rifle) and raises her skill level to 3.
• Logan also uses 3 initiative points to raise his initiative to 3. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will save to use later.
• Harris will use 4 Initiative points to raise his initiative to 4. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will also save to use later.
• Mitchell will use 5 Initiative points to raise her initiative to 5. She will use 3 experience points to raise her grenade launcher skill to 2 from 0.
After some accounting and reduction of the food supplies, the characters will leave town, heading south to Zloczew. Note: this town is actually missing on the map in Escape from Kalisz and is located at the crossroads between Sieradz and Weilun. The distance is 20km and will take the characters approximately 30 minutes.
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