Tuesday, May 14, 2019

0053 - Recovering the OT-64 - Turn 3

1030 26 JUL 2000
=============

"Up front it was a real furball. There was shootin', screamin' and a whole lot of spears being flashed. The grunts were takin' a lickin' and givin' it right back. We still had the feelin' that somethin' bad was comin' and we couldn't shake it, but we needed to do somethin' to help our guys before they got overrun by sheer numbers."

Macron was knocked down last round, so he will be busy trying to right himself and will not see the approaching Primitives. They are also on the other side of the melee, blocking the line of sight for Klasha and Marshall. Harris is still down for the count, so we do not need to make any observation checks now.

Turn 3 - Initiative Step 5

Actions:
• Mitchell seeing the danger to the right flank removed at the moment, she charges south to help the dismounts
• Potato see the little men to the south are having problems and calls for Klasha to take over before heaving his mass skyward and running south to assist

Order of Actions:

• Mitchell (Agl 5)
• Potato (Agl 4)

Play:
Mitchell lets out her best battle cry runs south before launching a kick at Novice Polish primitive #17.

[Kick Novice Polish primitive #17 – Asset Level 7 – Difficult (x1) – Target Number 7 - Roll(s): 8] - Mitchell misses with her kick, but it is the thought that counts.

Potato gains his feet and rushes south, cracking his knuckles and loosening his shoulders as he does. He is about to catch up on his boxing practice.

Turn 3 - Initiative Step 4

Actions:
• Veteran Polish primitive #2 will continue to move west toward the fighting
• Veteran Polish primitive #3 will move west toward the fighting in the village center.
• SSG Michael Macron will put three rounds into the primitive attacking him
• Griffin will fire two rounds at the Novice Polish primitive #8 who has his spear in his leg

Order of Actions:
• Veteran Polish primitive #2 (Agl 7)
• Veteran Polish primitive #3 (Agl 7)
• Griffin (Agl 6 - Bulk 5 = 1)
• SSG Michael Macron (Agl 4 - Bulk 5 = -1)

Play:

Veteran Polish primitive #2 continues to move west, keeping the church between him and the fighting.

Veteran Polish primitive #3 moves west down the alley before turning north onto the village square.

Griffin snaps off two rounds at the primitive jabbing the spear in his leg. The range is EXTREMELY close.

[Fire at Novice Polish primitive #8 – Asset Level 12 – Difficult (x1 - Quick shot at close range) – Target Number 12, 10 on the second one due to recoil - Roll(s): 6, 18] - The first round hits. As the primitive is standing, all hit locations are open. Griff returns the favor and shoots the primitive in the left leg for 10 points of damage. The primitive is knocked down and normally his initiative would be reduced to 0, but the special rules mean that it stays at 1.

At least the spear is out of his leg now.

Macron turns his attention to the primitive attacking him and fires of three rounds at point blank.

[Fire at Experienced Polish primitive #5 – Asset Level 13 – Difficult (x1 - Quick shot at close range) – Target Number 13, 12 on the last one due to recoil - Roll(s): 17, 7, 11] - Two possible hits. The primitive is standing so all hit areas are open. He has no armor. The hit locations are Right Leg (7) and Left Leg (10). The primitive is also knocked down in addition to the two holes in his leg.

Turn 3 - Initiative Step 3

Actions:
• 2LT Jade Marshall will watch the alley when the HMMWV moves forward
• 2LT Wayne Logan will drive the hummer forward and stop across the alley
• Experienced Polish primitive #4 will continue to advance north

Order of Actions:

• Experienced Polish primitive #4 (Agl 6)
• 2LT Jade Marshall (Agl 5)
• 2LT Wayne Logan (Agl 5)

Play:
Experienced Polish primitive #4 advances north, cutting through the ruins to get to the characters and reaches the corner near Harris

Marshall aims her M177 down the alley and now has a change to see Experienced Polish primitive #4 hiding at the corner.

[Detect Experienced Polish primitive #4 moving – Asset Level 6 – Formidable (x1/2) – Target Number 3 - Roll(s): 18] - Marshall fails to detect the primitive.

Logan drives the HMMW forward and stops at the entrance to the alley.


Turn 3 - Initiative Step 2

Actions:
• SFC Jack Robinson fires five single rounds at Novice Polish primitive #17.

Order of Actions:
• SFC Jack Robinson (Agl 7 - Bulk 2 = 5)

Play:

From his position on the ground, Robinson fires five single rounds at the primitive trying to jab him with the spear.

[Fire at Novice Polish primitive #17 – Asset Level 9 – Difficult (x1 - Quick shot at close range) – Target Number 9 - Roll(s): 18, 6, 14, 16, 9] - Two possible hits. The primitive is standing so all hit areas are open. He has no armor. The hit locations are Right Leg (8) and Left Arm (12). The primitive is also knocked down and now seriously wounded.

Turn 3 - Initiative Step 1

Actions:
• MAJ Edward Harris attempts to regain consciousness
• AGT Klasha Kirillovna will advance down the alley and try to help Harris
• Novice Polish primitive #8 will miss his turn, as he is knocked down
• Novice Polish primitive #9 will continue to attack Griffin with his hatchet
• Novice Polish primitive #10 will run through the church toward the melee
• Novice Polish primitive #11 will continue crawl through the pipes
• Novice Polish primitive #12 move west, using the church for cover
• Novice Polish primitive #13 will continue west to the fighting, staying in the cover of the church
• Novice Polish primitive #14 will follow his comrades west
• Novice Polish primitive #15 will leave the sewers and head west
• Novice Polish primitive #16 will move northwest toward the fighting
• Novice Polish primitive #17 will miss his turn, as he is knocked down
• Novice Polish primitive #18 will move northwest toward the fighting
• Novice Polish primitive #19 will move northwest toward the fighting
• Novice Polish primitive #20 will move northwest toward the fighting
• Novice Polish primitive #21 will charge Macron
• Novice Polish primitive #22 will attack Griffin

Order of Actions:
• Novice Polish primitive #8 (Agl 6)
• Novice Polish primitive #9 (Agl 6)
• Novice Polish primitive #10 (Agl 6)
• Novice Polish primitive #11 (Agl 6)
• Novice Polish primitive #12 (Agl 6)
• Novice Polish primitive #13 (Agl 6)
• Novice Polish primitive #14 (Agl 6)
• Novice Polish primitive #15 (Agl 6)
• Novice Polish primitive #16 (Agl 6)
• Novice Polish primitive #17 (Agl 6)
• Novice Polish primitive #18 (Agl 6)
• Novice Polish primitive #19 (Agl 6)
• Novice Polish primitive #20 (Agl 6)
• Novice Polish primitive #21 (Agl 6)
• Novice Polish primitive #22 (Agl 6)
• MAJ Edward Harris (Agl 5)
• AGT Klasha Kirillovna (Agl 4)

Play:
Novice Polish primitive #8 loses his turn, as he is knocked down.

Novice Polish primitive #9 attacks Griffin again with his hatchet.

[Attack Griffin with a hatchet – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 15] - Miss

Novice Polish primitive #10 continues toward the fighting. He is now close enough that he is spotted automatically.

Novice Polish primitive #11 continues to crawl through the tunnels.

Novice Polish primitive #12 enters the ruins of the church as he moves west.

Novice Polish primitive #13 follows his friend toward the ruins of the church.

Novice Polish primitive #14, like the two primitives in front of him, continues to run west toward the fighting.

Novice Polish primitive #15 emerges from the sewers and moves west, following the group in front of him.

Novice Polish primitive #16 moves northwest, passing the wreck of one of the OT-64s.

Novice Polish primitive #17 has been shot and will miss his turn.

Novice Polish primitive #18 runs northwest, reaching the corner of the church ruins.

Novice Polish primitive #19 passes in front of the OT-64 wreck as he runs northwest.

Novice Polish primitive #20 follows the others consciousness, toward the fighting.

Novice Polish primitive #21 charges Marcon and attacks him with his spear. He is spotted automatically.

[Attack Macron with a spear – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 14] - Miss.

Novice Polish primitive #22 attempts to stab Griffin him with his spear. He is spotted automatically.

[Attack Griffin with a spear – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 11] - Miss.

MAJ Edward Harris attempts to regain conciousness.

[Regain consciousness – Attribute Level 7 – Difficult (x1) – Target Number 7 - Roll(s): 2] - Harris regains consciousness but will lose his turn this round.

AGT Klasha Kirillovna has the line of sight to Experienced Polish primitive #4 and she may attempt to spot him.

[Detect Experienced Polish primitive #4 moving – Asset Level 15 – Formidable (x1/2) – Target Number 7 - Roll(s): 18] - Klasha also fails to detect the primitive.

Klasha moves forward to assist Harris.

At the end of the round, three primitives are dead and three wounded. Five of the nine characters are wounded and the melee near the village center is growing, with more primitives on the way.

Friday, May 10, 2019

0052 - Recovering the OT-64 - Turn 2


"I always wondered why they issued us bayonets. When we had weapon systems capable of decimating the enemy while they were still kilometers away, why worry about using a knife on the end of your rifle? Lookin' back on that day near Kepno, I liked it better when they were farther away."

The fight continues with more primitives swarming in.

Macron has a line of sight on Novice Polish primitive #8, Novice Polish primitive #9 and Novice Polish primitive #17. He can check his observation skill against all three.

[Detect moving camouflaged Novice Polish primitive #8 – Asset Level 12 – Formidable (x1/2) – Target Number 6 - Roll(s): 1] - Success. The primitive is detected.



[Detect moving camouflaged Novice Polish primitive #9 – Asset Level 12 – Formidable (x1/2) – Target Number 6 - Roll(s): 17] - Failure. The primitive remains hidden.



[Detect moving camouflaged Novice Polish primitive #8 – Asset Level 12 – Formidable (x1/2) – Target Number 6 - Roll(s): 20] - Failure. The primitive remains hidden.

Turn 1 - Initiative Step 5

Actions:
• Potato will remain on overwatch
• Mitchell dismounts and moves to assist Klasha
• Griffin will fire two rounds at the primitive who shot him

Order of Actions:
• Mitchell (Agl 5)
• Potato (Agl 4)
• Griffin (Agl 6 - Bulk 5 = 1)

Play:
Mitchell grabs her 203 while dismounting and moves to assist Klasha shooting at the primitive sticking Harris.

Potato hears the firing behind him but remains vigilant, as he suspects another attack may come on the flank.

Griffin fires two rounds at his attacker. The range is 5m (Close)

[Fire at Veteran Polish primitive #1 – Asset Level 12 – Difficult (x1 - Quick shot at close range) – Target Number 12, 10 on the second one due to recoil - Roll(s): 7,17] - One possible hit. The round hits the primitive in the head and he does not have helmet. The damage is a total of 10 x 2 = 20 and a roll for the quick kill is a 6, resulting in the untimely death of the aspiring cult leader.

"Griff popped the dude with the .38 dead in the middle of the forehead. At first he was all wild and screamin' and then he was just layin' in the dirt. Griff is efficient like that."

Turn 2 - Initiative Step 4

Actions:
• Veteran Polish primitive #2 will continue to move west toward the fighting
• Veteran Polish primitive #3 will move west toward the fighting in the village center.
• SSG Michael Macron will put three rounds into the primitive stabbing at Robinson.

Order of Actions:
• Veteran Polish primitive #2 (Agl 7)
• Veteran Polish primitive #3 (Agl 7)
• SSG Michael Macron (Agl 4 - Bulk 5 = -1)

Play:
Veteran Polish primitive #2 continues to move west, keeping the church between him and the fighting.

Veteran Polish primitive #3 also move west along the alleyway. He is anxious to get into the fight but knows he must be careful with all the firearms going off around him.

Macron fires three rounds at the primitive stabbing Robinson. The range is 15m (Short).

[Fire at Experienced Polish primitive #7 – Asset Level 13 – Difficult (x1 - Quick shot at close range) – Target Number 13, 12 on the last one due to recoil - Roll(s): 18,5,3] - Two possible hits. The primitive is standing so all hit areas are open. He has no armor. The hit locations are Left Leg (12) and Chest (10 x 2 = 20). The roll for a quick kill is a 14, resulting in a quick kill.

Turn 2 - Initiative Step 3

Actions:
• 2LT Jade Marshall will remain alert but orders the HMMWV forward to the intersection
• 2LT Wayne Logan will drive the hummer forward
• Experienced Polish primitive #4 will continue to advance north
• Experienced Polish primitive #5 will charge Macron
• Experienced Polish primitive #6 will grab the L7 on the ground and turn it on the characters

Order of Actions:
• Experienced Polish primitive #4 (Agl 6)
• Experienced Polish primitive #5 (Agl 6)
• Experienced Polish primitive #6 (Agl 6)
• 2LT Jade Marshall (Agl 5)
• 2LT Wayne Logan (Agl 5)

Play:
Experienced Polish primitive #4 advances north, cutting through the ruins to get to the characters

 Experienced Polish primitive #5 charges Macron and attacks him with his club.

[Attack Macron with a club – Asset Level 11 – Difficult (x1) – Target Number 11 - Roll(s): 5] - The primitive has scored a possible hit.

Macron attempts to block with his M16.

[Block the hit with a club – Asset Level 11 – Formidable (x1/2) – Target Number 5 - Roll(s): 18] - Macron fails to block the club attack. The primitive hits Macron in the left leg for . 6 + 2 = 8 points of damage. Macron is knocked down.

Marshall orders Loga forward and prepares to fire at the attackers.

Logan releases the brake and the hummer starts to roll forward toward the intersection.

Turn 2 - Initiative Step 2

Actions:
• SFC Jack Robinson attempts to regain consciousness

Order of Actions:
• SFC Jack Robinson (Agl 7)

Play:
Due to the damage he suffered, Robinson must make a Formidable roll against his constitution, which is 7, to regain consciousness.

[Regain consciousness – Attribute Level 7 – Formidable (x1/2) – Target Number 3 - Roll(s): 1] - Robinson is successful.


Robinson's eyes flutter open and he finds himself staring that the dead primitive that stabbed him. Apparently he missed something but he is not unhappy to see him go.

Turn 2 - Initiative Step 1

Actions:
• MAJ Edward Harris attempts to regain consciousness
• AGT Klasha Kirillovna  fire two rounds at Experienced Polish primitive #6 who picked up the L7
• Novice Polish primitive #8 will charge Griffin with his spear
• Novice Polish primitive #9 will attack Griffin with his hatchet
• Novice Polish primitive #10 will move west toward the fighting
• Novice Polish primitive #11 will crawl through the pipes
• Novice Polish primitive #12 move west, using the church for cover
• Novice Polish primitive #13 will leave the sewers and head west
• Novice Polish primitive #14 will leave the sewers and head west (forgot this NPC last time)
• Novice Polish primitive #15 prepares to leave through the sewers
• Novice Polish primitive #16 will move northwest toward the fighting
• Novice Polish primitive #17 will attack Robinson with his spear
• Novice Polish primitive #18 will move northwest toward the fighting
• Novice Polish primitive #19 will leave the sewer
• Novice Polish primitive #20 will move northwest toward the fighting
• Novice Polish primitive #21 will move north toward the fighting
• Novice Polish primitive #22 will move north toward the fighting

Order of Actions:
• Novice Polish primitive #8 (Agl 6)
• Novice Polish primitive #9 (Agl 6)
• Novice Polish primitive #10 (Agl 6)
• Novice Polish primitive #11 (Agl 6)
• Novice Polish primitive #12 (Agl 6)
• Novice Polish primitive #13 (Agl 6)
• Novice Polish primitive #14 (Agl 6)
• Novice Polish primitive #15 (Agl 6)
• Novice Polish primitive #16 (Agl 6)
• Novice Polish primitive #17 (Agl 6)
• Novice Polish primitive #18 (Agl 6)
• Novice Polish primitive #19 (Agl 6)
• Novice Polish primitive #20 (Agl 6)
• Novice Polish primitive #21 (Agl 6)
• MAJ Edward Harris (Agl 5)
• AGT Klasha Kirillovna (Agl 4)

Play:
Novice Polish primitive #8 attacks Griffin with his spear.

[Attack Griffin with a spear – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 5] - The primitive has scored a possible hit.

Griffin attempts to block with his FN-LAR.

[Block the hit with a spear – Asset Level 6 – Formidable (x1/2) – Target Number 3 - Roll(s): 12] - Griffin fails to block the spear attack. The primitive hits Griffin right leg for 5 + 4 = 9 points of damage. This increases his wound level to slight and Griffin is "knocked down".

Novice Polish primitive #9 attacks Griffin with his hatchet.

[Attack Griffin with a hatchet – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 8] - The primitive hits Griffin. Griffin cannot block because he has already blocked an attack and he is knocked down. The primitive hits Griffin in the left leg for 2 + 4 = 6 points of damage, resulting in a scratch wound for Griffin.

Novice Polish primitive #10 runs west, entering the church, on his way to the fighting.

Novice Polish primitive #11 continues to crawl south through the pipes.

Novice Polish primitive #12 runs west, behind the church, on his way to help the others defeat the earth despoilers.

Novice Polish primitive #13 exits the drainage pipe and heads west.

Novice Polish primitive #14 leaves the sewers and climbs the embankment to the west.

Novice Polish primitive #15 prepares to leave the sewers through the drainage pipe.

Novice Polish primitive #16 moves northwest, across the parking lot.

Novice Polish primitive #17 charges Robinson with his spear. Robinson is still recovering from his loss of consciousness and will not be able to defend himself.

 [Attack Robinson with a spear – Asset Level 9 – Difficult (x1) – Target Number 9 - Roll(s): 12] - The primitive misses Robinson as he squirms on the ground.

Novice Polish primitive #18 runs northwest, hefting his spear in anticipation.

Novice Polish primitive #19 leaves the sewers through the manhole and joins Novice Polish primitive #16 as he runs to the northwest.

Novice Polish primitive #20 follows Novice Polish primitive #16 as he runs northwest.

Novice Polish primitive #21 runs north, eager to let his spear taste blood.

Novice Polish primitive #22 follows Novice Polish primitive #21 north.

Harris attempt to regain consciousness. The difficultly level for him is Difficult, as he suffered less damage then Robinson.

[Regain consciousness – Attribute Level 7 – Difficult (x1) – Target Number 7 - Roll(s): 9] - Harris remains unconscious.

AGT Klasha Kirillovna fires two rounds Experienced Polish primitive #6. The range is 20m (Short).

[Fire two rounds at Experienced Polish primitive #6 – Asset Level 6 – Difficult (x1) – Target Number 6 - Roll(s): 12,5] - One round hits the primitive in the chest for 5 x 2 = 10 points of damage. The quick kill roll is a 5, resulting in a kill.

At the end of the turn, a serious melee has developed near the village center and more primitives are advancing from the south.


Thursday, May 9, 2019

0051 - Recovering the OT-64 - Turn 1

"Griff, Macron and Robinson went forward to check things out. The rest of us fanned out to provide cover and security for the vehicles. We definitely wanted to be ready to roll out of this burg if we needed too. The dismount team was rollin' forward when them crazies started poppin' out of the ground. Things went downhill from there."

Rule clarification: no roll is needed to see primitives withing 10m if the person has a clear line of sight. Forgot to mention that before.

Turn 1 - Initiative Step 5

Actions:
• Potato will go prone and go into overwatch with his L7A2, watching the approaches to the east
• Mitchell remains alert at the wheel of Bud
• Robinson will move south with the others to check out the center of town
• Griffin will also move south with Robinson and Macron

Order of Actions:
• Robinson (Agl 7)
• Griffin (Agl 6)
• Mitchell (Agl 5)
• Potato (Agl 4)

Play:
Robinson and Griffin move south, entering the open area in front of the church. The scare away the crows and wish they hadn't. What remains of the repair crew is strung up between the poles in the middle of town.

Mitchell remains alert, waiting for the signal to move.

Potato goes prone, aiming his L7 east, scanning for targets.

Turn 1 - Initiative Step 4

Actions:
• Veteran Polish primitive #1 will pop out of the manhole and attack
• Veteran Polish primitive #2 will pass through the culvert and move west
• Veteran Polish primitive #3 will leave the manhole and move toward the characters
• SSG Micheal Macron will continue south with the others

Order of Actions:
• Veteran Polish primitive #2 (Agl 7)
• Veteran Polish primitive #3 (Agl 7)
• Veteran Polish primitive #1 (Agl 7 - Bulk 1 = 6)
• SSG Micheal Macron (Agl 4)

Play:
Veteran Polish primitive #2 exits the sewers through a drainage pipe and climbs the bank, proceeding west while keeping the church between himself and the characters.

Veteran Polish primitive #3 exits through the manhole and moves toward the intruders.

Vetean Polish primitive #1 pops up out of the manhole and fires three rounds from close range at Griffin.

[Fire three rounds at Griffin. – Asset Level 13 – Difficult (x1 - quick shot at Close Range) – Target Number 13 - Roll(s): 10,1,2] - All three hit with two outstanding successes.


The hit locations are Abdomen (5), Right leg (7) and Abdomen (6). Griffin's vest stops both the rounds to his abdomen but he takes three points of damage (1 plus 2 - double damage for the outstanding success). This results in a scratch wound to his abdomen. The round to his right leg causes 6 x 2 (outstanding success) = 12 points of damage. Griffin now has a scratch wound to his right leg and has been knocked down after suffering 15 points of damage.

Veteran Polish primitive #1 is now visible to the characters.

Turn 1 - Initiative Step 3

Actions:
• 2LT Jade Marshall will remain alert in the turret of the HMMWV
• 2LT Wayne Logan prepares to move the Hummer, if necessary
• Experienced Polish primitive #4 will leave the manhole and move toward the intruders
• Experienced Polish primitive #5 will leave the sewers and charge the characters
• Experienced Polish primitive #6 will pop out of his hole and attack Harris to the west
• Experienced Polish primitive #7 leaves the sewers to attack Robinson with his spear

Order of Actions:
• Experienced Polish primitive #4 (Agl 6)
• Experienced Polish primitive #5 (Agl 6)
• Experienced Polish primitive #6 (Agl 6)
• Experienced Polish primitive #7 (Agl 6)
• 2LT Jade Marshall (Agl 5)
• 2LT Wayne Logan (Agl 5)

Play:
Experienced Polish primitive #4 leaves the sewers and proceeds to where he heard the shooting.

Experienced Polish primitive #5 exits the manhole and rushes Macron. He is in the open and the characters have chance to notice him. Macron is the closest and will roll for opbservation.

[Detect moving camouflaged primitive – Asset Level 12– Formidable (x1/2) – Target Number 6 - Roll(s): 19] - Macron is appearently distracted by the primitive that just gunned down Griffin.

Marshall is the only other character with a line of sight. She may also roll to detect the primitive.

[Detect moving camouflaged primitive – Asset Level 6 – Formidable (x1/2) – Target Number 3 - Roll(s): 3] - Marshall shouts out a warning to Macron.


Experienced Polish primitive #6 jumps from his hole and attacks Harris with his spear. Harris in not yet prone. Harris fails his Obesrvation roll and is suprised.

[Attack Harris with a spear – Asset Level 11 – Difficult (x1) – Target Number Auto - Roll(s): Auto] - The primitive has suprised Harris and automatically hits.


The primitive has suprised Harris and is allowed to choose the hit location. It will be the head. The damage is 6 + 3 (1/2 STR) = 9. The blow glances off his helmet and the helmet absorbs 2 points of damage. The remaining 7 are applied to Harris' head. Harris ist sill injured in the head and the total damage is now 23. The wounds stays at a serious level. Harris is knocked down and stunned on top of everything else.

Experienced Polish primitive #7 pops out of the manhole and charges Robinson with his spear. Robinson has no Observation skill and is suprised.

[Attack Robinson with a spear – Asset Level 11 – Difficult (x1) – Target Number Auto - Roll(s): Auto] - The primitive has suprised Robinson and automatically hits.

The primitive also targets Robinson's head and causes 6 + 3 (1/2 STR) = 9 points of damage. Robinson's helmet does not stop the blow. The hit results in a "Quick Kill" and the damage is doubled to 18. This results in a serious wound for Robinson. Robinson is also knocked down and stunned.

The primitive is now visible to the characters.

2LT Jade Marshall after warning Macron, Marshall snaps up her M177 and clicks the safety off.

2LT Wayne Logan prepares to move out, if need be.

Turn 1 - Initiative Step 1

Actions:
• MAJ Edward Harris will lose his turn after being knocked down in hand to hand
• AGT Klasha Kirillovna run south and fire two rounds at Experienced Polish primitive #6
• Novice Polish primitive #8 will leave the sewers
• Novice Polish primitive #9 will leave the sewers
• Novice Polish primitive #10 will leave the sewers
• Novice Polish primitive #11 will crawl through the pipes
• Novice Polish primitive #12 leave the sewer
• Novice Polish primitive #13 prepares to leave through the sewers
• Novice Polish primitive #15 prepares to leave through the sewers
• Novice Polish primitive #16 leave the sewer
• Novice Polish primitive #17 leave the sewer
• Novice Polish primitive #18 leave the sewer
• Novice Polish primitive #19 prepares to leave the sewer
• Novice Polish primitive #20 leave the sewer
• Novice Polish primitive #21 leave the sewer
• Novice Polish primitive #22 leave the sewer

Order of Actions:
• Novice Polish primitive #8 (Agl 6)
• Novice Polish primitive #9 (Agl 6)
• Novice Polish primitive #10 (Agl 6)
• Novice Polish primitive #11 (Agl 6)
• Novice Polish primitive #12 (Agl 6)
• Novice Polish primitive #13 (Agl 6)
• Novice Polish primitive #14 (Agl 6)
• Novice Polish primitive #15 (Agl 6)
• Novice Polish primitive #16 (Agl 6)
• Novice Polish primitive #17 (Agl 6)
• Novice Polish primitive #18 (Agl 6)
• Novice Polish primitive #19 (Agl 6)
• Novice Polish primitive #20 (Agl 6)
• Novice Polish primitive #21 (Agl 6)
• AGT Klasha Kirillovna (Agl 4)
• MAJ Edward Harris (No Action)

Play:
Novice Polish primitive #8 leaves the sewers and move toward the fighting.

Novice Polish primitive #9 also leaves the sewers and move toward the fighting.

Novice Polish primitive #10 exits the sewers and moves north between the buildings.

Novice Polish primitive #11 crawls along the pipes, moving toward the manhole to the south.

Novice Polish primitive #12 follows Veteran Polish primitive #2 out through the drainage pipe.

Novice Polish primitive #13 prepares to leave through the sewers through the drainage pipe

Novice Polish primitive #14 prepares to leave through the sewers through the drainage pipe. Note: this NPC was oringally missing on the map. I have added him to the map.

Novice Polish primitive #15 prepares to leave through the sewers through the drainage pipe.

Novice Polish primitive #16 leaves the sewers through the drainage pipes and moves across the parking lot toward the fighting.

Novice Polish primitive #17 leaves through the manhole and moves toward the fighting. Note: this NPC was oringally missing on the map. I have added him to the map.

Novice Polish primitive #18 leaves through the manhole and follows Veteran Polish primitive #3 toward the fighting.

Novice Polish primitive #19 prepares to leave the sewers next round.

Novice Polish primitive #20 joins Novice Polish primitive #16 crossing the parking lot.

Novice Polish primitive #21 leaves the sewers and follows Novice Polish primitive #17 north toward the fighting.

MAJ Edward Harris will lose his turn after being knocked down in hand to hand.

AGT Klasha Kirillovna fires two rounds Experienced Polish primitive #6. The range is 20m (Short).

[Fire two rounds at Experienced Polish primitive #6 – Asset Level 6 – Difficult (x1) – Target Number 6 - Roll(s): 19, 15] - Both rounds miss.

At the end of the round it is looking bad for the characters. Three of the group are knocked down, two of which are stunned. The primitives definitely got the jump on them.




Wednesday, May 8, 2019

0050 - Recovering the OT-64 - Part III

1030 26 JUL 2000
=============
"I remember playing whack a mole as a kid. Them critters would just keep poppin' up and you would just keep hittin' in the head. Back then it used to be amusing and it would keep you busy for hours. Back in that village, as I was changing mags, it occured to me that it was not quite as amusing as I remember. I should have spent more time practicing to shoot those moles instead of hittin' 'em. Maybe they would have stayed down then."

Now I am going to change the rules a bit to make them interesting. First of all, the primitives are truly fanatical. The have been whipped into a frenzy by their murderous leader and truly believe the only way to rid the surface world of the cancer killing it slowly is to remove the surface dwellers, i.e. humans, from the face of the planet. This means in practical terms, they will not retreat or rout. They are on a holy mission and will not falter.

Secondly, the initiative rules have been change to reflect their level of fanaticism. The primitives initiative cannot be reduced to less than 1 initiative. To get them to stop fighting you literally have to kill each and every one of them.

That being said, let the fun begin.

The primitives are aware of the arrival of the characters and will react to their actions. The characters have to make an observation roll to detect the primitives. The primitives are fast, quiet, know the terrain like the back of their hand and expertly camouflaged by a combination of applied camouflaged and the fact that they are literally covered in dirt. The task roll to detect the primitives is:

[Detect stationary/crawling camouflaged primitive – Asset Level X – Impossible (x1/4) – Target Number X - Roll(s): X] - X.

[Detect moving camouflaged primitive – Asset Level X – Formidable (x1/2) – Target Number X - Roll(s): X] - X.


The main goal is to create a challenge to the characters. As I mentioned in a previous post, the characters could easily mow down the primitives, as they have fought larger, better-armed groups. The primitives are still alive for a reason and it is not because they constantly run around in the heat of battle screaming "shoot me!",

As the characters have reached the village and have eyes on their target, they will dismount and send a team forward. Logan and Marshall (driver and gunner) will remain in the HMMWV on overwatch, as will Mitchell driving the 3/4-ton.

Harris and Potato will deploy with their L7s (two belts per man) to cover the flanks. Klasha will provide local security for the vehicles. That leaves Griffin, Macron and Robinson to move forward and check out the village center.

Off we go.



Sunday, May 5, 2019

0049 - Recovering the OT-64 - Part II

1020 26 JUL 2000
=============
"Most of the town had been destroyed. The few walls that were left standing were not enough to show what the building had previously been. The only exception was the church. The layout was pretty obvious, but that was the only thing. No wall over a meter was left standing in the village center. Strangely enough there was no rubble in the streets or scattered between the buildings. It was if the buildings had not been destroyed by explosions but rather disentigrated. In the end, it doesn't really matter. The place had been flattened. This proved to be an advantage.

From our view on a small hillock outside of the village, we could see the prize. A line of three OT-64 on a road leading to a bridge that was probably laying at the bottom of the small river it was intended to cross. The first and last had been brewed up but open hatches and engine panels showed that someone had been working on them. Tools and such lay scattered around all three vehicles. Someone had been working on the OTs but there was no one to be seen now. Behind the OTs were a couple of burned out trucks. No one there either.

There was no movement in the village except for an area at the town center. Some kind of trestle system running across the open area and something was strung up between the trestles. A quick view through the binoculars showed that the movement in the center fo town was actually a large murder of crows gathered around the trestles. We had been here long enough to know that that many crows in one place was never a good sign."


When creating the map, I had a few problems to overcome, one of which just happened to coincide with the tactical problem that the leader of the primitves would be facing: how to get close enough to achieve something without being shot down by the overwhelming firepower. The best possibility would be some kind of covered approach. I decided then to use the sewers.

The sewers run under the village and eventually lead to a sewage treatment system near the river. The tunnels are tight but will allow the starved primitives to move easily from point to point. A heavily burdened person with web belts, weapons, etc. will become stuck on a 1 on a D20 and the roll must be performed for every round of movment. The maximum movement speed is crawling but the Primitives can crawl at 5m per round, as they have experience moving in the sewer pipes.

The pipes are made of concrete and the blast and concussion radius values is doubled for all explosions in the sewers.

Underground there is currently no lighting except the rooms where the primitives live, which have weak illumination provided by some candles available in those rooms. There are three underground rooms. The first is three meters high and the roof is supported by columns. The other two are also three meters high in the middle along the long axis of the room but the height falls to one meter at the edges.

Two people can enter or leave through the manholes in a round. The positions of the manholes on the lower level are indicated and correspond to the man holes on the ground level.

At the beginning of the scenario all the Primitives are underground. The starting positions for everyone are shown on the map. The characters are mounted in their vehicles.







Monday, January 28, 2019

0048 - Recovering the OT-64 - Part I

1415 25 JUL 2000
=============
"We rolled up on the town as we usually did. I remember before the war, when we went on manuevers, you approached each town in a relaxed manner. The hatches were open, people were out in the sun, smokin' and jokin'. Not any more. When you roll up, you roll up like some may open fire on you because they just might. We rolled up on the town locked and loaded with weapons free.

Just before we reached the outskirts, two ORMO with a death wish stood in the road and waved us off to a side street on the right. Although there were signs of vehicles passing, it definitely was not the main route. Potato drew a bead on him but the convoy leader old Mr. Majkowski had assigned us seemed OK with it and waved off to the right too. It may be alright or it might not. Just in case this was an elaborate trap, Harris moved the barrel of his L7 in the direction of the convoy leader.

Finally after about 200m, the convoy leader waved us off into the parking lot of an old restaraunt. Large trees covered the parking lot and their branches kept out the sun. At least we could have a firefight in a nice place for once. No low crawlin' through the mud today. There were some more ORMO at the back of the parkin' lot and we pulled up in front of them. They seemed relaxed and were still at should arms, but I was pretty sure who the first two casualities would be if the fireworks started.

The convoy leader dismounted and signalled Klasha and Harris to follow him. They spent a few minutes jabberin' with them and the look of disbelief or suspicion on the major's did not make anyone feel better. Griff dismounted with Macron and the two moved nonchanatly off to the right, lookin' for a good position. Thankfully no one got any extra holes in them that day and the two came back from their impromptu meeting of the minds and let us know what the deal was. While we were discussin', the ORMO and the convoy moved off and left us to our discussion.

Harris told us there were Russians in the town and that the town council had asked that we stay out of their sight. It would be bad for business if we were to meet up appearently. The town council would be willing to put us up and keep the Russians occupied if we would assist them in locating some of their people. Since today was appearently "Help a Commie Day", the group decided to at least hear the proposal."

As detailed in the last post, the town council will relate the events leading up to the point where they lost contact with the mechanic and his team, They will request that the characters recover the mechanic and assist in the recovery of the items he was originally sent to recover. In return, the town is willing to offer shelter for the team for a period of up to three days.

Looking at it from the perspective of a NATO refugee stuck in the middle of Poland, it is not a bad deal, but could it get better. The group has a lot of odds and ends that they may want to trade. Since the tiown seems to be have a booming business going on, maybe the town would let them trade a bit too.

[GME: Will the town council give the characters access to the markets so the can do some trading before they leave - Chaos Rank 5 - Likely (75%) - 91% - No]

Now that is a surprise. Although this probably would lead to a rapid escalation, we can also use it as a carrot. The town council is not willing to let the characters access the market before they leave, BUT the are willing to give them free access after they return. First the work, then the pleasure.

Despite the set back, the deal is not bad. The characters willl take the deal and agree to find the missing mechanic. The town council will give the characters the location of where the mechanic was planning to go as well as the name and description of the mechanic. The characters agree to leave in the morning.

Before they leave, however, I can do a little record keeping (what would T2K be without it). The bullets, gas and beans used previously have to be removed as well as the medical supplies used to treat the wounded from our last encounter. Poor Klasha, that is definitely going to leave a scar.

The scratch wounds are gone. Griffin recovers from the slight wound to the left arm he recieved on the 22nd. Harris recovers from the slight wound to his chest, as does Macron. Currently, the only two wounded in the group are Harris and Klasha, both with a serious wound to the head. Pain meds are passed out and wounds dressed. Now we just need to wait.

Note on wounds: since my character sheets are in OpenOffice calc, I add comments to the wound boxes when the wound took place. This helps me track the progress. When the wound is healed, the comment can be deleted. Just a hack that some may find useful.

Now to determine the real situation. In the last post, we gave several alternatives for the scenario. I roll one D6 and determine that the mechanic and his party have been attacked (roll 2) and been captured (roll 6). I roll a group encounter to who attacked them and come up with Primitives. Oh, this got interesting.

Generally, primitives are a hard encounter for a referee (just my opinion, of course). The parties are generally well-armed and the primitieve are not. A straight out fight will not go well, so we need stealth. A single unit of primitives will also not be a challenge, so I roll three different group and combine them. I come up with the following:

  • Encounter: Primitives unit with primitives. (Observation 12)
  • ========================================================
  • Veteran Polish primitive #1
  • (Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

  • Motivation:
  • -----------------------------------------------------
  • Murderous: The NPC either has committed murder or is planning a murder. Murder in this sense does not mean a simple killing, rather means the secret and intentional killing of an acquaintance for reasons of personal gain. Although the world is a very violent place in the year 2000, murder is still rare.

  • Moderately violent: The NPC is aggressive and inclined to view violence as the preferred means of resolving disputes.

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

  • Main Weapon: .38 Special Snubnose with 4 magazine(s)/belt(s) and 20 loose rounds

  • Food: 1kg of Wild Food

  • *****************************************************
  • Veteran Polish primitive #2
  • (Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

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

  • Main Weapon: M9 with 2 magazine(s)/belt(s) and 20 loose rounds

  • Food: 10kg of MREs

  • *****************************************************
  • Veteran Polish primitive #3
  • (Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

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

  • Main Weapon: .22 Automatic with 5 magazine(s)/belt(s) and 20 loose rounds

  • Food: 5kg of MREs

  • *****************************************************
  • Experienced Polish primitive #4
  • (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

  • Main Weapon: Hatchet

  • Food: 1kg of Domestic Food and 1kg of Soviet Field Rations

  • *****************************************************
  • Experienced Polish primitive #5
  • (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

  • Main Weapon: Club

  • Food: 8kg of MREs

  • *****************************************************
  • Experienced Polish primitive #6
  • (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

  • Main Weapon: Spear

  • Food: 4kg of Wild Food

  • *****************************************************
  • Experienced Polish primitive #7
  • (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

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

  • Main Weapon: Spear

  • Food: 2kg of MREs

  • *****************************************************
  • Novice Polish primitive #8
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 2kg of Domestic Food and 4kg of MREs

  • *****************************************************
  • Novice Polish primitive #9
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Hatchet

  • Food: 1kg of Domestic Food and 2kg of MREs

  • *****************************************************
  • Novice Polish primitive #10
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 1kg of Wild Food and 4kg of Soviet Field Rations

  • *****************************************************
  • Novice Polish primitive #11
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • *****************************************************
  • Novice Polish primitive #12
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 2kg of Domestic Food and 2kg of MREs

  • *****************************************************
  • Novice Polish primitive #13
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Longbow with 11 arrows/bolts

  • Food: 2kg of Wild Food and 4kg of Soviet Field Rations

  • *****************************************************
  • Novice Polish primitive #14
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 1kg of Wild Food

  • *****************************************************
  • Novice Polish primitive #15
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 4kg of Domestic Food

  • *****************************************************
  • Novice Polish primitive #16
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Club

  • Main Weapon: Spear

  • Food: 2kg of Domestic Food and 1kg of MREs

  • *****************************************************
  • Novice Polish primitive #17
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 4kg of Domestic Food and 1kg of Soviet Field Rations

  • *****************************************************
  • Novice Polish primitive #18
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 5kg of MREs

  • *****************************************************
  • Novice Polish primitive #19
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 1kg of MREs

  • *****************************************************
  • Novice Polish primitive #20
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Crossbow with 10 arrows/bolts

  • Food: 1kg of Domestic Food

  • *****************************************************
  • Novice Polish primitive #21
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food:

  • *****************************************************
  • Novice Polish primitive #22
  • (Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

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

  • Main Weapon: Spear

  • Food: 2kg of Wild Food

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

  • The unit is on foot.

A bunch of primitives lead by a murderer. What could go wrong?

Now we need a map.