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From the archives...
Hey all, anyone here remember the old T2k mailing list which was the precursor to the Townhall t2k forum?
someone (maybe it was one of you guys) wrote a starting Kalisz adventure. I saved it to my computer back in the day, but I thought I'd post it up just for kicks. It was saved to a txt file but I'm not able to upload. Here's a copy and paste. btw anyone know how much collision damage a M35 2.5 Ton truck ramming the side of an M113 would cause? ************************************************** ******** This is a beginning scenario designed to cover the first week of your escape from Kalisz and (hopefully) get you out the immediate area alive and with some sense of purpose and direction as to where and how you want to flee. this scenario is recommended for at least 4 PC's and as many as a squad (8). Not all of the encounters are easy. Some are designed to take out your parties vehicles ( a good opportunity to make another scenario I.E. raiding a Soviet garrison) while others are designed to give the PC's a place to resupply and replenish any losses from KIA. There are a few encounters designed to try and kill a party; but with cunning, team work and some luck your PC's should survive and add a few needed items to their booty. July 18 0230 hours As the PC's are readying themselves for the breakout in the morning ( let the players draw all arms and supplies but no Vehicles) a mortar located somewhere Northwest of Kalisz starts firing rounds into the city and most are impacting into the 3-77 Armored area. A LAV 25 command vehicle (LAVCV) being stripped for parts is destroyed and a LAV 75 is damaged. Several groups of misc. personnel are assembled (of which your party is one) to beat the bushes until it is found and an end put to the H&I (Harassment and Interdiction) fire. basically it should sound like this: " I'm Major Payne. You, you, you and you go stop that incoming fire. NOW!! that's an order" after about an hour the PC's will stumble upon a 4(5) man special forces team using an 82MM auto mortar (7 Rounds). 1. 4th GTD 96th Cavalry Special Forces (leader) init.4. AKM /2MAGS. Makarov /1 Mag(6 Rnds). Arm is in sling (12 body points). 2. 4thGTD/96thCav SF (mortar operator) Init. 2. AK 47 /1.5 Mags. No Firing first Combat Round. 3. 4thGTD/96thCav. SF (guard) Init. 4. RCN 65 . AK 47 /1 Mag. 4. 4thGTD/96thCav. (former tank driver/ Mortar loader) init.3. AKM /1 Mag + 8Rnds. 5. 4thGTD/96thCav. SF (sniper) init.4. SVD /2 5Rnd Mags. In Camouflage 100 Yds. away. Any PC with RCN 60+ can spot (DIF: RCN). He will wait for the unit to be discovered before he attacks. Remind PC's that the mortar is a valuable item even if they do not possess IF skill. By the time the PC's dissassm. the Mortar and police up the area (strip dead, bandage wounded, reload, collect spent casings) it should be 0500. As they are heading back to the AO( Area of Operations ). All hell breaks loose. Firing starts all around them. Troops are panicked and running every direction. Some are throwing down their guns and packs and running off into the woods. 10% chance of finding a good M-16. 20% of the M-16 having a full Mag. 1 in D6 of finding an M-16 Mag in a rucksack. 10% chance of finding something useful. roll D6. 1.Pistol Mag 2.D6 loose .223 rounds 3.Hand Grenade 4.Claymore Mine 5.2KM Radio 6.NVG (Night Vision Goggles) Don't let the players get too involved searching. After 7 turns a contingent of 10th Polish Tank Division will roll into the AO. (see below) As (if) the players are searching the packs to their left they see A man trying to climb up onto an M113 APC . The commander stands up and shoots the man (M16EZ/ 1 Mag. 5 MRE) Then he is shot in the back by an unknown person and falls off. The M113 then takes off right into a tree. Before the M113 can reverse it gets it's side crushed in by an M35 2.5 Ton truck ramming it head on. The driver of the M35 flys through the windshield into the side of the M113. 10 men jump from the back of the truck as it catches fire. There are 5 vehicles in your immediate vicinity(all vehicles are roughly 30 meters away): 1. M35 2.5 Ton truck Wear:8 (smashed front end and on fire)( 8 Random items in rear) 2. M113 APC Wear:8 (smashed side trying to Reverse and escape burning M35. 3 occupants Commanders cupola is open) 3.LAV-75 Wear:6 (damaged by earlier Mortar attack)(5x75mm He Rnds) 4.T-72E Wear:7 ( captured vehicle)(no Main gun Rnds) 5.M1E1 Wear6 (engine Wear 9)(1xHEAT Rnd; 3x WP Rnd) There is a 20% chance per round of each vehicle being hit by incoming fire as the players race for them. The M35 will explode in the fourth round (if not extinguished) after the PC's try to aquire a vehicle. If the PC's try for the M1E1 three men jump onto the vehicle ( if the players try to stop them it could make an interesting fight as there is already a man in the tank) RNG: Long 1. 3-77 Armored 1st Leut. Init.. 4 . M-16/ 2 Mags. Kevlar Vest and Helmet Colt 1911 /2 Mags. 2. 1-40 Armored 1st Leut. Init. 3. M231/ 3 Mags. Kevlar Vest Colt 1911 / 2 Mags (gunner) 3. 3-77 Armored Sargent Init. 2. M16EZ/ 1 Mag (driver). 4. 3-70 Armored Spec 4 Init. 4. M231/ 1 Mag (loader/Radio man) If the PC do not stop the men by round three they escape into the Vehicle. Roll percentile 2x for incoming fire on this vehicle. 2 direct hits will destroy. 1 hit 1miss will destroy Eng. and be abandoned. 2 near misses will throw a track and vehicle will be abandoned. if misses twice it will escape. If the players try for the T-72E there will be two men in front of them. They will be killed by 3 men off to the right. then they will attack the PC's.(RNG: MED) 1. 3-70 Armored Sargent Init. 4 M14 / 2 Mags (gunner) 2. 3-77 Armored Spec 4 Init 4 Beretta 92 / 2 Mags (loader/driver alternate) 3. 3-77 armored spec4 Init. 3 M16 / 3 Mags (driver) If the PC's do not make it to the T-72E by round 3 or kill the other team then the other team beats them to the vehicle. However as they approach it. An incoming round will kill them and damage the vehicles track (MEC: AVG. with tools Takes 4 rounds). If the PC's try for the M113 they will have to be made aware that firing weapons into an armored vehicles is a bad idea because of ricochet and could damage vital instruments, Also if the fire in the M35 2.5 Ton truck is not extinguished by turn 4 it will explode. Treat as explosion/Fragmentation damage at burst radius (60% chance of being hit) 1. 4-12 Cav. Sargent. (driver) Init. 3 MP5/ 3 Mags; Machete 2. 4-12 Cav. Spec.4 (passenger) Init. 2 M-16/ 2 Mags. Knife 3. 4-12 Cav. Sargent (MEC ) Init 4 Beretta M9/ 1 Mag. Wrench (treat as club) If the PC's try for the M35 2.5 Ton truck it must be put out before it can be moved or started . 1st turn MC or TW: ESY. 2nd Turn MC or TW: AVG. 3rd turn MC or TW: DIF. By turn 3 1d6 tires are damaged and will need replaced also 1D10/2 random items in the rear will be salvageable(chosen by the referee from the equipment list). 4th turn Explosion treat as explosion/fragmentation (60% chance of being hit) If the fire in the M35 is not extinguished by the characters by now it will explode. treat as explosion/Fragmentation at 2x burst radius (20% chance of being hit ) And cover the area with thick smoke. TURN 4 If the players have reached their Vehicle do not let them enter yet. A HMMWV (Squad Carrier Config. No top) drives up and comes skidding to a halt (RNG: Short) And Two MP's jump with a bullhorn: " THE POLISH ARMY HAS BROKEN THROUGH FROM THE NORTH AND WEST AND HAVE TAKEN THE COMMAND CENTER, THEY WILL BE HERE IN LESS THAN TEN MINUTES(in 3 turns). YOU ARE OFFICIALLY ON YOUR OWN. ELEMENTS OF THE 1-40 AND 3-77 HAS BROKEN THROUGH TO THE SOUTH; ALL SUPPORT PERSONNEL SHOULD FIND A UNIT TO ATTACH THEMSELVES TO AND TRY TO......" At this time a mortar blast kills both MP's and slightly damages the HMMWV. HMMWV wear:4 (damaged radio{ELC: DIF}flat tire {MEC: ESY 2 turns}) Spare Tire. 2 ruck sacks MP1 M-16EZ/ 1 Mag. Beretta M9/ 1 Mag MP2 M-16EZ/ 1 Mag. Beretta 951/ 1 Mag In ruck sacks 2 Mags M-16(15 Rnds); 2 HE grenades, 2 Claymore Mines, 2pr. BDU's, 1 pair boots(sz. small); 1 pr. NVG. roll 2x for mortar attacks against players (20%) Then once against Vehicle taken (20%). Turn 7 10th POLISH TANK DIVISION CONTINGENT. T80 Wear:8 (4x125mm HEAT) BMP-C Wear:7 ( 8 troops inside + 10 on top) BMD Wear:5(SUS WEAR:8) (damaged 30mm gun) 12 Category II troops Init: 3 AK 47 / 2 Mags Each. Hopefully by the time this contingent get to the AO you are going out the other side. If the PC's aren't Treat the Soviets as having Init 3 for Tank Combat Initiative. During playtesting the M1E1 was destroyed before the group could even go for it. I also started one of the characters with nothing. The group working together found him a good M-16 in the first round and 2 M-16 Mags in the second but no other goods. Because of the proliferation of men and vehicles in the immediate area it would make thinks more interesting and realistic if random encounters were rolled every half or full hour instead of every period(4 hours). ENCOUNTER TABLES D12 ENCOUNTER TABLE 1 D12 VEHICLES ENCOUNTER TABLE 1. 6 MAN SQUAD 1. Car 4 drunk soldiers 2. Mortar Crew 2. T-72 3. Deserters 3. T-64 4. Refugees 4. BRDM 60 5. Snipers 5. M113 6. Broken Half track 6. BRDM 60/ BMP 7. 2 Men in Jeep. 7. M-155 8. Patrol 8. ZSU-122 9. Deserters 9. M-60A2 10. Snitch 10. T-72/ T-64/ BRDM 70 11. Thugs 11. Road wreak 12. Outpost 12. Road Block D12 OTHER ENCOUNTERS 1 D12 OTHER ENCOUNTER 2 1. Tank trap 1. Friendly village 2. Anti-tank mines 2. Underground bunker 3. Booby trapped house 3. Unfriendly village 4. Blown bridge 4. Blown Bridge 5. Downed Trees 5. Massacre site 6. Refugees blocking road 6. Signal Corps 7. Farm House 7. Marauders 8. Village 8. Villagers (refugees) 9. Field Hospital 9. Scenario 10. Mines (marked) 10. Horses 11. Unexploded Munitions 11. Moonshine Operation 12. Burnout Hulk 12. Bandit base camp. The PC's should run out of gas somewhere close to the road between Kepno and Zloczew ( the closer the better) Where they can observe the road and maybe capture a prisoner or Refugee to interrogate. If they choose to They should be told the following rumors. The 4th Guards Tank Division has real Gas. (TRUE). Lodz is having three Helicopters shipped in to Search for American Guerrillas (FALSE) There is a field Hospital to the south (TRUE) There is a bridge across the Warta between Wielun and Krzepice (FALSE) The woods to the south are filled with Americans and Marauders (Somewhat TRUE) Namyslow to the south is a Friendly village (FALSE). The Americans have taken over Pokoj and are using it help Americans to Plan their escape (FALSE). There is a Marauder base camp somewhere close. (TRUE). Outside of Opole is a large black market thriving. Anything you need can be bought there. (TRUE). The town of Kamiensk is looking for soldiers to help defend their town in exchange for fuel and shelter. (TRUE). There is a bridge across the Oder between Olawa and Brzeg (TRUE) American Deserter . Dirty and disheveled, he will not put up much of a fight and will surrender the first time he is injured Init.2 Tokarov/ 1 Mag, Hatchet. After being questioned he will whine and beg to join their party and nothing short of killing the man or tying him up and leaving him somewhere will stop him from following the PC's. If he is allowed to join at the first battle he will flee, Taking any weapons given to him and any food he can get his hands on along with any valuable and portable items handy (I.E. IR.. goggles, 5Km manpack radio, one of the PC's stash of gold{an incentive for the PC's to chase him causing many random encounters}). Russian deserter. Dressed half in uniform and half in civilian cloths he will resist until shot or knocked unconscious( if a concussion grenade is used roll for a patrol encounter). Refugee. In exchange for food a refugee will tell everything he knows, including what he can make up on the spot. The bridge across the Oder: There is a small railroad bridge long unused (though Krakow has a steam powered train) on the other side of the bridge there is a T-62/64 and the bridge is wired for demolition. There are 3 soldiers from a category 3 polish unit, one is in the commander turret with his butt on the rim and holding The bridge detonator, One is working a small still and one is cooking food over an open flame. If the PC's have LNG: Polish they will be able to hear then talking. " I had this war Yuri" The one at the still is saying. " I know, leutenant, but are we to do? we haven't received orders since the 11th and the Americans are miles away by now" " the damned Russians and their 4th GTD, everything was fine until they cane through" "I heard on the radio that gave them some whipping before they folded and ran" "yes but they had gasoline and they didn't even give us any, it's not right" If the PCs wait another few minutes another man will come out of the woods pulling up his pants "OK what have you decided?" the man asks. "we have decided to desert" the man in the turret says. "OK Where to?" " would say Krakow, But we'd have to go through the Mad Markgraffs territory." " or we would have to go through the Nuclear wastes and our tank is not NBC proof" "we could go around and come in from the east" "OK how long" "another 12Hr. and we'll be full" 1. turret man PPSH 41 / 50 Rnd Drum 2. Still man Tokorov / 2 Mags 3. Cook Man AK 47 / 1 Mag 4. Shitting Man AK 47 / 1 Mag ; Makarov / 2 Mags If the PC's are smart and have FOR they could offer the NPC's fake orders allowing them to get close to Krakow. RANDOM ENCOUNTERS 1. 6 Man Squad Commander AKM/ 2 Mags Init. 4 . the rest are Novice armed with SKS and 2 Mags. 2. Mortar Crew 1. Forward Observer M-16EZ / 3 Mags Init.4 2. Sighter PPSH 41 / 2 Mags Init. 6 3. Loader PPSH 41 / 2 Mags Init. 6 3. Deserters: American 1. Supply Sargent Init. 3 12 gauge pump / 22 Rnds slug. 2. Pvt. Matter Init. 2 M-16EZ / 2 Mags 2 HE Grenades 4.Refugees: they appear to be 4 refugees walking in single file through the woods. they are actually Spent SF.(RCN: DIF) 1.Commander (green rags) Init. 2 Cheat Scorpion / 2 Mags 2. Spetznaz 1 Init. 4 Chech Scorpion / 2 Mags 1 WP Grenade 3. Spetznaz 2 Init. 3 AKM / 2 Mags 4. Spetznaz 3 Init. 4 AKM / 1 Mag 1 HE Grenade 5. Sniper: a sniper and spotter hidden in the woods (RCN: DIF) Sniper Init.2 SVD / 2 5Rnd Mags 1 Grenade Spotter Init. 2 AK 47 2 Mags 6. Broken Half-track: an M6A1 WW2 Half-track. 2 Troopers/ Mechanics are trying to repair it. There is a Commander a driver and 4 Troopers standing around ( Init.2) .All are armed with SKS / 3 Mag. In the back of the half-track: 1 RPG 18 1000 Rnds 7.62s 4 HE Grenades 1 Camo Tent 6Rnds RPG 2 20Liter Jerry Cans Ethanol. 7. 2 Men in Jeep: 2 US Men in a Jeep (80 Liters Methanol) waiting for a 2.5 Ton truck to catch up to them. If questioned they will reveal the following: 4th GTD has real gasoline. the road is clear for the next 10Km. 8. Russian Patrol: 4 Russians on foot patrol All armed with AK47/ 3 Mags Init. 3 9. 3 deserters: Russian deserters on foot all armed with Makarovs / 1 Mag. 10. Snitch: a Man hiding in the woods with a radio and a Makarov / 1 Mag. He is giving information on US troop movements. 11. Thugs: 2 Thugs in a small village on horses. Thug 1 M-14 / 4 Mags Init. 6 Thug 2 M-16 / 2 Mags Init. 3 12. RPD Outpost: a Soviet outpost on a back trail. Firer (5 Belts) Init. 5 Guard AKM / 2 Mags ; 2 Grenades Init. 4 Loader Init. 3 Spotter Init. 3 SKS / 2 Mags RANDOM VEHICLE ENCOUNTERS 1. 4 Drunken Russians driving in a beat up civilian car firing erratically celebrating the defeat of the Americans. All have Init 1 RNG: MED CRM 20%. Vehicles has 4 Liters Ethanol. 1. SKS / 1 Mag 2. SKS / 2 Mag 3. AK / 2 Mag 4. Makarov / 2 Mags . 2 liters of alcohol. 2. T-72 Gun bent, Blast damage to engine. No dead bodies around. Older Wreak. stripped. 10% chance of having usable part. 3.T-64. Recent tracks lead to this vehicle. It has a recently blown track from a mine. The main hatch is booby trapped with a HE grenade. no bodies but three blood trails. Marked as 1st Polish Free Legion.(38 Liters Ethanol) 4. BRDM 60. Camouflage with 12.7mm MG lying in ambush. 12 troops Init. 3 (42 Liters) Methanol33 Rnds 12.7mm. Driver (no weapon) Gunner 1.SKS / 2 Mags 7.SKS / 1 Mag 2.SKS / 1 Mag 8.SKS/ 2 Mags 3.SKS / 2 Mags 9.no weapon (wounded 4 body points) 4.SKS / 1 Mag (wounded 4BP) 10.SKS / 2 Mags 5.SKS / 2 Mags 11.SKS / 1 Mag 6.SKS / 2 Mags 12.AKM / 2 Mags 5. M113 with .50 Cal. copula will immediately attack, They want the vehicles and will only try to put them out of commission (if the radio works they will offer to let you surrender.) 33 RNDS .50 SLAP. 35 Liters Methanol. 1. M-16EZ / 1 Mag 2. Beretta M9 3. Grenade (HE) 4. no weapon (wounded 8 Body Points) A PC with a good Skill may be able to convince the attacking NPC's that it is in their best interest to form an alliance ( IF)and thus double their offensive firepower. If this happens the PC's will have to split their fuel supply with the APC. After a day the APC and crew will disappear and not be seen again. 6. BRDM and BMP driving down a dirt track. BRDM 60 Wear:6 70 Liters Ethanol Driver Czech Scorpion/ 4 Mags Commander Makarov/ 2 Mags Passenger AK 47/ 2 Mags Passenger AKM / 3 Mags Passenger AKM/ 5 Mags BMP Wear: 7 70 Gallons Ethanol Driver Colt 1911 / 4 Mags Commander Tokorov / 1 Mag Passenger RPG 16 / 2 Rockets 2 cases MRE 4 AT mines. 7. M-155 Abandoned in trench (emplacement) 10 RNDS HE; 2 RNDS Anti-Personnel. Spiked barrel (RCN: ESY) repairable (GS: ESY with HW tools : DIF without). RNDS are booby trapped with C-4 and Clacker under them (RCN: AVG.). 8. ZSU 122. vehicle looks dead. Recently blown track, Blast damage and missing external pieces. If approached the turret will turn and expend all ammo( 40 RNDS). Has 60 Liters Methanol and 2 20 Liter cans of Ethanol. Commander AK 47/ 1 Mag Gunner AK/ 1 Mag. Driver and 2 others dead inside. Repairable (MEC: DIF) Wear: 9. 9. M60A2 Wear: 4 8 men 20 RNDS SABOT. 3/77th out of gas and willing to trade for it. 1 case grenades 2 M-16s 6 30RND M16 Mags 1000 RNDS .223 500 RNDS .50 Chemical sniffer The Referee should feel free to use any combination of the above items in trading for fuel with the PC's but not all of them. The M113 and crew will not join or be interested in forming any type of alliance. If asked of their plans they will be vague. 10. T-72 / T-64 / BRDM 70 T-72 is in the lead followed by the T-64 towing the BRDM 70 which is out of gas. T-72 Wear: 3 Driver M-16EZ / 2 Mags Gunner AKM / 6 Mags Commander Makarov / 2 Mags; Colt .45 / 1 Mag Loader AKM / 3 Mags Loader SKS / 2 Mags 42 Gallons Methanol 3RNDS HEAT 5 RNDS APDPS T-64 Wear: 6 Driver No Weapon Gunner AK-47 / 2 Mags Commander AKM/ 1 Mag; Tokorov / 1 Mag Loader AKM / 2 Mags Radio man SKS / 2 Mags Loader AKM / 2 Mags 46 Gallons Ethanol 12 RNDS HEAP BRDM 70 Driver AK 47 / 2 Mags Gunner(roof)RPD 100 Rnds trooper1 SKS / 3 Mags trooper7 SKS / 2 Mags trooper2 SKS / 2 Mags trooper8 SKS / 3 Mags trooper3 SKS / 2 Mags trooper9 SKS / 2 Mags trooper4 SKS / 2 Mags trooper10 SKS / 3 Mags trooper5 SKS / 3 Mags trooper11 SKS / 2 Mags trooper6 SKS / 2 Mags trooper12 SKS / 2 Mags 11. Road Wreck: the track ahead is blocked by a T-62 laying on it's side semi-stripped (20% chance of finding useful part) and a Bridge Layer, it's engine crushed and unmoveable. Also stripped. There is an old refugee hiding in the T-62. If questioned he will reveal the following: The wreak happened 2 days earlier in the daytime. A firefight ensued and there were some wounded. Raiders stripped the Vehicles yesterday. Raiders put things into the ground on either side of the wreak. Players will find 2 Anti-Tank mines on either side of the wreck (RCN: AVG.) If not 10% chance of hitting a mine. 12. Road Block: The trail is blocked by a T-55 and a ZSU-100. they are raiders and want the vehicles. They offer to let the PC's walk away with whatever the PC's can carry. There are 18 troops deployed on both sides of the track. 5 AK 47's / 1 Mag each 8 Grenades 1 case MRE 540 Rnds .556 9 M16 EZs / 1 Mag each 2 WP Grenades 2 Night Vision Devices 225 Rnds 7.62s 2 Beretta M9s / 1 Mag total 1 RPG 18 2 Rnds 1 M21 Sniper rifle 80 Rnds 9mmP 2 Colt .45 / 2 Mags each 20 API .30 Cal. Rnds 1 Case Vodka 23 Rnds .45 14 Rnds 7.62n 1Small Still Other Stuff 1 1. Tank Trap: 18 Ft. across, 15 Ft. deep half full of water in the woods (RCN: DIF) 2 Anti-Tank Mines: 3 in a triangle on the road and three on either side (RCN: DIF) 3. Farmhouse: booby trapped RCN: DIF) does 2d10 Dam. for 30Ft. and an additional 1D6 to whoever opens the door. there are fresh tracks on the ground leading to 4( or Alt ) 4 Blown Bridge: unpassable bridge on a narrow but steep river not listed on the map. (15% chance of a sniper on the other side Mozin Nangent 7.62x54R 30 Rnds Init 4) RCN: DIF. 5.Trees Down: Trees blown across the trail purposely. Will have to be blown, moved with Vehicle and rope or sawn (1 period ) If blown has a 40% chance of attracting Veh #6(from Vehicle encounters table. 6. Refugees: 20-25 people directly in the middle of the road they have set up tents and camp fires. Carrying old sword and 2 dbl. Barrel 16 gauge shotguns. if questioned they will say that they were forced out of their village (1-15 Km. away; accounts will vary) last night by Raiders and came here in the dark form any direction (again accounts will vary). 7. Farmhouse: Abandoned. All the animals are dead and it is very quiet. None of the animals have been touched by scavengers. Fields are unplowed and unplanted.(RCN: ESY) Blister agent 105 chance of becoming infected. 8. Village: abandoned and looted. 5% chance of finding useful item. 9. US Field Hospital: an Army MASH unit in process of packing up. 3 2.5 Ton trucks, 2 Jeeps and 2 HMMWV ambulances. 250 Wounded, 8 Doctors. The PC's can get MED care here but not much else. There will be some info on troop movements and other recent battles. If the PC's try to take the Hospital's Vehicles 2D10 wounded will try to stop them.(though this could make the game more interesting ). 10. Minefield: anti-personnel minefield marked in English and German Says approx. 100Ft. but is actually 100Yds. 11.Unexploded munitions: a pocked marked clear area with a sign( in Russian LNG: ESY) Unexploded munitions 100 Meters. 12. Burned out hulk: blocking the trail is an un identifiable Tank with AT holes in it. old. Other Stuff 2: 1. Friendly Village: About 80 old men and boys and a few old women. They will help the PC's if persued, will help fix or find parts(20% chance), help the wounded, feed the PC's and repair Uniforms. The villagers have limited information about a 10Km. area around the town and will tell the PC's about the underground bunker(#2). They would like to have weapons. 2.Underground bunker: This underground bunker is giving orders to several Class 2 and 3 troops gathered from snitches (encounters #10) and villages (other encounters 2 #3) and refugees (encounters #4). If the PC's have had a firefight and retreated or an NPC escaped or the PC's are being chased This place will know of it and the PC's strength and general location and there will be: 2 TOW Teams 2 Tow Rnds ea. and 2 SKS w/ 1 Mag. 1 T-62 Wear: 7 8 Rnds HEAP (damaged MG) 50 Liters fuel 1 T-55 Wear: 5 8 Rnds HEAP 35 Liters fuel. 15 Men armed with SKS with 1 Mag. If you have not had trouble or have killed all the enemy NPC's encountered then the vehicles will be under Camouflaged nets being serviced by 4 mechanics being watched by 1 guard with a SKS and 1 Mag (not loaded) and the other men will be inside: 11 soldiers 8 Tank men 1 political officer 1 commander 2 radio men plus 1D6 US prisoners(to replace KIA), 1 Czechoslovakian Defector and a Village Mayor who is US friendly. If rescued he will tell the PC's there is 300 liters of real gasoline buried in the town of Prazka. 3.Unfriendly Village: about 80 unfriendly old men and women who will let them come into the village but will help them as little as possible but will keep them there as long as possible while one of the old men contact HQ (OTHER ENCOUNTERS 2 #2) and get help to defeat the PCs. If the leader is searched the PCs will find extra food ration papers and a Tokorov pistol with 3 Rnds in it. If the village is searched the PCs will find 5 dead US service men with 7.65x25 bullets in the back of their heads. There is also a sniper in the woods (RCN: AVG. ) with a Mosin Nangent with scope and 5 Rnds. 0-15 Min. escape 80% 15-30 Min. escape 50% 30-45 Min. escape 25% 1 Hour escape 10% Reinforcements will come from #2 underground bunker if it hasn't been destroyed. 4. Same as Stuff #4 5 Massacre Site: about 35 dead and stripped US and German Service killed about two Hr.. earlier. 10% chance of there being a sniper hidden in the woods (RCN: DIF). If the PC's try to track those responsible they will follow the trail (RCN: ESY) until they get to the road going east. Then the trail will be lost. Roll for a random encounter. 6 Polish Signal Corps. 3 Men directing traffic. Each has a PPSH 41 with one Mag 7. Marauders: 10 with 2.5 Ton truck(34 Liters) and an OT -64 with an RPK and 5 100Rnd drums.(44 liters) The truck is filled with scavenged war booty. 2 case AP Mines 1 Case Claymore Mines 1 Case HE Grenades 4 M-16EZ 2 AK 47 2 .45 Pistols 3 Tokarov Pistols 2 Cases MRE There are misc. clothing and BDU's from both US and German troops. If any of the men survive they will tell the PC's where they have hidden a cache of weapons, ammo and gas in exchange for their lives. The Cache contains: $200 in US currency 1000Rnds 7.62N 55 Rnds 120mm WP $200 in Russian currency 10 Rnds TOW 1 M60 1 Case Grenades 5 H&K G3 2 1911 .45 Pistols (2) 55 Liters Drums Methanol The cache is located near the town of Prazka. 9. Random Scenario 10. Wild horses: a bunch of wild horses. they cannot caught. Just shot. 11. Moonshine operation: 4 Men Init 2 with pistols (.22) making moonshine (ethanol) They have 12 liters which they will gladly trade for they're lives and a small still which they will fight for. 12. Bandit Base camp: This camp is situated not far from the main road. There are 7 tents of various makes and about 70 bandits of all nationalities roaming around: 2 Army Jeeps 2 HMMWV(one with .50) 1 Centurion MKVII (broke) 1 5 Ton truck 1 5 Ton Gas truck 1 UAZ- 469 2 T-64 (1 Dissassm.) 1 Vehicle repair shop, Portable As the PC's watch 8 girls are brought into camp tied together and thrown into tent 4. Between tents 5&6 there is a radio antenna and a radio. There are about 10 men clustered around and every so often they cheer. If the PCs stay for a half hour they have a 20% chance of being detected. A tall older man will issue orders after a cheer and the two HMMWV , a T-64 and a 5 Ton 6x6 will leave. The bandits do not scare easily and sniping only makes them angry and they will proceed to grab every large gun in the camp and blast the surrounding forest. If the PC's wait until dark the 4 vehicles will return each towing something. If the PC's have lost a vehicle it will be towed in now. 105mm Howitzer BTR 70 Centurion Tank HMMWV Also all the other marauders will arrive (if their still alive) Other#7;Other #12; and the moonshine men (Other2 #11). After dark there will be screams from tent #4 10000 7.62 12 Cases MRE 20 M-16 Lots of spare parts 10000 7.62s 12 Cases Grenades 22 SKS 2 RPK 1000 9mmP 20 TOW 10 AK Lots of Uniforms 1000 5.56 25 LAW 2 CAWS 6 PRC-25 Radios 440 12 3 NVG 1 .357 revolver Even if the PC's do not encounter the Bandit base camp and the Underground bunker the Referee should make sure that they do. While this may seem like an impossible task The PC's should be made aware that taking out the underground bunker or the Bandits camp will help them escape as well as do wonders for their reputation in the villages that they pass. Taking out both would go a long way in ensuring the PC's will remain free and active. Smart PC's may wish to try and get the two into a battle which would serve 2 purposes. 1 it will tie up all the local enemy forces and two it will allow the PC's more freedom of movement . |
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Simple answer - not very much.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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There isn't a simple answer. The first question should be "at what speed does the collision occur?'. I guarantee you that if the truck hits the M113 at 70kph they are both going to suffer some serious damage (obviously the truck will be the loser).
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"It is better to be feared than loved" - Nicolo Machiavelli |
#4
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For the truck to do any serious damage to the M113, it would have to be doing a very good speed and collide on just the right angle. The truck would be a complete write off though.
In the example given Quote:
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#5
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Yeah, you've got to wonder about that. That the 10 guys can disembark the truck unassisted would suggest a low speed crash but then why would the driver go through the windscreen? I think track and suspension damage to the 113 would be greater than any hull or chassis damage.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#6
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Great find.... I am adapting it to TWL2013 for use.
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
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