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Old 06-17-2023, 06:42 PM
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Did the driver of Pole Position have to make a driving roll, to successfully swim the river?
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Old 06-17-2023, 07:14 PM
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Quote:
Originally Posted by kcdusk View Post
Did the driver of Pole Position have to make a driving roll, to successfully swim the river?
I believe so. I don't remember seeing anything in the rules specifically about amphibious vehicle operations, but it seems like something that would merit a driving check as it's not really routine for most military vehicle operators, and would, IRL, require more skill than simply driving down the road would. So, I rolled for it.

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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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Old 06-19-2023, 02:20 PM
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Default End of Shift 1, July 29, 2000

It’s hard to see much through the SKOT’s vision blocks, but it doesn’t look like it’s “snowed” here. From what Grease and Bird can observe without exiting the vehicle, the nearby settlement consists of an old brick church and less than a half-dozen other structures sitting astride a paved east-west road. There are no obvious indications of habitation.

Sarge and P.R. have both stopped vomiting, but nausea, dizziness, and weakness persist. Deacon does his best to treat them, but there’s not a lot he can do with the team’s scant medical supplies.

“Charcoal might help. If you can find or make some charcoal…” Deacon speculates.

“Gas masks and gloves,” Walker instructs the scout team (Bird, Honeybear, Sandy). “At least until we can get a look at the ground.” They exit via the SKOT’s rear doors which, being oriented vertically, are less likely to be retaining as many potentially radioactive dust particles as the horizontal roof hatches.

A close inspection of the earth and foliage in the vicinity of Pole Position suggests that this area didn’t receive a dusting of ash, so Walker authorizes everyone to remove their uncomfortable MOPP gear. Grease sets about rinsing Pole Position down with buckets of water from the nearby Prosna.

With Bird on point, Walker leads the scout team towards the hamlet. As they get closer, it becomes apparent that there’s been fighting here, although it looks to have taken place several months, if not years, earlier. There are several shell holes in the old stone church, including one that caved in most of its roof, exposing the interior to the elements.

Each of the settlement’s handful of buildings is given a cursory search; all appear to have been thoroughly looted. The only items of use that the scouts find are a fishing pole and a European football (i.e. soccer ball).

The scouts return to Pole Position with their meager haul of loot. Captain Walker spreads out the unit's map of the AO on the troop compartment floor. Her index finger traces the Prosna River south from Grabow, until it curls east just north of an east-to-west paved road. If Captain Walker is reading the map right, the hamlet they’ve just searched isn’t even on it.

“If we’re here, then we’re only about… 5 klicks south of Grabow, and Ivan. And I don’t like being so close to this paved road, especially when we know they’re looking for us.” She looks at Sarge, “You OK to travel?”

“Yes, ma’am,” McNulty grunts, failing to conceal his continuing discomfort.

Walker flashes a skeptical frown, but she doesn’t argue. “Question then is, where to next?”

Leaning over the 1:50,000 scale US Army map, Walker points out a highway running north-south intersecting their line of march on a westerly heading. If the Soviets are still trying to cut off escape for survivors of the 5th ID, that highway is probably patrolled aggressively. The woods the Diamond’s had been dipping in and out of for the past two days lie to the east.

“That leaves south,” Walker’s finger taps an irregular patch of dark green on the map. “This small forest is about 5 klicks from here. We could lay up there for a few hours, take a bit of breather.”

There are no objections. Grease drives the SKOT out of the thicket and turns east on to the road running through the hamlet. For the next half-an-hour or so, the Diamonds' driver follows a more or less southerly heading, using mostly unpaved country roads. The dark line of the forest is soon visible on the southern horizon. Pole Position rolls towards a small hamlet.

Up ahead, an old man- he must be at least 75- steps out from behind a stack of hay bales by the roadside and fires a single shot well over the approaching APC with what appears to be a bolt-action rifle.

A somewhat comedic standoff ensues- an elderly Polish David squaring up to an armored Goliath.

With Bird and Honeybear covering, Walker exits the vehicle; Deacon follows, helping P.R. to walk- the team’s translator is still weak and unsteady as a result of radiation poisoning. Introductions are made, and after a few minutes of back-and-forth, the Diamond envoys convince the old man that they are friendly.

Trembling with rage, the old man- Bartosz is his name- explains that marauders- Russian bandits is the term he uses- have been raiding small settlements in the district from their hideout in the forest to the south. There’re about 20 of them; they steal food, rape any females they can get their hands on, and kill anyone bold enough to resist. The nearest military garrison, 20km or so to the west in the town of Ostrzeszow, isn’t interested in doing anything about it, despite numerous entreaties. Bartosz has heard all this from survivors of nearby settlements, and he says that his village, Skarydzew, is almost certainly next on the bandit’s hit list. The old man claims to have fought the Russians back in 1939, and insists that he’s not afraid to do it again, even if he has to fight them all by himself. He promises the Diamonds all of the food and fuel they can carry if they help him repel the marauders.

Back at the SKOT, the team discusses the way forward.

“This isn’t our fight,” Sarge says half-heartedly, offering Walker a way out.

“You know Kurosawa? Seven Samurai?” P.R. asks. His question is met with shaking heads and blank stares.

“How about the Magnificent Seven? Steven McQueen, Charles Bronson, that bald dude from the King and I?” he tries again. This time, most of the team responds in the affirmative.

“They were the good guys, right?” Again, assent.

“And we’re good guys, aren’t we?” Agreement, but somewhat grudging. The others can see where he’s going with this and most of them have mixed feelings about it.

“Then this is our fight.”


NOTES: Can you guess what random encounter I drew for the day's second shift? Leading up to it, I used the Quick Search rules to scrounge the church/hamlet without spending a full shift there. The d10 roll came up 98, giving the party two more rolls on the Scrap Table. This resulted in a fishing pole and a remote control. Since the latter doesn't make sense for the setting, I rerolled and the result was a football (which I ruled as a soccer ball, again given the setting). Grease was successful on his driving rolls, and Walker's persuasion roll (Helped by P.R.) was very successful, so Bartosz was convinced to trust the Diamonds, and ask them for help.

-
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 06-20-2023 at 02:30 PM.
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Old 06-22-2023, 03:49 PM
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Default The Magnificent Few

July 29, Second Stretch

Bartosz gives the Americans a brief tour of the hamlet and introduces them to the rest of the village militia- all four of them, as it turns out (a grim-faced woman of about 25 and a teenaged boy, both armed with shop-built crossbows, a middle-aged man with a pump-action shotgun, and a Polish army deserter in his 30s, armed with a KMK). They share what they’ve gleaned from neighboring villages visited by the marauders. From their reporting, the Diamond’s get a sense of the marauders’ MO. The bandits come out of the woods around noon, rape and pillage until dinner time, then head back into the forest with their booty before the sun goes down.

The plan is relatively simple. When the marauders come, the hamlet’s defenders will be prepared to ambush them. The militia will guard the settlement’s eastern and northern approaches (least likely to be used by the marauders). Bird, Honeybear, PR, Sarge, and Sandy will occupy fighting positions concealed in a small wood at the hamlet’s SW corner, overlooking the marauders’ most likely route of ingress (the forest is 620m to the southwest). Pole Position, crewed by Grease (driver), Capt. Walker (gunner), and Deacon (passenger) will be located centrally, on-call near the village church. Those who are able spend the rest of the day preparing concealed fighting positions. Sarge and P.R. continue to rest and recover from their recent bout of radiation poisoning. By the end of the day, both are feeling considerably better, and are able to eat a light dinner (and keep it down).

July 30, 10:45 hours (2nd Stretch)

The marauders, 18 of them, amble down the road, conversing loudly, half of them carrying their weapons over their shoulders. They appear completely oblivious to the awaiting ambush, or any potential danger whatsoever. When the marauders are strung out along a slight jog in the road, roughly southwest 100m from the copse where the Diamond’s lay in wait, Bird initiates the ambush, dropping a machine gunner with a headshot. Honeybear mows down two more, including the bandit’s RPG gunner. Sarge, P.R., and Sandy all add to the carnage, scoring hits of their own. (The opening fusillade produces 4 KIA and 3 WIA, one mortally).

The survivors, caught in the kill zone, belly flop onto the road, half of them frozen in fear, the other half returning fire. P.R.’s head snaps back and flops face-first into the dirt. The team translator is completely unresponsive.

Sarge picks up the unit’s AN/PRC-77’s handset, shouts into the mouthpiece, “Diamond actual, send Deacon! P.R.’s hit. Over.”

At the same time, Honeybear takes a bullet to the left shoulder, knocking it out of its socket. He growls in pain, stops firing.

Only Bird and Sandy are still shooting. Bird misses his target- a RPK gunner in the bandits’ point element. Sandy lands a 40mm HE round near a cluster of rifleman at the rear of the enemy column, temporarily quieting them.

Capt. Walker relays Sarge’s urgent radio call for the team medic, then orders Grease to high-tail it towards the fighting over the vehicle intercom. As Pole Position starts rolling, Deacon hops out the back door and sprints into the woods. Grease pulls out of the village church’s grassy parking lot and races towards the action. Capt. Walker hunkers down nervously behind Pole Position’s DSHk- she’s only ever fired an HMG once- a US issue M2HB- and that was years ago, in training.

The marauders continue to return fire, burning through their ammo. A few take advantage of the lull in incoming to run for cover beside a low berm running parallel to the road along its southern edge.

The two sides exchange fire for the next sixty seconds. Honeybear fights through the pain of his dislocated left shoulder to pour fire into the kill zone. Bird coolly picks off several more bad guys. Sarge’s M16A2 jams. He clears it, but after the next burst, the rifle comes apart in his hands.

As Sarge slides P.R.’s rifle out from under his motionless body, the radioman cries, “I can’t move!”

“Hang on, kid. Deacon’s on his way,” Sarge says, trying to reassure the young man. The grizzled combat vet is worried, though- there’s not much the team’s amateur medic can do if P.R.’s hit in the spine.

The Diamonds’ marksmanship is better than the bandits’. Several more of the latter are hit, some fatally. When only half of the 18 bandits that walked into the ambush are still alive, panic starts to set in. Several of the survivors break and run- using a dry irrigation canal behind the roadside berm as cover- leaving a couple of stranded comrades behind.

Breathing hard from exertion, Deacon arrives and starts to assess the team translator. Pole Position arrives soon after. As Grease stops smoothly, Walker takes aim at a cluster of upright figures at the far end of the enemy line, squeezes the DSHk’s butterfly triggers. Much to her surprise, two enemy runners tumble like rag dolls, slapped down by 12.7mm rounds. A follow up burst is less successful- the path of the tracers show that she aimed too high.

The firefight is over in under two minutes. Twelve bandits lie dead in the roadbed or the drainage ditch. One bandit hiding on the far side of the berm plays dead, later surrendering when the Diamonds sweep the kill zone; another dies from shock and blood loss by the time Deacon arrives. Four of the fleeing marauders disappear into an irrigation canal that runs roughly south about 675m across an open field between the road and the forest. The Diamonds decide not to pursue them. Recovered from the battlefield: 1 PKM, 1 SVD, 2 RPK, 1 RPG-7, 1 AKSU, 1 GP-25, 7 AKMs, and assorted ammunition.


Notes:
The Diamonds successfully rolled Recon (Opposed) to Waylay the marauders, so the five PCs on the ambush team drew the first turns in the ensuing combat. I had the PCs with the lowest Recon skill doing something else in the hamlet, so rolled d8s (IIRC, I pushed and got two successes).

Although I’ve read scores of non-fiction combat accounts (and seen some pretty raw combat footage), I’m never quite sure how soldiers would react to being ambushed. I decided to use the oracle to help me decide how each marauder who didn’t fail a CUF roll would respond during the first round of the firefight. Red- helpful- results mean they would run for cover. Black- harmful- mean that they would return fire (low number cards meant un-aimed fire; high number meant dropping prone and returning aimed fire). Unfortunately, most of the cards I drew were black, high number or face cards. The OPFOR rolled well during round 1, resulting in critical hits to P.R. and Honeybear.

After a great start to the ambush, in round 2, P.R. took a crit to the dome. His K-Pot absorbed 1 point of damage, but three more got through. He rolled an 8 on the Crit table (Shattered neck). Since that qualifies as a lethal wound, I started the clock. P.R. was out of the remainder of the fight. Honeybear took a crit to the arm (the roll resulted in a dislocated shoulder). For the rest of the firefight, he rolled with a -2 modifier as a result of this non-lethal wound.

After the fight, I rolled recovery time. P.R.'s is 14 days; Honeybear's is 1 day. It looks like the Diamonds are staying put for a while.

Again, Bird’s M21 was a crit machine. Despite firing only one bullet per round, he scored a hit in every round but one (the 2nd), every hit a Crit. Snipers in 4e are deadly.

Again, I’m disappointed with the rules for grenade launchers. Even though Sandy rolled a hit on the targeted hex, AND a success on one of the two Blast D damage dice, since the four bandits occupying the hex were lying prone, they took no damage. Three of them failed their CUF rolls, though, so it wasn’t a total bust.

Captain Walker, despite rolling only a single d6 (since she doesn’t have any skill in Heavy Weapons), killed two fleeing enemy with her first burst of HMG fire (rolling 4 ammo dice). IMHO, someone with no skill, and with multiple negative modifiers acting against them, should have less chance of success than a single d6 roll, but I don't know how one could do that with the 4e system without depriving them of any chance of success whatsoever (perhaps equally unrealistic). 1/6 seems too high, 0/6 seems too low.

Grease and Deacon successfully pushed Driving and Mobility rolls, respectively, helping them get into position to help the engaged Diamonds relatively quickly (4-5 rounds). I’ve learned that separating teammates by more than 50m or so during combat is a very risky thing to do, as it takes friendlies out of the fight, skewing the combat action economy in favor of the OPFOR. Even one "lost" turn can greatly affect the outcome of a firefight.

Sarge rolled so many 1s during that firefight that his M16A2 lost all of its Reliability points and completely broke.


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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 06-26-2023 at 10:52 AM.
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Old 06-22-2023, 04:50 PM
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Love the notes section. Thanks.
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Old 06-25-2023, 03:41 PM
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TBH i found writing my own creative writing section challenging. Reading the Diamonds story has been good.

I enjoy seeing both sides of the player/Ref fence. Whats the in game challenge, how do the players tackle it, what does the Ref mechanics of dice and modifiers look like?

How does the game tone compare to my own game / view of T2K?

I also like seeing how non-rifle skills are used in other games. For example using the drive skill to cross a creek. Or leadership to turn a battle. I know my own games end up combat heavy when running solo, so i am trying to add more non-combat encounters to develop a more rounded character.

I'm a little surprised this section hasn't attracted more attention. is it because everyones book marked the forum? So they don't see new posts in this section?

I have a scrap book of all my played out encounters. i've been doing some work to write it up, so others can comment (good or bad). I think its motivational to see what others are doing with the game.
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Old 06-26-2023, 12:00 PM
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Default Remains of the Day

When asked to help move PR out of the shallow foxhole in which he’s slumped, unable to move, Honeybear reveals his own injury; the machine gunner’s dislocated shoulder is quickly, if painfully, popped back into place by Deacon. The medic tells Honeybear to take it easy and not use the injured arm for a few days; he’ll fashion a proper sling later. Sarge and Sandy help Deacon move PR while keeping the injured man’s neck immobilized, while Bird and Capt. Walker keep watch over the battlefield.

PR is strapped to a narrow door and, with the help of a few villagers, transported the village church where the Diamonds are lodging (an itinerant priest who used to hold mass there every fourth Wednesday and Sunday of the month was killed by the marauders in a different village a week or so ago).

With Bird and Capt. Walker providing over-watch from the woods and road, respectively, Sarge and Sandy sweep the ambush kill zone. Sarge corners a marauder trying to slink away on the concealed side of the roadside berm. When a couple of the village militia arrive on scene, there’s concern that they might summarily execute the captured bandit. Without PR to translate, communication is a real challenge. Bartosz speaks some Russian from his days in the Red Army, so he’s able to communicate with the captured bandit, but Sarge and PR have no idea what the Russian speakers are saying to one another. Instead of killing the captured bandit, or perhaps as a prelude to execution, the villagers put him to work digging graves for his 13 dead comrades.

An assortment of older-model Soviet small arms- as befitting deserters from a Category III motor rifle division- are recovered from the battlefield. Those marauders not killed at the outset of the ambush were down to their last magazine.

Later that day…

Walker, Sarge, and Deacon speak in hushed tones outside the door to PR’s ad-hoc hospital room.

“What’s the prognosis, doc?” Sarge asks.

Deacon shifts uncomfortably on his feet. He knows the appellation was used in good humor, but he still doesn’t appreciate when others over-inflate his medical acumen. The team’s amateur medic is already putting enough pressure on himself.

“Is his neck broken?” Walker follows up.

“Maybe. I can’t know for sure without an X-ray…” Deacon shruggs.

“But he’s paralyzed, right?” Walker asks.

“At the moment, yes- from the neck down. I don’t want to get anyone’s hopes up too high, but the paralysis could be temporary. There was trauma, which means swelling- that could be putting pressure on the nerves in his spine, blocking signals, kind of like a kink in a hose. Right now, all I can do is keep him immobilized so he can’t do any more damage to his neck, and try to get the swelling down. I’ve given him some anti-inflammatories but we’re running low; ice would be really helpful, but I doubt this village has an ice machine…”

The village has neither an X-ray or an ice machine. For the latter, the best that can be done is cold compresses (a flannel soaked in well water). The nearest hospital is in Ostrzeszow, 16km (as the crow flies) west of the village. According to the militia, the city is playing host to a field hospital for Soviet casualties from the Battle of Kalisz, of which, it is understood, there are many. The idea of sneaking into the city to use an X-ray machine or kidnap a proper doctor is quickly dismissed, as is the notion of leaving RP there, trusting to the Soviets to take proper care of him, and proceeding to E&E without him. It is clear, however, that, given PR's present condition, the Diamonds are going to be staying put in the village for at least a couple more days.

Later, there’s some discussion about whether or not to track down and eliminate the four marauders that survived the ambush, but it’s decided that the potential costs of such an effort outweigh the benefits. At least one of the escapees is wounded, as evidenced by blood trails leading away from the kill zone. After the massive ass kicking they took today, the likelihood or their return to Skarydzew is judged minimal.


NOTES:
This "session" was mostly RP. The only random event here involved how the militia would respond to the prisoner. I pulled a card from the Oracle- the result was "mildly helpful". I ruled that this meant that the PCs would not have to be responsible for deciding the prisoner's fate. That wasn't quite enough guidance for me, though, so I pulled another card for NPC (militia) motivation- the result was "generous". I ruled that this meant the militia would not harm the prisoner. I've got the next day rolled up and outlined but I'll share it in a subsequent post, so as to keep the length of these reports somewhat manageable (and hopefully avoid a TLDR situation).


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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 12-24-2023 at 10:58 AM.
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