Category Archives: Campaign Log – Kaserne on the Borderlands

Death Parrot (06 August 2000)

The day is clear, sunny, and promising to be hot. It’s perfect harvest weather – which may be why only Magda, Zenobia, Red, and Minka are aboard the UAZ-469 when it rolls out of Ponikla early in the morning. They’re headed east, moving downriver along the Pilica’s south bank to survey and map more of the territory between their home base and the hydroelectric power plant whose location Minka recently obtained.

The team stops at Mysiakowiec, the village only a kilometer downriver from Ponikla with the bridge that’s only safe for pedestrians, horses, and motorcycles. There’s evidence of more refugee movement through the area, southbound across the bridge, with at least one group having overnighted in the ruins. Presumably, whatever is happening around Warsaw is still driving people away.

There’s no contact to be made, so the team presses on, using the unpaved service roads that roughly parallel the river. About an hour in, Magda sights a complex of half-intact, skeletal buildings – and beyond them, two vehicles. The team halts and Zenobia carefully moves in to get a better look.

The site is long abandoned. Before the war, someone was building a large hog farm. Four long, low barns have frames and partial roofs, and poured foundations show where service buildings and workers’ quarters would have gone if the war hadn’t interrupted construction. The vehicles were once medium-sized cargo trucks, 5-tonners or thereabouts, but they’ve burned so thoroughly that it’s hard to tell model or origin. Other signs of a firefight at least a year ago speaks of something having gone down here, but scant evidence has endured this long.

The construction materials scattered around the site are in better shape. There’s a large amount of corrugated sheet tin roofing material, two pallets of concrete mix, and two pallets of treated lumber. Additionally, the team turns up five glass bottles of Coca-Cola, apparently bottled in West Germany, and a single 152mm HE artillery shell.

The UAZ-469 lacks the cargo space for the building materials and no one wants to be seatmates with fifty kilos of TNT and shrapnel, so the team takes the Coke and leaves the rest for later retrieval.

Battle at the Boneyard

The service road gradually fades out as the terrain slopes down toward the river’s floodplain. The team is driving along a spit of land between two creeks when they hear the sound of a larger and more poorly-tuned engine from somewhere ahead. Pulling over, they park the UAZ behind a hill and move forward to investigate, Zenobia on point.

Pulpscape from Patreon comes through again. This was a combination of two of their geomorphic battlemaps.

As Zenobia reaches the hill’s crest, she sees a fair amount of metal. About sixty meters away, a scattering of trees and shrouds of tattered camouflage netting conceal four vehicles: a pair of BTRs, a BMP-1, and a T-72. A GAZ-66 light truck is parked in the open. Around it are nine men in piecemeal attire – civilian garb and Soviet and Polish fatigues – and NATO-style helmets. They’re armed with the assortment of Warsaw Pact weaponry that’s common in the area, and they’re in the process of taking up defensive positions facing east.

The threat they’re aligning towards is a slightly-larger force that’s just come into view. A pair of four-man rifle teams are maneuvering up either side of the spit of land, with a machine gun team anchoring the line in the center. Along the southern of the two creeks, another BTR is snorting its way down into the water. As it turns, Zenobia can make out its ZOMO markings.

The leader of the group nearer the PCs is snapping commands in German, which Red speaks. There’s no clue as to the group’s origin, though.

As the PCs watch, a gunfight begins. The presumed-Germans, lacking heavy weapons, quickly take the worst of it. Two of them go down and their comrades pull them behind cover. The ZOMO forces close in, supported by judiciously-placed short bursts from the BTR’s 14.5mm heavy MG.

There’s a quick debate about what to do. The team definitely doesn’t want to help the ZOMO squad, assuming they’re part of the Radom garrison that is becoming more of a concern with every new piece of intel. On the other hand, they have no idea who the Germans are.

The ZOMO’s superior numbers and fire support establish a clear advantage. Between the MG team and the BTR, the Germans are pinned down. Their leader calls to his men to get the wounded aboard their truck. A well-timed frag grenade arcs out, suppressing one of the ZOMO rifle teams and giving the Germans the opening they need to start their breakout.

On the hill, a quick vote shows two in favor of helping the Germans, one opposed, and one undecided. The PCs are as yet unnoticed, so they have options. The biggest problem is the BTR. Without Leks, they’re limited in heavy firepower – but Red, who can march for days with a much heavier burden than his build suggests [Load Carrier specialty], digs a HEAT rifle grenade out of his ruck. He’s been carrying it for a while in case such an occasion presented itself.

Of the three who are not the team’s sniper, Magda is the best shot. Red hands the rifle grenade to her and they sprint southeast, followed by Minka. Zenobia pulls her ghillie suit over her head, eases forward, and blows the head off the distant machinegunner.

There’s a flurry of gunfire as the ZOMO troops react to this new intrusion. Red takes a flesh wound and reciprocates by dropping one of the ZOMO riflemen. Zenobia kills the assistant gunner before he can recover from his shock and take over the PK. Magda takes careful aim and launches a rifle grenade for the first time since her initial military training.

The warhead sails downrange and slams into the BTR’s turret. A spray of fire and gore blasts out the far side [penetrating hit, gunner, critical]. The big KPV swings skyward and falls silent.

The PCs’ entrance turns the tide immediately. A few of the Germans take blast and frag injuries from an RPG round, but under Zenobia’s precision fire and the massed counterattack of Red, Minka, Magda, and the Germans, the ZOMO troops fall. The sole survivor is the BTR’s driver, who surrenders after failing to restart his stalled vehicle [seriously, three failed Driving checks in a row].

The Germans are reloading and eyeing the new arrivals nervously. Red takes the lead in the negotiations. The German commander introduces himself as Oberstleutnant (Lieutenant Colonel) Boris Von Bahr, formerly the field-promoted XO of the 28th Panzergrenadier Division’s armor component. Red recognizes the unit designation: the 28th PzGren was formerly the East German 8th Motor Rifle Division, one of the units that threw in with NATO when the war began.

Von Bahr’s Story

Von Bahr doesn’t attempt to throw around his rank, but it’s clear that he’s conscious of Red’s relatively junior pay grade (whatever that means these days). However, he explains that he and his troops recently arrived in the area. The 28th PzGren took part in the Operation Advent Crown offensive through Poland in 1997, making it nearly to the Soviet border before the desperate Russians unbottled the nuclear genie. Von Bahr and his troops were subsequently captured around Lodz during the NATO retreat. The Soviets shipped them east to a prison camp near Brest, where they were interned for two and a half years.

In April, the guard force on the camp was halved. A prisoner uprising was partially successful. Von Bahr gathered as many former East German prisoners as he could and organized a force which managed to break out. Stealing weapons and transport, they headed west.

As they traveled, it became clear that the camp’s guard force had been reduced to allocate soldiers to a major Soviet and Polish operation. The escapees were moving west in the wake of a massive troop movement. Realizing they were still far behind enemy lines, they temporarily set aside their goal of returning home. Instead, they found an ungoverned village with a nearby defensible industrial site and settled in, establishing themselves as local protectors (read: warlords). They’re still undecided if this is a temporary arrangement or if they intend to settle here.

The vehicles? Ah, there’s another tale. During the NATO withdrawal in the autumn of 1997, retreating forces had to abandon a large amount of equipment that wasn’t capable of keeping up. The 28th PzGren has been this way before, and Von Bahr recognized a couple of landmarks in the area. He and his men were on an initial survey to see if anything was still here and recoverable.

Boneyard Report

While this conversation is happening, Zenobia and Minka are inspecting the vehicles alongside Von Bahr’s troops. Their assessment is:

  • One BTR-70 is better used as a parts donor. It took a large-caliber gun hit in the engine compartment and it’s surprising that it didn’t burn where it stood.
  • The second BTR is actually a BTR-70K, the command vehicle variant of the basic design. Its troop compartment is holed and the radios don’t look so good, but it’s mechanically recoverable.
  • The BMP-1 also took a heavy hit to the troop compartment, straight through the rear doors. The fuel tanks must have been nearly empty because it didn’t explode and burn, but there’s shock damage throughout the vehicle and the troop compartment is not a place anyone will want to sit.
  • The T-72’s engine appears to have eaten itself. Zenobia counts at least three separate issues of poor quality control at the factory – arguably, it’s impressive that the thing made it this far. Its main gun is also a wreck, as someone set a small demolition charge on the breech before abandoning it.
  • Finally, the ZOMO BTR-60 is intact other than a ragged hole through the turret and a fresh coat of gunner on much of the interior.

Von Bahr listens to Zenobia’s (translated by Red) survey report, which aligns with that of his own mechanics. His troops are gathering up the ZOMO weapons and equipment, but he acknowledges – a trifle grudgingly, Red thinks – that he’d be in a lot worse place right now if not for the PCs. Since his original intent here was salvage, he offers them a choice of the BMP-1 or one of the BTR-70s, provided they can repair and fuel it. After some discussion, the team opts to claim the BTR-70K, hoping they can get some of its radios working.

[The player behind Ellis and Arkadi, who wasn’t able to make this session, has been the driving force behind a lot of the team’s intel operations. There was some discussion of taking the BMP-1 just to hear his reaction upon learning that the team passed up a command vehicle. Strategic planning prevailed over the hunger for a bigger gun, though.

At this point, the party actually has a ridiculously large motor pool: two motorcycles, a UAZ-469 with mounted PK, a technical with mounted M2HB, an OT-64, an M35 deuce and a half, a farm tractor, a small bulldozer, five horses, and now a recoverable BTR-70K. Plus the Black Volga, around which no one but Arkadi seems comfortable…]

Von Bahr’s troops bundle up their dead and load them into the GAZ-66. They’ll come back with parts and tools, but for now, they’ve done all they can here. Von Bahr invites the PCs to partake of what hospitality he can offer. They accept; his description of his base makes it pretty clear that he’s taken over the hydroelectric plant that was their eventual objective, so yes, they will take the opportunity for a tour.

Cognitohazards

The team mounts up and rolls east behind the GAZ. Eventually, the power plant comes into sight. It’s an unlovely complex of heavy industrial architecture squatting behind a high chain-link fence along the diversion channel that once fed the turbines. Von Bahr halts and gives what’s evidently a duress/all-clear sign to the sentries on duty, and the party proceeds into the compound.

World map update, with two hexes opened up during this session.

Inside, the compound is clearly showing signs of long disuse followed by recent cleanup. The Germans are setting up for a long stay, but they’ve only been here a couple of weeks. There are the beginnings of garden plots but no crops or livestock. A second GAZ-66 is parked next to a former machine shop and there’s a sandbagged machine gun emplacement atop one of the sturdier buildings.

Von Bahr’s total force appears to be 19 troops (after subtracting the two casualties he just took), about a third of whom are female and seem to be on equal footing (allowing for residual rank) with the men. Four civilian women are also present, two of whom are visibly pregnant. When queried, Von Bahr explains that the latter are war brides. One of them is the unit’s only medical support, a former POW camp nurse with a public health background.

Magda spots a town a few kilometers to the east, sitting at the junction of two major highways. According to Von Bahr, that’s Bialobrzegi. Formerly home to a small shipyard and a large commercial garage, as well as the housing and support facilities for the power plant, it’s now home to a few hundred subsistence farmers. The place was ungoverned when his force arrived and it’s now under their protection. Red and Magda don’t quite get a “marauder protection racket” vibe, but Von Bahr’s attitude does seem to be somewhere between dismissive of civilians and outright warlord.

While Red and Magda continue to trade information with Von Bahr, Zenobia and Minka are more interested in the machinery on site. Von Bahr is dismissively fine with them inspecting the turbines and the rest of the plant, though he does insist they have an escort. His apparent XO is Oberfahnrich (Senior Warrant Officer) Thekla Adler, a snub-nosed, shaven-headed woman with the emaciated greyhound build of a distance runner who’s spent a couple of years on short rations. She’s a bit standoffish, which is a good match for Zenobia’s usual demeanor, but isn’t unwelcoming. She admits that the East Germans hadn’t really considered the possibility that the power plant might be restored to operation. To them, it’s just a defensible position close to water and a population center.

About thirty minutes of mechanical inspection seems to indicate that the turbines and other worky bits are aged (the place was built in the 1950s) and haven’t seen maintenance for a few years, but it should be possible for a good engineering crew to put them back into operation. The broader question is getting the local grid back up – if they can’t transmit the power anywhere, the plant is of little use. Zenobia asks about seeing the control room. Adler has to think about this for a moment – for some reason, that’s another thing that it never occurred to any of the East Germans to check out when they moved into the compound.

The control room [because I have an unlimited budget for special effects and set design] is a spacious room on the facility’s top level with the archetypal slanted glass wall overlooking the turbine floor. It’s dusty but appears to have been shut down in good order. No problems here.

Minka spins around in one of the swivel chairs and freezes. On the back wall, unnoticed when the trio came in, is a map of the regional power grid. She points it out to Zenobia, who starts making strangled joyous sounds. While the PCs did find a vintage map of Polish mineral resources in the museum, this is the first no-shit usable technical map they’ve encountered. Minka and Zenobia manage to avoid drawing Adler’s attention to the map just yet – they remain wary of whatever brain-fog seems to be affecting damn near everyone they meet.

Zenobia notices a door off to one side, with a small plaque next to it: Superintendent. “Can we take a look in there?” she asks. Unsurprisingly by this point, it’s another room Adler hasn’t noticed before. It’s locked… for all of fifteen seconds, before Zenobia (who is an actual locksmith by prewar trade) has her way with it.

The door swings open. Inside is a massive desk, nearly empty – only a telephone, a blotter, and a face-down framed picture. Behind the desk is an equally-massive leather chair containing the desiccated remains of a man. Judging from the forensic evidence on the wall behind him and the floor under the chair, he shot himself in the head with an old Nagant revolver.

Against the wall, flanking the desk, are two large bookshelves crammed full of technical documentation on the plant and the regional power grid, as well as a fair amount of electrical engineering textbooks.

Adler starts seizing and drops like her spine has been removed.

“Oh, gods, we killed her with books,” says Minka.

This is a worse manifestation than the team has seen before. Adler stops breathing. Minka goes to work on her and tells Zenobia to get Red now.

Zenobia dashes outside and alerts Red, Magda, and Von Bahr of the emergency. She manages to somewhat-obliquely convey to Red and Magda that Adler is having an extreme version of the apparent brain malfunction they’ve previously observed in others. Von Bahr grabs a nearby soldier and sends him to fetch the camp’s nurse, grabs two more for escorts and follows Zenobia as she drags Red and Magda along in her wake.

Zenobia gets back to the control room, realizes she needs to keep anyone from seeing the map, and manages to position a wheeled chalkboard more-or-less in front of it. She pulls the office door shut just in time to prevent an unfortunate episode.

Red realizes he has perfectly good anticonvulsants in his pharmaceutical stash back in Ponikla. He hits Adler with a shot of epinephrine instead. This seems to get her through the worst of whatever’s going on; at any rate, her breathing stabilizes, although now her heart rate is well north of 120.

Von Bahr is watching the proceedings. The two soldiers who tagged along have posted up on either side of the door, ostentatiously not fondling their slung rifles.

Red gets up from the floor and explains that yes, he has seen this before.

Von Bahr would like an explanation.

Red: “Hmm. You might want to have one of your men cover his ears so you don’t all experience the effects at once.”

Von Bahr gives him a look but orders one of his troops to put in earplugs.

Red: “Maps.”

Von Bahr and the other soldier both glaze over and lock up in the lower-grade seizure that’s more familiar to the team. As Von Bahr comes out of it, Red explains that the team has been seeing this for a while. There seems to be a general, unspecified effect that’s suppressing awareness of any form of recorded knowledge.

Von Bahr: “What you’re talking about is suppressing any attempt to salvage civilization.”

Red: “Pretty much, yeah.”

Red further unpacks the team’s observations to date, including the apparent acclimation period that seems to vary based on exposure. His working theory about Adler’s incapacitation is that she saw… something… in the office (he avoids saying “huge honkin’ bookshelves”) that generated a more direct and severe conflict with the effect than any the team has seen before.

Von Bahr asks what else they’re not telling him.

Red glances over his shoulder at Zenobia, who mouths, “map” and points behind the chalkboard.

Red asks Von Bahr to have his troops step out so their brains don’t explode, and has Minka swivel Adler’s chair around to avoid a similar fate. Then Zenobia slides the chalkboard aside.

Von Bahr looks at the map, slides out of his chair onto his knees, pulls in a nearby wastebasket without looking at it, and empties his stomach.

Once Von Bahr recovers, this is more than enough proof for him – especially once Adler confirms her own experience and, eventually, has her own look at the map. There’s some further discussion about whatever the effect is, but Red has already shared all of what the team has assembled to date.

Conversation turns to other items of mutual interest. Von Bahr’s offer of one of the derelict vehicles stands, and he’s on board with trying to get the power plant back online. Although he outranks Red by a considerable margin (even leaving aside the fact that Red is technically a Staff Corps officer, not a combat commander), he’s not so foolish as to imagine he can place Red or the other PCs under his command. He is quite interested in the regional defense coalition that the PCs seem to be assembling with the farmers to the north, the White Eagle Battalion, and possibly Opoczno, and he sees whatever’s happening in Radom as the most immediate threat facing that alliance.

The team lingers another couple of hours, but the substantial part of the negotiations is pretty much over. Red meets with the East Germans’ nurse, shepherds her through her own brain-rewiring, and briefs her on how to get the rest of Von Bahr’s followers through the process with a safety margin. With that, the team heads back to Ponikla.


A lot happened in this session. I had originally intended Von Bahr to be less cooperative and more of a frenemy, an ongoing variable in the regional calculus. I hadn’t counted on the team hitting him with the reality check. That had some effects on his mindset and strategic thinking that made him much more willing to negotiate with Red as a social peer and military near-peer.

There was a fair amount of out-of-character discussion on how to weaponize the effect. There may be an initiative to paint maps on the sides of the OT-64 and BTR-70K and drive through enemy formations to induce seizures…

Downtime (03-05 August 2000)

After tramping around in the mud all day, the team is less enthusiastic about conserving fuel. They’ve been brewing with a pair of small stills, which have a combined maximum yield of 40 liters per day if operated around the clock [and if everyone makes successful Tech rolls]. Having a larger, more reliable source of alcohol is a priority on which everyone can agree. The entire team piles into the 2.5-ton truck and trundles down to the railyard to spend a day sifting through parts suitable for a larger still.

With the help of the village’s brewer and the former high school chemistry teacher, Red, Minka, Zenobia, and Arkadi spend the next two days banging together a larger still. Pettimore, Leks, Miko, and Magda focus on the harvest and other food supply-related tasks.

Not much of note happens during this time, but at the end of those three days, the tech crew proudly hoists glasses of mead over their new fuel still.

Eagles and Wolves (02 August 2000)

Most of the team (less Arkadi and, of course, Ellis) heads out on another mapping and reconnaissance mission. This time, they’re southbound, exploring the region beyond the railyard and Opoczno. Fuel production is still barely keeping up with consumption, so they decide to march rather than piling into a vehicle.

The sky has been threatening rain all morning. The first raindrops are falling as they take a break at the highway south of Ponikla. Magda and Pettimore, out on point, are the first to hear the howling. Somewhere south of their position, wolves are agitated about something.

Another set of howls starts up from the southwest. They sound like wolves, but the cadence is off. It almost feels more like a conversation.

The team finds a defensible position and hunkers down, but there’s no sign of lupine aggression. After a few minutes, they move out, albeit with a bit more caution than before. The drizzle becomes a downpour as they pass the railyard, checking in with Arkadi, who’s there with the teenagers on a salvage run.

The team continues south into more of the mostly-abandoned farmland that’s the region’s prevalent terrain. Beyond the fields, a scraggly forest offers to mitigate at least some of the downpour. The dirt track the team is following intersects with another muddy road – this one revealing recent footprints. Pettimore hunkers down to inspect the tracks. It looks like about a dozen people, mainly in civilian footwear and including a few kids; a few of them are carrying heavy loads.

The team decides to follow. The tracks lead to a derelict house, half-collapsed and in the process of being reclaimed by nature. Pettimore, Zenobia, and Magda move in to take a closer look. Sure enough, the group they’ve been following is about a dozen refugees, who are currently engaged in an attempt to cook what meager rations they have. A few of them have hand tools that could serve as improvised weapons and one appears to be carrying a firearm under his coat, but they’re not a serious threat.

Pettimore takes up his bow,and slinks off in search of wildlife. Magda and and Red [who were not built with Empathy as a dump stat] move in to initiate conversation while the rest of the team holds position in case something goes sideways.

The refugees are standoffish, as expected, but the team’s negotiators win them over. Pettimore certainly doesn’t hurt the process when he returns and donates a deer to the stewpot. The refugees’ nominal leader, Roman Sobol [a good random Polish name], indicates that the group is traveling from Radom to Opoczno.

The team perks up at this. Radom is on their radar as the source of the ZOMO detachment that was threatening their farmer friends to the north of Ponikla, and, more recently, as the intended destination of the slavers who abducted Bianka, Tamara, and Pawel from the railyard.

Roman fills them in on recent events. The Radom ZOMO, which functions as the ruined city’s military government, is under increasing pressure from the Polish puppet government at Lublin (which Roman believes is, in turn, under pressure from Soviet Reserve Front HQ there). The new capital wants Radom’s arms factory restored to some level of function, despite the heavy damage it took during NATO forces’ withdrawal at the end of Operation Advent Crown in late ’97. The Radom ZOMO is responding by increasing labor quotas, diverting workers from the fields at the most critical point in the harvest, and demanding more work from the inmates at the POW camp.

Beyond that, Radom has seen a significant amount of westward Soviet troop movement over the past month, with couriers going both east and west with increased regularity and urgency. There are rumors that a NATO offensive somewhere around Lodz destroyed the units that were sent west.

The conversation is interrupted by more wolf howls – this time from the north. There’s another brief exchange, immediately followed by two explosions.

The team hastily gives Roman directions for reaching Opoczno without exposing themselves on the main road. They then gear up and move out, heading toward the noise of what now sounds like an intense gunfight. A couple more explosions shake the forest.

Smoke is rising over the trees as the team approaches the highway. They spread out and approach cautiously. Around a bend, armed figures are moving around a Soviet convoy that’s seen better days. The lead vehicle of the eastbound unit was a BTR-70, which is now on its side courtesy of what appears to have been a massive IED. Behind it, a Ural-375 with some sort of communications shelter on the back is fully engulfed in flames. Another Ural-375, this one the standard cargo model, appears intact, as does a UAZ-469 towing a trailered generator. At the rear of the convoy, a UAZ-469 gun jeep is leaking fluids around its four flat tires.

The Poles in the team are the first to recognize the insignia on the arms of the figures who are picking through the debris. It’s the white eagle on red of the Polish Home Army, the anti-Soviet movement that aligned with NATO at the war’s onset. Magda, herself a former Home Army fighter, has recently resumed wearing her own insignia, so she takes point as the team heads down to meet presumed allies.

The woman in charge of the ambushers comes out to meet Magda. She’s tall, with brilliant green eyes, delicate hands that look more suited to surgery or a piano than the AKM she’s holding, and an old knife scar across the side and back of her neck. She introduces herself as Marietta Rabarchak, a lieutenant with the White Eagle Battalion operating out of Skarzysko-Kamienna, a city about 40 kilometers southeast of their current location. She wasn’t aware any other Home Army forces were in the area; Magda has to quickly explain that while she’s Home Army, her companions are something of a grab bag.

(Red and Pettimore identify the convoy as a Soviet signals intelligence unit, probably returning to Lublin after doing unpleasant things in support of the forces that crushed the U.S. 5th Infantry Division. Unfortunately, the vehicles that might have contained the items that the team is most interested in – maps and radios – are on fire. Such is war.)

Rabarchak gives the team a quick summary of her group’s situation. The White Eagle Battalion holds Skarzysko-Kamienna and is focusing its efforts on the Soviet presence in the region. They’ve been hitting couriers and convoys along the main line of communications between Lublin and the forces in the west. They knew someone else was in the area after finding the remains of a GRU unit that they themselves hadn’t hit. They expect that the Soviets will start stationing quick reaction forces along the route; Pettimore infers that they’re about to change up their tactics in the hope that they can lure the QRFs into larger or secondary ambushes.

Before the team can get too far into the details, a trio of men emerges from the woods. These guys aren’t wearing Home Army colors; they’re dressed in ragged civilian attire under wolfskin cloaks. All are carrying scoped bolt-action rifles that probably saw service in the 1940s. Their leader, a dude with a pierced eyebrow and a beard that would do ZZ Top proud, walks up to the conversation and eyes the team warily. In monosyllables, he asks Rabarchak who the newcomers are. She explains and introduces him as Filip, an individual of some importance within an allied partisan group, the Bracia Wilkow.

(The PCs don’t recognize the name but the Poles in the party immediately parse it: the Wolf-Brothers.)

Filip gives the team some more stink-eye. He’s obviously assessing them as a potential problem. He locks onto Pettimore, steps into the sniper’s personal space, and sniffs. “Mm. Bearkiller. You’ll do.”

[Exposition at this point for the home audience: Pettimore is a legacy PC from a previous iteration of this campaign world. Early in that campaign, he was out hunting when a bear attacked him. He killed the beast with his sidearm, skinned and dressed it, and took one of its claws as a trophy necklace. All of the carcass except that claw subsequently vanished from the team’s HMMWV, with tracks and blood smears strongly suggesting that it got up and walked the hell away.

Pettimore still has the necklace, but he wears it under his shirt and no one in this campaign has ever seen it.]

While Pettimore is studiously not reacting to this, Filip shifts his attention to Minka and does the same thing. “You smell of the forge and old things. Good.”

And then he just walks away, gathering his two associates and disappearing back into the forest.

Rabarchak doesn’t have much explanation to offer. Apparently, the Bracia Wilkow are like that. They operate out of the forest somewhere south of here and west of Skarzysko-Kamienna, and they occasionally show up to support the White Eagle Battalion with reconnaissance and the odd sniper shot. And there are standing orders to not piss them off.

She checks her watch and realizes that she’s spent about as much time next to a burning Soviet convoy as she wants to. Her platoon wraps up the looting and begins loading up the usable UAZ and Ural. Red negotiates a communication dropoff at Opoczno; apparently, one of the merchants there is part of the White Eagles’ network. With that, the partisans head south and the PCs circle back to pick up Roman’s refugees and escort them into Opoczno.

This was a remarkably tense session despite the complete lack of combat. All of the players from that previous iteration are in this campaign, and they have unpleasant memories of men who associate themselves closely with wolves. Pettimore is the only PC who continued (or sideslipped) into this campaign, and my players are pretty good at not metagaming, but the paranoia was contagious.

Downtime (24 July – 01 August 2000)

With Miko badly injured, the team pulls in their horns and focuses on agriculture and infrastructure for the nine days it’ll take that shattered elbow to heal.

Pettimore, Leks, and Magda throw themselves into the harvest. July’s bounty includes black and red currants, cherries, potatoes, and barley. The month’s total yield from all fields harvested is an impressive 6,100 rations of food. On rainy days when working the fields is impractical, the team supplements this with foraging and hunting.

The more mechanically-inclined team members get to work on infrastructure tasks. The drilling rig enables them to sink another well (actually, two, but the first one came up dry – literally). Minka gets her forge set up, and her trial efforts produce a couple of the boar spears that Pettimore had requested a while ago. The team also puts some effort into assembling a welding torch, though they still lack a supply of acetylene.

Arkadi was always a hobbyist mechanic and he’s familiar with Volgas. Against Zenobia’s recommendations, he puts a few shifts into patching tires and body panels and reconditioning other components that caught Leks’ wrath. With the Volga restored to driveable condition, the village’s entire vehicle fleet is repaired. A week-plus of no travel also sees the available fuel increase as both stills are in constant use, though they still have a ways to go before reaching their goal of full fuel tanks and a reserve.

Finally, there’s some discussion of long-term infrastructure improvements. Zenobia and Red both want to restore electrical power to the community. Minka has recently come into possession of a stack of technical documentation for the region’s electrical grid, and there seems to be a small hydroelectric generating facility about 30km downriver (east) of Ponikla…

Coolness Under Fire and Initiative (Twilight: 2000 4th Edition House Rules)

It should come as no surprise by now that the tinkering with rules continues in my Kaserne on the Borderlands campaign.


Improving Coolness Under Fire

I’m not a fan of the rules as written because of the chance to lose Empathy on increasing CUF. As there’s no way to improve attributes during play, that’s a permanent hit to any EMP-reliant character. We’re currently assessing the effects of the following house rule:

At the end of each session, roll your base Coolness Under Fire die.

If the die comes up its maximum value and you were in combat during that session, increase your CUF by one step, to a maximum of A (d12).

If the die comes up a natural 1 and you took a critical hit or were incapacitated from stress during that session, decrease your CUF by 1, to a minimum of D (d6).


Initiative

I’m definitely not a fan of a random initiative system that doesn’t reflect character proficiency (leaving aside the poorly-named Combat Awareness specialty). Our current initiative system, which we’ve been using since the first session, is:

At the beginning of each round, each player rolls Coolness Under Fire (adding Unit Morale if the PC is within voice or visual contact of a teammate). With success, they act in the fast phase, before all NPCs. With failure, they act in the slow phase, after all NPCs. Characters in each phase may act in any sequence and players may (briefly) discuss tactics and order of operations before declaring actions.

As a play aid, I’ll watch the dice log and drop a brief summary of the rolls into the chat. A typical turn sequence may look like:

  1. Fast phase: Red, Leks, Magda, Arkadi, Pettimore (in any order)
  2. NPCs
  3. Slow phase: Minka, Zenobia, Miko (in any order)

This incentivizes keeping the team close (no lone-wolfing), rewards both individual proficiency (Coolness Under Fire) and team cohesion (Unit Morale), and allows the sort of coordinated action that we see in both documentary and cinematic examinations of small unit tactics.

Machetes and Cookies (23 July 2000)

With obvious Warsaw Pact military activity south of them, the team is interested in getting eyes on more of the map in that direction. They load up the UAZ-469 for a reconnaissance push in that direction, heading south or southeast from the railyard.

While they’re prepping their gear, Malvina and Jacob approach them. Jacob’s eye socket has finally healed under Red and Minka’s care, and the two teenagers would like to get back to the railyard to check on their friends. They’ve been exchanging written communication (with a primitive duress/wellness code that Ellis figured out before he left on his mission) but they haven’t actually been back since the team brought Jacob in for surgery.

Arkadi, Zenobia, Leks, Minka, Red, and Miko squeeze into the UAZ along with the two teens. It’s a tight fit but the trip down is uneventful.

Arriving at the railyard, it’s… quiet. The other four teenagers have had semi-regular contact with the team and should recognize the UAZ, but no one comes out to greet them. The team fans out to search.


Miko heads into the woods south of the railyard and immediately picks up on signs that someone’s been here [4 successes on a Survival check… okay, we’ll go with it]. He finds an observation point or sniper hide, apparently occupied last night. About thirty meters back, there’s sign of a larger campsite with horses, dogs, and a horse-drawn cart. As best he’s able to reconstruct, about a half-dozen men with five horses came here yesterday, observed the railyard overnight, and departed a few hours ago.

He also finds signs of a fight. There’s no evidence of gunfire, but blood splatters, trampled undergrowth, and broken branches all indicate that something went down. He also locates the remains of a hand-woven wicker basket that was crushed in the melee along with its cargo of mushrooms and herbs.


Minka is accosted by the tabby cat who gave her and Magda a brief jumpscare on their first trip here. She follows the cat to a damaged and derailed baggage car across the yard. Seeing a gleam of metal in the car’s depths, she squeezes herself through the jammed, half-open door.

The rest of the team sees Minka disappear into the baggage car. A moment later, screaming and the sounds of a ferocious melee erupt! The team dashes in that direction, Arkadi in the lead.


Inside the baggage car, Minka finds herself fending off a panicked, frantic teenager with a knife who seems intent on stabbing her in the kidneys. Fortunately, her tool roll is in the way, and a couple of wrenches take the brunt of the assault. In between the stabs and the screams of “you’re not taking me!” Minka manages to disarm and pin her assailant. It’s Irena, one of the other teenagers.

Arkadi lowers his AK as Minka emerges from the baggage car, followed by a 16-year-old girl with wide eyes and a broken knife. Irena provides the pieces of the story that connect to Miko’s findings. Early this morning, slavers raided the railyard. She recognized two of the same crew that had tried to capture the kids a couple of months ago in the raid that cost Jacob his eye. She was scrounging for parts on the north end of the yard and escaped notice, but the slavers made off with the other three teenagers – Bianka, Tamara, and Pawel.

The team instructs Irena, Malvina, and Jacob to fort up in the railyard and head for Ponikla if they aren’t back after dark. Jacob assures them that they have some hiding places they haven’t shown the team yet (earning a fistbump from Miko, who appreciates teenage paranoia). Malvina hefts Zenobia’s old Glock 17 (which she semi-inherited when Zenobia upgraded to a Glock 18).


The team heads out on the trail. The slavers aren’t hard to track – light rain over the last few days has made the ground soft but not muddy, and they’re using farm roads through largely-abandoned countryside.

Zenobia, riding shotgun while Arkadi drives, spots a couple of large, angular shapes about a kilometer away. They look like tanks. There’s a general swearing and readying of weapons. Leks grabs the one RPG-22 he packed along (after the GRU fight, he’s less inclined to leave home without something that can handle at least light armor).

Binoculars are passed around. Leks, Red, and Arkadi, all with formal military training, are able to recognize the shapes of self-propelled artillery. They also pick out the signs of severe battle damage – these are derelicts, not actively-crewed vehicles.

The team approaches cautiously, Miko out in front on foot to watch for mines or UXO. The tracks they’re following do indicate that the slavers halted to check out the wrecks, but didn’t stay for long. The wreckage is old, several years of rust visible on torn steel. Overgrown craters tell the story: an American artillery battery stayed too long in its firing position and was wiped out with counterbattery fire. The three M109s are hopelessly beyond repair, as are the remains of two 5-ton trucks. The trio of M992 ammunition carriers is only slightly less damaged, but Minka, Zenobia, and Arkadi confer. If they took detailed measurements, fabricated a few drivetrain parts, and camped out here for a week with a good selection of tools, they might be able to strip two of the M992s to get the third back to operating condition.

That’s a tomorrow problem, though. The team has much higher priorities right now.


After another hour of driving, the road begins winding downward into a low, swampy area. On a bluff overlooking the road, a bombed-out building looms. It looks worth checking out. Arkadi slows the UAZ as it passes a stand of trees and Miko and Zenobia roll out into the scrub at the side of the road. As they collect themselves, they spot a sniper atop the ridgeline, tracking the UAZ with his rifle as it passes.

The UAZ rolls on to the north, holding the sniper’s attention. Zenobia settles herself into position and waits under her ghillie suit while Miko circles wide and ascends the west end of the bluff to come up behind the sniper. As he does so, he spots two more men in another patch of woods to his east.

Miko applies his hard-won patience and settles in to watch. After about five minutes, the sniper returns to scanning the road and the other armed men head back to a small campsite in a clearing. Miko resumes his stalk, slowly closing on the sniper’s rear with machete in hand.


About 400 meters north of the bluff, Arkadi pulls the UAZ behind a ramshackle abandoned barn. He, Leks, Red, and Minka dismount and begin moving back south. They’re trying for stealth but this isn’t the team’s sneakiest subset…


Miko is about 30 meters from the sniper when he sees the man tense and swing his rifle to the north. He can’t see his approaching teammates but he’s fairly certain what’s captured the sniper’s attention. He dashes in and swings down in a vicious attack, slashing both of the man’s Achilles tendons. The sniper loses his rifle down the bluff as he rolls away screaming, incapacitated with pain.


Distant screaming is the cue for the group to the north to move in. They abandon their stealthy approach and begin dashing south toward the bluff. Red and Leks curve around to a western approach while Minka and Arkadi head due south, hoping to scale the sheer rocks and flank whoever’s in the decrepit building.

Red takes the lead. As he approaches the dirt track that leads up to the building, he sees another armed man emerge with three large dogs. He flattens himself against the bluff to break line of sight, as does Leks – but a moment later, a grenade comes sailing over the edge of the cliff. Shrapnel strikes Red’s chest and the blast knocks both men down. Through the smoke, two of the dogs charge. One tears into Red’s side just below his armor.

Minka scales the bluff like a spider monkey and dashes for the armed man. Arkadi tries to follow her but pulls a hamstring [three total 1s on two successive pushed Mobility checks]. Minka gets in the man’s face – and gets her hammer in his face, too.

Leks dumps a magazine from his Saiga-12 into the dogs that are on Red, tearing them both apart. Before Red can regain his feet, though, the third dog makes it to the fight and latches onto his leg, doing enough damage to incapacitate him.

The man facing Minka flips his AK-74 to full auto and dumps most of a magazine at her. Amazingly, nothing connects. Minka’s reciprocal attack misses too.

Arkadi finally makes it to the top of the cliff and circles around the far end of the building. Coming up behind Minka’s fight, he hurls his tomahawk into the man’s back. The slaver crumples.

Leks picks himself up and moves in, bludgeoning the last dog with his empty Saiga [and reminding us again that he wants Minka to give the shotgun a bayonet attachment]. Minka turns from her fallen foe and leaps off the bluff, landing hammer-first on the dog.


Back on the west side of the fight, Miko sees three men running toward him from the camp. He pulls the pin on a grenade of his own and lobs it into their midst. All three drop prone from the blast.

With Zenobia providing covering fire (and not all that impressed with the M21 she’s recent substituted for her bolt-action Sako), Miko moves in for more machete work. He lops off a hand, lays open a chest, narrowly dodges a tear gas grenade, and closes on the grenadier. He’s about to cut that man down, too, when he sees another adversary at the campsite – this one holding a shotgun on the three missing teenagers.

Miko’s trail of mayhem.

Whatever the guy was expecting, it wasn’t Miko covering 40 meters through dense woods [in a single move action, thanks to ridiculous Mobility rolls] and tackling him to the ground. He recovers quickly, though, fending off the machete-wielding maniac with the barrel of his Benelli and firing a blast that nearly tears of half of Miko’s arm [shattered elbow crit]. Arkadi sprints into the thicket and puts a tight, professional burst into the man’s back before he can finish off Miko.

Miko pushes himself to his feet and goes back after the grenadier. The man tries to bring up his submachine gun but Miko steps in and tears out his throat with a backhand swipe before collapsing in pain.


Minka and Leks get Red back on his feet. He’s bleeding and wobbly but still fit to practice medicine. He hobbles over to Miko. Field surgery without anesthesia is no one’s idea of fun, but the team is able to stabilize Miko before blood loss becomes life-threatening.

Red and Minka check on the kids next. They’re shaken but physically unharmed.

Zenobia and Arkadi wander over to the one survivor, the man who Miko hamstrung. He knows he’s dead and isn’t particularly cooperative. Zenobia shrugs; she’s happy to leave him out here to be eaten by wolves. Arkadi, joined by Red once the surgery is done, eventually pries a little bit of information out of him. The slavers were taking the teens to a prison camp in the ruins of Radom. The camp commissar there has turned to human trafficking and pays well for young, healthy workers. When the conversation is done, Leks asks the others to walk away and quietly disposes of the slaver.

The team gathers the weapons and equipment of the fallen. The most notable items are an HK-69 with an assortment of smoke, paraflare, and CS gas rounds. Each of the slavers had a gas mask, suggesting that they made somewhat regular use of the tear gas as a capture tool.

Minka checks over the horses. They’re all basically healthy, albeit inexpertly cared for. All five are draft crossbreeds, typical of the prewar farm horses seized for military use once fuel and vehicles started running out.

The team hooks up the horsecart, piles Red and Miko into it, and heads back to the railyard. There’s not much question at this point: the teenagers are ready to pack up and move to Ponikla. Leks, Zenobia, and Arkadi stay the night with them to help them pack and to give them an escort in the morning, while Minka takes the badly-injured team members and the horses back to Ponikla.


Miko’s performance this session was a great illustration of the benefits and drawbacks of a melee specialist in this system. His well-timed grenade and its suppression effects probably kept him from being gunned down earlier in the fight, but as it is, he’ll be offline for nine days while he heals that shattered elbow critical.

In addition to the loot, Zenobia and Red both got Coolness Under Fire increases out of this fight. Character progression seems to be going smoothly. There was some discussion about needing to cross-train some skills to ensure that Leks isn’t the only one with Heavy Weapons.

This is the second indication the PCs have received that bad things are brewing over in Radom. With that to the east, the marauders of Tomaszow Mazowiecki to the west, and what looks like a major Warsaw Pact line of communication to their south, the PCs are starting to develop a picture of a threat environment that’s a bit denser than they may have thought a month ago...

Downtime (20-22 July 2000)

After taking down the GRU convoy, the team pulls back to Ponikla for a few days of maintenance and agriculture.

Red and Leks drive back down to Opoczno with some of the team’s stash of gold bars, as well as one of Leks’ vacuum-sealed bags of cacao beans. They spend the day haggling with the local merchants and itinerant traders and return with:

  • 10 doses of antipsychotic meds
  • an industrial-size cylinder of compressed nitrogen
  • 8 toothbrushes and 27 tubes of toothpaste, all in unopened original packaging
  • 7 20kg sacks of locally-milled flour
  • 4 barn cats, one of whom accosted Magda quite loudly on the team’s previous visit
  • an Uzi with 4 full magazines (Minka thinks she can adapt the magazines to also work in the Colt 635 that the team captured from the GRU troops)
  • a damaged M16A2 (Reliability 1/5) with 2 full magazines (acquired as a parts gun and extra ammo for Red’s problematic M4A1)
  • 60 rounds of 5.56mm ammo
  • 6 belts of 7.62x51mm ammo (Leks’ #1 priority by far, as he was getting dangerously low on MG3 food)

Pettimore heads out across the river in the newly-acquired Chevy S10 technical. He takes Stanisalw Jablonski, the one kid in Ponikla who hasn’t experienced a disappearance/missing time episode. Stanislaw was the village’s foremost hunter before Pettimore arrived and he reminds Pettimore a lot of his younger brother back in West Virginia, so the Marine sniper has taken the 15-year-old Polish orphan under his wing. They’re gone a couple of days on a trapping expedition, returning with two pregnant sows to add to the village’s livestock. They also make a stop by the highway maintenance garage to pick up the hydraulic log splitter that’s been sitting there.

For the rest of the team, it’s fuel brewing, harvesting (cherries, potatoes, and winter barley are coming in), and weapon and vehicle repair. Minka, Zenobia, and Arkadi combine forces to get the captured deuce-and-a-half back to full operating capacity.

Belt-Feds & Bullpups (Twilight: 2000 4e House Rules)

My Kaserne on the Borderlands campaign has been experimenting with a couple of tweaks to specific weapon classes. Reception has been generally positive so far, so I’m posting them for public consumption.


The point of having a belt-fed machine gun is sustained automatic fire, whether for lethality or suppression. The problem I see with 4e’s rules as written is that the only thing making machine guns better at this than assault rifles or battle rifles is their larger magazine capacity. Given an equivalent shooter and rate of fire, all automatic weapons stand an equal chance of jamming or breaking down when pushed.

Shortly after the game released, there was some discussion on Kato’s forum about this topic. The usual suspects suggested a few different options. The solution my table is using is to ignore 1s on pushed ammo dice. When pushing a machine gun attack, only 1s on the base dice will reduce Reliability or cause jams.

We have one machine gunner in the party, and this doesn’t seem to be game-breaking so far. Balancing factors include increased ammo consumption (he’s encouraged to use his full ROF more) and rigid enforcement of the penalty for hip-shooting a MG (p. 65 for those following along in the Player’s Manual). The net effect is that he spends the first turn or two of combat getting into a good shooting location with partial cover before he opens up, which, to my mind, is functioning as designed.


Separately, the PCs recently scavenged a Steyr AUG from a downed opponent, which has forced me to codify something I’ve been chewing on for a while. I have a tiny bit of trigger time behind both AUGs and FS2000s and have handled several other bullpup assault rifles, and I was looking for a way to model their unique handling. Their balance and overall length makes them quite handy in tight quarters, but ergonomics can be awkward for certain actions.

My current solution is to treat a bullpup assault rifle as a carbine. This means that a bullpup takes a -1 rather than a -2 for attacks in the same hex, and a -2 rather than a -3 for one-handed fire. To offset this, reloading a bullpup is always a slow action – it’s impossible to make a Ranged Combat check to reload as a fast action.

(I’m not sure what I’ll do, if anything, if the PCs get their hands on a bullpup LMG or SMG. My interim solution is to just avoid letting them have a Steyr AUG Para or an L86.)

Free Arkadi (19 July 2000)

With Ellis away on his long-term secret-squirrel mission in Tomaszow, his player needed another PC for regular use. Enter Arkadi Sokolov, a former VIP protection specialist in the KGB Ninth Directorate who defected to NATO in early 1999 after several years of increasing compromise and disillusionment:

Ranged Combat B; Combat Awareness, Mechanic, Melee, Rifleman

AKS-74U, vz.61 Skorpion, sap, tomahawk, KGB credentials


Arkadi Sikolov hasn’t been having a good summer. Once he was vetted and his handlers were reasonably sure of his reliability, the defector was farmed out to the special operations component of U.S. XI Corps, operating in northern Poland and along the Baltic coast. In May 2000, he was assigned to an intelligence support team that was inserted into Lodz. Their assignment was to prepare safehouses and emplace logistics for a SOF task force that was going to use the noise from the U.S. 5th Infantry Division’s deep raid as a distraction for another operation. He doesn’t know exactly what that op was supposed to be, but his team was preparing exfiltration routes not just for the task force but for up to four non-cooperative prisoners and a half-ton of sensitive material.

Their pre-insertion briefing indicated that Lodz was garrisoned by a Polish Border Guards brigade. Right before the 5th ID moved into the area, that garrison was reinforced by the Soviet 20th Tank Division. His team’s radios went down. They tried to exfiltrate to get a warning out, but things went sideways. He was cut off from the rest of his team and captured on 03 July.

Arkadi was held in Lodz for a couple of days by the military intelligence complement of the Soviet 20th Tank Division before being handed over to a GRU detachment from Lublin. They moved him down to Poitrkow Trybunalski, a slightly-smaller city, on 07 July. He was held there for a few days along with three Polish Home Army raiders.

On 11 July, four more Poles were brought in. These were all western-aligned defectors who had been integrated into the U.S. 5th Infantry Division. They’d been serving as line troops – specifically, part of 4-12 Cavalry. They were captured around Lodz while trying to probe the city’s defenses to determine just what 5th ID was facing.

He was held in Poitrkow Trybunalski until 14 July, when the GRU bundled all their prisoners and started moving them east, along with some captured American equipment (and Arkadi’s starting gear, which was seized as “evidence”). As far as he knows, he’s being taken back to Lublin for interrogation before his eventual execution.

Readers familiar with certain bits of first edition lore may recognize the op that Arkadi was supporting…


Meanwhile, in Ponikla, the team is curious about the apparent traders they saw near the railyard a few couple of weeks ago. Red, Leks, Minka, Magda, Zenobia, and Pettimore set out on foot (saving fuel – they want to build up a reserve) to explore southwest of that area. They cut through the railyard to check the message drop that they’ve been using with the remaining boxcar children, who they haven’t managed to recruit just yet [because I haven’t given the kids any more screen time], then head out along the road that the caravan was spotted traversing.

A few hours of careful travel through the forest and into more abandoned farm country leads them to a small rise overlooking a mid-sized town [Opoczno]. Some buildings on the community’s outskirts are in rubble, but the core looks intact, and plumes of wood and coal smoke are rising from the rooftops. In the farm fields north of the town, people are working, bringing in the harvest just as most of the locals are doing in Ponikla.

The map expands ever so slowly…

Pettimore and Magda sneak a little closer for detailed observations. They put eyes on a four-person militia patrol, as well as a crude bunker sited to command the northern approaches but currently unmanned. The folks working in the fields apparently know the patrol; there’s some casual banter amid the harvest work. The overall impression is of a functioning community, not one under duress.

The team circles clockwise around the town to get a feel for the area. On the south side of town, they sight a major highway and divert to check it out. Pettimore is the first to check the shoulders of the highway and see places where vehicles have pulled off for maintenance or crew breaks. He recognizes the signs of heavy traffic, mostly headed west – large trucks’ tire tracks and the tread marks of tanks and IFVs. Most aren’t crisp, probably a couple of weeks old, but there are signs of more recent passage in both directions.

The team approaches the town from the south – they’re already there and it seems prudent to mask the direction from which they actually arrived. They head up the road. On this side, they spot two bunkers with militia troops in them. As soon as the militia spots the PCs, a runner darts away into town. A few minutes later, the militia patrol shows up to backstop the bunker crew.

Red and Magda approach to negotiate. They’re met with curiosity and a reasonable level of suspicion, but Magda’s native accent and Red’s implied medical credentials smooth things over. The militia welcomes the team to Opoczno and peels off an escort to take them into town to meet the mayor.

The town square is war-damaged but still doing business. A few open-air shops are offering wares, and a quartet of merchant wagons are parked next to them. Across the way, a local watering hole is open – and appears to have some source of electrical power, as the neon beer sign in the window is lit.

More interesting, however, is the quartet of vehicles parked in the square: a BRDM-2, a Zil-131, an American M35 deuce-and-a-half, and a Chevrolet pickup with an M2HB on a pintle mount in the bed. The latter two vehicles both have bumper numbers identifying them as U.S. 5th Infantry Division property. They’re under the guard of a trio of Soviet troops. One of the junior enlisted and Leks get into a staredown before the NCO and Red corral their respective charges.

Pettimore plays it cool, but as the team enters the mayor’s office, he happens to glance past the vehicles. On the far side of the square is a damaged shop, its front blown out. Within its shadowed gloom, he sees a handful of men and women seated on the floor, guarded by a fourth Soviet trooper. One of the men looks up and catches Pettimore’s eye. There’s a flash of recognition…


Arkadi sits on the floor in a blown-out storefront, gnaws the stale bread that passes for prisoners’ rations in GRU custody, and contemplates escaping before the convoy’s meal and maintenance stop ends. The Poles in his company would probably back his play, but he’s the only uninjured one here, and the guards on the vehicles are keeping a close eye on the man detailed to watch the prisoners. His odds aren’t good.

The guards’ attention briefly goes to a small group of armed men and women being escorted in by the local militia. Arkadi considers seizing the opportunity, but then he recognizes one of the newcomers…


Pettimore excuses himself from meeting the mayor and wanders over to check out the shops and the traders’ wagons. He works his way around to the convoy guards. Pettimore’s primary weapon is a Dragunov, he’s in civilian attire, and he’s not displaying any obvious signs of American allegiance, so he’s able to elicit a little bit of information. The convoy is taking POWs and captured NATO equipment east to Lublin. However, the M35 doesn’t live up to the legends of American engineering, and it’s giving the detachment no end of headaches, especially since their regimental HQ pinched the platoon’s usual mechanic.

Pettimore excuses himself, tells the soldier to look him up for a drink when he gets off shift, and wanders into the tavern…

… where eight more Soviet troops look up from their meals to appraise the armed stranger who just walked in.


Meanwhile, the rest of the team meets Mayor Wiola Bosko and gets a briefing on the state of Opoczno. Mayor Bosko presides over about 1,100 citizens, down from the town’s prewar population of 15,000. Before the war, the major local industries were ceramic tile production, warehousing, and mechanical and maintenance services for both rail and highway transport. They’d been leveraging the remnants of the latter to set up some local trade, but a few weeks ago, the Soviet 124th Motor Rifle Division swept through the area and “requisitioned” all eight trucks that Opoczno’s citizens had restored to service. Bosko expects they’ll be back for regular infusions of fuel and food, but with only about fifty trained militia, there’s not a lot she can do.

Bosko is open to negotiation with other communities in the area. There’s a bit of small talk as each party feels out the other’s intentions and the PCs avoid being too specific about the precise location of their community. They eventually wander out to find Pettimore and lunch.


The chill in the tavern dissipates as the Soviets decide that Pettimore isn’t an immediate problem. The lights flicker as the man astride a bicycle dynamo generator coasts to a halt, having paid off his tab. The barkeep welcomes Pettimore and asks if he’ll be working for a meal or if he has something to barter. Pettimore grins, reaches into his ruck, and pulls out a roll of prewar toilet paper.

Barkeep: Pal, I can’t make change for that.

Pettimore opens a tab; he knows the other PCs will be arriving.

Over some pretty good venison stew and fresh bread, Pettimore deploys awkward Pig-Latin to inform Red that the Soviets are holding prisoners, and he recognizes one of them. Arkadi Sokolov is a Soviet a defector who Pettimore worked alongside during a few deep recon missions on the Baltic coast in the fall of ’99. With a known ally in a jam [and an illuminated “new PC” signal], the team quickly decides they’re going to break Arkadi loose. The mechanical problems the Soviets are having with their captured deuce-and-a-half and their lack of a mechanic suggest an option…

The lieutenant in charge of the GRU platoon “suggests” that it’s time for his men to change the guard shift and start trying to fix that American truck. Four of the troops kill their beers, gather their weapons, and head outside. A few minutes later, they’re replaced by the four who were on guard duty. Looking out the window, Zenobia sees the truck’s hood go up and parts start coming out.

Pettimore leverages his earlier conversation with the guard detail to negotiate a loan of his cousin, Zenobia, who’s a pretty good mechanic. The lieutenant agrees to let her try… she can’t do any worse than his men. Actually, she can do much, much worse, but it won’t be evident for a while…

Zenobia gets to work under the hood while the rest of the team checks out the merchants’ offerings. There’s no time for commerce right now, though – there’s an ambush to set. As soon as Zenobia is done, the team hightails it out of town. They know the route the Soviets will be taking. Pettimore catches Arkadi’s eye and gives him a sign.


About three kilometers east of Opoczno, a Chevrolet pickup technical rolls along at the head of a small GRU convoy. Its driver weaves around a cratered and pothole-riddled stretch of road. The two cargo trucks following it aren’t as agile, and the uneven asphalt repeatedly punishes their crews’ and passengers’ kidneys. Under the hood of one of the trucks, undersized and improperly-torqued bolts have been working their way loose, and this is the final insult. The truck’s driver curses and pulls over as a horrifying metallic clatter and the flailing of a loose belt emanate from the engine compartment.

This is Minka’s cue to touch off the directional mine that Leks has emplaced. The blast flays the left side of the BRDM-2 bringing up the rear of the convoy. When the smoke clears, the barrel of the armored car’s coaxial machine gun is skewed at an unhealthy angle.

The rest of the team opens up on the Soviets. Pettimore and Zenobia catch the gunner on the technical in a sniper crossfire and he falls, the .50’s barrel swinging skyward. Magda, Red, Leks, and Minka rake the vehicles with gunfire, trying to take out (or at least suppress) as many of the drivers as possible.

In the canvas-covered bed of the Zil-131, Arkadi has been waiting for a signal. This certainly sounds like one. He goes for the guard’s eyes and the Poles rise up alongside him. There’s a confused and inconclusive melee that terminates when Arkadi body-checks the Soviet soldier over the tailgate. The man hits the pavement headfirst.

The technical’s driver and front-seat passenger succumb to the massive amount of gunfire being directed their way. Leks sees the unattended M2HB in the truck’s bed and sprints through the firefight toward it. He leaps into the technical, yanks the machine gun’s charging handle, and swings it around just as the BRDM-2 pulls around the cargo trucks! His first burst chews through the armored car’s turret, fouling the ammo feed of its remaining weapon. The driver frantically reverses to put the M35 between his ride and the Estonian while the gunner struggles to get a usable belt into the KPV.

The team keeps up the pressure. Most of the GRU troops never get a shot off [suppression is a harsh mistress]. Arkadi and the Poles boil out of the back of the Zil. Arkadi reclaims his tomahawk from the man who’d taken it as a war trophy while one the Poles grabs the guy’s AK-74, and the mob is off toward one of the troops who’d managed to dismount.

The BRDM crew gets their KPB back into action and rolls forward. Leks stands his ground. 14.5mm rounds tear through the forest but, amazingly, Leks avoids taking a hit. His return fire injures the driver but the armored car is still in the fight – and still a threat that can turn this entire combat around.

From her firing position, Minka runs forward. Repeating her stunt from the fight with the marauders in Mysiakowiec, she hauls herself atop the BRDM and slams a Molotov cocktail through the gun port! Flames erupt within the vehicle as burning liquid begins running out the wheel wells and devouring the brake lines and tires!

Amazingly, the BRDM’s crew stays in the fight. Their fire is ineffectual, though, and Leks weathers the storm unscathed. As the flames reach his legs, the driver bails out, and Arkadi extinguishes him with a tomahawk blow. This is enough for the commander and gunner to throw in the towel. Red rummages through the trucks for a fire extinguisher, but just as he finds one, the BRDM’s ammo starts cooking off. There won’t be much left to salvage.

I actually used a Free League tactical map for once.

The Poles collect arms, ammo, and personal gear from the fallen and say their farewells to Arkadi. They’ll hole up in the area for a while and nurse their wounds before trying to find their way back to the vicinity of Lodz. Three of the GRU troops survived the fight, and while one of them breaks and pleads for clemency, the other two are made of sterner stuff. The Poles agree to take them off the team’s hands. Arkadi collects the rest of his gear from the back of the Zil before tossing the truck’s keys to one of the Poles.

Zenobia crawls back under the M35’s hood to undo her earlier sabotage and get the truck in shape to crawl back to Ponikla via the rail yard. Pettimore pulls Arkadi aside for a catch-up chat and gets Arkadi’s briefing on his recent experiences around Lodz. As Pettimore listens, he realizes with mounting horror that Ellis was right. It’s not the July 2001 that he thought he was living in. It’s July 2000 all over again – and at dawn yesterday, the U.S. 5th Infantry Division went down fighting as four Warsaw Pact divisions closed their jaws on Kalisz.


This was a solid session. Despite nearly going off the rails with shopping, we got in some great roleplaying (Pettimore’s player was in top form) and a good fight. I was a bit concerned about the BRDM-2 because the PCs deployed without any antitank weaponry whatsoever (they have three RPG-22s, an M72 LAW, and a few rifle grenades gathering dust in the armory). However, taking the technical out of the fight with the opening volley, and Leks’ immediate seizure of the M2, bought them some breathing room. I was not expecting Minka to conduct another boarding action, but she continues to make this stuff work despite the difficulties and multiple rolls she has to make to pull it off.

Downtime and Research (15-18 July 2000)

Red, Zenobia, and Leks limp back to town with a semi-conscious Malvina, a concussed Minka, and a slightly-used black Volga in tow (literally, in the latter case).

Minka will be on light duty for the next few days while her abused brain heals. The rest of the team settles in to attend to a variety of tasks around Ponikla: rebuilding their diminished fuel stockpiles, helping with the harvest, running the drilling rig, hunting, foraging, patrolling the area. But for Red, it’s time to do Science!!

After performing a field necropsy on some of the men who abducted Malvina, Red took blood samples from them. He has a microscope and some of the other makings of a laboratory, so he grabs Léonard as a lab assistant and settles in for a few days of research.

The following is a lightly-edited, low-effort copy and paste from our Discord server.


The blood of the four dead neckless mooks looks normal.

The samples Red took from the three men in black and the two creepy doctors appear to be blood to casual inspection, but under a microscope, it’s a red liquid without red or white blood cells or platelets. However, there is something in solution. It appears to be regular faceted geometric shapes with well-defined planes and edges, slightly smaller than red blood cells. The shapes are inert and a dull gray in color.

The sample of Malvina’s blood has the normal components you’d expect – plasma, red and white blood cells, and platelets. However, her blood also contains similar faceted shapes. These, however, are dark red and they appear to be independently mobile.


Red tests the samples to see which of them display the previously-observed behavior of boiling/sublimating when exposed to iron. Malvina’s blood does not have the same reaction, nor does the mooks’ blood. Running that test with the MIB blood samples under the microscope shows that the cause is the little geometric shapes undergoing what looks like extremely rapid oxidation.


Malvina is recovering rapidly but her caloric intake is about 1.5x normal and she has about a degree of fever.


Red and Léonard get together with the other PCs and the village elders (Léonard has been somewhat adopted into the elders’ ranks but this isn’t a decision he can make unilaterally). He wants to get some blood samples from other children who were abducted – but but he doesn’t want people to worry about the kids or, worse, invoke some sort of superstitious belief that they’re tainted. Léonard suggests spinning this as a routine medical exam (Minka’s probably the only other person in the village with enough medical knowledge to call bullshit) and the elders sign off on it.

All of the children’s blood samples have the same shapes in them, with the same color and behavior as Malvina’s. They’re also more prevalent – three to four times the concentration seen in Malvina. When Red pulls another sample from Malvina to compare, the number in her bloodstream has increased from what he saw the previous day.


Red: So they are replicating.

Referee: Leonard, who has been tracking the village’s food stores (you’re not in danger of starving if nothing fucks with the harvest), adjusts his glasses. “Um. Doctor. I’ve noticed something else. When you and your friends have come back from a mission wounded, you’ve also been consuming quite a bit more than I’d expect. I’d thought it was just the increased demand of, well, fighting and marching, compared to the starvation rations of the last two years, but…” he trails off and nods at the room where you’re keeping Minka under observation. “In my experience, people with concussions can’t keep food down well. And she just had second breakfast.”

Red: He’ll start with himself.

Referee: They’re in there. Slightly greater amount than Malvina’s current concentration, less than the village kids.

Red: This gets even more interesting…


Red spreads his net a little wider, testing Léonard for a baseline, then getting a sample from Stanislaw, the one kid in the village who has not yet been abducted. Léonard also has the shapes. Stanislaw does too, but his are noticeably more motile.

Red fires up a motorcycle and heads out to check on the farmers across the river; he’d promised them medical assistance anyway and this seems like a good opportunity to see if they’re a control group. One of Fryderyka’s partisans rides shotgun on the other BMW.

The farmers don’t have any history of child abduction, though a couple of them do ask jokingly if he’s seen a black Volga driven by a couple of nuns [Coolness Under Fire check to not react…]. Their blood samples, once Red gets them back to his lab, are normal. He does also note that the farmers get their water from wells on their farms, not from the river.


Red turns his attention to the river. With the additional equipment and information taken from the museum site, he has decent capability to analyze water quality. While he’s been working on blood research, he’s had Miko out gathering samples up and down the river.

The river is fairly clean… much cleaner, in fact, than he’d expect for a European river with heavy prewar industrialization. He lacks a direct prewar comparison sample (the museum project was on the Vistula, which the Pilica flows into), but he’s seeing maybe a tenth of the industrial chemical contamination that was in the Vistula’s 1996 reading.

There is one sample that Miko took on the south bank of the Pilica, immediately upriver from the ruins of Kozlowiec, that is… weird. It’s not reacting to any of Red’s chemical tests, but under a microscope, there is a weird oily-metallic rainbow shimmer to it that looks like something in solution that’s too small for his microscope to resolve clearly. That same sample has trace amounts of refined hydrocarbons – some sort of petroleum fuel.


This was a fun reveal to run, and it led to a roleplay-only session for the PCs to discuss Red’s findings and figure out WTF to do . The general conclusion is that… well, they can’t do much, and these things (Leks throws out “nanotechnology” from a bootleg movie tape he once watched) seem to be mostly beneficial. They do also discover that the… okay, call them nanites… are averse to strong magnetic fields.

Once Magda hears Red’s findings, something clicks for her as one of the village’s primary communal cooks. Whenever someone has come back from a mission injured, they’ve been eating about 3,000 to 4,000 calories a day while healing.


While all of this is happening, Zenobia sits down with Leks, Minka, and an assortment of wrenches. The black Volga offends her. She wants answers.

Other than the damage the PCs inflicted in the process of capturing it, it appears showroom-fresh despite being a 29-year-old model. It’s clean, it has no wear or corrosion, all the rubber and synthetic parts are in good condition, the tires look new. As previously noted, the tank is full of actual gasoline, not alcohol fuel. It appears to have a factory-fitted armor package – ceramic plates in the doors and the back of the rear seats, and bullet-resistant glass [Armor 2 on all facings]. There are no serial numbers on any parts and it has no registration tags.

(None of the firearms recovered from that fight have serial numbers or proof marks, either. They aren’t lasered or filed off – there are just blank spots where numbers apparently were never engraved in the first place.)