ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
CardOn-roadOff-roadDayNightStationaryFactionNumberTextNameSourcebook
2
*Water or shore based
3
10, Clubs✔️✔️✔️✔️US MilitaryPCx2 On-road, PCx1 Off-road
A band of stragglers from the US forces in the area. They are
starving and will hail the PCs as friends, but take the first
chance they get to kill the characters and steal their gear.
Some of the stragglers suffer from typhus and the PCs risk
being infected.
Murderous BastardsReferees Manual
4
10, Clubs*✔️✔️✔️US/Soviet MilitaryPC/PCx2
The PCs witness gunfire on shore. If they look closely via binoculars
or other means, it’s clear that a small unit of US soldiers
is under assault by Soviet troops (with one PKM GPMG
with two reloads). The Soviets are winning, and without the
PCs’ intervention, the US troops will die. If saved, the US troops
can offer information, but also ask to be ferried to the nearest
town on the PCs’ boat.
Someone Else's ProblemHostile Waters
5
10, Diamonds✔️✔️✔️✔️US MilitaryPCx2 on-road, PCx1 off-road
A band of US stragglers from the US forces in the area. They will
hail the PCs, and try to barter with them or just plead for food,
ammunition and protection. They are all starving.
Whatcha Got?Referees Manual
6
10, Hearts✔️✔️✔️✔️✔️US MilitaryPCx2 dead, PCx1 dying from critical injuries
The PCs see a column of black smoke rising up ahead. If they
investigate, they will come upon the scene of a recent ambush. A
group of US stragglers has been badly hit by an ambush by local
marauders, just an hour or so earlier. Most of the soldiers are
dead, but some are still alive, dying on the ground and pleading
for help. They are all starving and hypothermic, and have no gear
at all (the marauders took everything of value).
The AmbushReferees Manual
7
10, Spades✔️✔️✔️✔️US MilitaryPCx2 on-road, PCx1 off-road
A band of stragglers from the US forces in the area
approaches. They are starving. One of them is an
officer of higher rank than any of the PCs, and
will use this fact to order the PCs to do what he
wants, which is for them to become part of his
unit. If denied, he will get very agitated and
might even turn violent.
That's an OrderReferees Manual
8
10, Spades✔️✔️MarauderPCx1
Marauders stand arrogantly in the middle of the road with their
weapons held in their arms, waving at the PCs to stop. There
appear to be a lot of human-looking shapes semi-concealed off
the road as well, on both sides. The leader of the band shouts to
the PCs that they are heavily outnumbered, but if they will drop
sufficient food and ammunition as a toll they will be allowed
to pass through unharmed. A RECON roll with a −2 modifier will
reveal the shapes beside the road to be stuffed uniforms partially
hidden to resemble a larger force.
Tool Booth AheadBlack Madonna
9
10, Spades*✔️✔️✔️US MilitaryPCx2
A Mark V Special Operations Craft (half a tank of fuel, one reload
for each MG) with a group of stragglers from the US forces in
the area approaches. One of them is an officer of higher rank
than any of the PCs and uses this fact to order the PCs to do
what he wants – which is for them to hand over all of their gear
and become part of his unit. If denied, he will get very agitated
and might even turn violent.
Chain of CommandHostile Waters
10
2, Clubs✔️✔️✔️--
First, a wave of wildlife runs toward the PCs, passing them. The
PCs can shoot an animal as if hunting without spending the whole
shift (see chapter 6 in the Player’s Manual). Soon, they see what
caused the animals to flee – a violent forest fire rages in their path,
possibly the result of some earlier fighting in the area. The fire has
Intensity C and covers an area 20 hexes deep. If the characters try
to find a way around the fire, they need to make a SURVIVAL roll.
Even if successful, they can’t travel any further this shift. If the roll
fails, the path forward is blocked for the next shift too.
Forest FireReferees Manual
11
2, Clubs✔️✔️✔️--
A building burns along this road. A man frantically tries to rescue
objects from inside. If the PCs help, he’ll split his belongings
with them. If they pick on their own, he becomes irate but does
not fight them. Inside the house, an intensity C fire rages. Each
round, a PC can make a scrounging roll to find an item on the
scrap table on pages 144–145 of the Player’s Manual. A total of
D6 items can be found.

PLOT: The fire was set by one side of the Krakow schism (page
46) as a warning.
Burning BuildingUrban Operations
12
2, Clubs*✔️✔️✔️--
A sudden storm comes in, leaving no time to get the ship
to safety. The weather immediately turns to heavy rain
(page 139 in the Referee’s Manual), no matter what it
was before. Also, due to the strong winds the helmsman
must make an additional DRIVING skill roll, modified by
the Boatman specialty and the terrain type, to avoid a
mishap (page 18).
The TempestHostile Waters
13
2, Diamonds✔️✔️✔️✔️✔️--
A thick fog descends on the landscape, limiting visibility to 10
hexes. The fog counts as heavy rain for the purposes of driving.
Dense FogReferees Manual
14
2, Diamonds✔️✔️✔️US Intelligence1
A spy lies dying in an alley. Wet noises and coughing alert the
PCs to the victim who, with their last few breaths, tells the PCs
they must take a package at the end of the alley and deliver it
to an intel agent. The spy doesn’t have time to say what is in the
package, who they work for, or who killed them.

PLOT: The package given relates to Operation: Reset or Power Play.
Dying SpyUrban Operations
15
2, Hearts✔️✔️✔️✔️--
Suddenly, the thick gray clouds of soot from countless nuclear
detonations dissipate, and the sun breaks through the smog. For
a fleeting moment, the world doesn’t seem so bleak. Maybe, just
maybe, there is a chance for things to turn around. For a better
future. The sight of the sun immediately heals 1 point of stress
and the weather turns to fair.
SunshineReferees Manual
16
2, Hearts✔️✔️Civilian and PolicePCx4
A group of citizen protesters squares off against the local militia
or police over an internal matter. Things are very tense between
the two groups, and violence could erupt at any moment. The
PCs must either find a way around the brewing riot or intervene.
At your discretion, the violence explodes just as the PCs are in
the thick of it. A lot of blood could be spilled.

PLOT: The protestors are on one side of the Krakow schism, agitated
about the coming changes. They might otherwise be gathered
due to rumors of The Plague, demanding the city help.
ProtestersUrban Operations
17
2, Spades✔️✔️✔️✔️✔️--
Suddenly, the air is filled with gray flakes of ash. This airborne
soot is the result of the hundreds of nuclear strikes detonated
in recent years. The rain of ashes reduces combat visibility to
5 hexes during this shift and gives a –1 modifier to all ranged
attacks. It also gives a –2 modifier to the DRIVING roll for traveling,
and inflicts 1 rad on all characters in the open.
Rain of AshReferees Manual
18
2, Spades✔️✔️✔️MilitaryPC+2
Whatever faction controls the town has erected an impromptu
checkpoint, stopping everyone who wants to pass. Causing trouble
here follows the PCs throughout the city. There is an armored
vehicle here, equipped with a mounted machine gun.

PLOT: This is a new checkpoint erected during the events of The
Plague plot as a containment measure. It might have likewise
been erected due to The Last Offensive.
Impromtu Checkpoint
Urban Operations
19
2, Spades*✔️✔️✔️--
The weather suddenly turns to heavy rain (page
139 in the Referee’s Manual), no matter what it
was before. Soon, lightning hits the water around
the PCs. Their ship takes a direct hit, triggering
result #2 on the mishap table on page 19.
Lightning StrikeHostile Waters
20
3, Clubs✔️✔️✔️✔️-PC
A pack of wolves begins tracking the PCs, howling in the distance,
and attacks when the PCs are resting. They will try to single
out and attack an isolated PC if they can, preferably at night. If
killed, each wolf will yield meat enough for D6 rations of food.
Pack of WolvesReferees Manual
21
3, Clubs✔️✔️✔️MarauderPC
A robbery takes place before the PCs’ eyes. Some thugs (gang
members) are beating an unarmed man who tries do hold them
off. The PCs can intervene or leave the parties to their business.
It’s a one-sided fight unless the PCs stop it.

PLOT: The victim of the robbery carries some piece of information
or tech relevant to Operation Reset (page 50) or might
be a member of the Sanctuary at the power plant in Power
Play (page 43).
RobberyUrban Operations
22
3, Clubs*✔️✔️✔️--
A flock of crows are pecking at something in the water.
Drawing closer, the PCs see a large number of corpses,
floating peacefully. The distressing sight inflicts 2 points
of potential stress. As usual, make a CUF roll for each
PC – each rolled eliminates one point of stress. If
the PCs take a closer look, a MEDICAL AID roll reveals that
these folks died from gunshot wounds.
A Feast For CrowsHostile Waters
23
3, Diamonds✔️✔️✔️✔️✔️-PCx2
A pack of wild dogs starts tracking the PCs, and will try to attack
them if they get the chance. The dogs have a 1 in 6 chance to be
infected with rabies.
Rabid DogsReferees Manual
24
3, Diamonds*✔️--
A large school of fish swims alongside the ship. The PCs can make an
extra SURVIVAL roll for fishing (page 147 in the Referee’s Manual), requiring
only a stretch of time and allowing other tasks during the same shift.
Bounty Of The SeaHostile Waters
25
3, Hearts✔️✔️✔️✔️✔️-1
A wild dog starts following the PCs. If they attack the mutt, it
will run off, but come back later. If the PCs treat the dog well
(PERSUASION roll), it will become their loyal companion for the rest
of its life, and even defend them against attackers.
Human's best FriendReferees Manual
26
3, Spades✔️✔️✔️✔️-1
The PCs stumble into the territory of a very hungry bear that has
turned to attacking humans. If the PCs are on foot, it will attack
them for food. It’s heavily irradiated, so any attack from it that
causes damage will also inflict 1 rad on the victim. Eating the
bear’s meat will also give 1 rad per ration.
Bear's DenReferees Manual
27
3, Spades✔️✔️✔️--
A group of musicians plays in the middle of the street. It might
be Beethoven or NWA. It doesn’t matter. Live music is a rare
thing, and it uplifts the souls drug low by war. Each PC heals 1
point of stress. Everyone on the street has stopped, staring, listening,
some crying.

PLOT: One of the musicians worked at the power plant in Power
Play or is a deserter from The Last Offensive.
MusicUrban Operations
28
4, Clubs✔️✔️MarauderPC+1
The PCs come across a seemingly deserted pickup truck, looking
to be in surprisingly decent shape. This is a trap – the truck is a
wreck given a quick paint job by a band of marauders. If the PCs
investigate the vehicle, the marauders will detonate a hidden
charge (blast power B) and then open fire from their nearby
hiding places. They have hunting rifles and one RPG-16, all with
one reload each, and D6 rations of wild food. If the marauders
are driven off, the PCs will realize that the truck is permanently
destroyed, but they can scavenge spare parts from it.
Booby-Trapped VechicleReferees Manual
29
4, Clubs✔️✔️MarauderPCx1
Ambushing marauders have placed a tire puncture strip across
the road and camouflaged it with dirt and leaves to hide it. It
is over a pipe that runs under the road to allow a stream to go
through. The marauders have mined the pipe, but the blast
is insufficient to affect vehicles on the road and simply blows
out the ends and causes everyone’s ears to ring. In frustration,
the marauders attack anyway from the wood line. Although
they have no heavy or automatic weapons, they do each have
a single pipe bomb (improvised grenade) to throw. Each has
a 2 in 6 chance of failing to detonate due the poor quality of
their manufacture.
Send In The ClownsBlack Madonna
30
4, Clubs*✔️✔️PiratePC+1
The wreck of a tugboat sticks out of the water, which is gleaming
with spilled fuel around it. The PCs have no choice but to
pass through the spill or double back. This is a trap – a group
of pirates (with a speedboat, half a tank of alcohol fuel, and
an RPG-7V rocket launcher with three reloads) is hiding in the
wreck and ambush the PCs if they enter the spill, igniting an
intensity B fire and opening fire. The PCs are safe from the fire
as long as they stay on their boat, but the boat suffers damage
(and then keeps burning) as per the rules on page 79 of
the Player’s Manual.
Sea Of FireHostile Waters
31
4, Diamonds✔️✔️✔️-1
The PCs come across a burnt-out derelict bus. The wreck is beyond
repair, but the PCs can scavenge parts from it. There is plenty
of scrap around and any roll to scrounge in the area gets a +2
bonus. A viper has made its nest inside the bus and will attack
any PC who enters it. This counts as an ambush.
Viper's NestReferees Manual
32
4, Diamonds✔️✔️✔️✔️--
There is an M113 with a broken track (reliability zero) just off
the road in a farm field. Although the field itself is not mined,
the crew did place improvised boobytraps (fragmentation hand
grenades with tripwires) under both hatches before abandoning
the vehicle. There are no weapons or ammunition left, but there
may be some salvageable engine parts and there is one dead
crewman rotting inside, who apparently shot himself with his
M1911A1 (reliability 3, no ammo).
Relic of WarBlack Madonna
33
4, Diamonds✔️✔️✔️✔️MarauderPCx2
One of the local gangs decides to shake down the PCs.
This is their territory, they say, and the PCs must pay 100
bullets (or the equivalent in other goods) for access. They
are armed and, if the PCs are better armed, claim they
can call on reinforcements.

PLOT: This gang threw in with one side of the Krakow plot.
Alternatively, they’re deserters from The Last Offensive.
GangUrban Operations
34
4, Diamonds*✔️✔️--
Poking partly above the surface of the water is a wreck of an old cruise
ship. It’s far beyond repair, but the PCs can make a total of D6 quick search
rolls (page 143 in the Player’s Manual). As the finds are under water, each
quick search requires a successful MOBILITY roll and then
a STAMINA roll to hold one’s breath. After a while PC+2
pirates in a fishing boat (with half a tank of fuel) arrive,
claiming the wreck to be theirs. If the PCs stay for a shift,
they can scavenge the wreck for boat spare parts (page
91 in the Player’s Manual).
End Of The LineHostile Waters
35
4, Hearts✔️✔️✔️--
The PCs approach a dozen car wrecks, all burnt out. Inside the
cars, the PCs can find charred corpses. The cars were hit by a
napalm attack some weeks or months earlier. The corpses in
the cars are such a depressing sight that it causes 1 point of
stress. The wrecks are beyond repair but they can be scavenged
for parts. There is plenty of scrap around – any scrounging roll
gets a +2 bonus.
The Smell of VictoryReferees Manual
36
4, Hearts✔️✔️✔️--
The PCs come upon an area that was devastated by multiple
DPICM rounds at least a year ago (much of the underbrush has
grown back and some trees are sprouting new branches, but
the woods generally seem to have been mowed down with
a lawnmower set to around 3 meters high). The target was a
NATO military supply convoy, but unfortunately the rounds
landed in the middle of a refugee column. Blasted and burned
bodies, mostly torn apart and long since picked over by crows
and wild dogs, litter the landscape, along with destroyed
trucks, cars, and wagons. The depressing sight causes 1 point
of stress. Vehicle parts, rotting clothing, and the occasional
tool or weapon can be found by scavenging, albeit in very
poor condition. Allow a quick search (page 143 in the Player’s
Manual) for each PC.
FirecrackersBlack Madonna
37
4, Spades✔️✔️✔️✔️--
The PCs move into an area where a major tank battle has taken
place, many months ago. Dozens of burnt-out battle tanks are
rusting away, and the entire area is littered with debris. There
is plenty of unexploded ordnance in the area, and scrounging
here requires a PC to make a RECON roll – failure means triggering
a detonation with blast power C.
Most vehicles are damaged beyond repair and have already
been stripped of parts, but a successful TECH roll for scrounging
here will (in addition to random finds) have the PC find a T-72
tank that is inoperable but can be repaired (or scavenged for
parts). It has no ammunition or fuel, however.
The BattlefieldReferees Manual
38
4, Spades✔️✔️✔️--
Crossing fallow, overgrown farm fields, the PCs notice several
vehicles parked around the field in various states of decay; burned,
tracks blown off, wheels blown off, etc. The PCs have found
themselves in the middle of a forgotten minefield. Now they have to
figure out how to get out! Use the new minefield rules on page
06, considering them to be in the center of a medium, sparse,
overgrown, anti-tank minefield.
Field of NightmaresBlack Madonna
39
4, Spades✔️✔️✔️--
A man dressed in medieval-looking garb stands on a box in
the street and screams the prophecy of the The Shepherd’s Flock
(page 62 of the Referee’s Manual). Some in the crowd listen.
Others simply pass by. His words are ominous, full of new apocalypses.
Spotting the PCs, the zealot claims they are part of one
of his prophecies and heckles them to join his deranged cause.

PLOT: This street preacher knows something about the Spear
of Destiny or The Plague. He’s still not well, but some bit of his
ranting holds truth.
Street PreacherUrban Operations
40
5, Clubs✔️✔️✔️--
The PCs approach a crater left behind by a nuclear strike, one
aimed at a large ground force previously gathered here. The crater
is 4D6x10 meters wide and one fifth as deep. There is a pond of
greenish water in the bottom of it. The entire visible crater, as
well as an area twice as wide around it, is still radioactive. Moving
through this area inflicts 1 rad every stretch. The road is destroyed
here. To pass around the crater, a vehicle needs to go off-road and
lose one hex of movement this shift (modified by terrain) before
movement can continue.
Ground ZeroReferees Manual
41
5, Clubs*✔️✔️--
Sometime during the war, this waterway was mined by M-08
Contact Mines (page 20). Some are still active. Allow a passive
RECON roll to spot the mines, which block the PCs’ route forward.
If the roll fails, the PCs’ boat hits a mine. If the roll succeeds, the
PCs can proceed, making a DRIVING roll for each hex entered to
avoid hitting a mine. The minefield is D6 hexes wide.
Hell Or High WaterHostile Waters
42
5, Diamonds✔️✔️✔️
The characters approach a crater from a nuclear strike, aimed at
a large ground force once gathered here. The crater is 3D6x10
meters wide and one fifth as deep. There is a pond of green-
ish water in the bottom of it, and there is debris everywhere
(scrounging rolls get a +2 bonus). By the water, there is the
corpse of a soldier.
The entire visible crater, as well as an area twice as wide
around it, is still radioactive. Moving through this area inflicts
1 rad every stretch. The road is destroyed here. To pass around
the crater, a vehicle needs to go off-road and lose one hex of
movement this shift (modified by terrain) before movement
can continue.
The soldier in the crater has died of radiation poisoning and
thirst. Next to the body, there is an assault rifle with one reload,
and some random piece of scrap.
The Final RestReferees Manual
43
5, Hearts✔️✔️✔️--
The PCs approach a crater from a nuclear strike. The crater is 2D6x10
meters wide and one fifth as deep. There is a pond of scummy water
in the bottom of it, and D6 deer are drinking from it. The PCs can
try to kill the deer for food – see the rules for hunting in the Player’s
Manual (no roll for tracking the animal is needed, only to shoot it).
Eating the meat from the deer will cause 1 rad.
The entire visible crater, as well as an area twice as wide around
it, is still radioactive. Moving through this area inflicts 1 rad every
stretch. The road is destroyed here. To pass around the crater, a
vehicle needs to go off-road and lose one hex of movement this
shift (modified by terrain) before movement can continue.
The Watering HoleReferees Manual
44
5, Hearts✔️✔️✔️Police/MilitiaPC
Local police or militia stop the characters with routine questions
about their business. If the characters look overly suspicious, or
are caught lying, the police try to bring them to the local courthouse
or other HQ. The group itself isn’t that large, but they can
call on reinforcements.

PLOT: The police are on edge due to rumors of The Last Offensive
or The Plague.
PoliceUrban Operations
45
5, Spades✔️✔️✔️--
The characters approach a huge crater from a nuclear strike, once
aimed at a large mechanized force gathered here. The crater is
6D6 hexes wide and one fifth as deep. There is a small lake of
greenish water in the bottom of it.
The entire visible crater, as well as an area twice as wide
around it, is still radioactive. Moving through this area inflicts
1 rad every stretch. In all of this area, there are dozens of rusting
wrecks of armored vehicles. These are destroyed beyond repair,
but D6 of them can be scavenged for parts. Note that the PCs will
likely be severely affected by radiation if they stay to scavenge
the vehicles.
The road is destroyed here. To pass around the crater, a
vehicle needs to go off-road and lose one hex of movement
this shift (modified by terrain) before movement can continue.
ArmageddonReferees Manual
46
5, Spades*✔️✔️--
A bridge has collapsed, creating a barrier across the PCs’ route
forward. Clearing the obstacle takes a shift of time and a successful
STAMINA roll with a −2 penalty. One attempt can be made
each shift. Everyone working must also make separate STAMINA
rolls to resist the cold. Alternatively, the obstacle can be cleared
by a total of 10 points of damage (armor level 4). However, using
heavy weapons or explosives will attract PC×2 nearby pirates,
who soon arrive in two speedboats (each with half a tank of
fuel and an RPG-7V with one reload).
Something's In The WayHostile Waters
47
6, Clubs✔️✔️✔️MarauderPC+1
The PCs come across an old, abandoned gas station. A band of
marauders, armed with AKMs and one RPK machine gun (one
reload each) are lying in ambush inside, and will attack any PCs who
approach. They have D6 rations of wild food. There is no gasoline
left in the tanks but plenty of scrap around – PCs scrounging here
get a +2 modifier.
Full TankReferees Manual
48
6, Clubs✔️✔️✔️MarauderPCx1
The PCs stumble across a bar that appears unscathed by the war
and even has a still warm 2WD car and a pickup truck parked
out front (tanks half full). As it happens, they were just beaten
there by a small group of mobile marauders who are now roaring
drunk on the booze left in the larder. They will be surprised
by the PCs but will go quickly for their pistols and start shooting
when interrupted. They also have a couple of hunting rifles,
but those are out of reach except for one shotgun that will be
grabbed by the leader. They will use furniture and the bar as
cover, and all suffer an additional −1 to hit when shooting due
to their drunken state.
Drunk and DisorderlyBlack Madonna
49
6, Clubs*✔️✔️PiratePC+2
The PCs come across an old, dilapidated shipyard. It looks completely
abandoned, but a band of pirates, half armed with AKMs
and the rest with hunting rifles, have made it their base. If they
spot the PCs, they try to ambush them. If taken by surprise,
they try to parlay. They have D6 rations of wild food. None of
the old rusting ships here work except the pirates’ speedboat
(with half a tank of alcohol fuel) and all are beyond repair, but
D6 of them can be scavenged for boat spare parts.
Ship CemeteryHostile Waters
50
6, Diamonds✔️✔️✔️✔️CivilianPCx2
The PCs come across a farm set ablaze during recent fighting.
The fire is still raging. There are corpses of civilians on the
ground, recently shot or beaten to death. If a PC dares enter
the burning buildings, requiring a MOBILITY roll to avoid
damage from the intensity C fire, they can scrounge with a
+2 bonus. If the PCs stay more than a few minutes, a group
of armed civilians will show up. They will assume that the
PCs are behind the attack, and things could turn violent.
They are armed with shotguns and pistols.
House on FireReferees Manual
51
6, Diamonds*✔️✔️Soviet MilitaryPCx2
The hulk of a tanker ship, about 10 hexes long, lies
aground near the shore. The PCs can climb aboard easily,
and soon discover that though the ship is out of commission,
its tanks are filled with oil – worth a fortune to the
right party, although not immediately usable by the PCs.
The only problem is that the whole ship is booby-trapped
with blast mines (one mine per hex) and will
blow up in a massive explosion if a single mine is detonated.
Allow a passive RECON roll to detect the mines
for each hex the PCs enter.

The mines have been set by a local Soviet unit and
they arrive in a Zhuk-class patrol boat (half tank, one
reload for the HMG) after one stretch. They don’t want
to blow up the ship but would rather do that than let
the PCs take the oil. Each attack against a target on the
tanker has a 1 in 6 chance of triggering a massive explosion
(blast power A in all hexes of the ship).
Black GoldHostile Waters
52
6, Hearts✔️✔️✔️✔️--
The PCs come across a small farm in a clearing. It seems largely
intact, but completely deserted. If the PCs investigate, they
will find the decomposing bodies of a family inside. The father
seems to have killed his family with a shotgun and then turned
the weapon on himself. Seeing the family is such a depressing
sight that it causes 1 point of stress. If the PCs search the farm,
they can find 3D6 rounds of 12 gauge ammo. There is plenty of
scrap around and any roll for scrounging here gets a +2 bonus.
The Final RestReferees Manual
53
6, Hearts✔️✔️✔️CivilianPCx2
A semi-regular market has set up shop here. There are several
makeshift stalls and a crowd of people bartering for various
goods. Local militia, gangs, or police patrol the area to prevent
blatant theft. Many items are available. The market has common
items automatically and scarce items on a 4–6 instead of
5–6 as seen on page 90 of the Player’s Manual.

PLOT: This market tries to turn a quick buck as people stock-up
for The Last Offensive or The Plague. That’s why it’s very busy
right now.
Pop-Up MarketUrban Operations
54
6, Spades✔️✔️✔️--
The PCs move into an old industrial area. Bullet holes and
explosion damage riddle the low buildings, which are now
partly overgrown. What’s not immediately obvious is that
the entire area is heavily mined, with both anti-personnel
mines and anti-tank mines.

The PCs need to make a RECON roll to detect the mine-
field, and then another RECON roll for each hex they want

to move into, to avoid triggering a mine. The mined area is
about 5x10 hexes large, but the PCs won’t know that until
they are through it.
If the PCs back out of the minefield, they will need to find
another way forward. If they are on foot or in a vehicle with
off-road capacity, they can keep moving, but must choose
another hex side on the travel map to exit the hex from.
Watch Your StepReferees Manual
55
6, Spades✔️✔️✔️✔️--
The PCs have moved into a radiated area contaminated by
heavy fallout. There is no crater to give warning, but if they
have a radiacmeter, it will detect the radiation. It covers a full
travel hex and is considered weak radiation. However, be sure
to note any food, water, or equipment scrounged or foraged
in the hex, as it will also be contaminated and can cause rad
attacks later on.
Rad, Dude!Black Madonna
56
7, Clubs✔️✔️✔️✔️-PCx4 On-road, PCx2 Off-road
A group of refugees, starving and hypothermic. Several of them

have contracted cholera and the PCs risk being infected. The ref-
ugees demand food and shelter. They are aggressive and might

even get violent if they don’t get what they want. If the situation
escalates, the PCs will need to PERSUADE the refugees to leave or
use violence to chase them off.
Hungry & AngryReferees Manual
57
7, Diamonds✔️✔️✔️✔️CivilianPCx4 On-road, PCx2 Off-road
A group of refugees, starving, and hypothermic – and desperate.
They plead with the PCs for food and protection. Several suffer
from dysentery and the PCs risk being infected.
Desperate TimesReferees Manual
58
7, Diamonds✔️✔️✔️Civilian1
A gunshot is heard and upon investigating the PCs find a traveling
trader who just shot one of his horses with a hunting rifle. The
horse broke its leg in a ditch when the wagon wheel snapped and
the wagon went off the road and he had to shoot it. The trader
is very upset and crying and can easily be taken unaware or the
PCs can choose to help him fix the wheel so he can be on his way
with the one horse. He mostly has scavenged items that would
be useful to villagers – clothing, pots and pans, buckets, dishes,
and that kind of thing. He only has one reload for his hunting
rifle. If the team helps him, he will be very grateful and will pull
out an RPG-7v he has wired up under the wagon and give it to
them with the one rocket he has. He will also ask a blessing from
the Lady of Częstochowa and the Pope on the group, both of
which he hopes to see someday as he has heard they are both
safe somewhere in Silesia.
Two Roads DivergedBlack Madonna
59
7, Diamonds*✔️✔️Civilian2
A boy and an old man navigate the waterway on a makeshift raft. They
seem oddly paired but good friends. Neither entirely trusts the PCs
to start, but they’re willing to trade – they can have any common (C)
item on their raft. They can also relay rumors and other information,
as they know the river well.
The older man is not the leader – the kid is. That’s because the man
suffers from dementia and forgets all recent events. He knows who he
is but can’t learn anything new. The kid keeps him calm.
The Old Man And The SeaHostile Waters
60
7, Hearts✔️✔️✔️✔️Civilian3
The PCs see a farm up ahead, largely intact. If they move in to
investigate, they will come across three children living in the farm.
Their parents left months ago to find help and food, and the kids,
10–15 years old, have had to fend for themselves. One of them has
a double barrel shotgun with one reload. They are very suspicious
of strangers, but the PCs can assuage their fears with a successful
PERSUASION roll. On the farm, there is a total of 2D6 rations of domestic
food left. If the PCs leave the kids, they will spot a band of PCx2
marauders, armed with AKMs, approaching the farm. They will
kill the children and steal their food unless stopped.
The OrphansReferees Manual
61
7, Hearts✔️✔️✔️CivilianPCx3
The PCs pass by a small hotel that looks to have been the site of
quite a bit of combat. The windows are broken, with some still
covered by cardboard or plywood, and black smears of smoke
and a large missing portion of roof attest to the use of explosives
and/or incendiaries. There are plenty of bullet holes as well
as two burnt-out vehicles parked in the lot. The side office area
is completely ruined and exposed to the elements. However,
someone may notice a face peering at them from behind a curtain
in a broken window. It is a child’s face, and investigation will
show that there are many children holed up in the very damaged
building, living on what food they can scrounge. They won’t
attack well-armed PCs, but they will beg for food, and attempt
to steal some from the vehicle(s) if they are left unmonitored.
If asked, they will explain that their parents were killed or left
in search of food or that they were just abandoned here. They
are dirty, quiet, and sad.
Hotel CaliforniaBlack Madonna
62
7, Hearts*✔️✔️✔️Civilian3
Soon after a brief stop, the PCs discover stowaways on their own
boat. Now they beg not to be tossed overboard. They need food
and protection. Feed more mouths or leave them to their fate
ashore? They have a small child, so saying no should be hard.
StowawaysHostile Waters
63
7, Spades✔️✔️✔️✔️-1
The PCs come across a lone wanderer. This wizened old man
lost his family in a marauder attack months ago. Now, he’s a
husk of a man, starving and suffering from typhoid fever and
amnesia, speaking in incomprehensible riddles (stats as refugee).
Still, there are grains of useful information about the area in
his cryptic rants. If the PCs let the wanderer tag along, he will
happily do so for a while. As a Referee, you can use the wanderer
to get the PCs into trouble by having him steal their food, make
noises when he shouldn’t, etc.
The Old WandererReferees Manual
64
8, Clubs✔️✔️✔️CivilianPC-1
A group of hunters have just killed a moose and are carving
up the carcass. They are very protective of their prey, and
will threaten or even attack the PCs if they feel cornered.
One of the hunters suffers from pneumonia and can infect
the PCs if they interact.
My Kill, My MeatReferees Manual
65
8, Clubs✔️✔️✔️Marauder1
A sniper fires at the PCs and other people nearby. Citizens run for
cover; they are used to snipers. A RECON roll with a −2 modifier can be
made each round to spot the sniper, for the nest is well-concealed.

PLOT: The sniper is sick with The Plague (page 46) or part of
The Last Offensive page 45).
SniperUrban Operations
66
8, Clubs*✔️✔️Soviet MilitaryPC
These look like nothing more than peaceful fishermen on a boat.
And that’s exactly what they want everyone to think. They don’t
have any fish, and they try not to speak. If they do, it’s in heavily
Russian-accented Polish [Swedish]. If this is detected, they say that
they are Soviet conscripts who deserted. In fact, they are deserters
but not conscripts. They are regular Red Army soldiers, deserters
still afraid of being punished. They are on their guard and if they
see an opportunity, they will attack the PCs to steal their gear.
Fishy FishermenHostile Waters
67
8, Diamonds✔️✔️CivilianPC/2
A small group of hunters is lying in wait for prey when
the PCs pass by. They will hail the PCs and try to barter
for ammunition or weapons. The hunters have knives and
hunting bows with five arrows each, and enough raw meat
for D6 rations of food.
Hunters and Their PreyReferees Manual
68
8, Diamonds✔️✔️✔️✔️CivilianPC+3
A pack of street kids takes interest in the PCs. If they think they can get
away with it, they try to lift small items off the characters as they crowd
around them. These kids see and hear a lot in the city and could be useful
if the PCs make friends with them. However, they are suspicious,
and wise beyond their years, causing any PERSUASION roll against them
to suffer a −2 modifier. On the other hand, if the PCs give them food or
supplies, the roll is instead made with a +2 modifier.

PLOT: One of the kids works occasionally as the eyes and ears of a DIA
agent. He’s been asked to listen for anyone mentioning Operation: Reset
or The Last Offensive.
Baker Street IrregularsUrban Operations
69
8, Hearts✔️✔️✔️CivilianPC-1
The PCs come across a group of local hunters gathered around
a campfire. They are cooking the meat of an animal they have
just killed, and they are in a good mood. They have enough meat
for D6 rations of food. If the PCs approach, the hunters will be
on their guard, but the PCs can convince them that they are
peaceful with a successful PERSUASION roll. Some of the hunters
suffer from dysentery and can infect the PCs if they interact.
In Good CompanyReferees Manual
70
8, Hearts✔️✔️✔️--
Somehow or another this building wasn’t looted.
It looks dodgy, near collapse, and maybe that’s
why looters passed it by early on. A quick search
and a SCROUNGING roll in here will yield D6 rolls
on the scrap table on page 144–145 in the
Player’s Manual.

PLOT: Inside this house is a clue leading to the
location of the church holding the Spear of
Destiny or a clue to Operation: Reset.
Unlooted BuildingUrban Operations
71
8, Hearts*✔️✔️CivilianPC
The PCs come across a fishing boat with a few men on board.
From a distance, they might look dangerous. They do have
weapons (pipe guns with a reload each), but they aren’t looking
for a confrontation. They just want to eat and feed their
families. They are on their guard but might be willing to trade
and can offer information if the PCs treat them well. They have
2D6 rations of raw fish.
Catch Of The DayHostile Waters
72
8, Spades✔️✔️✔️✔️-PCx1
The PCs come across a group of hunters gathered around a
campfire, eating freshly cooked meat. If the PCs approach, the
hunters are wary, but not directly hostile. They don’t want to
share their meat, and are eager to make the PCs move along. If
the PCs look around the hunters’ camp, have them make a RECON
roll. If successful, the PCs spot a bloody shoe or piece of clothing.
These hunters have turned to cannibalism and are eating
their latest victim as the PCs arrive. The remains of the victim
can be found a short distance from the camp. If the cannibals
are found out, they get very aggressive and will try to kill the
PCs if they have any chance of doing so.
A Pound of FleshReferees Manual
73
8, Spades✔️✔️✔️--
The characters see a funeral procession. It is quite long, with the
casket carried in a black painted wagon drawn by two horses. A
functioning car slowly leads the procession (a seeming waste of
gas, indicating the importance of the deceased). It is a somber
affair and inflicts 1 point of stress on each PC. This may be mitigated
by a CUF roll (see page 77 of the Player’s Manual).

PLOT: This funeral sets off the Krakow plot (page 46). Alternatively,
the deceased carried The Plague.
FuneralUrban Operations
74
9, Clubs✔️✔️✔️MarauderPCx3 in the day, PCx2 at night
A band of marauders have set up a roadblock. They have
AKMs, one RPG-16 (one reload) and a pickup truck with half
a tank of alcohol fuel and a DShK machinegun (one reload).
They also have 2D6 rations of domestic food. The marauders
are very aggressive and try to stop and capture or kill the
characters. Should the PCs be captured, the marauders bring
them to their leader. The marauders flee if half of them are
incapacitated.
Marauder RoadblockReferees Manual
75
9, Clubs*✔️✔️✔️PiratePCx2
Pirates in two speedboats (with half tanks of alcohol fuel)
approach the PCs’ vessel, demanding to board it. If the PCs let
them, the pirates hold them at gunpoint and loot their boat for
everything of value. If the PCs refuse, or resist in any way, the
pirates attack. They have AKMs and one RPG-7V (one reload)
and one DShK machinegun (one reload) on each boat. The
pirates flee if half of them are incapacitated.
Wolves Of The SeaHostile Waters
76
9, Diamonds✔️✔️✔️MarauderPCx3 in day, PCx2 at night
A band of marauders have set up a roadblock using sandbags.
They are ready to negotiate with the PCs and will let them pass,
for the right price. They will defend themselves if attacked. They
are armed with AKMs and the group has one RPG-16 (with one
reload), as well as a civilian light truck with half a tank of alcohol
fuel.
Everything Has A PriceReferees Manual
77
9, Diamonds✔️✔️MarauderPCx1
The PCs pass a run-down farmhouse with a young woman standing
outside raking a dry and barren garden. She waves half-heartedly
at them and continues raking. If they stop, she offers
to prepare fresh food for them. The Soviets and the marauders
have already taken everything she had, and she has nothing
left. In fact, if any of them take her up on this offer, they will be
ambushed by a group of marauders in the building who have
shotguns and hand weapons. If they offer her anything with
no strings attached while still outside, she will happily accept
and ask them to take her with them as there are brigands in the
house forcing her to wait here to attract travelers so they can
ambush them. If she goes with them, one of the marauders who
is watching from the house will open fire on her and the rest will
run out to attack the PCs. They each have one reload and there
is a small amount of wild food in the house.
Trailer For Sale of RentBlack Madonna
78
9, Diamonds*✔️✔️PiratePCx2
Pirates in a fishing boat and a speedboat (each with half tanks of alcohol
fuel) are blocking the way forward. They are ready to negotiate
with the PCs and will let them pass, for the right price. They will defend
themselves if attacked. They are armed with AKMs and the group has
one RPG-16 (with one reload).
Freebooter ShakedownHostile Waters
79
9, Hearts✔️✔️✔️MarauderPCx3 in the day, PCx2 at night
A band of marauders armed with AKMs and a pickup truck with
half a tank of alcohol fuel and a pintle-mounted DShK-38 HMG
(one reload) has set up a roadblock. They stop the PCs, but are
not overtly hostile. Instead, they ask questions, and want to
know what weapons and gear they have. The marauder leader
will then offer the PCs to join their group. He claims they are the
biggest militia around, and could use some more good fighters.
If they decline, the marauders will threaten them, and might
even attack them rather than let them leave. The players will
need to talk or fight their way out of the situation.
Join Us or DieReferees Manual
80
9, Spades✔️✔️✔️MarauderPCx2
The PCs approach an improvised roadside bomb, buried beneath
the roadway and triggered by a pressure plate. If the PCs ride
in a vehicle, they need to make a difficult (–2) RECON roll. Failure
means that the vehicle hits the bomb, which has blast power B
(shaped charge). If the PCs are on foot, they can spot the IED with
a normal RECON roll. If the bomb is detonated, the marauders who
set it up will come driving after a stretch of time, hoping to kill
any survivors and plunder their gear. They have AKMs with one
reload each and a pickup truck with half a tank of alcohol fuel
and a pintle-mounted DShK-38 HMG (one reload).
Death From BelowReferees Manual
81
A, Clubs✔️✔️✔️✔️CivilianPCx2 guards in the day, PCx1 guards at night, 2D6x5 inhabitants overall.
The PCs approach a small village of 2D6 houses, surrounded by
barbed wire and sandbags. It is well defended by local civilians
who view any foreign soldiers as aggressors. Each guard carries
an AKM with two reloads and a hand grenade (frag). Also, the
guards have one RPG-16 (two reloads) and an 82 mm mortar
(with four HE rounds). It is possible to talk to the leaders of the
village and even trade, but the villagers will be very suspicious
of the PCs.
For My CountryReferees Manual
82
A, Diamonds✔️✔️✔️✔️CivilianPCx1 guards in the day, PCx1/2 guards at night. 2D6x5 inhabitants overall.
The PCs approach a small village of 2D6 houses. It is defended by
local civilians who are ready to barter with the PCs for weapons
or protection, in exchange for food and lodging. They are armed
with shotguns and pistols. The PCs might even be offered to
stay here indefinitely.
Buying and SellingReferees Manual
83
A, Diamonds*✔️✔️CivilianPC×1 guards, 2D6×5 inhabitants overall
A makeshift dam blocks the waterway ahead. Clearing
a path through the dam takes a shift of time and a successful
STAMINA roll with a −2 penalty. One attempt can
be made each shift. Everyone working must also make
separate STAMINA rolls to resist the cold. Alternatively,
the obstacle can be cleared by a total of 10 points of
damage (armor level 4).
After a stretch, PC×1 guards (armed with pipe guns)
appear, and they don’t take kindly to the PCs dismantling
their dam, built to irrigate the fields of a nearby
village. The PCs can negotiate passage using threats
or PERSUASION. After a shift, PC×2 Soviet soldiers in two
Zhuk-class patrol boats (each with half a tank and one
reload for each NSV) arrive and attack the dam.
Poor Man's DamHostile Waters
84
A, Hearts✔️✔️✔️✔️CivilianPCx1 guards in the day, PC/2 guards at night. 2D6x5 inhabitants overall.
The characters spot a small village of 2D6 run-down houses. If the
PCs approach, they are stopped by guards firing warning shots (from
hunting rifles) at them. If the PCs convince the guards that they come
in peace (requiring a PERSUASION roll), the villagers will beg them for
help against a band of marauders who have threatened the village
many times, demanding food and other resources. Later (when the
PCs have settled in or are about to leave), PCx2 marauders appear,
armed with AKMs. They are aggressive but can be reasoned with
and will not attack until they feel the odds are on their side. Their
goal is to plunder the village and take the inhabitants as slaves.
The Magnificent FewReferees Manual
85
A, Hearts*✔️✔️CivilianPC×1 guards in the day, PC/2 guards at
night. 2D6x5 inhabitants overall.
The PCs approach a small village with 2D6 run-down
houses and a jetty with two fishing boats. If PCs approach, they are
stopped by guards firing warning shots (from hunting rifles).
If the PCs convince the guards that they come in peace (requiring
a PERSUASION roll), the villagers ask them for help against a
band of pirates who have threatened the village, demanding
food and other resources. Later (when the PCs have settled in
or are about to leave), PC×2 pirates in two speedboats (half
tanks) appear, armed with AKMs. They are aggressive but can
be reasoned with and don’t attack until they feel the odds are
on their side.
Pirate MenaceHostile Waters
86
A, Spades✔️✔️✔️✔️CivilianPCx1 guards in the day, PC/2 guards at night, 3D6x5 inhabitants overall.
The characters approach a village of 3D6 houses, surrounded
by barbed wire and scrap barricades. It is defended by civilian
locals led by a power-mad leader who treats the villagers as
slaves and wants to expand his power in the area. He offers
the PCs to stay on to become part of his private army. If they
refuse, he will order them to leave half of their gear as tribute
to his rule. The leader has STR B, AGL C, INT B, EMP A,
COMMAND B, and carries an Uzi with two reloads. The guards
have hunting rifles with one reload each, and one RPG-16
(one reload) to share. There is a total of 2D6x5 rations of domestic
food in the village.
The Mad KingReferees Manual
87
J, Clubs✔️✔️✔️✔️Soviet MilitaryPCx2 On-road, PCx1 Off-road
A unit of Soviet soldiers is patrolling the area, searching
for enemy stragglers. If they spot the PCs they will attack
immediately and radio for artillery support – a 122 mm
howitzer with five HE rounds is located two kilometers (200
hexes) away. If the PCs are captured, the soldiers bring them
to their base for questioning. The unit has a R-392A radio
and D6 field rations.
Shoot on SightReferees Manual
88
J, Clubs✔️✔️✔️Soviet Military3
A Soviet BRDM-2 nearly bumps into the PCs while out on patrol.
It will fire but has limited ammunition for its KPV machinegun,
which is in very poor condition (reliability 1), so after two bursts,
the gunner will stop firing and the commander will open his
hatch and stand up to fire his AK while they continue to drive.
If the vehicle is destroyed, nothing can be recovered. If it is not,
the vehicle will make a hasty retreat after its drive-by
shooting.
Near MissBlack Madonna
89
J, Clubs*✔️✔️✔️Soviet MilitaryPCx2
A Soviet military patrol on a Zhuk-class boat (half a tank and
one reload for the NSV) approaches. The patrol is looking for
US stragglers and resistance fighters, and demand to search
the PCs’ boat. Any Americans found will be arrested, and anyone
who resists will be attacked. Any weapons found will be
confiscated.
Boarding PartyHostile Waters
90
J, Diamonds✔️✔️✔️✔️Soviet MilitaryPCx2 on road, PCx1 off road
A unit of Soviet soldiers is patrolling the area, searching for enemy
stragglers. If they spot the PCs they will order them to halt and
hold them at gunpoint. One soldier has an RPG-16 with one
reload. They will not attack, but instead try to barter in broken
English. They drive a hard bargain. One of the soldiers is coughing
from pneumonia. The group also has PCxD6 field rations and
some other gear and random scrap to trade with.
Cash Is KingReferees Manual
91
J, Hearts✔️✔️✔️Soviet MilitaryPCx1 dead, PCx1 dying from critical injuries
The PCs hear an explosion from up ahead, and soon see black
smoke rising. If they continue on, they come across a scene of
carnage. A Soviet patrol in a UAZ-469 jeep has been hit by a road-
side bomb planted by marauders. It’s lying on its side, burning
(inoperable but can be repaired or scavenged for parts). Several
dying Soviet soldiers are lying on the road. If the PCs approach,
they plead for help.
If the PCs stop here for more than a stretch, local marauders
who planted the bomb arrive (PCx2 in number, armed with AKMs).
The CarnageReferees Manual
92
J, Hearts*✔️Soviet MilitaryPC
The PCs come upon a sinking fishing boat. The crew shout for
help. Not all can swim and those that can need to get to a
ship quickly. If saved, the crew say a Soviet vessel just attacked
their boat because they refused to give them food. Soon, having
spotted the PCs, the Soviet patrol boat (Zhuk-class
with half a tank and one reload for the NSV) appears again and
attacks. If saved, the crew of the fishing boat are grateful and
offer the PCs information and 2D6 rations of raw fish.
Going DownHostile Waters
93
J, Spades✔️✔️✔️✔️Soviet MilitaryPCx1
A Soviet recon unit is hidden in the area, ambushing the
PCs. One of them has an SVD sniper rifle with one reload. It’s
very hard to spot them as the Soviets get a +3 bonus to the
opposed RECON roll for having spent a shift setting up their
camouflage. As soon as the Soviets spot the PCs, they call in
artillery fire from a 152 mm howitzer located three kilometers
(300 hexes) away, with 2D6 HE rounds. The artillery barrage
continues until the PCs find the scouts and defeat them, or
move out of the area.
Hammer of GodReferees Manual
94
K, Clubs✔️ ✔️✔️Soviet MilitaryPCx5 (of which PCx1 are in the BTR-70)
A convoy of Soviet forces is approaching the PCs. It is led by a
BTR-70 APC (with half a tank of alcohol fuel and an officer inside),
which is followed by two GAZ-66 trucks (with half tanks). If they
spot the PCs, they will attack immediately. The BTR-70 is fitted
with a KPV machinegun, with one full reload. The convoy has
an R-311 radio and PCxD6 field rations.
OutnumberedReferees Manual
95
K, Clubs*✔️✔️✔️Soviet MilitaryPCx3
A large Soviet military ship approaches, bristling with weapons. The
crew on this Vosh-class craft (page 25) is out on patrol and is not
actively hunting the PCs, but it will hail their boat to board it for inspection.
Anyone looking like US military or irregulars will be arrested or
attacked. If the PCs refuse to be boarded, the Vosh-class
vessel attacks.
Gunboat AhoyHostile Waters
96
K, Diamonds✔️✔️✔️Soviet MilitaryPCx2 guards
The PCs find themselves crossing an old railway track, and to
their great surprise, they hear a train coming! It’s a local freight
train commandeered by the Soviet forces in the area, to bring
supplies to the nearest military HQ. It is moving so slowly that
the PCs can jump on with a MOBILITY roll.
The train is loaded with 5,000 liters of alcohol fuel, 1,000
field rations, 200 AK-74 rifles, 6,000 rounds of 5.45x39 mm
ammo, 50 hand grenades (frag), and 10 RPG-16 rocket launchers.
There are guards on the train. It moves D6 hexes per hour, until
it arrives at the local HQ.
Loaded Like a Freight TrainReferees Manual
97
K, Diamonds✔️✔️✔️--
The PCs notice the tracks of a vehicle that went off the road
and find a panel truck (stats as pickup truck) stuck in thick
bushes and crashed into a tree next to a stream down a hill.
The driver is dead at the wheel. In the back of the truck are a
dozen cases of manufactured food – including creme-filled
sponge cakes, the kind that never go bad! The haul counts as
200 daily rations of domestic food and 50 field rations (the
sponge cakes).
Land of Zombie CakesBlack Madonna
98
K, Hearts✔️✔️✔️Soviet Military, US IntelligencePCx2
A group of three dozen prisoners is being herded along the road by
Soviet soldiers. The prisoners are local civilians (stats as refugees)
suspected of collaborating with local marauders, or simply being
taken as slave labor. If the PCs approach the Soviets will be on
their guard and might attack if not outgunned. The prisoners
are exhausted but can help the PCs if combat breaks out, and will
be very grateful if set free. One or more of them is a CIA agent in
hiding. Several of the prisoners are sick from pneumonia.
Prisoner BluesReferees Manual
99
K, Hearts✔️✔️✔️MarauderPCx2
The PCs approach what appears to be a functioning farm with
people working out in the fields, but as they get closer, they can
see that the workers are wearing shackles and mostly parts
of uniforms (both NATO and Soviet) and that there are armed
marauders standing watch over them. If the PCs just drive past,
the marauders will only watch as they go by. If they stop for any
reason, the marauders will move to them, asking what their
business is, and then open fire once they outnumber the player
characters. If the marauders nearby are all killed, the rest will
flee. The grateful prisoners have no food and are fed poorly, but
they will point to a farmhouse where another PC×2 marauders
are ready to fight. The released prisoners tell them food is stored
there (200 daily rations of domestic food). They will also point
out the barn, where they are shackled together at night to sleep.
Chain GangBlack Madonna
100
K, Spades✔️✔️✔️Soviet MilitaryPCx2
The characters approach a Soviet convoy led by a T-72 tank (half
a tank of alcohol fuel, three HEAT rounds, one reload for its HMG.
It’s followed by a GAZ-66 truck (half tank) that carries a dozen
US prisoners of war in pretty bad shape. The Soviets will attack
the PCs if they are spotted, unless clearly outgunned. The POWs
are starving and sleep deprived, and will be very grateful if set
free. Several of the prisoners are sick from typhoid fever. They
have no gear.
Prisoners of WarReferees Manual