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1 | Card | On-road | Off-road | Day | Night | Stationary | Faction | Number | Text | Name | Sourcebook | |||||||||||||||
2 | *Water or shore based | |||||||||||||||||||||||||
3 | 10, Clubs | ✔️ | ✔️ | ✔️ | ✔️ | US Military | PCx2 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 Bastards | Referees Manual | ||||||||||||||||
4 | 10, Clubs* | ✔️ | ✔️ | ✔️ | US/Soviet Military | PC/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 Problem | Hostile Waters | |||||||||||||||||
5 | 10, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | US Military | PCx2 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 Military | PCx2 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 Ambush | Referees Manual | |||||||||||||||
7 | 10, Spades | ✔️ | ✔️ | ✔️ | ✔️ | US Military | PCx2 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 Order | Referees Manual | ||||||||||||||||
8 | 10, Spades | ✔️ | ✔️ | Marauder | PCx1 | 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 Ahead | Black Madonna | ||||||||||||||||||
9 | 10, Spades* | ✔️ | ✔️ | ✔️ | US Military | PCx2 | 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 Command | Hostile 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 Fire | Referees 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 Building | Urban 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 Tempest | Hostile 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 Fog | Referees Manual | |||||||||||||||
14 | 2, Diamonds | ✔️ | ✔️ | ✔️ | US Intelligence | 1 | 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 Spy | Urban 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. | Sunshine | Referees Manual | ||||||||||||||||
16 | 2, Hearts | ✔️ | ✔️ | Civilian and Police | PCx4 | 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. | Protesters | Urban 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 Ash | Referees Manual | |||||||||||||||
18 | 2, Spades | ✔️ | ✔️ | ✔️ | Military | PC+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 Strike | Hostile 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 Wolves | Referees Manual | ||||||||||||||||
21 | 3, Clubs | ✔️ | ✔️ | ✔️ | Marauder | PC | 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). | Robbery | Urban 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 Crows | Hostile 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 Dogs | Referees 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 Sea | Hostile 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 Friend | Referees 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 Den | Referees 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. | Music | Urban Operations | |||||||||||||||||
28 | 4, Clubs | ✔️ | ✔️ | Marauder | PC+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 Vechicle | Referees Manual | ||||||||||||||||||
29 | 4, Clubs | ✔️ | ✔️ | Marauder | PCx1 | 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 Clowns | Black Madonna | ||||||||||||||||||
30 | 4, Clubs* | ✔️ | ✔️ | Pirate | PC+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 Fire | Hostile 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 Nest | Referees 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 War | Black Madonna | ||||||||||||||||
33 | 4, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Marauder | PCx2 | 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. | Gang | Urban 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 Line | Hostile 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 Victory | Referees 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. | Firecrackers | Black 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 Battlefield | Referees 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 Nightmares | Black 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 Preacher | Urban 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 Zero | Referees 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 Water | Hostile 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 Rest | Referees 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 Hole | Referees Manual | |||||||||||||||||
44 | 5, Hearts | ✔️ | ✔️ | ✔️ | Police/Militia | PC | 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. | Police | Urban 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. | Armageddon | Referees 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 Way | Hostile Waters | ||||||||||||||||||
47 | 6, Clubs | ✔️ | ✔️ | ✔️ | Marauder | PC+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 Tank | Referees Manual | |||||||||||||||||
48 | 6, Clubs | ✔️ | ✔️ | ✔️ | Marauder | PCx1 | 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 Disorderly | Black Madonna | |||||||||||||||||
49 | 6, Clubs* | ✔️ | ✔️ | Pirate | PC+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 Cemetery | Hostile Waters | ||||||||||||||||||
50 | 6, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx2 | 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 Fire | Referees Manual | ||||||||||||||||
51 | 6, Diamonds* | ✔️ | ✔️ | Soviet Military | PCx2 | 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 Gold | Hostile 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 Rest | Referees Manual | ||||||||||||||||
53 | 6, Hearts | ✔️ | ✔️ | ✔️ | Civilian | PCx2 | 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 Market | Urban 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 Step | Referees 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 & Angry | Referees Manual | ||||||||||||||||
57 | 7, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx4 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 Times | Referees Manual | ||||||||||||||||
58 | 7, Diamonds | ✔️ | ✔️ | ✔️ | Civilian | 1 | 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 Diverged | Black Madonna | |||||||||||||||||
59 | 7, Diamonds* | ✔️ | ✔️ | Civilian | 2 | 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 Sea | Hostile Waters | ||||||||||||||||||
60 | 7, Hearts | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | 3 | 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 Orphans | Referees Manual | ||||||||||||||||
61 | 7, Hearts | ✔️ | ✔️ | ✔️ | Civilian | PCx3 | 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 California | Black Madonna | |||||||||||||||||
62 | 7, Hearts* | ✔️ | ✔️ | ✔️ | Civilian | 3 | 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. | Stowaways | Hostile 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 Wanderer | Referees Manual | ||||||||||||||||
64 | 8, Clubs | ✔️ | ✔️ | ✔️ | Civilian | PC-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 Meat | Referees Manual | |||||||||||||||||
65 | 8, Clubs | ✔️ | ✔️ | ✔️ | Marauder | 1 | 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). | Sniper | Urban Operations | |||||||||||||||||
66 | 8, Clubs* | ✔️ | ✔️ | Soviet Military | PC | 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 Fishermen | Hostile Waters | ||||||||||||||||||
67 | 8, Diamonds | ✔️ | ✔️ | Civilian | PC/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 Prey | Referees Manual | ||||||||||||||||||
68 | 8, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PC+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 Irregulars | Urban Operations | ||||||||||||||||
69 | 8, Hearts | ✔️ | ✔️ | ✔️ | Civilian | PC-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 Company | Referees 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 Building | Urban Operations | |||||||||||||||||
71 | 8, Hearts* | ✔️ | ✔️ | Civilian | PC | 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 Day | Hostile 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 Flesh | Referees 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. | Funeral | Urban Operations | |||||||||||||||||
74 | 9, Clubs | ✔️ | ✔️ | ✔️ | Marauder | PCx3 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 Roadblock | Referees Manual | |||||||||||||||||
75 | 9, Clubs* | ✔️ | ✔️ | ✔️ | Pirate | PCx2 | 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 Sea | Hostile Waters | |||||||||||||||||
76 | 9, Diamonds | ✔️ | ✔️ | ✔️ | Marauder | PCx3 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 Price | Referees Manual | |||||||||||||||||
77 | 9, Diamonds | ✔️ | ✔️ | Marauder | PCx1 | 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 Rent | Black Madonna | ||||||||||||||||||
78 | 9, Diamonds* | ✔️ | ✔️ | Pirate | PCx2 | 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 Shakedown | Hostile Waters | ||||||||||||||||||
79 | 9, Hearts | ✔️ | ✔️ | ✔️ | Marauder | PCx3 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 Die | Referees Manual | |||||||||||||||||
80 | 9, Spades | ✔️ | ✔️ | ✔️ | Marauder | PCx2 | 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 Below | Referees Manual | |||||||||||||||||
81 | A, Clubs | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx2 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 Country | Referees Manual | ||||||||||||||||
82 | A, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx1 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 Selling | Referees Manual | ||||||||||||||||
83 | A, Diamonds* | ✔️ | ✔️ | Civilian | PC×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 Dam | Hostile Waters | ||||||||||||||||||
84 | A, Hearts | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx1 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 Few | Referees Manual | ||||||||||||||||
85 | A, Hearts* | ✔️ | ✔️ | Civilian | PC×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 Menace | Hostile Waters | ||||||||||||||||||
86 | A, Spades | ✔️ | ✔️ | ✔️ | ✔️ | Civilian | PCx1 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 King | Referees Manual | ||||||||||||||||
87 | J, Clubs | ✔️ | ✔️ | ✔️ | ✔️ | Soviet Military | PCx2 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 Sight | Referees Manual | ||||||||||||||||
88 | J, Clubs | ✔️ | ✔️ | ✔️ | Soviet Military | 3 | 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 Miss | Black Madonna | |||||||||||||||||
89 | J, Clubs* | ✔️ | ✔️ | ✔️ | Soviet Military | PCx2 | 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 Party | Hostile Waters | |||||||||||||||||
90 | J, Diamonds | ✔️ | ✔️ | ✔️ | ✔️ | Soviet Military | PCx2 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 King | Referees Manual | ||||||||||||||||
91 | J, Hearts | ✔️ | ✔️ | ✔️ | Soviet Military | PCx1 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 Carnage | Referees Manual | |||||||||||||||||
92 | J, Hearts* | ✔️ | Soviet Military | PC | 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 Down | Hostile Waters | |||||||||||||||||||
93 | J, Spades | ✔️ | ✔️ | ✔️ | ✔️ | Soviet Military | PCx1 | 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 God | Referees Manual | ||||||||||||||||
94 | K, Clubs | ✔️ | ✔️ | ✔️ | Soviet Military | PCx5 (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. | Outnumbered | Referees Manual | |||||||||||||||||
95 | K, Clubs* | ✔️ | ✔️ | ✔️ | Soviet Military | PCx3 | 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 Ahoy | Hostile Waters | |||||||||||||||||
96 | K, Diamonds | ✔️ | ✔️ | ✔️ | Soviet Military | PCx2 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 Train | Referees 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 Cakes | Black Madonna | |||||||||||||||||
98 | K, Hearts | ✔️ | ✔️ | ✔️ | Soviet Military, US Intelligence | PCx2 | 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 Blues | Referees Manual | |||||||||||||||||
99 | K, Hearts | ✔️ | ✔️ | ✔️ | Marauder | PCx2 | 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 Gang | Black Madonna | |||||||||||||||||
100 | K, Spades | ✔️ | ✔️ | ✔️ | Soviet Military | PCx2 | 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 War | Referees Manual |