Continuing my Intelligence & Reconnaissance Platoon (I&R Platoon) solo campaign for War Stories: A World War 2 RPG (Firelock Games, 2022) let me introduce Bradley ‘Funny’ Fundati, 1LT, U.S. Army, the leader for this I&R Platoon.
Bradley ‘Funny’ Fundati
I am using the Archetype Method of character creation found on page 23 of the War Stories core rule book. Specifically, I used “The Leader” archetype found on page 26 with one significant modification; I change the Key Attribute to Intelligence based on historical selection criteria for I&R Platoons which sought highly intelligent candidates.
- Nationality: U.S.A.
- Rank: 1LT, U.S. Army
- Age/Languages: 22, speaks English and Italian
- Virtue/Flaw: Optimist but Hard of Hearing (unknown to others)
- Attributes/Skills:
- Strength 3 / Stamina 1
- Agility 4 / Infiltrate 2, Ranged Combat 1
- Intelligence 5 / Insight 1, Perception 3
- Empathy 4 / Command 2
- Talent: Cool Head
- Specializations: Frontline Leader I, Inspiring I
- Endurance: 5
- Weapons: M1919A1 Colt 45, M1 Carbine, Commando Knife
- Gear: Compass, Map Case, Binoculars
Background characters in the I&R Platoon
With 18 soldiers in an I&R Platoon it should be fairly easy to create background characters. The core rule book for War Stories offers a simple background character generation system on pages 49-52. I create two Leader characters for the E5 squad leaders and then 12 Scout characters (2x E4 Scout Team Leads, 8x E3 Scouts, and 2x E3 Weapons Specialists). I decide that for each I will randomly roll a d6 where a roll of 1-2 adds +1 to Strength, 3-4 adds +1 to Agility, and 5-6 adds +1 to Intelligence to again represent the elevated standards and training for I&R Platoon members. I also give each Squad Leader a bonus specialization of Geography I to represent their training as a skilled draftsman. [Table Legend – STR = Strength, AGI = Agility, INT = Intelligence, EMP = Empathy, Rng Cbt = Ranged Combat skill level, Per = Perception skill level, Infil = Infiltration skill level]
| Posit | STR | AGI | INT | EMP | Rng Cbt | Per | Infil | Special | Talent/Flaw/Virtue |
| Squad Ldr (E5) | 3 | 5 | 3 | 5 | 1 | 2 | 3 | Frontline Leader 1/ Geography I | One Eye Open/ Kleptomaniac/ Helpful |
| Team Ldr (E4) | 5 | 4 | 4 | 4 | 2 | 1 | 3 | Scout 1 | Iron Will/ Quarrlesome/ Energetic |
| Scout 1 | 4 | 4 | 3 | 5 | 3 | 1 | 2 | Stealth 1 | Scavenger/ Distant/ Well-Spoken |
| Scout 2 | 3 | 5 | 3 | 4 | 3 | 2 | 1 | Stealth 1 | Dogged/ Gullible/ Caring |
| Scout 3 | 3 | 5 | 3 | 5 | 2 | 3 | 1 | Investigate 1 | Sprinter/ Impatient/ Charismatic |
| Team Ldr (E4) | 3 | 5 | 3 | 4 | 1 | 2 | 3 | Stealth 1 | True Grit/ Unforgiving/ Loyal |
| Scout 4 | 3 | 5 | 4 | 4 | 2 | 3 | 1 | Investigate 1 | Unremarkable/ Obsessive/ Devoted |
| Scout 5 | 3 | 5 | 3 | 5 | 3 | 1 | 2 | Investigate 1 | Charismatic/ Heartless/ Hard-Working |
| Wpns Spec | 4 | 3 | 5 | 3 | 1 | (Tech) 3 | (HW) 2 | Sharpshooter 1 | Intimidating/ Careless/ Confident |
| Posit | STR | AGI | INT | EMP | Rng Cbt | Per | Infil | Special | Talent/Flaw/Virtue |
| Squad Ldr (E5) | 4 | 4 | 3 | 4 | 3 | 1 | 2 | Authority Figure 1/ Geography I | Light Sleeper/ Impatient/ Enthusiastic |
| Team Ldr (E4) | 3 | 3 | 5 | 4 | 1 | 2 | 3 | Stealth 1 | Clever/ Distant/ Honest |
| Scout 1 | 3 | 5 | 4 | 4 | 2 | 1 | 3 | Stealth 1 | Iron Will/ Petty/ Patient |
| Scout 2 | 3 | 5 | 4 | 4 | 1 | 3 | 2 | Investigate 1 | Hardy/ Quarrelsome/ Bold |
| Scout 3 | 4 | 5 | 3 | 4 | 3 | 1 | 2 | Stealth 1 | Swimming/ Pessimist/ Efficient |
| Team Ldr (E4) | 4 | 4 | 4 | 3 | 2 | 3 | 1 | Stealth 1 | Hard to Find/ Braggart/ Brave |
| Scout 4 | 3 | 4 | 4 | 5 | 2 | 1 | 3 | Investigate 1 | Tinkerer/ Nervous/ Determined |
| Scout 5 | 4 | 4 | 3 | 5 | 3 | 2 | 1 | Investigate 1 | Contortionist/ Heartless/ Bold |
| Wpns Spec | 5 | 5 | 3 | 3 | 1 | (Tech) 3 | (HW) 2 | Forward Observer 1 | Intimidating/ Pessimist/ Accepting |
This is my first time creating a comprehensive set of background characters. The random generation of attributes, skills, and specializations is very useful. The random talent/virtue/flaw seems a bit too much detail; I am not sure how I will really use them in solo campaign play. I think the designer’s intention behind this much detail for background characters is so that they can be more easily “promoted” for full characters as implied by the rules for “Making Background Characters” on page 49 of the core rule book.
Since there are many repeated Specializations a few notes before play may be useful:
- Authority Figure. Used with Command (EMP); +1 die to Command tests (73).
- Forward Observer. Used with Perception (INT); +1 die when coordinating Field Artillery or discerning details of distant targets (72).
- Frontline Leader. Used with Command (EMP); +1 die to Rally using Command (73).
- Geography. Used with Survival (INT); +1 die to test understanding lay of the land (72).
- Investigate. Used with Perception (INT); +1 die to Perception test investigating a zone (72).
- Scout. Used with Perception (INT); +1 die to spot hidden characters (72).
- Sharpshooter. Used with Ranged Combat (AGI); +1 die to Ranged Combat using rifles or shotguns (71).
- Stealth. Used with Infiltrate (AGI); +1 die to Infiltrate tests (70).
A reminder also that each Team has a Jeep (see page 121 of the core rule book) armed with a M1919A4 Browning .30 MG (stats found on page 145 of the core rule book).
I&R Solo
What about a first mission? Leveraging the Geography (cartography) skills of the squad leaders Regimental HQ assigns the squad to scout out and map a critical location along the flank of the unit. Enemy forces are likely in the area so proceed with caution.
Mapping Able
1LT Bradley “Funny” Fundati was feeling anything but jovial today. “Bring me a map by 1100!”, the Colonel ordered. The Colonel needed to see what was in front of Hill 530 which dominated the right flank of the regiment. Fundati knew his squad leaders were competent enough that he could send one squad of his Intelligence & Reconnaissance platoon to get the mission done but Fundati had that…funny feeling that something was up. He glanced at his watch. It was just after 0500 and Point Able atop Hill 530 was a few kilometers away so some urgency was needed. So he came along. Call it “officer’s privilege.”
[Mission Start Time Hack: 0600]
Travel to Point Able. The squad, mounted in two jeeps (Squad Ldr, Team Ldr 1, Scout 1, Scout 2, Scout 3 in Jeep 1; Fundati, Team Ldr 2, Scout 4, Scout 5, and Wpns Spec in Jeep 2) move out. The squad is Traveling Through the AO (166) By Vehicle at Patrol Pace in Medium Terrain (advance 4km per hour). Roll for encounter on page 170-17; roll of 23 is a squad of friendly soldiers with 5 captured Germans. The squad is led by an O(d6/2 round up) = O2 or 1LT like Fundati. The other panicky-sounding 1LT wants to execute the prisoners but a private is arguing with him.
- Though pressed for time Fundati can’t let the other officer execute the Germans. Fundati jumps from his jeep and races towards the group of soldiers, shouting orders not to shoot!
- This is a Social Conflict (98) where Fundati is “opposed” by the other squad. Fundati makes a Command test to influence the Guts test of the other squad with every success subtracting one die to the Guts roll of the the opposing squad (usually Command or talents/specializations add to another roll but in this case Fundati is trying to get them NOT to do something hence the negative ). Fundati rolls Empathy 4 / Command 2 for 6 base die; rolls are 6, 6, 4, 5, 1, 6 (wow!) for a -3 to the Guts roll of the other squad (base 3 die). With 3 base minus 3 “effect” that should be zero dice…the other squad automatically ignores their own lieutenant who collapses on the ground in shock.
- Fundati gently removes the pistol from the other Lieutenant’s hand. He debates for a few moments about leaving one of his sergeants to help the other squad but he is very conscious of the mission still ahead of him. He leaves the prisoners in the care of the other squad and orders them to take the prisoners and the now catatonic lieutenant back to their company HQ with a promise to call on the company Captain later to explain what happened.
Move to Point Able. After the encounter with the panicky lieutenant, the I&R squad proceeds to the backside of Hill 530 [Time Hack: 0715]. The squad, now on foot, moves to the top of Hill 530 to reach Point Able. To reach Point Able in 30 minutes requires a successful Infiltration test. Team Ldr 1, with Infiltration 3, leads the test for the first squad. AGI 3 + Infil 3 = 6 base dice, +1 for Infiltrate while Sneaking (166) -1 for the squad size = 6 dice. Roll nets one success but there are two 1’s also rolled. The GM rerolls the 1s to see if any are a 6 because if yes the enemy is encountered but neither converts. The squad reaches Point Able atop Hill 530 and can start the Recon. [Time Hack: 0745].
Recon at Point Able. The squad has two tasks to accomplish at Point Able:
- The cartographer squad leader (Geography I specialization) must bank three successes to make a map. Problem is that only one test can be made every hour. Every test is Survival (INT) for base dice (3), +3 Perception for Sneaking in Dense Terrain (166), +1 for Geography I specialization (72) for a total of 7 die.
- While the cartographer is mapping the terrain ahead, the rest of the squad must Recon (167). Each Recon event is 1 hour.
- Hour 1 (0745 to 0845)
- The Group Perception test for the Recon is led by Fundati who uses his Intelligence 5 / Perception 3 to start with eight (8) base die, with +1 for Group assist, +1 for binoculars, and +3 for Sneaking, On Foot, in Dense Terrain for a total of 13 die! The resulting four successes allows the squad to see elements of a German infantry battalion moving up in preparation for what looks like an attack.
- While the Germans are approaching, the squad leader is trying to map out the terrain. Rolling 7d6 nets two successes and a 1. Feeling the urgency from the approaching Germans, the squad leader pushes the roll and gets a further success (three total) but the GM banks two FUBARs. The map is completed but at what cost?
Retro from Hill 530. The squad must now exfil from atop Hill 530 and get back to their jeeps. This will be an Group Infiltrate (AGI) test for the Americans opposed by a Group Perception (INT) by the Germans.
- American Group Infiltrate (AGI) – Team Leader 2 with AGI 5 / Infil 3 and Stealth 1 leads the group out. There is a bonus +1 die for sneaking. That will be a test of 11 die; the result is two successes.
- German Group Perception (INT) – Assuming average of 4 base die +1 for group assist with an additional +1 Perception for On Foot, Patrol Pace, Dense Terrain is 6 die. The GM cashes in a FUBAR to add another die for a total of 7; one success means the I&R squad exfils without being discovered.
[Time Hack: 0915]
Radio Call. Knowing the enemy is quickly approaching, Fundati decides to risk stopping to radio the information ahead. The GM cashes in the second FUBAR to invoke the condition “Freak Atmospherics” and require a Tech (INT) test to successfully radio out (two successes needed). The Weapons Specialist with Int 5/ Tech 3 makes the attempt rolling 8 base die and rolls 3 successes—the message gets out but the Germans are getting closer!
[Time Hack: 0930]
Return to HQ. Now mounted in their jeeps, the squad decides to moves Double-Time back to HQ. In their haste to get back to HQ, however, they run smack into a German patrol (Random Encounter 63 = Enemy Patrol). Given the team is moving Double-Time (-2 Perception) the Germans sight the two jeeps of the squad first.
- The German fighting patrol is seven strong with a German Officer, 2x German Machine Gunner with Sturmgewehr 44 SMG, and 4x German Infantryman (all stats found on page 216).
- The German patrol get to ambush the squad as they drive past. Opening range is 120m (Medium Range for the Stg44, Long Range for the rifles).
- If the jeeps don’t slow down or stop the Germans get one attack at Medium Range, one more at Short, another at Medium Range, and a last at Long Range if desired.
Ambush Avenue.
They were about halfway back to HQ when the Germans jumped them. As they rounded a corner two submachine gunners jumped out and sprayed at the two jeeps. The jeep ahead of Fundati seemingly ignored the bullets (no successes on attack roll) but Fundati’s driver flinched and stepped on the brakes (suppression roll with success). Fundati shouted to keep going; better to drive out of the killing zone then to get stuck in it! (Guts check by the Driver but Fundati can use Inspiring Leadership to influence the roll…but can’t. The second jeep comes to a screeching halt). As the jeep emptied, except for the gunner who racked the .303, Fundati saw a whole German patrol step out into the road in front of them.
Not the greatest of situations. The German squad has now moved out into the open. Both SMG gunners must reload after full-auto bursts last round. Jeep 1 is still moving at full speed at Short range but the second is stopped at Medium range with the gunner still aboard but the others taking cover along the edge of the road.
Fundati watched as the German riflemen fired at his other jeep. He watched it swerve and almost go off the road before it continued onward. The gunner aboard opened fire but it seem erratic. “Take ’em!”, he shouted to the team around him.
The German riflemen get very lucky with three of the four hitting something. The driver, a scout, and the gunner are all hit. The Driver and Gunner pass their Guts test but the scout doesn’t. The jeep continues onward and the gunner opens fire but after being hit can’t aim well at all totally missing any Germans. The Germans are now in the middle of the two I&R teams, one at Medium range in a jeep moving away and the second in cover at the edge on the opposite side of the engagement also at Medium range.
In the next combat round the initiative order is German Officer, Fundati, German SMG 1, I&R Team 2, German SMG 2, German Rifles, and I&R Team 1.
- German Officer attempts to Command to order German SMG 2 to act first. Successful.
- German SMG 2 is now reloaded and makes Ranged Combat test to lay down Suppression Fire using a Full-Auto Burst to get Jeep 1 to stop. Fails.
- Fundati attempts to command jeep gunner to lay dow Suppression fire on the German patrol. Command attempt is successful; SMG 1 and rifles fail their Guts check but the German Officer and SMG 2 pass.
- German SMG 1 is suppressed and forced to seek cover; cannot fire.
- The rest of I&R Team 2 opens fire on the Germans, targeting the Officer and SMG 1 which remain in the open.
- The German Officer is hit and Suppressed.
- German SMG 1 is hit and Taken Out.
- German Rifles are suppressed and taking cover; no ranged combat.
- I&R Team 1 stops and bail out into cover. The gunner shoots at the German Officer still in the open. Though a difficult shot (jeep screeching to a halt) the gunner still connects and the Officer is Taken Out!
- Seeing their officer fall, the German patrol takes a Group Guts test and fails; they drop their weapons and raise their hands into the air…
Fundati watched the German officer take several rounds from the other jeeps machine gun before falling across the roadway, obviously dead. For a moment there was total silence as the world seemed to stop. Then there came a clatter of sound as the rest of the German patrol threw down their guns and raised their hands.
It took a few minutes to reunite both teams of the I&R squad and collect the prisoners. There were a few grazes and scratches but thankfully nothing like the German officer that still lay across the road. Fundati organized the prisoners and secured the officer’s body in a blanket across the hood of the second jeep before sending the his squad leader ahead to HQ with the precious map in jeep 1. Glancing at his watch, Fundati saw they should make it in time like the Colonel ordered…
[Time Hack: Mission Complete – 1030]
I&R Campaign
Upon further consideration, this whole mission looks like it fits in the Campaign Battles rules of War Stories (159-165). The mission is clearly a Player Phase event. So now to work backwards a bit and Calculate the Army Dice Pool for each side and play on…next time.
Feature image courtesy techhistorian.com
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