DAY 5 – APRIL 22nd 2000
PRASZKA, POLAND – MORNING
ROUND 04
LED assumes overwatch aiming at the East corner of the building, in case one of the enemies tries to flank the players.
ALEX keeps working on the door with his lockpicks
[3 more rounds before he can open the door]
ENEMY 3 gets up (fast action) and reloads (slow action).
NASCAR and DONNA keep their overwatch.
ENEMY 4 moves down the corridor to just outside the last classroom.
ENEMY 5 peeks out the window on the ground floor, with his AK-74 ready to fire, triggering DONNA’s overwatch.
DONNA’S ROLL [click to expand]
DONNA is in close quarters with an assault rifle, so she gets a -2 modifier. She rolls 4 ammo dice (ROF of her M16A1 is 6). Her hope is to at least suppress her target.
DONNA rolls:
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled a 4)
- Ammo dice [D6+D6+D6+D6] = 1 + 4 + 5 + 6
She doesn’t push the roll (her rifle is already at REL 4). ENEMY 5 is not injured, but DONNA’s burst in enough to suppress him (she rolled a 6 on her ammo dice). DONNA has fired 1+4+5+6 = 16 rounds, she has 14 left in her magazine.
DONNA utters a “f**k!” and fires a long burst as soon as she sees someone peeking at the window right in front of her. Her fire is mostly inaccurate, but there’s enough led flying towards ENEMY 5 that he immediately falls to the ground and clutches his helmet as a reflex.
“I got contact close!” yells DONNA after firing (free action).
End of Round 04
ROUND 05
LED is growing impatient, “how about an entrance?” he shouts (free action) as he’s keeping overwatch.
“Working on it” answers ALEX nervously (free action).
ALEX is still nervously working on the door; he can feel some of the pins moving but he’s not sure how much longer it’s going to take.
[Two more rounds before he can open the door]
ENEMY 3 is looking for payback; he peeks again outside the window triggering NASCAR’s overwatch.
NASCAR’S ROLL [click to expand]
NASCAR is at short distance (no modifiers) and gets a +1 for his Machinegunner specialty. He rolls 2 ammo dice (ROF for the M249 is 6):
NASCAR rolls:
- HEAVY WEAPONS [D12+D10] = 1 SUCCESS (rolled 3 and 9)
- Ammo dice [D6+D6] = 3 + 5
He decides to push the roll, hoping for a better shot:
- HEAVY WEAPONS [D12] = 1 SUCCESS (rolled a 5 on the D12)
- Ammo dice [D6+D6] = 1 + 1
- Hit location die = TORSO (this was rolled after deciding to push)
NASCAR has some bad luck: the enemy torso is behind cover and the 2 damages of his M249 are absorbed by the wall. He also rolled two 1s on his ammo dice, so his weapon jams after firing 2 rounds.
He will need to spend a slow action and a successful HEAVY WEAPONS roll to unjam it. Also, the reliability of the M249 is lowered by 2.
NASCAR can see the target popping out of the window: he squeezes the trigger but after 2 rounds his M249 jams. “Jammed!” he yells.
WITH the EYES of the REFEREE [click to expand]
ENEMY 3 was targeting LED who’s not in his sight anymore; the closest target is NASCAR who just shot at him. I decided on a D10 roll with the following possibilities:
- 1-6: he attacks NASCAR
- 7-8: he attacks ALEX
- 9-10: he attacks DONNA
I rolled a D10 and it came out 3: he fires on NASCAR.
ENEMY 3 raises his PKM-60 and returns fire.
ENEMY 3’S ROLL [click to expand]
ENEMY 3 is at short range and gets a +1 for firing from an elevated position. He rolls 2 ammo dice. NASCAR is behind partial cover, only his head and arms exposed.
ENEMY 3 rolls:
- RANGED COMBAT [D10+D10] = 2 SUCCESSES (rolled two 9s)
- Ammo dice [D6+D6] = 1 + 5
- Hit location die = TORSO
ENEMY 3’s PKM-60 deals 2 damages + 1 for the extra success on the attack roll. NASCAR’s torso is behind cover with the brick wall absorbing 2 damages and the flak jacket absorbing the remaining one.
ENEMY 3 has rolled a 1 on his ammo dice so he has to reload (again, he’s down to 2 mags for his assault rifle).
DONNA is (rightly) concerned about her situation, she mutters “f**k this” grabs the grenade ALEX is carrying on his jacket and moves right outside the next window (she consumes both her actions).
WITH the EYES of the REFEREE [click to expand]
I gave ENEMY 4 a 50-50 chance of entering the last classroom on the corridor or move around the building to flank the assailants (he’s not stopping in the corridor, as there is a firefight evolving in the main building).
I rolled a D10:
- 1-5 he’s entering the classroom
- 6-10 he’s moving for flanking
I rolled 5: he’s entering the classroom.
ENEMY 4 enters the last classroom (fast action) on the corridor and crosses it taking position at the last window (slow action). From there he can see ALEX just on the other side and ALEX sees him.
ENEMY 5 loses both actions for the round due to suppression.
End of Round 05
ROUND 06
LED knows the situation has stalled too long. “Bash a window and get in!” he yells (free action) as he keeps overwatch on the corner.
ALEX sees someone on the other side of the window on his left. “Gόwno” he mutters, then he leaves the lockpick (free action, like dropping something), aims his AKM (fast action) and fires (slow action).
ALEX’S ROLL [click to expand]
ALEX is in close quarters, suffering a -2 penalty for using an assault rifle; he rolls the full ROF of his AKM (4):
ALEX rolls:
- RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled a double 1…)
- Ammo dice [D6+D6+D6+D6] = 3 + 6 + 6 + 6
An odd roll: ALEX doesn’t hit the enemy but spraying the window with bullets is enough to suppress him (the three 6s on the ammo dice). ALEX fires 3+6+6+6 = 21 rounds. He has to reload.
He presses down the trigger spraying the window, breaking the glass and carving tens of bullet holes in the classroom’s wall. On the other side, ENEMY 4 immediately dives for the floor avoiding the incoming fire.
ENEMY 3 reloads his weapon.
NASCAR has to unjam his weapon (slow action).
NASCAR’S ROLL [click to expand]
NASCAR rolls for HEAVY WEAPONS for unjamming the M249 (the Machinegunner specialty doesn’t come into play for this situation):
- HEAVY WEAPONS [D12+D8] = 1 SUCCESS
NASCAR clears the jam.
His training pays off, and in a few seconds he is able to restore the functionality of his weapon.
DONNA doesn’t want to risk someone else popping out a window to splatter her brain on the concrete, so she peeks inside the window and sees ENEMY 5 on the floor. She waits for him to get up before using the grenade.
WITH the EYES of the REFEREE [click to expand]
DONNA knows that as long as the enemy is prone, the effect of the explosion will be reduced by one step, so she’s waiting for the moment where she can deal maximum damage; I house-rule she can delay her action until she sees ENEMY 5 getting up, as he has just recovered from suppression and is not likely to crawl away rather than getting up. DONNA’s turn will finish after ENEMY 5’s.
ENEMY 4 is suppressed and loses both his actions in this round.
ENEMY 5 gets up (fast action) and seeing DONNA just outside the window he fires at her (slow action).
ENEMY 5’S ROLL [click to expand]
ENEMY 5 is firing without aiming (-2) at close distance with an assault rifle (-2). He rolls 4 ammo dice (ROF for the AK-74 is 5) hoping to discourage the enemy:
ENEMY 5 rolls:
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled 1)
- Ammo dice [D6+D6+D6+D6] = 1 + 2 + 4 + 5
- Hit location die = LEGS
ENEMY 5 is unlucky: he doesn’t hit DONNA, nor he succeeds in suppressing her. Also, having rolled a 1 on his ammo dice, he has to reload.
He quickly raises his AK-74 and fires, but after about ten rounds that hit nothing, he hears a clicking sound and realizes his current mag has been emptied.
It’s now the time DONNA has waited for: she pulls the pin out of the grenade (fast action) and throws it inside the window (slow action).
DONNA’S ROLL [click to expand]
I didn’t bother with a MOBILITY roll to see if the grenade reaches its target giving that DONNA just chucks it inside the window. Also, as there’s no cover inside the classroom, any extra successes wouldn’t have mattered.
ENEMY 5 is inside a Blast C explosion:
- Explosion (BLAST C) roll[D8+D8] = 0 SUCCESSES (rolled 1 and 5)
ENEMY 5 is not directly hit by any shrapnel, but the explosion knocks him prone and suppresses him.
DONNA sticks to the wall as air and debris burst from the already broken window.
End of Round 06
ROUND 07
[LED and NASCAR exchange initiative (they’re able to since they can talk)]
NASCAR resumes overwatch over the upper floor windows.
ALEX has an empty magazine, so he grabs his combat knife, yells “I’m going in!” (free action), enters the classroom through the window (fast action) and attacks ENEMY 4 in close combat (slow action).
ALEX’S ROLL [click to expand]
ALEX has entered the room and performed a CLOSE COMBAT attack; it doesn’t count as a diving blow because he is armed with a knife (a diving blow requires an unarmed attack). His enemy is prone so ALEX gets a +2 modifier. ENEMY 4 will try to block the attack:
ALEX rolls:
- CLOSE COMBAT [D12+D10] = 1 SUCCESS (rolled 9 and 5)
ALEX decides to push the roll:
- CLOSE COMBAT [D10] = 1 SUCCESS (rolled 4 on the D10)
- Hit location die = TORSO
ENEMY 4 tries to block the incoming blow; he suffers a -2 for being prone:
ENEMY 4 rolls:
- CLOSE COMBAT [D6+D6] = 0 SUCCESSES
The attack is not blocked and ENEMY 4 has used his slow action for the turn.
The knife inflicts 2 damage, but ENEMY 4 has a flak jacket protecting his torso (1 point of armor) and the knife has an armor modifier of +1, so the flak jacket counts as having armor 2 and completely absorbs the damage.
ALEX stabs ENEMY 4 in the abdomen, but the knife is stopped by the steel plate of the flak jacket.
ENEMY 3 peeks once again out of the window triggering NASCAR’s overwatch.
NASCAR’S ROLL [click to expand]
NASCAR is at short distance (no modifiers) and gets a +1 for his Machinegunner specialty. He rolls 2 ammo dice (ROF of the M249 is 6):
NASCAR rolls:
- HEAVY WEAPONS [D12+D10] = 3 SUCCESSES (rolled 10 and 6)
- Ammo dice [D6+D6] = 2 + 3
- Hit Location Die = TORSO (this was rolled after deciding not to push the attack roll)
ENEMY 3’s torso is behind cover: the brick wall has an armor rating of 2. NASCAR’s M249 deals 2 base damages +2 for the extra successes on the attack roll. ENEMY 3 suffers 2 damages and falls to the ground suppressed, losing both actions in this turn.
NASCAR fires 2+3 = 5 rounds, he has 105 left.
He fires a quick, accurate burst; ENEMY 3 immediately falls out of his sight and loses both his actions.
LED moves behind NASCAR saying “get inside, inside!” (free action), down the stairs (fast action) and into the first classroom through the smashed window (slow action) landing right next to ALEX.
DONNA aims her M16A1 through the window at ENEMY 5, who’s still prone and suppressed.
DONNA’S ROLL [click to expand]
DONNA is firing with an assault rifle at close range (-2) at a defenseless target (+3). She rolls 4 ammo dice (ROF of her M16A1 is 6).
DONNA rolls:
- RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 3 and 7)
- Ammo dice [D6+D6+D6+D6] = 1 + 4 + 5 + 6
- Hit location die = LEGS (rolled after deciding not to push the roll)
She hits ENEMY 5 on the legs, dealing 2 base damage + 1 for the 6 rolled on the ammo dice. A damage of 3 is critical for her M16A1 and ENEMY 5’s legs have no armor. ENEMY 5 is killed as a result of the attack (simplified rules for NPCs).
DONNA fires 1+4+5+6 = 16 rounds and she has to reload.
“Get this, you peeking m**********r!” yells DONNA as she squeezes the trigger until there’s no more ammo in her mag. Once she’s done, ENEMY 5 is in a pool of blood on the classroom’s floor.
ENEMY 4 makes a half roll and gets up (fast action).
End of Round 07