
DAY 10 – APRIL 27th 2000
EAST of DOBRODZIEN, POLAND – EVENING

ROUND 02
[The players’ priority is to kill or suppress the enemy soldiers guarding the hostages]
LED steadies his grip on the M1911A1, pivots around the door frame, and returns fire.
LED’S ROLL [click to expand]

LED is firing in close quarters with a pistol (-1); he can see ENEMY 10 is wounded and has no armor, so he fires a single shot (no ammo dice).
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 8 and 3)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
LED hits center mass: ENEMY 10 suffers 2 base damage points. He automatically fails his CUF roll and falls to the ground, suppressed.
LED fires a single round with his M1911A1.
The single round fired hits ENEMY 10 center mass and he falls to the floor.
NASCAR decides to return fire on ENEMY 12 with his (borrowed) M4 carbine.
NASCAR’S ROLL [click to expand]

NASCAR is in close quarters with a carbine (-1); he also rolls 3 ammo dice (full ROF for the M4 carbine):
- Roll RANGED COMBAT [D10+D8] = 1 SUCCESS (rolled 2 and 8)
- Ammo Dice [D6+D6+D6] = 6 + 4 + 1
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
NASCAR’s fire is on target: ENEMY 12 suffers 2 base damage points, increased by 1 using the 6 on the ammo dice, for a total of 3 damages, which is critical and kills him.
NASCAR fires 6+4+1= 11 rounds.
NASCAR fire is accurate: 3 short bursts hit ENEMY 12 who gets pushed against the library behind him and then hits the floor, dead.
PFC CRANE follows suit and fires at ENEMY 9.
PFC CRANE’S ROLL [click to expand]

PFC CRANE (AGL B, RANGED COMBAT C) is in close quarters with an M4 carbine (-1) and fires 3 ammo dice:
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 6 and 5)
- Ammo Dice [D6+D6+D6] = 4 + 4 + 2
- Hit Location Die = HEAD
It’s a hit: ENEMY 9 suffers 2 base damage points. He fails his CUF and falls prone, suppressed.
CRANE’s fire grazes ENEMY 9’s skull, bringing him to the ground alive, but scared.
DONNA sees ENEMY 10 being hit by LED, so she decides to focus on the newly arrived enemies, targeting ENEMY 5.
DONNA’S ROLL [click to expand]

DONNA is in close quarters with an assault rifle (-2). She has low skill (RANGED COMBAT D), so she tries to compensate with volume, rolling 4 ammo dice (her M16A1’s ROF is 5):
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled 5)
- Ammo Dice [D6+D6+D6+D6] = 5 + 5 + 4 + 2
She pushes her roll:
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled 4)
- Ammo Dice [D6+D6+D6+D6] = 5 + 4 + 2 + 1
No luck for DONNA: she fires 5+4+2+1 = 12 rounds, and her M16A1’s reliability drops by 1.
DONNA fires a long burst, but misses. “Ah, s**t” she mutters.
ALEX sprints for the church.
ALEX’S ROLL [click to expand]

ALEX rolls for MOBILITY to see if he can traverse the shrubs in a single round (he has 1 hex of open terrain to cross and 1 hex of shrubs after, but the latter requires 2 movements to cross:
- Roll MOBILITY [D10+D6] = 1 SUCCESS (rolled 7 and 3)
He crosses the shrubs and gets closer to the church.
The soldiers of TEAM 3 complete their entrance and starts picking targets. BLUE 1 finds himself in front of ENEMY 2 in close quarters; he lifts his rifle and goes for a blow with its stock.
BLUE 1’S ROLL [click to expand]

BLUE 1 (STR B, CLOSE COMBAT C) is in close combat with ENEMY 2, so he strikes back with the butt of his rifle:
- Roll CLOSE COMBAT [D10+D8] = 2 SUCCESSES (rolled 10 and 1)
ENEMY 2 (STR B, CLOSE COMBAT D) uses a fast action to try and block the attack:
- Roll CLOSE COMBAT [D10+D6] = 2 SUCCESSES (rolled 10 and 5)
Attacked successfully blocked.
BLUE 1 swings his rifle aiming for the head, but ENEMY 2 has quick reflexes and manages to dodge the attack.
BLUE 2 flanks ENEMY 2 and attacks him with the butt of his M16A2.
BLUE 2’S ROLL [click to expand]

BLUE 2 (STR B, CLOSE COMBAT C) enters close combat with ENEMY 2, and swings the butt of his rifle:
- Roll CLOSE COMBAT [D10+D8] = 3 SUCCESSES (rolled 10 and 6)
ENEMY 2 (STR B, CLOSE COMBAT D) uses his last fast action to try and block the attack:
- Roll CLOSE COMBAT [D10+D6] = 2 SUCCESSES (rolled 10 and 4)
I sure am rolling a lot of 10s…
ENEMY 2’s roll eliminates 2 successes from BLUE 2 roll. ENEMY 2 is hit and suffers 2 base damage points.
I should roll the hit location die, but ENEMY 2 has no armor and would take 2 damage points no matter where hit.
BLUE 2’s attack is only partially blocked and finds his target, but ENEMY 2 is still fighting.
BLUE 3 and BLUE 4 enter the hostage room and move through some rubble, ending their round.
ENEMY 2 has used all his actions.
ENEMY 9 loses his round recovering from suppression.
ENEMY 10’S CHANCE of SURRENDERING [click to expand]

ENEMY 10 is likewise suppressed and loses his round. He’s however Russian and down to a single hit point, so he has a 50% chance of surrendering (ENEMY 12 is dead and ENEMY 2 is being overrun).
- Roll [D100] = 22 -> he surrenders
ENEMY 10 pushes away his rifle (I’ll count it as a free action, like dropping it), raises his hands from the floor and shouts “don’t shoot, don’t shoot”
ENEMY 5 returns fire on DONNA.
ENEMY 5’S ROLL [click to expand]

ENEMY 5 (AGL B, RANGED COMBAT C) fires with his PM-84 SMG in close quarters (-1) with 3 ammo dice (ROF of the PM-84 is 4):
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 7 and 2)
- Ammo Dice [D6+D6+D6] = 6 + 5 + 3
- Hit Location Die = HEAD
DONNA is hit on her head: she suffers 1 base damage point +1 for the 6 rolled on the ammo dice. Her Kevlar helmet mitigates 1 damage + 2 for the armor modifier of the PM-84. Final result is no damage sustained, but she might be suppressed. LED is next to her and non-incapacitated, so she rolls for the unit morale as well:
- DONNA rolls CUF + Morale [D6+D8] = 1 SUCCESS (rolled 3 and 7)
She shakes off the hit.
DONNA can feel an impact on her helmet; she flinches but she’s ready for payback.
ENEMY 4 squeezes past ENEMY 5 and enters the room
[the remaining enemies all act unseen by the players]
End of Round 02



ROUND 03
[NASCAR and CRANE will go first for this round]
NASCAR enters the hostage room, checks left seeing a barricaded door, reaches the surrendering enemy, puts his foot on his AK-74 and aiming for his head yells “hands on your head! Hands on your head, now!”
The now prisoner complies.
PFC CRANE trails NASCAR and goes right, taking position at the next door. He can’t see anybody in the next room up, but hears gunfire from a small arm.
LED again pivots around the door frame and fires on ENEMY 10.
LED’S ROLL [click to expand]

LED is firing in close quarters with a pistol (-1); he fires a single shot (no ammo dice).
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 8 and 2)
- Hit Location Die = HEAD (rolled after deciding not to push the attack roll)
ENEMY 10 is hit, suffering 2 base damage points. ENEMY 10 dies.
LED fires a single round with his M1911A1.
LED hits ENEMY 10 straight in the head, and he goes limp. LED knows there’s at least one other enemy in the room, and is 99% sure there’s no hostages. “Frag ‘em!” he yells at DONNA (free action), and then moves from partial to full cover (free action).
DONNA agrees with LED: an explosion in such a small room should work wonders. She takes her improvised grenade, arms it and tosses it through the door while returning to full cover.
DONNA’S GRENADE [click to expand]

No need to roll for MOBILITY to see if the grenade lands in the next room, as even accounting for maximum deviation the landing point would still be in the next room.
Applying the rules for indoor explosions introduced with the Urban Operations module, we have the following effect “In an indoor hex, the power of the explosion is compressed, and therefore the blast power is increased one step (to a maximum of A). However, an indoor blast does not continue beyond the detonation hex” (Urban Operations manual, page 16).
DONNA’s improvised grenade has therefore its blast power increased to B, yet spatially limited to the room:
ENEMIES 4 and 5 are in the blast radius (blast power B for both): let’s roll to see if they’re hit:
ENEMY 4:
- Roll Blast B [D10+D10] = 1 SUCCESS (rolled 9 and 3)
ENEMY 4 is hit, let’s see where:
- Hot Location Die = TORSO
ENEMY 4 suffers 3 base damage points. He is wearing a flak jacket offering 1 level of armor, increased by +1 for the explosive’s modifier. Total damage received is 1, and ENEMY 4 goes prone and is suppressed.
ENEMY 5:
- Roll Blast B [D10+D10] = 1 SUCCESS (rolled 9 and 3)
- Hit Location Die = LEGS
ENEMY 5 suffers 3 points of base damage, which is critical for a Blast Power B explosion and he dies.
DONNA has used up one improvised grenade.
The blast pushes air and debris out of the door and DONNA can feel a tremor propagating through the floor. She peeks in the room and sees ENEMY 5 dead on the floor, while ENEMY 4 is still active but has been pushed to the ground. Also, another enemy has just reached the other door.
ALEX runs up to the church.
ALEX’S ROLL [click to expand]

ALEX rolls again MOBILITY for extra movement:
- MOBILITY [D10+D6] = 0 SUCCESSES (rolled 4 and 2)
He does not push the roll.
He gets to the breach in the wall.
In the hostage room, BLUE 1 and BLUE 2 keep battling ENEMY 2 in close combat.
BLUE 1 and BLUE 2’S ROLL [click to expand]

BLUE 1 (STR B, CLOSE COMBAT C) is in close combat with ENEMY 2, so he strikes back with the butt of his rifle:
- Roll CLOSE COMBAT [D10+D8] = 0 SUCCESSES (rolled double 1)
ENEMY 2 (STR B, CLOSE COMBAT D) had set aside a fast action to try and block the attack (it must be declared before the opponent rolls the attack, so the action is wasted).
BLUE 2 (STR B, CLOSE COMBAT C) enters close combat with ENEMY 2, and swings the butt of his rifle:
- Roll CLOSE COMBAT [D10+D8] = 1 SUCCESS (rolled 7 and 2)
- Hit Location Die = TORSO
ENEMY 2 (STR B, CLOSE COMBAT D) uses his last fast action to try and block the attack:
- Roll CLOSE COMBAT [D10+D6] = 1 SUCCESS (rolled 8 and 5)
The attack is blocked.
BLUE 1 and BLUE 2 both miss as ENEMY 2 manages to dodge both attacks.
BLUE 3 surrounds ENEMY 2 (fast action) and grapples him (slow action)
BLUE 3’S ROLL [click to expand]

BLUE 3 (STR B and CLOSE COMBAT C) goes for grappling. ENEMY 2 cannot block as he has spent all his actions.
- Roll CLOSE COMBAT [D10+D8] = 0 SUCCESSES (rolled 4 and 1)
Still no luck against ENEMY 2.
ENEMY 2 evades the attacks, but has no actions left in this round.
BLUE 4 reaches the hostages “Are you all here? Any more hostages in the church?” he yells.
“In back” says a woman.
ENEMY 4 loses his turn recovering from suppression.
[the remaining enemies all act unseen by the players]
End of Round 03


ROUND 04
LED pivots around the door once more while lifting his pistol, sees ENEMY 4, aims (fast action) and shoots at him (slow action).
LED’S ROLL [click to expand]

LED is firing in close quarters with a pistol (-1); he fires a single shot (no ammo dice).
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 7 and 5)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 4 is hit suffering 2 base damage points. His flak vest provides 1 armor +1 for the M1911A1’s modifier. All damage is absorbed by the armor. ENEMY 4 is suppressed.
LED fires 1 round with his pistol.
LED’s round is on target, but is blocked by ENEMY 4’s flak vest.
NASCAR strips ENEMY 9 of his pistol and knife, picks him up and throws him on the floor in the prisoners’ area.
“Keep an eye on him” he says to BLUE 4
“There’s more in the back” he responds.
PFC CRANE keeps his position by the door, waiting for someone to get to him and move towards the back of the building.
DONNA sees ENEMY 4 suppressed on the floor, aims at him (fast action) and fires (slow action).
DONNA’S ROLL [click to expand]

DONNA is in close quarters with an assault rifle (-2), firing at a defenseless target (+3). She rolls 2 ammo dice (her M16A1’s ROF is 5):
- RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 8 and 1)
- Ammo Dice [D6+D6] = 3 + 1
- Hit Location Die = TORSO
ENEMY 4 is hit with 2 base damage points, reduced to 1 because of his flak jacket. He is already suppressed.
His armor was penetrated, so there’s a 1 in 6 (1 on a D6) chance that its armor level will be decreased by 1
- Roll[D6] = 1!! -> ENEMY 4’s flak jacket now offers no protection
DONNA fires 3+1 = 4 rounds.
DONNA hits the target.
ALEX enters through the breach, moves to LED and DONNA’s room where he is told to proceed, and reaches the door to the hostage room.
WITH the EYES of the REFEREE [click to expand]

The fight of BLUE 1, 2 and 3 vs ENEMY 2 is getting ridiculous, so I house-rule the three soldiers of TEAM 3 subdue ENEMY 2 and bring him to the floor.
BLUE 1, BLUE 2 and BLUE 3 immobilize ENEMY 2, wrestle away his AKM and force him on the floor.
BLUE 4 keeps an eye on ENEMY 9 and the prisoners.
ENEMY 4 loses his actions recovering from suppression.
Suddenly, an explosion originates from the blocked door connecting the main nave and the hostage room, disintegrating the improvised barricade that blocked it. Everyone in the room has a fraction of a second to feel the increase in pressure, before the equivalent of a small hurricane and a heat blast brings everyone to the floor, as wood and metal shrapnel fly all over the room.
WITH the EYES of the REFEREE – THE EXPLOSION [click to expand]

An improvised explosive has been detonated on the other side of the door by the enemies in the main nave. The hostage room is roughly the size of a hex, so the blast power of the explosive is increased by 1 step. On the other hand, the door was blocked by various material stacked in front of it, and that will dull the effect of the blast for the occupants. Everyone in the hostage room is in a Blast Power C explosion.
I will roll for each of the occupants, while assuming the 6 hostages closest to the door will take the brunt of the detonation and shield the others. Each of those 6 will have a 30% chance of dying as a result of the explosion.
Let’s proceed in order:
NASCAR:
- Roll Blast C [D8+D8] = 1 SUCCESS (rolled 6 and 5)
- Hit Location Die = LEGS
NASCAR suffers 2 damage points to his legs and falls prone. He has to make a CUF roll. I’m assuming he can see ALEX, so he gets to roll for his Morale as well:
- Roll CUF + Morale [D12+D8] = 0 SUCCESSES (rolled 4 and 5)
NASCAR is also suppressed and gains 1 stress point
PFC CRANE:
- Roll Blast C [D8+D8] = 0 SUCCESSES (rolled 5 and 2)
CRANE is unharmed, but he’s knocked prone and has to make a CUF roll. He has CUF C and I’ll assume the 116th Morale is also C:
- Roll CUF + Morale [D8+D8] = 0 SUCCESSES (rolled 2 and 4)
PFC CRANE is suppressed
BLUE 1:
- Roll Blast C [D8+D8] = 2 SUCCESSES (rolled 8 and 7)
- Hit Location Die = TORSO
BLUE 1 suffers 2+1 points of damage, mitigated by 1+1 armor, for a total of 1 damage. He is suppressed.
BLUE 2:
- Roll Blast C [D8+D8] = 0 SUCCESSES (rolled double 4)
- Hit Location Die = LEGS
BLUE 2 suffers no damage, but is suppressed.
BLUE 3:
- Roll Blast C [D8+D8] = 1 SUCCESS (rolled 8 and 1)
- Hit Location Die = ARMS
BLUE 3 suffers 2 damage points to his arms and is suppressed
BLUE 4:
- Roll Blast C [D8+D8] = 1 SUCCESS (rolled 7 and 4)
- Hit Location Die = TORSO
BLUE 4 suffers 2 damage points, mitigated by 1+1 armor, for a total of 0 damage. He is suppressed.
ENEMY 2: he is prone, so the effect of the explosion is reduced by one step.
- Roll Blast C [D8+D8] = 1 SUCCESS (rolled 6 and 1)
- Hit Location Die = LEGS
ENEMY 2 suffers 1 damage points and is suppressed
ENEMY 9: he is prone, so the effect of the explosion is reduced by one step.
- Roll Blast C [D6+D6] = 1 SUCCESS (rolled 6 and 1)
- Hit Location Die = LEGS
(I really re-rolled) ENEMY 9 suffers 2 points of damage and is killed in the explosion.
Two of the hostages die.
In the side room, ENEMY 7 peeks around the corner, his PKM-60 ready, and fires at DONNA.
ENEMY 7’S ROLL [click to expand]

ENEMY 7 (AGL B, RANGED COMBAT C) fires in close quarters with an assault rifle (-2), using 3 ammo dice (ROF for the PKM-60 is 4):
- Roll RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 7 and 1)
- Ammo Dice [D6+D6+D6] = 5 + 4 + 1
- Hit Location Die = TORSO
DONNA is hit for 2 base damage points, reduced by 1 because of her flak jacket (total 1 damage for DONNA). She needs to make a CUF roll, adding Morale:
- Roll CUF + Morale [D6+D8] = 1 SUCCESS (rolled 1 and 8)
DONNA is hit, but she’s still fighting.
Her flak jacket has been penetrated: 1 in 6 chances of its armor decreasing 1 level:
roll[D6] = 1 -> her flak jacket no longer offers protection.
DONNA is hit in her torso and can immediately feel something’s off. “Motherf****r” she says, thinking she probably has a cracked or broken rib.
“You good?” says LED (free action) and she quickly nods multiple times.
[The remaining enemies all act unseen by the players]
End of Round 04


