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

ROUND 05
“Get to cover” yells LED at DONNA. He glances towards the hostage room where he heard the explosion, but all he can do is hope for the best. Once again, he peeks over the door and fires at ENEMY 4.
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 4)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 4 receives 2 base points of damage. His armor offers no protection anymore, and he is killed.
LED fires a single round(he still has 3 in the current mag).
ENEMY 4 is hit in his back and goes limp.
NASCAR and CRANE both lose the round recovering from suppression.
DONNA stays in full cover and reloads her rifle.
ALEX pivots slightly around the door and assumes overwatch against the now breached door.
WITH the EYES of the REFEREE [click to expand]

In the main NAVE, ENEMY 1 has also overwatch against the same door, but he cannot see neither ALEX nor CRANE.
BLUE 1, BLUE 2, BLUE 3 and BLUE 4 all lose their actions recovering from suppression.
ENEMY 2 is still captured on the floor.
ENEMY 8 enters the hostage room from the breached door, triggering ALEX’s overwatch.
ALEX’S ROLL [click to expand]

ALEX is in close quarters with a pistol (-1). I won’t consider the penalty for a moving target, as ENEMY 8 is basically running towards him. ALEX fires a single round (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 8 is hit for 1 base point of damage. He loses his CUF roll and falls prone, suppressed.
ALEX fires a single round with his P-83.
He fires a single round and finds his mark, who falls down prone. Right past ENEMY 8, the KNIGHT appears, peeking from the side of the door and then going back to cover.
WITH the EYES of the REFEREE [click to expand]

The KNIGHT spent one action moving to the door, he could blind fire but with heavy penalties, so he doesn’t.
In the side room, ENEMY 7 has lost his previous target (DONNA), so he fires at LED.
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] = 0 SUCCESSES (rolled 3 and 2)
- Ammo Dice [D6+D6+D6] = 6 + 5 + 2
- Hit Location Die = LEGS
LED is unharmed, but the 6 on the ammo dice may suppress him: he rolls for CUF and Morale.
- Roll CUF + Morale [D12+D8] = 2 SUCCESSES (rolled 8 and 7)
LED is not suppressed.
Bullets fly right next to LED’s legs, but he’s unfazed and still in the fight.
[The remaining enemies all act unseen by the players]
End of Round 05


ROUND 06
LED partially exposes himself and returns fire at ENEMY 7.
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 2)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 7 is behind partial cover: his torso is not exposed and therefore suffers no damage. He is suppressed though and goes prone.
LED fires a single round(he still has 2 in the current mag).
His bullet impacts the door’s frame but forces ENEMY 7 to hide.
NASCAR is still prone. He can see ENEMY 8 though the legs of the tables and chairs, aims his M4 at him (fast action) and fires (slow action).
NASCAR’S ROLL [click to expand]

NASCAR is in close quarters with a carbine (-1); he also rolls 1 ammo dice:
- Roll RANGED COMBAT [D10+D8] = 1 SUCCESS (rolled 6 and 4)
- Ammo Die [D6] = 6
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 8 suffers 2 base damage points + 1 for the six rolled on the ammo die, for a total of 3 which is critical and kills him.
NASCAR fires 6 rounds.
ENEMY 8 is killed in the attack.
PFC CRANE assumes overwatch against the breached door.
DONNA assumes overwatch against the door leading to the main nave.
ALEX assumes overwatch against the breached door.
Everyone in TEAM 3 gets up (fast action); BLUE 1 remains to guard ENEMY 2
BLUE 2 and BLUE 3 stack up next to CRANE (fast action).
BLUE 4 gets up (fast action). While pointing at the breach the entered from he yells “get out, get out!” to the hostages (free action), then moves around NASCAR (fast action) and drops to the floor (free action).
IN THE KNIGHT’S MIND [click to expand]

The hostages will act as a group and will be last in the initiative order.
Time for the KNIGHT to act: he carries a white phosphorous grenade and this would be the perfect opportunity to use it, as he has taken a peek into the room and should have realize it’s full of enemies. I’ll give him a 70% (1-7 on a D10) chance of throwing the grenade, and 30% of firing at ALEX with his assault rifle.
(Yes, I am very concerned for my players)
- Roll[D10] = 8 -> he goes for the rifle
Apparently, the KNIGHT is in a hurry to punish the assailants, and thinks the best tool for the job is the one already in his hands.
(Lucky roll, but next round the probability of using the grenade will be higher).
The KNIGHT lifts his MINI BERYL and takes half a step to partially exit cover, appearing in the door frame and triggering CRANE and ALEX’s overwatches.
CRANE and NASCAR’S ROLLS [click to expand]

PFC CRANE goes first: he is in close quarters with an M4 carbine (-1); he fires with 2 ammo dice:
- Roll RANGED COMBAT [D8+D8] = 0 SUCCESSES (rolled 3 and 1)
- Ammo Dice [D6+D6] = 4 + 2
- Hit Location Die = TORSO
CRANE misses.
ALEX fires with his P-83 pistol in close quarters (-1); he fires a single round:
- Roll RANGED COMBAT [D8+D8] = 0 SUCCESSES (rolled 4 and 1)
He doesn’t push it, and misses. ALEX fires one round.
Both CRANE and ALEX miss their target and the KNIGHT now returns fire on ALEX.
THE KNIGHT’S ROLL [click to expand]

The KNIGHT (AGL B and RANGED COMBAT C) is in close quarters with an assault rifle (-2), he rolls 3 ammo dice (ROF for the MINI-BERYL is 5):
- Roll RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 8 and 5)
- Ammo Dice [D6+D6+D6] = 6 + 6 + 1
- Hit Location Die = LEGS
ALEX’s legs are behind cover: the wall offers an armor level 2 protection. The beryl deals 2 base damage points + 2 for the extra 6s rolled on the ammo dice, so a total of 2 damage penetrates cover and hits ALEX.
ALEX suffers 2 damage points and has to roll to see if he’s suppressed:
- Roll CUF + Morale [D10+D8] = 0 SUCCESSES (rolled 4 and 3)
ALEX falls prone and is suppressed, he also gains 1 stress point.
ALEX is hit through the wall in his leg, and falls to the floor.
ENEMY 1 reaches the KNIGHT at the breached door.
ENEMY 7 loses both his actions recovering from suppression.
ENEMY 6 trumps ENEMY 7 and enters the side room, triggering DONNA’s overwatch.
DONNA’S ROLL [click to expand]

DONNA is in close quarters with an assault rifle (-2), she rolls 4 ammo dice (her M16A1’s ROF is 5):
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled 5)
- Ammo Dice [D6+D6+D6+D6] = 5 +5 + 3 + 3
She pushes the roll:
- RANGED COMBAT [D6] = 0 SUCCESSES (rolled 1)
- Ammo Dice [D6+D6+D6+D6] = 5 + 4 + 1 + 1
It’s an all-around bad roll: DONNA’s M16A1 suffers a drop of -3 in its reliability and it jams after firing 5+5+3+3 = 16 rounds.
She presses the trigger as hard as she can, her system overloaded with adrenaline, and fires half a mag before hearing the distinct sound of a jam. “Ah f**k!” she yells while going back to cover.
ENEMY 11 arrives to the foyer from the back of the church.
The hostages start moving out of the room towards the breach TEAM 3 came through. Some are faster than others, some are wounded, and some are just still shell-shocked.
[The remaining enemies all act unseen by the players]
End of Round 06


ROUND 07
LED doesn’t really know what’s going on in the hostage room, but he sees ALEX going down as shots penetrate the wall around him. He decides the best thing he can do is keep blocking any enemy trying to move to the hostage area passing by the side rooms.
He peeks inside and fires on ENEMY 6.
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 1)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 6 is hit and suffers 2 base damage points. He falls to the floor and is suppressed.
LED fires a single round (one left in his magazine).
ENEMY 6 is hit center mass and goes down to the floor.
DONNA gets back to full cover and tries to unjam her rifle (consuming her slow action).
DONNA’S ROLL [click to expand]

DONNA has to roll for RANGED COMBAT with no modifiers:
- Roll RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled 2 and 1)
No luck for DONNA.
Her efforts are not repaid.
NASCAR has to make a choice here: he knows they cannot just keep shooting at the door and fears a grenade being thrown in the room. So, he decides to take a risk: he will throw a grenade in the other room: he pulls the pin (fast action) and throws it (slow action). “Frag out!” he yells (free action).
NASCAR’S ROLL [click to expand]

NASCAR throws a frag grenade in the breached door. He is a few meters from the door, so he will need at least one success in his MOBILITY roll (any extra successes won’t count):
- Roll MOBILITY [D12+D6] = 2 SUCCESSES (rolled 11 and 1)
The grenade passes the door frame and lands right in front of ENEMY 1.
I’ve established the KNIGHT to be a major NPC, so he gets to roll for mobility to see if he can go prone and reduce the effect of the explosion.
- Roll MOBILITY [D10+D6] = 1 SUCCESS (rolled 6 and 3)
The KNIGHT sees the grenade and dives away from it.
The exploding grenade has blast power C; I won’t scale it up as the main nave is rather big. The KNIGHT, ENEMY 1 and ENEMY 3 (not yet seen by the players) are in the area of the explosion. I’ll roll for each of them:
The KNIGHT: he went prone, reducing the blast to level D:
- Roll Blast D [D6+D6] = 0 SUCCESSES (rolled 3 and 1)
As a major NPC, he gets to roll CUF:
- Roll CUF [D10] = 2 SUCCESSES (rolled 10)
(The KNIGHT is one tough moterf****r…)
ENEMY 1:
- Roll Blast C [D8+D8] = 2 SUCCESSES (rolled 7 and 6)
- Hit Location Die = LEGS
ENEMY 1 suffers 2 base damage points + 1 for the extra success for a total of 3 damage points, which is critical and kills him.
ENEMY 3: enemy 3 is a bit more than 15 meters away, so the explosion is reduced to blast D:
- Roll Blast D [D6+D6] = 2 SUCCESSES (double 6!!)
- Hit Location Die = TORSO
ENEMY 3 suffers 1 + 1 damage, but his flak jacket stops 1+1 damage points, so he’s unharmed. He goes prone and is suppressed.
NASCAR uses his frag grenade.
NASCAR’s grenade lands in the main nave and its boom echoes in the building.
PFC CRANE heard someone closing in from the back of the building, right before the explosion: he assumes overwatch on the door leading to the foyer.
BLUE 1 keeps directing the hostages out and surveilling ENEMY 2
BLUE 2 and BLUE 3 both assume overwatch against the door leading to the back (they are behind CRANE, but he is prone)
BLUE 4 gets up (fast action) and moves to the breached door (fast action) as soon as the grenade has gone off.
ALEX loses both his actions recovering from suppression.
IN THE KNIGHT’S MIND [click to expand]

The KNIGHT gets up (fast action) and has a 50% chance of going back to the door (1-5 on a D10) and 50% of taking cover behind the altar (6-10 on a D10). Roll[D10] = 3 -> he goes back to the door (another fast action).
ENEMY 7 gets up (fast action) and remains in cover.
ENEMY 6 loses both his actions recovering from suppression.
ENEMY 11 can see ALEX and fire on him without exposing himself.
ENEMY 11’S ROLL [click to expand]

ENEMY 11 (AGL B and Ranged Combat C) is in close quarters with a PM-84 SMG (-1). He rolls 2 ammo dice:
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 7 and 3)
- Ammo Dice [D6+D6] = 5 + 5
- Hit Location Die = TORSO
ALEX is hit for 1 base damage point, his flak jacket offers 1 armor level + 1 for the SMG’s modifier. He is unharmed, but can be suppressed:
- Roll CUF + Morale [D10+D8] = 1 SUCCESS (rolled 4 and 7)
He’s not suppressed.
A volley of rounds impacts right next to ALEX with one striking his flak jacket, but he controls his nerves.
The hostages keep moving out
End of Round 07


