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

ROUND 11
LED moves through the side room to the main nave (consuming both his actions). “Stay with him” he says to DONNA.
DONNA kicks the PMK-60 away from the prisoner, searches him, and removes a knife and an improvised grenade from his equipment.
WITH the EYES of the REFEREE [click to expand]

Unlike ENEMY 2, the KNIGHT wont’ be automatically subdued if surrounded. If brought down to a single hit point and surrounded then he can be taken prisoner (house-ruled).
NASCAR, still facing the KNIGHT, attacks again with the knife.
NASCAR’S ROLL [click to expand]

NASCAR rolls for CLOSE COMBAT and the KNIGHT will attempt to block the attack with one of his actions:
NASCAR:
- Roll CLOSE COMBAT [D12+D8] = 2 SUCCESSES (rolled 11 and 2)
- Hit Location Die = LEGS (rolled after deciding not to push the attack roll)
The KNIGHT (STR A, CLOSE COMBAT B):
- Roll CLOSE COMBAT [D12+D10] = 3 SUCCESSES (rolled 11 and 6)
The attack is blocked and the damage negated.
The KNIGHT swiftly deviates the attack.
BLUE 4 swings his rifle once again.
BLUE 4’S ROLL [click to expand]

BLUE 4 (STR B and CLOSE COMBAT C) strikes with the butt of his rifle. The KNIGHT will not attempt to block it, conserving one action to fight back:
BLUE 4:
- Roll CLOSE COMBAT [D10+D8] = 1 SUCCESS (rolled 7 and 1)
- Hit Location Die = LEGS
It’s a hit: the KNIGHT receives 2 base damage points.
BLUE 4 strikes the KNIGHT on his knee, obtaining a moan of pain.
PFC CRANE fires again on ENEMY 3.
PFC CRANE’S ROLL [click to expand]

PFC CRANE is in close quarters with a carbine (-1). He rolls 3 ammo dice (full ROF of the carbine):
- Roll RANGED COMBAT [D8+D8] = 0 SUCCESSES (rolled 5 and 3)
- Ammo Dice [D6+D6+D6] = 5 + 4 + 2
CRANE misses and now has to reload.
He misses and his carbine clicks empty.
ALEX drops his pistol (free action), quickly closes the distance to ENEMY 3 (fast action) and lounges at him (slow action).
ALEX’S ROLL [click to expand]

ALEX is going for a diving blow (+2) against a prone enemy (+2). ENEMY 3 will use one of his actions to block the attack.
- Roll CLOSE COMBAT [D12+D12] = 2 SUCCESSES (rolled 9 and 7)
- Hit Location Die = ARMS
ENEMY 3 (STR B, CLOSE COMBAT D) is prone and suffers a -2 modifier:
- Roll CLOSE COMBAT [D6+D6] = 0 SUCCESSES (rolled 5 and 4)
ENEMY 3 is hit for 1+1 damage points and is killed. ALEX ends the round prone.
ALEX strikes the enemy hard enough to kill him on the spot.
WITH the EYES of the REFEREE [click to expand]

The KNIGHT is down to 1 hit point and has a single action left, which he will use to strike NASCAR. He can either swing his rifle at him or try and shoot at him (without aiming). His best bet is an unarmed attack.
The KNIGHT swings his rifle at NASCAR.
THE KNIGHT’S ROLL [click to expand]

The KNIGHT attacks in close combat and NASCAR uses his remaining action to block the attack.
The KNIGHT:
- Roll CLOSE COMBAT [D12+D10] = 2 SUCCESSES (rolled 9 and 6)
- Hit Location Die = TORSO
NASCAR:
- Roll CLOSE COMBAT [D12+D8] = 2 SUCCESSES (rolled double 6)
NASCAR can play the game too: the KNIGHT’s attack is fully intercepted.
NASCAR blocks the incoming attack clutching the KNIGHT’s rifle and deviating it.
BLUE 2 and BLUE 3 return to the foyer.
BLUE 1 keeps guarding ENEMY 2
The remaining hostages leave the church.
End of Round 11


FINALE
WITH the EYES of the REFEREE [click to expand]

The KNIGHT is the last one standing. He is fighting in close combat against 2 opponents, with more joining, and he is down to hist last hit point while having already suffered a critical injury to his leg. It’s a good time for narration to take over.
PFC CRANE reaches the back of the KNIGHT and jumps on him, his arm squeezing the enemy’s neck, and pulls down until they both collapse to the floor. BLUE 4 jumps on the leg to block them and NASCAR tries to grab the arms, but not before the KNIGHT elbows CRANE right in his ribs while cursing at everyone in Polish.
LED arrives along with ALEX, but there’s no room for them to help. Eventually NASCAR gets back up.
“F**k this animal” he says, and stomps his combat boot right on the KNIGHT’s face.
The enemy stops shouting, his arms and legs slow their movements as he looks around with unfocused eyes. NASCAR raises his foot again and hits him once more. The KNIGHT goes limp.
After a moment, CRANE releases his grip, moves from under the KNIGHT and gets up. ALEX knees next to the downed enemy and put an ear right to his nose.
“He’s still breathing”
“Lucky bastard” comments NASCAR.
CRANE and ALEX check the rest of the main nave, and BLUE 2 and BLUE 3 report that the back and the belltower are clear. DONNA and BLUE 1 gather the prisoners in the hostage room (LED figures it’s better if they don’t see the KNIGHT is still alive) and leave them tied up with BLUE 1 and BLUE 2. The KNIGHT is thoroughly searched and relieved of his assault rifle, revolver pistol, machete, ammo and white phosphorus grenade. His plate vest is removed and set aside.
BLUE 3, BLUE 4 and CRANE reach the partially broken front door. “116th we’re coming out, all clear” they yell.
“Copy, open up” comes a voice from outside.
As the soldiers remove what obstructs the door, the players gather up.
DONNA’s hands are still shaking with adrenaline, but she’s already in physician mode: LED, NASCAR and ALEX have all received leg wounds.
“Everybody sit on the floor and extend your legs, so I can triage you” she orders. Then she wiggles her trembling fingers trying to control the tremors. “S**t” she mutters.
NASCAR keeps his eyes on the KNIGHT “start with them” he says gesturing at his comrades “I’m staying here hoping this a**hole wakes up and gives me a reason to ventilate his skull”
LED points at the door “DOC, before that we need to…”
“Listen up” interrupts DONNA tapping his chest with a finger “do you have any idea how lucky we just have been? We survived all of this, and now what? You want to give infection a second chance at killing you all?”
“No…” mutters LED
“Then sit the f**k down, and extend your legs. You too” she finishes looking at ALEX.
ALEX quickly grabs the KKW 1996 MINI-BERYL from the floor. “Yes ma’am” he says, then he and LED sit on the cold floor, their back against the altar.
DONNA starts by removing their boots and then pulling their pants down. They look at each other, but let her operate. After the wounds are exposed and fully visible, they grow more concerned.
“Check this” says ALEX passing LED the MINI-BERYL “I have only seen this in pictures”
LED contemplates the assault rifle “this is completely new for me”
“Take out the magazine”
LED proceeds to do so and looks inside the open end of the mag “well, look at that. This thing takes 5.56”
ALEX starts taking deep breaths, then he raises his hands: they’re shaking. “Alright, here we go”
“You’ll live” says DONNA.
WITH the EYES of the REFEREE [click to expand]

Time for a MEDICAL AID roll to avoid infection (Player’s Manual, page 73); DONNA uses a dose of antibiotics on both LED and ALEX (+3 for the roll):
- DONNA’s roll for LED [D12+D12] = 0 SUCCESSES (rolled 1 and 2)
- DONNA’s roll for ALEX [D12+D12] = 0 SUCCESSES (rolled 2 and 5)
DONNA pushes the roll for ALEX:
- roll[D12+D12] = 0 SUCCESSES (rolled 5 and 5)
DONNA’s hands are really shaking… she gets a stress point.
LED and ALEX have to roll for STAMINA to avoid infection:
- LED rolls [D10+D8] = 1 SUCCESS (rolled 6 and 2) -> infection averted
- ALEX rolls [D10+D6] = 0 SUCCESSES (rolled 1 and 3)
ALEX’s wounds will get infected (Player’s Manual, page 81): incubation time is 1 day, once that has passed ALEX will have a fever and suffer 1 point of damage. Every day he will make another STAMINA roll to see if he recovers, losing one more hit point with every failure.
DONNA uses 2 doses of antibiotics.

AFTERMATH
In fifteen minutes, DONNA has checked her teammates, BLUE 1 and BLUE 3, and is now assessing her own injuries. The rest of TEAM 3 has confirmed the church is safe and ELK and some of the rebels outside have entered it. A corporal with medical training is helping DONNA, while soldiers and rebels are gathering weapons and ammo in the main nave, and moving the corpses outside. A soldier with a clipboard is already taking note of everything the Flock managed to collect in the church.
LED has redressed himself; he sees FATHER ŁUKASZ enter the church and the horror in his eyes as he looks around the main nave. A breath of fresh air enters from the main door and helps dissipating the smell of spend gunpowder, blood and death.
ELK and LED join the priest.
“Thanks for taking care of my men” says ELK.
LED points behind him “thank DOC. I haven’t toured the back yet, what’s the final count?”
ELK hesitates for a moment, glancing at the priest.
“Please, I must know” says FATHER ŁUKASZ calmly, his eyes watery.
“Six hostages are dead. Eighteen are alive; scared, some wounded, but alive. Three prisoners, including the leader, the KNIGHT”
“Then you’ve only postponed his punishment” comments FATHER ŁUKASZ “what now? Are you leaving us here to pick up the pieces?”
“We’re staying for the night” says ELK looking at LED “I’ve ordered the guards at the camp to pack everything and join us here, there’s a nice breeze blowing East, it should keep the radioactivity at bay” he then turns to the priest “tomorrow we will move back to Dobrodzień, you and everyone else are free to come with us”
FATHER ŁUKASZ is still looking around “I saw war stain everything, it was only a matter of time before it touched the place I hold most dearly in my heart”
LED touches him on the shoulder and makes eye contact “there’s nothing more here. The town… it’s all gone. If people stay here, they’re going to be hunted by nightmares and remorse. Leave. Start over. The Flock uses a twisted version of religion to pursue its brutal agenda, you can build something much better, something good, a community. There’s much need for something good in this world”
FATHER ŁUKASZ takes deeps breaths “there’s no point in trying to rebuild this, I’d rather see what remains of this church turned to ashes by fire” he pauses, then nods “I will talk to the others”
That said the priest starts wondering in the main nave.
“What about the prisoners?” asks LED.
“I have orders to interrogate them, but not to take them back” answers ELK “we’ll see who talks and who doesn’t” he looks at the KNIGHT, now tied up but still unconscious on the floor. “Their final fate, well… I’m thinking about leaving it to the people out there”
“That’s a death sentence, and a painful one”
“Do you care?”
LED stares at the floor for a moment “no, I can’t say I do”
ELK walks away but stops and turns after a few steps “not a single casualty for us, that’s luck”
“Yeah…” says LED without conviction; he then looks at the altar “or something else” he adds quietly.
LED reaches FATHER ŁUKASZ “father, can I ask you something?”
The priest nods.
“My men and I… and the other soldiers, we were outnumbered and we didn’t really know what to expect, but we’re still alive, we are all alive”
FATHER ŁUKASZ forces his mouth into a smile.
“I’m not really in touch with God, well… it’s been a while now, but… can I ask you to say something? A thank you, the next time you recite a prayer”
“Well, I will certainly do it” says FATHER ŁUKASZ “but I think you should say thank you yourself, with your own words, your own thoughts”
“Really, it’s been a while, I might not even remember the prayers…”
“This is not math; you do not have to know the formulas. Just be sincere, that is a prayer in and of itself”
DONNA has just finished removing some shrapnel from NASCAR’s leg and wrapping it in a bandage.
“Let’s get out so I can give you some antibiotics. I need some fresh air”
“Is it really necessary?” asks NASCAR.
“Unless you want to fight a potential infection with your willpower alone. Knifes and bullets are no good against it”
WITH the EYES of the REFEREE [click to expand]

Time for another MEDICAL AID roll to avoid infection (Player’s Manual, page 73); DONNA uses a dose of antibiotics on herself and NASCAR:
- DONNA’s roll for herself [D12+D12] = 1 SUCCESS (rolled 7 and 4) -> she avoids infection
- DONNA’s roll for NASCAR [D12+D12] = 2 SUCCESSES (rolled 10 and 5) -> he avoids infection
DONNA’s hands are definitely steadier now. DONNA uses 2 more doses of antibiotics.
ALEX recovers his P-83 pistol and reloads it, then joins the other two.
NASCAR nudges him “look”
They see LED setting up a chair next to one of the main nave’s columns, sit down and stare at the altar.
“What’s he doing?”
“I think he’s taking time to… appreciate” says ALEX.
“What? That we didn’t turn into crippled circus freaks?” asks NASCAR.
DONNA is packing her medical supplies “yeah, that. Though he might be using different words”

POST FACTO OBSERVATIONS
Luck, yes, luck indeed. I counted a number of lucky rolls: not just in terms of the results, but the timing too. As noted before, luck is good, but preparation is better. This time the players had the surprise on their side, and because of that, they managed to split the enemies in two: LED and DONNA bottled up anyone in the main nave for the first rounds, while the others took care of the enemies in the other parts of the church. Also, I placed some enemies randomly using dice rolls, and no enemy ended up in the side chapel TEAM 3 breached into (which makes sense, as the door connecting it to the main nave was barricaded).
Despite being outnumbered, the players and their allies achieved local superiority and exploited the chokepoints as noted. That went well until the inner door was breached. It became a race to get to the other side and avoid sitting in a room full of hostages waiting for a grenade to land in it.
Final balance is: 18 hostages saved, 6 lost. 10 enemies killed, 3 captured including the enemy leader (which I didn’t anticipate, but he was surrounded, wounded and then overwhelmed). The 116th gathers a good booty in weapons and gears; we’ll see what the player may get. Aside from what the enemies were wielding, there’s also what the Flock accumulated in the church.
All players were wounded. Of course, as soon as I give LED and ALEX flak jackets and Kevlar helmets, they are both hit in the legs… NASCAR was wounded by the explosion and DONNA had a couple of disastrous rolls: she ended up with a jammed rifle, a chest wound and a flak jacket that no longer offers protection.
The KNIGHT proved to be one tough S.O.B. in both ranged and close combat: he wounded ALEX, dodged a grenade, made all his CUF rolls and blocked a good number of attacks. I admit I was hoping for a final fight between a machete-wielding KNIGHT and NASCAR (who has the highest combination of STR and Close Combat skill of the group). I almost got it.
Knowing I would have to make every single participant act in every round, I took more time than usual with preparations and it paid off: I completed the battle in two afternoons without drowning in notes. It was overall a fun battle with some tense moments, most noticeably every time the KNIGHT got close to the breached door with the phosphorous grenade in his gear.
After reading back the battle report, here are some notes I took:
- STICK TO THE PLAN, JUST FOR ONE ROUND: I had planned for DONNA to use her P-83 pistol inside the building, as pistols only suffer a -1 penalty for Ranged Combat in close quarters. So of course, she used her M16A1 assault rifle (-2 penalty) for six rounds until it jammed…
- THE PUNY PISTOL: both ALEX and DONNA used the P-83 pistol, a Polish copy of the Russian Makarov PM pistol. With low damage (1), a high crit threshold (3) and low mag capacity (8) the pistol proved useful only with particularly good rolls. I’m planning on having them trade for better pistols (like the US M9, or a Police Pistol). On the contrary, LED used his M1911A1 (damage 2, crit 3), and despite the lower mag capacity (7) he managed to hit or suppress with every single round fired.
- LEARN TO USE COVER: getting from partial to full cover is a free action. If your gun clicks empty, you might want to go to full cover to reload it.
- RULES? YEAH, I USE MOST OF THEM: I realized I have employed the rules by the book in some cases, and not-so-much in others. I have gone with what made sense to me in a given situation, and I’m planning to keep it that way.
- MORTAL (CLOSE) KOMBAT: sometimes it makes little sense to assume overwatch against a door, hoping the enemy will peek out of it. It’s best to enter it and engage in close combat, especially if you have the numerical advantage.
- GANGIN’ UP: both ENEMY 2 and the KNIGHT had to fight in close combat with multiple opponents. I kept thinking there should be a bonus modifier for the party with the numerical advantage, but I now think the advantage itself is already built into the rules: if there’s two opponents attacking you, you can attempt to block one attack from each, but then you’ve run out of actions. So, as the KNIGHT did, if you want to strike back, there’s one or more attacks you won’t be able to block.
- THE PERFECT TOOL: grenades are awesome. I’ve said it before, I know, I just wanted to reiterate the message. Once established there’s no hostages in a room, just throw a grenade and see the enemies get – at worse – all suppressed. I’ve now incorporated the rules from Urban Operations for close combat, and explosives in confined environments have their blast power increased by 1 step. Basically, grenades are now even more awesome, until one lands at the players’ feet…
- I’D LIKE A CARBINE, PLEASE: NASCAR’s borrowed M4 proved useful in close quarters, as it still packs a good punch (damage 2) with a reduced penalty. For comparison, two enemies had an SMG which also grants a reduced penalty, but deals less damage (1) and has a higher armor modifier (+2). LED was already looking for a carbine in Praskza, he’ll continue his search.
- MAY I INTEREST YOU IN A BAYONET? Swinging your rifle hoping to strike the enemy with the rifle butt is okay-ish (damage 2, crit 4, armor +2), switching to a knife is better (damage 2, crit 3, armor +1) but you need to consume one action to switch. Enters the bayonet: it’s already in position and great for close quarters (same stats as the knife, without the need to switch).
As already mentioned, after playing TW2K for a while I have compiled a list of useful practices for facing a (fire)fight. If you are interested you can find it on this page.