
DAY 12 – APRIL 29th 2000
NORTH-EAST of DOBRODZIEN, POLAND – DAY

ROUND 01
LED quickly dives into the grass (free action) while raising his M16A1 in front of him, trained at ENEMY 1, he aims for center mass (fast action) and fires (slow action).
LED’S ROLL [click to expand]

LED is firing at short range (no penalty), but suffers a -2 on account of his injured arm for firing with a two-handed weapon; he rolls 3 ammo dice (ROF for the M16A1 is 6):
- RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 4 and 6)
- Ammo dice [D6+D6+D6] = 1 + 4 + 6
- Hit Location Die = LEGS (rolled after deciding not to push the attack roll)
It’s a hit: ENEMY 1 suffers 2 base damage points + 1 for the 6 rolled on the ammo dice, for a total of 3 damages, which is critical for the M16A1 and kills him (simplified rules for NPCs).
LED fires 1+4+6 = 11 rounds.
A hail of bullets invests ENEMY 1 in the upper part of his legs. In a scream of pain he collapses to the ground, face down in the thick grass.
ALEX is ready, his hunting rifle already set on ENEMY 3. He takes aim (fast action) and shoots (slow action).
ALEX’S ROLL [click to expand]

ALEX is firing at short range (no penalty) and firing a single round (no ammo dice).
- RANGED COMBAT [D10+D8] = 2 SUCCESSES (rolled double 6) [cannot be pushed]
- Hit Location Die = TORSO
Hit center mass: ENEMY 3 suffers 3 base damage points + 1 for the extra success for a total of 4 damages, which is critical for the hunting rifle and kills him (simplified rules for NPCs).
ALEX fires a single round.
A single round departs his hunting rifle and strikes ENEMY 3 center mass, making him drop the RPK and dragging him to the ground clutching his chest.
DONNA is aiming at ENEMY 3 as well, but sees him go down and disappear into the grass; right past him on her line of sight is ENEMY 4 who’s closing the enemy column and is sufficiently far from the PRISONER. DONNA adjusts her aim and gently squeezes the trigger.
DONNA’S ROLL [click to expand]

DONNA is firing at medium range (-1) and rolls 2 ammo dice:
- RANGED COMBAT [D6+D6] = 2 SUCCESSES (rolled double 6!!)
- Ammo Dice [D6+D6] = 3 + 4
- Hit Location Die = LEGS
1/36 chances of rolling a double 6 (2,8%). She hits her mark for 2 base damage points + 1 for the extra success for a total of 3 damages which is critical and kills ENEMY 4.
Donna fires 3+4 = 7 rounds
Reminder: I still need to raise DONNA’s RANGED COMBAT level when she has enough experience points.
She fires two quick bursts and sees ENEMY 3 hit in both legs dropping his assault rifle and falling to the ground.
On the eastern side of the ambush, NASCAR sees the enemies go down one after the other, including the one closing the rear, his elected target. The remaining two opponents are too close to the prisoner to risk firing, especially with his M249, he therefore assumes overwatch to prevent the enemies from escaping.
The enemy LEADER is caught by surprise and reacts by memory rather than thinking, raising his pistol and firing at LED, who’s now prone in the grass.
ENEMY LEADER’S ROLL [click to expand]

The enemy LEADER is firing with his Makarov (Soviet PM pistol) at medium range (-1) at a prone target (-1); he rolls 2 ammo dice (full ROF of the pistol):
- RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled double 3)
- Ammo Dice [D6+D6] = 3 + 6
No direct hit, but the 6 rolled on the ammo dice could suppress LED, who has to roll for CUF and no Unit Morale since he has no direct line of sight on any friendlies (one of the draws of splitting the party down to single individuals).
- LED rolls CUF [D12] = 2 SUCCESSES (rolled 11)
LED is not suppressed. The LEADER fires 3+6 = 9 rounds, emptying the pistol magazine (which has a capacity of 8, but one round less wouldn’t have changed much)
The LEADER fires one shot after another until a clicking sound tells him the gun is empty. “Blyad!” he shouts (free action) before dropping to the ground (free action).
Bullets fly just over LED’s helmet; he reflexively flinches, but doesn’t lose his focus.
Just beside the enemy LEADER, the PRISONER drops to the ground.
WITH the EYES of the REFEREE [click to expand]

I’m house-ruling that despite the casualties mounting around him, ENEMY 2 will still be in the fight for at least this round. From his position, he has a high chance of firing at LED, who he saw and can clearly see, and a smaller chance of firing at ALEX, who revealed his position when firing and is in ENEMY 2’s sector of responsibility.
I’ll roll a D10: 1-7 he attacks LED, 8-10 he attacks ALEX:
- Roll[D10] = 9 -> he targets ALEX
ENEMY 2 has seen a bright flash in the tree line in front of him and now knows ALEX’s position; he aims his AKM (fast action) and fires (slow action).
ENEMY 2’S ROLL [click to expand]

ENEMY 2 is in short range (no penalties), firing at a prone target (-1); he rolls 2 ammo dice (ROF for the AKM is 4):
- RANGED COMBAT [D8+D8] = 0 SUCCESSES (rolled 2 and 3)
- Ammo Dice [D6+D6] = 3 + 4
No hits; he fires 3+4 = 7 rounds.
His rounds are too high and only hit the foliage; he then quickly goes prone in the grass (free action).
End of Round 01


ROUND 02
WITH the EYES of the REFEREE [click to expand]

Well, round 01 pretty much worked out as any good ambush should, and now I’m wondering whether I should have drawn an initiative card for everyone… Another item for my baggage of knowledge.
I’ll stick with my more house-ruled oriented approach and decide the followings:
- The enemy LEADER will probably try to negotiate his way out of the situation. In my long-term planning the prisoner is important to him, so he might threat to shoot her, but won’t follow on it
- ENEMY 2 is now in battle-mode and fighting for his survival. Having seen his group being ambushed after the failed negotiations has convinced him that further talks won’t lead anywhere. He has to fight his way out or (more realistically) find a way to flee. He might threat to shoot the prisoner, and even stay true to his word
- The PRISONER is handcuffed (her hands behind her back) so attacking her captors is not a realistic option. She would definitely try to flee given the opportunity: I’ll give her a 30% chance of getting up and running towards LED if one of her captors is otherwise occupied, and 60% if they’re both not actively watching her
- As long as the enemies stay prone in the grass any RANGED COMBAT roll against them will suffer a -1 penalty in addition to the -1 for firing on a prone target (house-ruled on account of the knee-high, thick grass)
- Like-wise they will suffer a -1 penalty if they fire at the players from a prone position (again house-ruled on account of the knee-high, thick grass)
LED adjusts his position and trains his rifle towards the area where he saw the LEADER and the PRISONER, his head slightly up trying to see through the thick grass and his finger off the trigger.
WITH the EYES of the REFEREE [click to expand]

LED is not assuming overwatch; the two remaining enemies are already cornered and his teammates can handle the shooting part from now on. He will spend his round engaging the enemies only verbally.
“Have you lost enough men, tovarishch?” he yells.
ALEX and DONNA assume overwatch on the enemy’s position.
NASCAR keeps his overwatch, preventing anybody fleeing South.
The enemy LEADER switches to his AK-74 “if you keep shooting I may lose the woman too, comrade” he yells back.
“Then we would have no reason to keep talking” shouts LED.
WITH the EYES of the REFEREE [click to expand]

The PRISONER has a 30% chance of trying to flee (1-30 on a D100):
- Roll [D100] = 44
She stays put.
“There’s only two left!” yells the PRISONER.
“Shut up!” orders the LEADER, who then shouts “are we still talking now?”
“We are” answers LED “she gets up, walks to me, you and your man can leave. Simple enough?”
“Not so simple from here, comrade. As you said, if I lose the woman, we have no reason to keep talking”
End of Round 02


ROUND 03
WITH the EYES of the REFEREE [click to expand]

I’m advancing the situation narratively, yet keeping track of the Rounds is useful to have a sense of passing time and to keep an eye on the mounting frustration, nervousness and general tension. If the two parties don’t reach an agreement, eventually someone is going to snap…
I will mostly forgo the initiative order from now on.
Everyone keeps their overwatch.
LED can hear some back and forth shouting between the LEADER and ENEMY 2, but it’s all in Polish and he can only make out a few words. The tone is not happy though.
“Last chance of getting out of this alive” he says loudly.
There’s more shouting in Polish, then LED sees ENEMY 2 get up along with the PRISONER. He’s keeping her in between himself and LED, holding her neck at an arm’s distance. LED can imagine he has a rifle pointed at her back.
“You let me go, or I kill her!” shouts ENEMY 2 “you hear me American?” his nervousness clearly on display.
“Wracaj tutaj!” says the LEADER to no effect.
Let’s try door number two says LED to himself. He slowly gets up, his rifle still trained at the ground.
“I don’t think you were following the conversation” he says “are you in charge now?”
“You listen to me now American!”
“That’s a yes” says LED quietly, he then moves his left hand one way “you let her go, and we let you go” and the other way “you kill her, we kill you”
LED can now see the head of the enemy LEADER, still prone in the grass, one arm extended towards his comrade. He says something in Polish.
“Zamknąć się!” barks ENEMY 2 in response.
WITH the EYES of the REFEREE [click to expand]

The PRISONER is now held at gunpoint, she won’t try anything.
End of Round 03


