
DAY 16 – MAY 3rd 2000
LUBLINIEC, POLAND – MORNING

ROUND 03
“Kontact napravo!”
DONNA hears a Russian voice yelling, somewhere to the left of her current target. He eyes scan the vegetation, but she cannot see anybody.
“You heard that?” she asks (free action).
“S**t, LT and ALEX have been made” says NASCAR “I got this f**ker, go!” (free action).
DONNA gets up (fast action), moves to the open area past the trees (fast action), and immediately goes prone in the grass as she sees the profile of two heads 50 meters from her position.
ENEMY 2 is now high on adrenaline, and the sudden new contact makes him react my muscle memory. He points his AK-74 at the newly discovered contact (fast action), and presses the trigger (slow action).
ENEMY 2’S ROLL [click to expand]

This is not good…
LED is within short range, he offers a -1 penalty for being prone and the terrain (shrubland) amounts to a further -1. ENEMY 2 has AGL B and RANGED COMBAT C; he rolls 3 ammo dice (ROF for the AK-74 is 5):
- Roll RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled 4 and 3)
- Ammo Dice [D6+D6+D6] = 6 + 5 + 2
LED is unharmed, but can still be suppressed because of the 6 rolled on the ammo die. Time for a CUF roll; he has no direct line of sight over his comrades, so Morale won’t help.
- LED rolls CUF [D12] = 1 SUCCESS (rolled 8)
LED is still in the fight.
A hail of bullets travers the shrubs all around LED, impacting the ground around him. He is shaken, but still focused and ready to react.
ENEMY 4 is looking for payback; his AK-74 ready, he aims at NASCAR (fast action) and fires (slow action).
ENEMY 4’S ROLL [click to expand]

ENEMY 4 is within short range (6 hexes for the AK-74), firing at a prone target (-1) who’s in a forest hex (-1). He rolls 3 ammo dice for his attack. ENEMY 4 has AGL B and RANGED COMBAT C.
- Roll RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled 3 and 2)
- Ammo Dice [D6+D6+D6] = 5 + 3 + 3
No hits and no suppression. Waste of bullets…
His aim is way too high, and bullets zip a few feet over NASCAR’s head.
Now is NASCAR’s turn. The capture order has now moved way down his priority list; he steadies his aim on the target (fast action). “F**k this guy” he mutters, then presses the trigger.
NASCAR’S ROLL [click to expand]

NASCAR is at short range, firing at a prone target (+1) and has the Machinegunner specialty (+1). He adds 4 ammo dice to the roll:
- Roll HEAVY WEAPONS [D12+D8] = 0 SUCCESSES (rolled 2 and 4)
- Roll Ammo Dice [D6+D6+D6+D6] = 5 + 2 + 1 + 1
A bad roll all around. Despite the two 1s rolled on the ammo dice, he decides to push the roll (his odds with the RANGED COMBAT roll are good, and his priority is to score a hit):
- Push-roll HEAVY WEAPONS [D12+D8] = 2 SUCCESSES (rolled 9 and 6)
- Push-roll Ammo Dice [1+1+D6+D6] = 1 + 1 + 4 + 5
- Hit Location Die = TORSO
ENEMY 4 is hit and suffers 2 base damage points, increased by 1 with the extra success on the attack roll, for a total of 3 which is critical and kills him (also, he had 3 hit points left).
NASCAR fires 5+4+1+1 = 11 rounds, and his M249 REL drops again by 2 (it’s now at 2/5).
His first volley is off target, but he quickly adjusts his fire and brings it right on target. ENEMY 4 is hit and killed in the attack.
NASCAR can feel something’s not right with his LMG, but the weapon has not abandoned him yet.
ENEMY 3’S DECISION [click to expand]

I’m house-ruling a 75% chance (1-75) of ENEMY 3 attacking LED, and a 25% chance (76-100) of him turning to DONNA.
- Roll [D100] = 75
Right on the edge… but LED it is.
ENEMY 3 turns to the newly spotted intruder, aims (fast action) and fires (slow action) his AKM.
ENEMY 3’S ROLL [click to expand]

ENEMY 3 is at short range, firing at a prone target (-1) in a shrubland hex (-1). Much like his comrade, he has AGL B and RANGED COMBAT C.
- Roll RANGED COMBAT [D8+D6] = 0 SUCCESSES (rolled 1 and 2)
- Ammo Dice [D6+D6+D6] = 5 + 5 + 2
No hits. LED’s luck is holding.
His fire is as inaccurate as his comrade’s, and he only spreads bullets on the vegetation.
ALEX has seen enough, his aim already steadied, ENEMY 2 in his crosshair; he squeezes the trigger firing a single round.
ALEX’S ROLL [click to expand]

ALEX is at short range (a comfortable 12 for his M40A3) and benefits from his previous round spent aiming with his telescopic sight from a stable platform (+2). His target is prone (-1) and in a shrubland hex (-1). Final modifier is 0:
- Roll RANGED COMBAT [D10+D8] = 0 SUCCESSES (rolled double 5)
His odds are good, so he decides to push the roll:
- Push-roll RANGED COMBAT [D10+D8] = 1 SUCCESS (rolled 4 and 8)
- Hit Location Die = TORSO (rolled after deciding to push the Ranged Combat roll)
On target: ENEMY 2 suffers 3 points of base damage, which is critical for the M40A3 and kills him. ALEX has fired a single round.
His fire is accurate, and his target hit center mass. ENEMY 2’s head falls down on the dark ground as he lies dead among the shrubs.
LED has received enough fire to warrant a reaction. He has heard NASCAR’s M249 fire multiple bursts and the distinctive sound of ALEX’s sniper rifle. He knows odds are the enemy unit has already suffered multiple casualties, yet his nerves are too tense, and his mind focused on the immediate danger.
He raises his M4, aims it at ENEMY 3 (fast action) and fires (slow action).
LEDS ROLL [click to expand]

LED is at short distance, firing at a prone target (-1) in a shrubland hex (-1).
- Roll RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 6 and 4)
- Ammo Dice [D6+D6] = 1 + 1
- Hit Location Die = TORSO
ENEMY 3 is hit, suffers 2 points of base damage, and is suppressed. LED fires 2 rounds.
LED exhales, then briefly holds his breath and squeezes the trigger twice in rapid succession. One of the rounds is on target and hits ENEMY 3.
End of Round 03


ROUND 04
For this bit of narration, I will forgo the initiative order.
“Tebe ne obyazatel’no umirat’ zdes’” yells LED “sdaytes’, i vy budete poshchazheny”. [Russian: you don’t have to die here, surrender and you will be spared]
WITH the EYES of the REFEREE [click to expand]

I was about to give ENEMY 3 a 50% chance of surrendering as he is the last man standing. Since he is also wounded and suppressed, I’ll up the percentage to 70% (1-70 on a D100).
- Roll [D100] = 15
His fight is over
From his position, LED can see a single, trembling hand emerge from the shrubs, empty and blood-stained.
“Okay…okay…” comes a gravely voice with a thick Russian accent “YA sdayus’ tebe” [Russian: I surrender to you]
LED is working on bringing his breathing to a more regular rhythm “are we clear?” he yells, hoping his teammates can hear him. He waits briefly, but there is no response. “Vstavat” he shouts towards the Russian “medlenno”. [Russian: get up. Slowly]
WITH the EYES of the REFEREE [click to expand]

At this point, as the Referee, I would secretly roll RECON for LED. It would be a passive, non-pushable roll, opposite the one of an unknown opponent.
I am house-ruling a -1 for LED on account of his focus being elsewhere, while the unknown enemy benefits from his mimetic fatigues (+1), the terrain he has set in (+1) and distance (+1 according to the rules for ambushing). He has INT C and RECON C:
- LED rolls RECON [D8+D8] = 1 SUCCESS (rolled 7 and 5)
- ENEMY X rolls RECON [D12+D10] = 1 SUCCESS (rolled 6 and 4)
A new guest has joined the party, and LED has noticed it.
He gets on one knee, his carbine at the ready, and scans the forest to his South. His eyes intercept a glimpse of something moving, possibly 100 meters away, past an open area and some sparse trees. His mind is quickly at work, piecing together what the eyes have seen but the brain has not registered yet.
The picture gets clearer with every fraction of second passing: a human silhouette, the shape of a helmet through the foliage, the sun reflecting on metal, hands grasping a rifle.
WITH the EYES of the REFEREE [click to expand]

We got a new NPC and I need to add him to the initiative order. I’ll consider this point the beginning of phase 2 of this battle, and re-arrange the initiative order this way:
- LED and the newcomer (ENEMY 5) will get the first 2 places in the initiative order: I’ll roll a D10 for each and the highest result will go first
- Everyone else will follow, their order established by drawing initiative cards
And here’s the new initiative order:
- LED who rolled 5 on his D10
- ENEMY 5 who rolled 4 on his D10
- ALEX for whom I drew card #5
- DONNA for whom I drew card #7
- ENEMY 3 for whom I drew card #8
- NASCAR for whom I drew card #9
Enemy 3 was suppressed in round 3, and loses both actions for round 4.
His eyes widen “contact South!” he yells. He dives back into the shrubs (free action) and trains his carbine at the newcomer.
End of Round 04


ROUND 05
From LED’s standpoint, ENEMY 3 is at medium range in a forest hex, meaning a -2 penalty on an attack roll. He could crawl back to his previous hex, breaking line of sight and getting out of danger, but that would mean losing sight of ENEMY 3 (LED doesn’t know DONNA can see ENEMY 3 as well).
LED is not one to risk his comrades’ lives, but he is alone in this particular tight spot, so I’m ruling he stays. Now let’s see where this decision falls on the good-to-bad spectrum.
LED controls his breathing and adjust his aim, the iron sight elevated just slightly according to his best estimate of the distance separating him and the target. He presses the trigger and shots echo in the forest once more.
LEDS ROLL [click to expand]

LED is at medium range (-1), firing at an enemy in a forest hex (-1). Also, ENEMY 5 is in partial cover with only his head and arms exposed. LED rolls RANGED COMBAT with 3 ammo dice:
- Roll RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 8 and 5)
- Ammo Dice [D6+D6+D6+D6] = 4 + 3 + 1 + 1
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
The two 1s rolled on the ammo dice were enough to decide not to push the roll. It would be a hit, but ENEMY 5’s torso is behind level 2 cover. LED’s carbine deals 2 points of base damage, which are completely absorbed by a tree. There is still a chance ENEMY 5 is suppress though, and I’ve decided to promote him to major(-ish) NPC and have him roll for CUF:
- ENEMY 5 rolls CUF [D8] = 0 SUCCESSES (rolled 3)
He’s suppressed for this round.
LED fires 4+3+1+1 = 9 bullets. I was hoping for a few more rounds, as in my mind LED is firing both to engage the enemy and to alert his squad there’s more targets. Still, 9 is not that bad.
HINDSIGHT Firing from an elevated position grants you a +1 to your attack roll; now I wonder: is there an equivalent -1 penalty for firing at a target in an elevated position?
Three short bursts depart from his rifle and land just where intended. A few rounds impact right on the trunk ENEMY 5 is taking cover behind, and he instinctively retracts, his heart accelerating as he clutches the rifle. He is suppressed for the round and loses both actions.
ALEX hears the gunfire and can recognize the distinctive sound of LED’s M4 carbine. His eyes instinctively dart towards the source of the sound, but boulders and vegetation block his view. ENEMY 3 is still in his sight though, and he decides to avoid surprises: he assumes overwatch (fast action) should his target try anything funny.
DONNA can see ENEMY 3 in a patch of shrubs, his profile barely visible through the grass and the bushes. The recent gunfire is most likely bad news, though at least it was not from an AK. She knows she’s not the best shooter in the team, that she knows little about what’s going on and probably there’s even less she can do about it.
Nevertheless, she sets her sight on ENEMY 3 (overwatch, fast action) and yells “I got this one!” (free action) to NASCAR, freeing him to act and trusting his reading of the situation.
ENEMY 3’S DECISION [click to expand]

ENEMY 3 is injured but can see the evolving situation; the American has fired on another target, likely his teammate, and there’s a chance he can exploit the situation. I’ll give him two options, and let the dice decide:
- 30% (1-30 on a D100) chance he gets back into the fight and resumes firing on LED (lower chance on account of him knowing there’s multiple attackers)
- 50% (31-100 on a D100) chance he crawls towards the collapsed shed, breaking line of sight from at least part of the attackers
Time for the dice to roll:
- Roll [D100] = 90 -> crawling it is
Despite the pain irradiating from the bullet wound to his shoulder, ENEMY 3 is quick to recognize the evolving situation: there’s someone else, probably friendly, South of his position. His best bet is to regroup and consolidate.
ENEMY 3 is quick to read the evolving situation. He clutches his AKM and starts crawling out of the shrubs and into the grassy open area.
WITH the EYES of the REFEREE [click to expand]

I figure ENEMY 3 crawling is not enough for DONNA to fire at him, but ALEX might have a different opinion.
Instead of rolling dice, this time I’ll use the Oracle in his basic binary quality: red cards are boons and black cards are hazards. In this instance red spares ENEMY 3 (for now) while black warrants an attack.
- Draw card = 4♥
ENEMY 3 is spared, but he is still in ALEX’s sight. He moves a single hex, I won’t bother with a MOBILITY roll to see if he can crawl one extra hex of open field.
NASCAR has heard the sound of an M4 firing, and DOC has confirmed she has eyes on the remaining target. His instincts kick in even before he can put the two pieces of intel together: he gets up (fast action) and moves through the forest, trying to get a better view on the situation.
NASCAR’S MOBILITY ROLL [click to expand]

His 2 basic hexes of movement are just enough to move to the next forest hex (this type of hex has a -1 movement modifier). He attempts to move some more with a MOBILITY roll, though he needs 2 successes to move another forest hex:
- NASCAR rolls MOBILITY [D12+D6] = 2 SUCCESSES (rolled double 6)
Great roll! NASCAR moves two hexes of forest. ENEMY 5 is now within his field of view (you have visibility through 3 hexes of forest, and there’s now only 2 between them)
He quickly gets up, lifts the M249 from the ground, and rapidly covers 20 meters of forest (x2 fast actions) getting to the edge of the open grassy area leading to the collapsed shed. He spots ENEMY 5 past the structure and through the trees, goes prone (free action) and starts setting his LMG.
End of Round 05


