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

ROUND 08
LED can’t do much but fire again 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] = 2 SUCCESSES (rolled double 6)
- Hit Location Die = ARMS (rolled after deciding not to push the attack roll)
ENEMY 6 received 2 base damage points + 1 for the extra success: 3 is critical damage and he dies.
LED fires his last bullet and now has to reload.
His target is hit and collapses to the floor.
DONNA decides to switch to her P-83 pistol (fast action).
NASCAR gets up (fast action), moves for the breached door and passes it (fast action) saying “with me” to BLUE 4 (free action). He immediately sees the KNIGHT, but is out of actions.
WITH the EYES of the REFEREE [click to expand]

NASCAR knows they cannot stay there and risk a grenade being thrown into the room, so he takes the risk and charges through the door, hoping any enemy on the other side has been suppressed by the grenade.
From now on, I’ll alter the initiative order for the people in the hostage room, to keep the various sub-fights of the battle separated.
BLUE 4 crosses the door behind NASCAR (fast action) and immediately finds the KNIGHT, so he attempts to strike him with his rifle butt.
BLUE 4’S ROLL [click to expand]

BLUE 4 (STR B and CLOSE COMBAT C) strikes with the butt of his rifle. The KNIGHT uses one of his actions to attempt a block:
BLUE 4:
- Roll CLOSE COMBAT [D10+D8] = 1 SUCCESS (rolled 6 and 4)
- Hit Location Die = LEGS
The KNIGHT (STR A, Close Combat B):
- Roll CLOSE COMBAT [D12+D10] = 1 SUCCESS (rolled 4 and 8)
The KNIGHT successfully blocks the attack and suffers no damage.
BLUE 4 swings his rifle aiming for the knee, but is blocked by the enemy.
PFC CRANE has seen ENEMY 11 firing on ALEX from the other side of the door, “go, go, go!” he yells at his two closest comrades.
BLUE 2 goes through the door leading to the back (fast action) and immediately finds ENMY 11, so he attempts to strike him with his rifle butt.
BLUE 3 follows suit immediately after.
BLUE 2’S ROLL [click to expand]

There is not enough room in the foyer for another person, so for now CRANE won’t be able to enter it.
BLUE 2 (STR B and CLOSE COMBAT C) strikes with the butt of his rifle. ENEMY 11 uses one of his actions to attempt a block:
BLUE 2:
- Roll CLOSE COMBAT [D10+D8] = 2 SUCCESSES (rolled 10 and 3)
- Hit Location Die = TORSO
ENEMY 11 (STR B, Close Combat D):
- Roll CLOSE COMBAT [D10+D6] = 0 SUCCESSES (rolled double 5)
ENEMY 11 has no armor on his torso; he suffers 2+1 damage points which is not critical (rifle butt has a 4 points critical threshold) but is enough to kill him.
BLUE 2 kills ENEMY 11 with a single blow; BLUE 3 trails him but there’s nothing more to do.
PFC CRANE gets up (fast action) and moves to the breached door (fast action).
ALEX gets up (fast action) and moves to the breached door as well (fast action).
The KNIGHT swings back at BLUE 4 with his rifle butt.
The KNIGHT’S ROLL [click to expand]

The KNIGHT (STR A, CLOSE COMBAT B) tries to hit BLUE 4 with his rifle butt:
- Roll CLOSE COMBAT [D12+D10] = 0 SUCCESSES (rolled 2 and 3)
BLUE 4 is in luck.
After parrying the incoming assault, he swings back in an upward movement, but misses his mark.
ENEMY 3 saw NASCAR enter the main nave, so he aims his P-83 pistol (fast action) and fires at him (slow action).
ENEMY 3’S ROLL [click to expand]

ENEMY 3 (AGL B, RANGED COMBAT C) was manning an RPK positioned on a makeshift barricade and trained on the main door, but was brought to the floor by the grenade’s explosion, so now he’s down to his pistol. He has line of sight on NASCAR from his position, so that’s who he’s firing at.
ENEMY 3 is in close quarters (-1) and uses 1 ammo dice (ROF for the P’83 is 2):
- Roll RANGED COMBAT [D8+D8] = 0 SUCCESSES (rolled 5 and 4)
- Ammo Dice [D6] = 5
He misses.
ENEMY 3 fires multiple rounds, but none on target.
ENEMY 7 fires on LED with his PKM-60 (fast action to aim, slow action to move).
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 8 and 5)
- Ammo Dice [D6+D6+D6] = 6 + 2 + 1
- Hit Location Die = LEGS
LED’s legs are behind cover (armor 2): the PKM-60 deals 2 base damage points + 1 for the 6 rolled on the ammo die, so 1 hit point goes through. LED suffers 1 point of damage and has to roll CUF to see if he’s suppressed:
- Roll CUF + Morale [D12+D8] = 2 SUCCESSES (rolled 6 and 7)
LED is hit, but controls his nerves.
ENEMY 7 hits LED on the leg through the wall. As he’s finished, a clicking sound indicates he has to reload. LED feels something like a hot needle scratching his thigh, but keeps his focus.
BLUE 1 keeps guiding the hostages as they slowly exit from the side breach.
End of Round 08


ROUND 09
LED moves to full cover and reloads his pistol
[Should have moved him to full cover as a free action at the end of his previous round; still, he was shot through the wall…]
DONNA peeks out of the door and fires her pistol at ENEMY 7.
DONNA’S ROLL [click to expand]

ENEMY 7 should have also moved to full cover after firing on his previous round. One for us and one for them I gues…
DONNA is firing with a pistol in close quarters (-1), she rolls a single ammo die:
- Roll RANGED COMBAT [D6+D6] = 0 SUCCESSES (rolled double 3)
- Ammo die [D6] = 3
She pushes the roll:
- Roll RANGED COMBAT [D6+D6] = 1 FAILURE (rolled 2 and 1)
- Ammo die [D6] = 1
DONNA’s luck is outstanding today: she misses and her P-83’s reliability drops by 2.
DONNA fires a single round.
DONNA fires a single round but misses.
BLUE 2 and BLUE 3 move towards the back of the church.
[There’s no more enemies there, but they found a murdered hostage]
NASCAR ignores ENEMY 3, grabs his knife (fast action) and attacks the KNIGHT.
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] = 3 SUCCESSES (rolled 10 and 6)
- Hit Location Die = LEGS
The KNIGHT (STR A, CLOSE COMBAT B):
- Roll Close Combat [D12+D10] = 1 SUCCESS (rolled 8 and 3)
Great roll: the KNIGHT suffers 2 base damage points + 2 for the extra successes, -1 he manages to block, for a total of 3 which is critical for a knife wound (no armor on his legs).
I’m treating the KNIGHT as a major NPC, so I have to roll on the legs’ critical injuries table (Players’ Manual, page 76):
- Roll[D10] = 5 = crushed ankle (can’t run, Mobility -2)
I’ll adjust it: deep cut to the shin, making it impossible to run.
NASCAR sees the plate covering his opponent’s chest and goes for the legs: in a swift move he slashes the KNIGHT’s shin and forces a painful moan out of the enemy.
BLUE 4 attempts again to strike the enemy with his rifle butt.
BLUE 4’S ROLL [click to expand]

BLUE 4 (STR B and CLOSE COMBAT C) strikes with the butt of his rifle. The KNIGHT uses his last action to attempt a block:
BLUE 4:
- Roll CLOSE COMBAT [D10+D8] = 1 SUCCESS (rolled 3 and 6)
- Hit Location Die = ARMS
The KNIGHT (STR A, Close Combat B):
- Roll CLOSE COMBAT [D12+D10] = 1 SUCCESS (rolled 9 and 4)
Once again, the KNIGHT blocks the attack.
Despite the recent wound, the KNIGHT blocks the attack.
PFC CRANE enters the main NAVE, sees NASCAR and BLUE 4 engaged with the KNIGHT, then spots ENEMY 3, so he takes position in partial cover at the altar’s side (he has used both actions).
ALEX follows him past NASCAR and BLUE 4, sees ENEMY 3 and fires at him trying to at least suppress him.
ALEX’S ROLL [click to expand]

ALEX fires in close quarters with a pistol (-1) without aiming (-2); he rolls 2 ammo dice (full ROF for the P-83). ENEMY 3 is within 10 meters, so no bonus for being prone:
- Roll RANGED COMBAT [D6+D6] = 1 SUCCESS (rolled 6 and 3)
- Roll Ammo Dice [D6+D6] = 2 + 2
He pushes to roll, trying to squeeze more damage from the dice:
- Push-roll RANGED COMBAT [D6] = 2 SUCCESSES (rolled another 6)
- Push-roll Ammo Dice [D6+D6] = 4 + 1
- Hit Location Die = HEAD
The gamble paid off (sort of): ENEMY 3 suffers 1 base damage point + 1 for the extra success, for a total of 2 damage points to the head and is suppressed.
ALEX fires 4+1=5 rounds (2 rounds left in the mag) and his P-83 reliability is reduced by 1.
ENEMY 3 is hit and goes down.
The KNIGHT has used both his actions.
ENEMY 3 loses both actions recovering from suppression.
ENEMY 7 reloads (reloading is always a slow action for minor NPCs).
The hostages keep trickling out under direction of BLUE 1.
End of Round 09



ROUND 10
LED and DONNA are facing ENEMY 7 in the side room.
LED’S ROLL [click to expand]

LED and DONNA are firing on ENEMY 3 and he is firing on one of them. I won’t bother with overwatches and then rolling when they are activated, I’ll just roll them all now in order.
LED is firing in close quarters with a pistol (-1); he fires a single shot (no ammo dice):
- Roll RANGED COMBAT [D8+D8] = 2 SUCCESSES (rolled 7 and 6)
- Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
ENEMY 7’s torso is behind cover (armor 2): he suffers 2 base damage points + 1 for the extra success – 2 for the armor provided by the wall, for a total of 1 damage. ENEMY 7 is suppressed and falls to the floor.
LED fires a single round.
LED fires one round and sees ENEMY 3 collapsing on the floor. “Got him” he says (free action).
DONNA hears it, “f**k it, I’m going in!” she yells (free action) and crosses the room up to the other door (fast action). She then fires on the downed enemy.
DONNA’S ROLL [click to expand]

DONNA is taking a risk (her frustration is mounting): she is firing with a pistol in close quarters (-1) and without aiming (-2) on an enemy downed and suppressed (+3). She’s at the door, so the enemy has no cover. She fires a single round:
- Roll RANGED COMBAT [D8+D6] = 1 SUCCESS (rolled 7 and 4)
- Hit Location Die = HEAD (rolled after deciding not to push the attack roll)
DONNA has done her math: she deals a single point of base damage to ENEMY 7 (who’s already suppressed). DONNA fires a single round.
DONNA blows away one ear from the enemy fighter’s head. “Give up motherf****r! Now!” she yells (free action).
[I’ll roll for ENEMY 7 to see if he complies later]
In the main nave, NASCAR is looking for the killing blow and strikes again with his blood-stained 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] = 1 SUCCESS (rolled 10 and 4)
- 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] = 1 SUCCESS (rolled 7 and 3)
The KNIGHT is still fighting and avoids damages.
NASCAR goes again for the legs, but the KNIGHT deviates the attack with his rifle and the blade only fends the air.
BLUE 4 strikes again with his rifle butt.
BLUE 4’S ROLL [click to expand]

BLUE 4 (STR B and CLOSE COMBAT C) strikes with the butt of his rifle. The KNIGHT uses his last action to attempt a block.
BLUE 4:
- Roll CLOSE COMBAT [D10+D8] = 1 SUCCESS (rolled 7 and 1)
- Hit Location Die = TORSO
The KNIGHT (STR A, CLOSE COMBAT B):
- Roll CLOSE COMBAT [D12+D10] = 1 SUCCESS (rolled 7 and 4)
Once again, the KNIGHT blocks the attack.
The KNIGHT swings back his rifle and parries again.
PFC CRANE aims his carbine at ENEMY 3 and fires (fast and slow action respectively).
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] = 1 SUCCESS (rolled 8 and 1)
- Ammo Dice [D6+D6+D6] = 5 + 4 + 2
- Hit Location Die = LEGS
ENEMY 3 is hit and suffers 2 base damage points. He’s also suppressed.
ENEMY 3 is hit in the legs and suffers yet another wound.
ALEX intends to finish ENEMY 3, he aims and fire.
ALEX’S ROLL [click to expand]

ALEX fires in close quarters with a pistol (-1) at a defenseless enemy (ENEMY 3 is prone and suppressed) (+3), rolling 2 ammo dice (he has 2 rounds left in the mag):
- Roll RANGED COMBAT [D10+D10] = 2 SUCCESSES (rolled 8 and 6)
- Ammo Dice [D6+D6] = 5 + 5
- Hit Location Die = TORSO
ENEMY 3 is hit for 1 base damage point + 1; his flak vest grants him 1 armor + 2 for the P-83’s modifier: he suffers no damage and is still suppressed.
ALEX fires his 2 remaining rounds and has to reload.
ALEX hits the enemy on his flak jacket.
BLUE 2 and BLUE 3 finish searching the back rooms (they find another dead hostage in the last one)
The KNIGHT used both his action ENEMY 3 loses his actions recovering from suppression.
WITH the EYES of the REFEREE [click to expand]

ENEMY 7 is down to a single hit point, suppressed and DONNA has just intimated him to surrender. I’ll house-rule he surrenders, as I think story-wise it would be a better choice.
ENEMY 7 rolls on his back, lifts his arms and mutters “okay, okay…”
BLUE 1 continues to guide the hostages out.
End of Round 10



