Significant Event (at the request of the affected player)
The extremely early morning of 5 February, 3053 is
Rolled 1d4 : 3, total 3
1: A dark and stormy night
2: Quiet and foggy
3: Clear and dark
4: Well-light by the bright moon
On this extremely early morning, Colonel Atayde finds himself:
Career/Soldier +3, TN 10
Rolled 2d6+3 : 6, 5 + 3, total 14
1 - MoF 3+: Asleep in his quarters
2 - MoF 1-2: Watching a holo in a side office to do a bit of relaxing
3 - MoS: 0: Walking back to his quarters from the Command Center
4 - MoS: 1-2: In the Command Center going over reports
5 - MoS 3+: Conducting an unscheduled inspection of a 2-man security checkpoint
If there is a relevant door (results 1, 2, 4), Colonel Atayde makes EDG check to notice a scrabbling sound just outside it. There is a -3 penalty if asleep. EDG +5, TN 12
Rolled 2d6+5 : 1, 1 + 5, total 7
Suddenly the door (if any) bursts open and regardless, a flashbang grenade is tossed into the area. Does the good Colonel react in time? -3 penalty if asleep. If there was a door and no sound was noticed, there is a further -3 penalty. Tactics +5, TN 12.
Rolled 2d6+5 : 6, 5 + 5, total 16
If Atayde was asleep, he's definitely awake now. And he's now in a shootout with a pair of gunmen in grey-black urban camo.
Modifers:
-If outside and it's dark and stormy, all Small Arms checks are at -3 (Atayde is -1)
-If outside and it's foggy, all Small Arms checks are at -2 (Atayde is -0)
-If outside and it's dark, all Small Arms checks are at -1 (Atayde is -0)
-If Atayde or any nearby infantry are affected by the flashbang, their Small Arms checks are at -3 during the 1st round only
Round 1 - Atayde Small Arms +3 TN 7 (Gunman 1 until down, then Gunman 2)
Rolled 2d6+3 : 6, 6 + 3, total 15
Round 2 - Atayde Small Arms +3 TN 7
Rolled 2d6+3 : 3, 3 + 3, total 9
Round 3 - Atayde Small Arms +3 TN 7
Rolled 2d6+3 : 3, 5 + 3, total 11
Round 4 - Atayde Small Arms +3 TN 7
Rolled 2d6+3 : 3, 6 + 3, total 12
Round 1 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 1 if present)
Rolled 2d6+3 : 4, 1 + 3, total 8
Round 2 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 1 if present)
Rolled 2d6+3 : 3, 4 + 3, total 10
Round 3 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 2 if present)
Rolled 2d6+3 : 5, 2 + 3, total 10
Round 4 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 2 if present)
Rolled 2d6+3 : 2, 3 + 3, total 8
Round 1 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 2 if present)
Rolled 2d6+3 : 2, 5 + 3, total 10
Round 2 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 2 if present)
Rolled 2d6+3 : 3, 4 + 3, total 10
Round 3 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 1 if present)
Rolled 2d6+3 : 2, 2 + 3, total 7
Round 4 - Gunman 1 Small Arms +3 TN 7 (Atayde, or Infantryman 1 if present)
Rolled 2d6+3 : 5, 4 + 3, total 12
Round 1 - Infantryman 1 Small Arms +4 TN 7 (Gunman 1)
Rolled 2d6+4 : 4, 5 + 4, total 13
Round 2 - Infantryman 1 Small Arms +4 TN 7 (Gunman 1)
Rolled 2d6+4 : 1, 5 + 4, total 10
Round 3 - Infantryman 1 Small Arms +4 TN 7 (Gunman 1)
Rolled 2d6+4 : 3, 1 + 4, total 8
Round 4 - Infantryman 1 Small Arms +4 TN 7 (Gunman 2)
Rolled 2d6+4 : 2, 4 + 4, total 10
Round 1 - Infantryman 2 Small Arms +4 TN 7 (Gunman 2)
Rolled 2d6+4 : 4, 4 + 4, total 12
Round 2 - Infantryman 2 Small Arms +4 TN 7 (Gunman 2)
Rolled 2d6+4 : 5, 5 + 4, total 14
Round 3 - Infantryman 2 Small Arms +4 TN 7 (Gunman 1)
Rolled 2d6+4 : 5, 5 + 4, total 14
Round 4 - Infantryman 2 Small Arms +4 TN 7 (Gunman 1)
Rolled 2d6+4 : 1, 2 + 4, total 7
After 4 rounds of fire, any surviving Gunmen drop smoke on their position and disengage into the night.