Following up on last session, when the PCs were sparring in a tournament sponsored by the marauder king “White Death” in Monroeville, this session they were (briefly) taken captive. Turns out, the White Death was not so gracious in defeat at the hands of Wojciech.
(We’re doing ongoing practice of Twilight 2000 4th edition rules mechanics. This time is close quarters fighting, both melee and ranged weapons.)
The PCs were disarmed, being escorted by marauders. Blake Davis, however, was free. The White Death’s goons hadn’t realized the agent was part of the group. He waited in ambush.

This map card is from the recent box set Urban Operations.
Round 1
SURPRISE (Players Guide, pg 54)
If you initiate combat with an attack that the Referee deems fully surprising, you automatically get the #1 initiative card in the first round. All other combatants – including others on your side – draw initiative normally.
So Blake Davis got the first initiative card. He was armed with an M9. Davis popped up, made unaimed quick shots, and returned behind cover.
Going from full cover to partial cover is a fast action. Going from partial to full cover is a free action, but can only be done at your turn. This means you can pop up from full cover, fire a quick shot (page 65)
and duck back down to full cover again on a single turn. Your fire won’t be very accurate though, and you can still be targeted by overwatch fire (page 67).
Davis got two successes, plus a 6 on one of his ammo dice. He scored a critical wound on the lead guard (Torso 3: Cracked Pelvis, Mobility -2). Davis chose his Ammo die success to be applied to the next guard. Both guards passed their Coolness Under Fire (CUF) rolls.
Wojciech and GDW each jumped their guards, attempting to grapple. GDW is the sniper, and not super great at Close Combat, failed. Wojciech took his guard down, and succeeded at his grapple attack.
Goons’ turn. The rifle guy backed up, held his fire for fear of hitting a friendly in close combat. The shotgun dude moved toward Davis, hunting their attacker. Critically-wounded guard staggered off. Wojciech’s foe was subdued, couldn’t break free. GDW’s opponent jabbed, failed.
Barna Aron sprints for the critically-wounded guard, and takes him out of the fight for good. He now has a rifle (lever action).
(Sorry about the lack of photos. It’s tabletop, and we were really into the moment!)
Round 2
Wojciech grapple attacks twice, his opponent goes limp. He now has a pistol.
Barna Aron blasts the detached rifle goon, dropping him.
Blake Davis pops up, aims at the 12 gauge guy gunning for him. Misses!
GDW finally succeeds at his grapple, subduing his opponent.
Shotgunner has Blake Davis dead to rights, blasts him with both barrels at point blank range. MISSES!

Round 3
GDW comes up behind the shotgunner, slays him.
Fight is over.
GDW, consumed with blood fury, wants to return to “finish” his original close combat foe, incapacitated.
KILLING BLOW (page 73)
A person who is incapacitated by damage is defenseless. If it’s a human being and you want to kill them outright, you must fail an EMP roll (roll one base die only). If the roll succeeds, you simply cannot force yourself to commit the deed. Even if the roll fails and you do kill the victim, you suffer 1 point of stress – killing in cold blood is not easy. If you have the Killer specialty (page 49) you can kill defenseless enemies without these negative effects.

GDW failed his Empathy roll, and thus ended his former foe. BRRRR. That got dark.
Nevertheless, the group hustled out of there, with 2 prisoners in tow.
See also: A brutal close quarters fight when the group was back in Poland…

I made it to the end! I’m ready for more! I need more!
LikeLiked by 1 person
I’m so happy you made the whole trip.
Nothing is on tap for the meantime, for reasons owing to our table.
But always a good chance the campaign will resume at some point.
best wishes,
-Wayne
LikeLike