Sheb is officially the GM.This is a game to test the perseverance of this forum. Players in this game are running straight up a rocky pass to destroy a fortified enemy position, taking very heavy fire from enemy weapons. The player limit is unlimited, the life count is three. Players have two options: Move up or take cover. Upon the first turn, they roll a d2 to determine whether or not they have a rifle or explosives. If they have explosives, they can use a turn at the top of the pass to blow a hole in the bunker. As a rifleman, you can enter the hole made in the wall (two can go in a turn) and roll against the gunners. There are three machine-gunners in the bunker, and each can only aim at one player a turn. They will prioritize those that have moved up the most. Game is won if players successfully take the bunker.
MOVE UPIf you choose to move up, you take a d6 roll to determine if you move 1/6 up the pass. A roll of one is an insta-kill, two is knocked down to the ground and bleeding (if you're bleeding, you have five turns until you bleed out) and a three is a hit that knocks you into the ground, meaning that you just skip next turn (out of cover, so you still roll a d6 to determine whether or not you get hit).
TAKE COVERIf you choose to take cover, you have a significantly smaller chance of being killed. Rolling anything under 3 (using a d6) will mean you are hit. A roll of 1 means that you are blown to pieces by a mortar shell, and a roll of two means that a mortar shell blows apart your cover, sending you to the ground (you miss the next turn, taking the d6 roll to determine whether or not you get hit without cover)
I will be writing this is story form, and not showing the rolls. It's kind of like a base for gritty literature
If you have any suggestions for implementations, go ahead and PM me. If I put it in, I'll give you credit.