Turn 3 Results14:39 Earth StandardWeapons Squad, having dispatched the unknown man, moved forward again. Once more another shot rings out from the Northeast ((This sniper really needs more training)), but once more no one was able to spot the starting point of the sniper.
As HQ gave orders for Sgt. Lisk and his RTO to detach, they edged themselves to the edge of the woods in from of objective Foxtrot. They could be occupying their new HQ in less than a minute now. (Roll: ?) The platoon Sergeant glances over at Lt. Arnam, "Did you hear that?"
On their right flank Squad Two makes progress through the thick woods. (Roll: ?) Was that a branch snapping? Behind you perhaps? It's hard to tell with the intermittent gunfire and shouts, not to mention the boots of your own troops.
Squad 3 makes it way to the next swamp rice paddy, boots now sufficiently soaked. (Roll: ?) This one pretty empty too.
Squad 1 continues to make good progress, now outdistancing the other squads. As they begin to clear the tree line before reaching Bravo,(Roll: 2,7 = 1 pass, 1 fail) Sgt. Wulfric narrowly avoids stepping on a sharpened stake before being distracted by a bone-crunching snap behind him followed by the screams of one of the privates. “My leg!” he shouts. It seems he's stepped in a crude bear-trap-like device, with large down-turned nails to keep the soldier firmly in place. The wound is bleeding profusely and something might be broken. The man beside him quickly yells “Medic!” at the top of his lungs. He is seriously wounded and needs attention.
((The injured trooper will need medical attention to stabilize his wound. Every turn he doesn't receive attention there will be a chance that the soldier will die. Injured troops can be carried at half speed by 1 man, or full speed by 2. You can carry the man back yourself, or if you can get to a radio, or send a man to get a radio you can request the LT. To send for a med-evac.))