The relevant preamble (CP, Scenario, Armies, Map and Deployment, Player Objectives, and House Rules):
Spoiler: show
(The previous was written with a broader audience in mind, so I apologize for telling you what you already know.)
Setup

Overview.

The deployment zone for Agent Solitaire is 5” from the southern table edge. She deploys dead center, behind the barricade.

The deployment zone for the loyalists is everywhere else. One guard deploys in the ruins to the east, one in the ruins to the west, and one next to the fence on the ice pond. The sniper deploys on the second floor of the ruined warehouse. A fodder deploys next to the well. Finally, Peachinski, his bodyguard, and a thrall deploy against the northern street barricade, on the inside.

The loyalists choose to hold four thralls and two fodder in reserve, choosing also the church on the hill and the manor house as Spawners.
Round One

Sol Turn 1: The spy draws on all of her training to keep her self protected (4d10 armor) and bolts (1d10 move) behind the house to the west, finishing in a slide right up to the back corner.

Loy Turn 1: Two fodder step outside of the church to the south.

The guard with the green gun (Green) moves out of the ruins on patrol south toward the tree while the fodder by the well continues to man his post watching the eastern lane behind the houses.

The guard with the parka on (Parka) moves across the ruins to the southern walls on patrol.

The guard on the ice pond (Fisherman) hears a sound from behind the house and moves to check it out. Sliding on the ice eats a couple of inches of his movement, though, and he doesn’t quite make it to within LOS of the spy.

Everyone else generally stays put.
Round Two

Sol Turn 2: Solitaire keeps herself small and light (d12 move, 4d10 armor) and becomes intently focused (d12 skill blessing). She leans deftly around the corner and vanishes Fisherman’s melon. His brain matter splatters across the pristine snow.

She then flicks the dagger at one of the fodder, ever so lightly slicing his tendon and sending him tumbling down the hill (d6 move). Moving quickly, she dashes up the hill next to the church on the southern side.

Loy Turn 2: The unharmed fodder from the church heads down the hill after his friend to help him up. Solitaire is at least 2/3 blocked from his LOS so counts as completely Hidden. He doesn’t see her. Green sees the fodder fall but between the distance and being 1/3 LOS blocked, he doesn’t see the spy either.

Parka sees the fodder fall as well and moves over to find out what the hell is going on.

Peachinski sees Parka move out but not to where. Everyone else is oblivious and they continue to man their posts or hold their positions.
Round Three

Sol Turn 3: Solitaire moves to the back of the church and hides, lying in wait.

Loy Turn 3: Parka demands to know what happened and unhurt fodder (Stutters) explains how his friend tripped and fell. The fallen fodder (Gray) is about to explain how that isn’t true, that something nicked him, as he stand up but he notices the Fisherman’s body by the house. Meanwhile, Green moves up to the jeep to find out what’s going on when he, too, notices the fisherman’s corpse.

Gray and Green finish their moves toward the body, calling toward the others to come with them. No one besides Stutters and Parka hears the cry though.
Round Four

Sol Turn 4: Solitaire prepares for some serious badassery from her advantageous positioning (d12 blessing, a d12 action, a d10 action, 3d10 armor, and holds actions).
Loy Turn 4: (This picture is missing.) Gray moves all the way around fisherman but doesn’t notice Solitaire. Green moves in as well, making it to the fence, and also doesn’t notice her due to lack of LOS. Stutters runs over, moving past Green, and is cautious enough on the approach to notice the spy and call out a warning, which brings Parka up short and triggers Solitaire’s held actions.
Sol Turn 4 Cont: With precision, Solitaire shoots each of the three men by the house is quick succession (d10 d6, still -2, kills Gray / 2d6, -0, kills Stutters / 2d6 2d4, -1, kills Green). None of them react quickly enough.

Sprinting away from the killing floor, off the hill, and into open space, Solitaire fires a fourth shot into Parka, who also doesn’t react quickly enough (4d4, still -6, kills Parka). She falls hard to the ground. The falling damage doesn’t harm her but she is Disrupted. For all of that, no one else notices anything out of the ordinary. Solitaire has used up 5 of her 6 silenced shots.
Round Five

Sol Turn 5: Solitaire gathers herself up (d12 move) and, in a series of movements that eat away at her inches, rolls over, grabs Parka’s machine gun,

rolls to her feet, dashes over to the dynamite by the jeep, and

bolts to the snowy pine on the eastern side of the street. Well fodder (Wellman) almost sees her move to the tree but can’t pierce the snowblind.

Loy Turn 5: Spawn two Thralls from the church to keep the area patrolled.

Spawn two Thralls from the manor to monitor the forward area (Peachinski leaves in five turns).
Round Six

Sol Turn 6: Solitaire moves quietly into the edge of the ruins and waits.

Loy Turn 6: Thralls from the manor house patrol to the edge of the hill.

Thralls from the church take a little slide down the hill. Whee!
Round Seven

Sol Turn 7: Solitaire refocuses (d12 move, d12 blessing, 3d10 armor) and tinkers a bit with the dynamite (2d10 exp radius). She flat out runs up to Wellman, spraying him with bullets on the way in and sending his corpse tumbling backward into the well.

She skids to a stop, drops the dynamite next to the building and reverses direction.

Loy Turn 7: The manor thralls hear the chatter of gunfire and rush down the hill through the driving snow. One trips, however, and slides down the hill on his face.

The church thralls get up off their behinds and huff it across the street.

Bodyguard reacts to the gunfire and ushers Peachinski around the barricade west, opposite the commotion. Thrall brings up the rear while the sniper scopes around for a target.
Round Eight

Sol Turn 8: The superspy pours on the speed and moves with purpose (d12 move, 4d10 armor, d12 blessing). She fairly flies through the ruins and across the snow to leap upon the hood of the jeep, opening fire on the two church thralls coming up beside it (d6 to roll, just overcoming penalties) and mows them both down, painting the road red.

The dynamite explodes in a huge area, shattering the building, the well, and the two manor thralls into pieces and engulfing them all in flames.

Loy Turn 8: Sniper abandons his window perch and seeks higher ground on the roof.

Bodyguards tighten up as Peachinski takes a lookout behind the cover of the barricade. Peachinski would’ve absolutely noticed Solitaire standing atop the jeep had the other car not been squarely in the way. No one else sees anything, either.
Round Nine

Sol Turn 9: Solitaire pulls a bold maneuver (4d10 armor, d12 blessing), hopping in the jeep and driving it directly at the other car down the street. She draws a bead on the sniper with her borrowed machine gun (d12 to roll) but critfails. With the gun permanently jammed and no other weapons within reach, she decides to take cover from the return fire in the place with all the weapons.

She tosses the gun and bails from the rapidly moving jeep, smacking hard into the rear of the other car. She’s pretty sure she hears bones crunching but she survives (this picture is missing).

Loy Turn 9: The Sniper and the thrall open fire on the car, setting its engine ablaze, while Peachinski and his bodyguard look on.
Round Ten

Sol Turn 10: The jeep full on slams into the corner of the bigger car and flips, slamming down hard and skidding a few feet toward the barricade. Neither car was significantly damaged in the collision, however. Solitaire pops up in the confusion (4d10 armor, d12 blessing), grabs ahold of the turret mounted autocannon (d12 to roll) and utterly lays waste to both the bodyguard (obliterating his armor) and the thrall with a super crit.

She then snatches up a pistol from the trunk space and (3d6 to roll, still -3) pops the sniper’s head off like a dandelion with another crit.

Loy Turn 10: The car explodes in a scything rain of hot shrapnel. Solitaire fails her armor roll by 11! She loses her top 11 SN Dice to the hit. She groans, pulls a massive chunk of steel from her belly, and forces herself to her feet.

Peachinski turns when he sees her go down and casually makes his way toward the helicopter, thinking it done.
Round Eleven

Sol Turn 11: The damaged spy holds her insides together with one arm, stumbles forward and fires a couple of warning shots (-3d4 move) near Peachinski, hoping to intimidate him and thinking that she may not be able to kill him before he hops his ride. It works. Peachinski stops and raises his hands in a false gesture of supplication.

Loy Turn 11: (This picture is missing, which royally blows.) Peachinski gathers himself up and pulls a fast one (d10 blessing, d6 armor), dashing back to the barricade and firing a shot into Solitaire’s center mass. The shot connects, jerking her back, but she continues to advance relatively unscathed.
Round Twelve, Final Round
Sol Turn 12: Solitaire pulls herself together for one last surge of effort (2d4 armor), bolts forward, dives past the barricade, twisting sideways in midair and (3d4 to roll, still -9 to hit, but somehow still does) plants a solid slug in Peachinski’s face. Mission Accomplished.
Conclusion

Wrapup (Final Analysis, Solitaire's Performance, Loyalist Performance, and Other Thoughts):
Spoiler: show

South view of the aftermath.

North view of the aftermath as the sun rises.

The Fisherman's Lure.
I guess these guys will have all of eternity to....PONDer their mistake.

Midtown wreckage and spreading blood pools.

Solitaire really had an impact here.

The execution wall, spreading blood pools, and a trail of gore. You could say Solitaire really showed her guts.
Epilogue

Agent Solitaire looked up from the headless corpse of that soviet scumbag Peachinski to see his helicopter pilot making a run for it. She was holding her guts in with one bloody hand and she didn’t know if she was going to make it anyway. Ah, well, she thought, protocol…and shot the little fucker in the back.

She dragged herself over to the copter, her hand slipping on the door frame. Her vision was a little blurry and she wasn’t a hundred percent she could even see the controls, let alone fly the goddamn thing. Christ, she hurt. She reached up and touched the comm buried in her ear canal. A voice flickered over the channel, faint at first, then picking up in signal intensity. “…ent Solitaire? Report.” Voice like a steel cable, she thought, amused but didn’t know why.
She didn’t immediately reply, only the sound of her labored breathing filled the comm channel. There was a short silence. Then, “…Agent Solitaire? …Isolde…?”
Isolde spat out a globule of blood and replied, “It’s done, mum.”
“Good, return home.”

“Yes, mum.”

