rolled 3, 2, 3 = 8
Radioing your orders in, you set the researchers up with everything they need, advise security on which passages to seal, and head back up the entrance shaft, organizing a militia squad as you walk. The men are dressed out in their Kerberos armor with full helmets and heavy rifles, then made ready to embark. The AMT Kober touches down in the airfield, taking on loads of ammunition, tranquilizer darts, restraints, and a bulky-looking anti-magic charm, along with all the personnel you've marked. The other members of the Red Wings squadron land soon after, resupplying and readying for their first real operation. You take your place on the CAS Constanze, from which you'll have a good shot if things go bad.
As soon as you've passed the Cyreth border into the unclaimed lands, the carrier sends out its scout 'thopters, searching the area for anything promising. Before long, a suitable camp is found, one small enough for its members not to pose a significant threat. From their vantage point thousands of feet up, the squadron vessels watch as a target is singled out. Sighting glasses whir and click as they zoom in, giving you a view of one of your own kind, running after a bounding Envid, far from his home. By his looks, he is an adolescent, armored lightly and carrying only a spear and knife. Kober will have to drop to a lower altitude for her tranq gunners to get a shot, but there is no sign the the squadron has been spotted, and any of the boy's associates will be unlikely to notice he's missing soon enough to do anything about it.
Take the shot?