OOC:
Yes, make a RECON roll. It's an opposed roll. If you beat the enemy driver's RECON, you get a +3 to your next attack as long it's in the same hex.
OOC:
Cunningham is incredibly strong, and I want you to be aware of the melee actions he can perform. The enemy also dropped his rifle in an attempt to grapple Cunningham.
Melee Combat: Roll d12/d6
Deal 1 damage plus 1 for each extra success. - You don't need to drop your rifle. Narratively, you'd be using it as a type of improvised weapon.
Grapple: Roll d12/d6.
You grapple the opponent, and you both fall to the ground. The only action the enemy can make on future turns is
break free. Until the enemy breaks free, you can perform grapple attacks. Grapple attacks are the same as melee attacks but only use a fast action. The opponent can attempt to block the grapple, but loses a fast action. - However, you drop your rifle to do this.
Shove/trip Roll d12/d6
As a fast action, you can try to shove the enemy to the ground. Cunningham is stronger than the opponent, so you only need 1 success. The opponent can attempt to block the shove, but loses a fast action. This action doesn't do any damage.
Ranged Combat: Roll d6/-
He can't aim and he's firing in close combat for a total of -4 modifiers. That drops him to a single d6 for ranged combat. You can't go lower than that.
OOC:
This is how I calculated the dice pool. Let me know if that doesn't make sense. The way I see it is that the machine gunner speciality starts HW at d6. Then from there all the steps need to balance out.
Base dice pool: d10/- (STR/HW)
+1 Machine Gunner (d10/d6)
+1 Elevation (d10/d8)
-1 Target prone (d8/d8)
-1 Terrain (d8/d6)
Final Dice Pool: d8/d6