Adventure Section 1.0

Harpoonrgm84a
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Jaakari
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Re: Adventure Section 1.0

#701 Post by Jaakari »

Trying to avoid splitting the party, since a few are outside and inside, this is a dilemma for Lloyd. He darts forward, hoping to use the rising cloud of dust as partial shielding from sight and the laser.
RS55
[1d100] = 11

Lloyd will reload a fresh magazine when he reaches any cover.
MajorTom
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Re: Adventure Section 1.0

#702 Post by MajorTom »

RICK OOC: I have to admit that I lost track of where we are. Are we on a new turn? If so, here is our initiative roll:

[1d10+6] = 3+6 = 9
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Re: Adventure Section 1.0

#703 Post by Harpoonrgm84a »

Okay, Rick, Vigg, and Lloyd are now with the pirates outside the collapsed section. Borble, the reaction score check was to see if you made it to the outside before it was blocked off. Failing means you didn't make it, but are not injured. Sorry for not specifying that. I guess the pirates need to make their initiative roll.
Pirate initiative [1d10+4] = 5+4 = 9

Okay, that is a tie on initiative, so since your group has the higher IM, you win initiative. Pirate 1 is going swing the heavy laser at Rick and try to knock him off. Pirate 2 will shoot at Lloyd.
Pirate 3 will also shoot at Lloyd.

Vigg, it appears that you have not been seen where you are hiding at.
Borble, make an intuition check for me, please?
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Re: Adventure Section 1.0

#704 Post by MajorTom »

RICK OOC: How do the rules for wrestling work. Do I get one attack a turn? What is my chance to hit? Does martial arts increase my chance?

For this turn, I will stick with martial arts. I want to try to impose myself to prevent pirate one from getting to the heavy laser if possible.

Side kick, 46% [1d100] = 51 is a miss
Jab strike, 46% [1d100] = 96 is an even bigger miss
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Re: Adventure Section 1.0

#705 Post by Jaakari »

Lloyd is fortunate that a projectile weapon isn’t impacted by dust, but Pirates 2 and 3 are on the receiving end of a burst from the autopistol, it’s at least short range (possibly point blank) [1d100] = 49 against a burst to hit of 59.

Burst damage: [5d10] = 30+[1d10] = 6+[1d10] = 3. Assuming both are hit by the burst, they’d take a total of 39 points divided by two.
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Re: Adventure Section 1.0

#706 Post by cryominer »

Harpoonrgm84a wrote:Okay, Rick, Vigg, and Lloyd are now with the pirates outside the collapsed section. Borble, the reaction score check was to see if you made it to the outside before it was blocked off. Failing means you didn't make it, but are not injured. Sorry for not specifying that. I guess the pirates need to make their initiative roll.
Pirate initiative [1d10+4] = 5+4 = 9

Okay, that is a tie on initiative, so since your group has the higher IM, you win initiative. Pirate 1 is going swing the heavy laser at Rick and try to knock him off. Pirate 2 will shoot at Lloyd.
Pirate 3 will also shoot at Lloyd.

Vigg, it appears that you have not been seen where you are hiding at.
Borble, make an intuition check for me, please?
Vigg will take a shot at the nearest pirate with his needler pistol...

[1d100] = 43
[1d100] = 57
[1d100] = 81

DEX = 40... all misses!!!!
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Re: Adventure Section 1.0

#707 Post by Harpoonrgm84a »

Okay, Pirate 2 is looking like he isn't doing well right now. Vigg, time to go back to the shooting course!! lol. I need to wait for Borble's response before I continue with the next segment.
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Re: Adventure Section 1.0

#708 Post by pdunwin »

Harpoonrgm84a wrote:Okay, Pirate 2 is looking like he isn't doing well right now. Vigg, time to go back to the shooting course!! lol. I need to wait for Borble's response before I continue with the next segment.
Response to what? I acted on Friday. I rolled to keep Borble from being crushed and failed.
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Re: Adventure Section 1.0

#709 Post by MajorTom »

Here's hoping that Vigg and Rick can get better die rolls next turn. :)
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Re: Adventure Section 1.0

#710 Post by Teflon »

Borble, you weren't crushed, i think your just trapped on the other side of the deadfall of debris.
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Re: Adventure Section 1.0

#711 Post by Harpoonrgm84a »

Okay, players. At the request of one of you, I have created an area you can discuss things out of game, It might help cut down on the confusion a little....
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Re: Adventure Section 1.0

#712 Post by Harpoonrgm84a »

Okay, we are moving on to the next turn now. Pirate initiative [1d10+4] = 3+4 = 7
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Re: Adventure Section 1.0

#713 Post by MajorTom »

Good guys initiative = [1d10+6] = 9+6 = 15
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Re: Adventure Section 1.0

#714 Post by MajorTom »

Rick will continue to try to interpose himself in the way of the heavy laser, while whaling at miner one with martial arts.

Stiff armed jab, 46%, [1d100] = 96 is a miss
Round kick, 46%, [1d100] = 62 = also a miss

The dice are just not with me.
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Re: Adventure Section 1.0

#715 Post by Harpoonrgm84a »

Okay, you guys got initiative, so pirates declare first. Pirate 1 will attempt to knock Rick off using the heavy laser. Pirate 2 is going to hop into the driver's seat of the truck. Pirate 3 will climb on the truck and flank Rick.
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Re: Adventure Section 1.0

#716 Post by Jaakari »

Lloyd will fire three shots at pirate 2. This is short range (maybe point blank)

[1d100] = 24 [1d100] = 41[1d100] = 21 to hit Against a to hit of 39

[1d10] = 2 [1d10] = 10 from two hits 12 points base damage
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Re: Adventure Section 1.0

#717 Post by cryominer »

Vigg will fire his needler at pirate 2 again. (Please roll for me, on my phone).
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Re: Adventure Section 1.0

#718 Post by Harpoonrgm84a »

Okay, Vigg, pirate 2 dropped from Lloyd's shots. I will shift your attack to pirate 3. Vigg attack [1d100] = 31 Needler damage [2d10] = 9

Pirate 1 swings the heavy laser to hit Rick Pirate 1 Melee attack [1d100] = 77 and missed.
Pirate 3 uses his weapon as a club. Pirate 3 melee [1d100] = 48 Miss.
At this point, the two pirates realize they are outnumbered and surrender. Pirate 1 uses a chronocom and calls out a quick message, "We are cut off. Get out of here, now!" A few minutes after this message goes out, a shuttle blasts off from nearby and streaks into the night sky. Soon, it disappears into the starry field and the 5 of you are left alone with your thoughts.
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Re: Adventure Section 1.0

#719 Post by MajorTom »

Rick does his best to prevent pirate 1 from sending the message but fails and settles for escorting them to where the other prisoners are and seeing that they are securely tied up. He checks the other prisoners while he is there and makes sure they are still securely bound.

Then he examines the cave-in and calls out, "Borble, can you be hearing me?" Rick is thinking whether we can use the heavy laser to open up a passage to get to Borble but he knows nothing about mining.

Assuming T-prin is on this side of the cave in, Rick will go over and check on him. Rick has no first aid skills so about he can do is make sure he is breathing and help him come around.
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Re: Adventure Section 1.0

#720 Post by Harpoonrgm84a »

Rick, the 3 pirates you trundled up earlier are on the other side of the cave in with Borble...
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