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Re: Paladin - Have Gun, Will Travel
Posted: Fri Apr 26, 2024 10:41 pm
by jemmus
Re: Paladin - Have Gun, Will Travel
Posted: Sat Apr 27, 2024 2:29 pm
by Grognardsw
Re: Paladin - Have Gun, Will Travel
Posted: Sat Apr 27, 2024 2:58 pm
by jemmus
Re: Paladin - Have Gun, Will Travel
Posted: Sat Apr 27, 2024 8:04 pm
by Grognardsw
As the moving train screeched and slowed, Paladin held his roof top position, took careful aim, and fired again at the leader, the suspected Sam Bass.
First rifle shot 20 [1d20]=7
Coor 19, Rifle Skill +2, Rifle +1 = 22. Moving train -4, sniping +2 = -2. Careful Shot Total 20
First rifle shot location [1d20]=2
Left leg, modified to 5 left arm
First shot severity [1d6]=5
-1 to Severity for arm hit, so 4 Severity - Serious Wound (4 wound points)
Paladin hoped with the leader down, the robbers’ morale would break. But Bass wouldn’t fall. Paladin took aim again, trying to compensate for the moving train as he fired his rifle.
Second rifle shot [1d20]=7 7 again
Second rifle shot location [1d20]=1
Left leg, no modification
Second rifle shot severity [1d6]=1
-1 to Severity for leg hit, so 0 Severity - Minor Wound (0 wound points, though total thus far is 9.)
If the raised skylight box was positioned so that he could use it as cover, the prone Paladin crawled over to use it.
Re: Paladin - Have Gun, Will Travel
Posted: Sun Apr 28, 2024 6:04 pm
by jemmus
The startled and bloodied man turns his horse's head and yells, his voice a little slurred,
Run, y'all! Trouble-- bad! Paladin's third rifle report sounds of the screech of tons of steel sliding and scrapping over steel. He sees the man's left arm jerk back as he spurs his horse to a gallop, headed to the west. The rider to the right spurs his horse toward the northeast. The two men to the east remain obscured by the curve the of coach's roof.
Re: Paladin - Have Gun, Will Trave
Posted: Sun Apr 28, 2024 7:42 pm
by Grognardsw
Initiative [1d6+1]=3+1=4 Lost. Paladin’s action will be to shoot leader. Given “All movement happens at the end of a shootout turn, after all other actions on count 6 are finished,” I guess I’ll go ahead with the shot now.
Paladin heard the yell for retreat. He figured the left/west side pair would peal off as well. He wondered what the other train guards were doing.
Paladin didn’t want Bass to escape so he fired again while the trotting Bass was still in line of sight. He cursed as the bullet didn’t take him down. The gunslinger preferred to think Bass was one lucky guy, and it wasn’t Paladin’s skill.
Rifle shot 19 [1d20]=2
Coor 19, Rifle Skill +2, Rifle +1 = 22. Moving train -4, Bass Trotting -1, sniping +2 = -3. Careful Shot Total 19
Rifle shot location [1d20]=10
Right shoulder 10, no modification
Severity [1d6]=1
Light wound (1 wound point. Total 10 wound points. If wound points surpass Strength, unconscious.)
Does getting shot four times while on horse require any sort of stay-on-horse check?
Re: Paladin - Have Gun, Will Travel
Posted: Thu May 02, 2024 10:34 pm
by Grognardsw
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 03, 2024 12:41 am
by jemmus
The coach Paladin lies on takes an upward jolt just as he squeezes the smooth as silk pull of the Remington rifle's trigger. He sees the shot nick the target's right shoulder. The man-- the bloodied presumptive notorious train robber Sam Bass--gallops his horse out of sight to the left. The man to the right gallops some yards to the front right.
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 03, 2024 3:20 am
by Grognardsw
Re: Paladin - Have Gun, Will Travel
Posted: Sun May 05, 2024 10:16 pm
by jemmus
Re: Paladin - Have Gun, Will Travel
Posted: Mon May 06, 2024 1:28 am
by Grognardsw
Re: Paladin - Have Gun, Will Travel
Posted: Mon May 06, 2024 3:33 am
by Grognardsw
Assuming the left-side robber and kid had followed their leader’s command to pull out, but cautious nonetheless, Paladin raised to his knee with rifle pointed ready to shoot whatever he saw.
On a knee he saw over the curvature of the roof to the left…
I’ll pause here mid-Shooting Turn action for what Paladin sees, so as to not assume too much and get ahead of myself.
Re: Paladin - Have Gun, Will Travel
Posted: Wed May 08, 2024 1:36 am
by jemmus
Paladin raises to a knee on the roof of the swaying coach and looks to the front and left. The kid of the left has turned his horse's head west and it is about to break from a trot to a full gallop. Paladin estimates he's around 60 yards away. The man who'd be to the leader's left is also breaking into a gallop, headed northwest, around 80 yards away. The bloodied leader has crossed over the trackbed and descended it to the prairie floor. He's galloping due west, also at a range of around 75 yards. He yells out over his shoulder,
Weave! Sidewinder it, y'all! Scatter and git back ta base! The man to the right urges his horse from a trot to a gallop, heading northeast at around 80 yards out. All four of them seem a little loose and wobbly in the saddle, and the man confronting the train on the track's speech seems sloppy and slurred. As if drunk, or on the wartime "Soldier's Disease" medicine, or just a little addled.
Re: Paladin - Have Gun, Will Travel
Posted: Wed May 08, 2024 4:17 am
by Grognardsw
Paladin was determined to take down the leader. Hopefully that would break this rail robber gang. The man was still well within rifle range, though the shot was more difficult with him galloping. Paladin carefully aimed using the apex of the roof curvature for support and fired.
Initiative [1d6+1]=6+1=7
Rifle - 16 [1d20]=9 Hit
Coor 19, Rifle Skill +2, Rifle +1 = 22. Moving train -4, Bass Galloping -4, sniping +2 = -6. Careful Shot Total 16
Location [1d20]=8
Right arm 8, modified to abdomen 11
Severity [1d6]=5 Serious wound (5 Wound Points, total 15 Wound Points. Unconscious?
Re: Paladin - Have Gun, Will Travel
Posted: Thu May 09, 2024 12:10 am
by jemmus
Paladin sees his shot hit the fleeing robber's lower. The man is thrown forward onto his horse's neck and he drops to the side and to the ground. His magnificent horse runs on. The man riding northwest sees and turns his horse to the left, toward the fallen and unmoving man. The boy continues to gallop west, and the other man continues to gallop northeast.
Initiative for next turn
[1d6]=6]
Re: Paladin - Have Gun, Will Travel
Posted: Thu May 09, 2024 1:08 am
by Grognardsw
Oh no you don’t, thought Paladin as he aimed and shot at the robber who turned his horse to the fallen and unmoving man.
Initiative [1d6+1]=3+1=4
Rifle - 16 [1d20]=4 Hit
Coor 19, Rifle Skill +2, Rifle +1 = 22. Moving train -4, robber Galloping -4, sniping +2 = -6. Careful Shot Total 16
Location [1d20]=17
Chest 17, modified to Head 20
Severity [1d6+1]=6+1=7 Mortal wound
The +1 is for being a Head shot.
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 10, 2024 12:46 am
by jemmus
Paladin aims for fatal shot on the rider turning his galloping horse toward the downed leader. He does not miss. The man tumbles from the saddle, stone dead. His fine horse, like his partner's, continues galloping away.
Luck 7 [1d20]=17 He's dead, Jim.
I'm going to punt on the question about damage for falling from a galloping horse for now. I suppose using the brawling rules, we could come up with way to do it. But I don't see that the additional damage would change anything. He's unconscious from wounds, and I don't see that Boot Hill a rule like AD&D's "at negative 10 you're dead." The additional damage just means it takes longer to heal.
The two remaining robbers won initiative, so Paladin has to state his actions for this Shootout Turn.
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 10, 2024 3:09 am
by Grognardsw
Okay on falling off horse damage.
My Initiative 4 lost to their 6 in this current Turn, in which I did the fatal shot. Figuring they’re moving, which happens at end of Turn, I proceeded with my shot for game momentum (which is sort of declaring my action at the same time.) Next time I can declare and hold action, even if by Speed I go first, to follow the sequence.
So we are in the next Turn then, with new Initiative roll? Assuming so, here is mine:
Initiative [1d6+1]=6+1=7
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 10, 2024 3:18 pm
by jemmus
The robbers can't beat that roll. They'll Move.
Re: Paladin - Have Gun, Will Travel
Posted: Fri May 10, 2024 4:13 pm
by Grognardsw
Paladin had two shots left in his nine-shot rifle. He wasn't about to let the robber gang get away to steal and murder again. He took aim at the third man (
not boy) who was galloping northeast, and fired.
Rifle 16 [1d20]=16 Hit
Coor 19, Rifle Skill +2, Rifle +1 = 22. Moving train -4, robber Galloping -4, sniping +2 = -6. Careful Shot Total 16
Location [1d20]=6
Left arm 6, modified to left shoulder 9
Severity [1d6+1]=1+1=2
That +1 shouldn't be there, so a 1 - Light Wound (1 Wound point)