Adventure Section 1.0
Re: Adventure Section 1.0
Not sure if we are on Turn 4 yet but, if we are, Rick will run back towards Miner 4 and attack. He starts with a charging feint and then a punch, followed by a side kick.
Feint and punch. Chance to hit is 46% [1d100] = 24, damage is 5 points.
Side kick also has a 46% chance [1d100] = 47, miss
Feint and punch. Chance to hit is 46% [1d100] = 24, damage is 5 points.
Side kick also has a 46% chance [1d100] = 47, miss
Re: Adventure Section 1.0
When miner 3 appears on the Rock pile, Lloyd fires his auto pistol at him, expending 10 shots in the burst. It is short range, plus his projectile weapon skill level +10, +20 for burst fire.
Fire a burst: [1d100] = 22 to hit, 58 needed [5d10] = 31 damage
Fire a burst: [1d100] = 22 to hit, 58 needed [5d10] = 31 damage
Fire a burst: [1d100] = 22 to hit, 58 needed [5d10] = 31 damage
Fire a burst: [1d100] = 22 to hit, 58 needed [5d10] = 31 damage
Re: Adventure Section 1.0
I shorted my roll by 10 no damage [d10] per target damage increase from burst fire.
I forgot to add the per target damage die. Total damage 31+10(above) = 41
I forgot to add the per target damage die. Total damage 31+10(above) = 41
Re: Adventure Section 1.0
Vigg will take out his needler pistol and move to help Rick. If he has a shot he will take it.
(On my phone and can't get to the dice roller... please roll for me)
(On my phone and can't get to the dice roller... please roll for me)
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- Ranger Knight
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Re: Adventure Section 1.0
Vigg's attack roll [1d100] = 7
Needler pistol damage [2d10] = 6
Okay, sorry for the delay. The robot moves to the nearest target (T'prin), stops and the Tornadium D-19 explodes.
Explosives damage [5d10] = 23
The Miner that T'prin was engaged with is down and the robot is toast as well.
Miner 4 yells "Hold them off, I am taking this last load to the transport!" Miner 4 moves 30 meters deeper into the secondary tunnel.
Miner 3 opens up on the closest target he can find, Borble.
Miner 3 attack roll [1d100] = 80 Miss.
That will do it for round 3.
Miner initiative roll [1d10+4] = 7+4 = 11
Needler pistol damage [2d10] = 6
Okay, sorry for the delay. The robot moves to the nearest target (T'prin), stops and the Tornadium D-19 explodes.
Explosives damage [5d10] = 23
The Miner that T'prin was engaged with is down and the robot is toast as well.
Miner 4 yells "Hold them off, I am taking this last load to the transport!" Miner 4 moves 30 meters deeper into the secondary tunnel.
Miner 3 opens up on the closest target he can find, Borble.
Miner 3 attack roll [1d100] = 80 Miss.
That will do it for round 3.
Miner initiative roll [1d10+4] = 7+4 = 11
Re: Adventure Section 1.0
Rick will take off running after miner 4. If he catches him he will do a flying kick followed by a round kick.
Initiative [1d10+5] = 8+5 = 13
First attack needs a 46 or less. [1d100] = 94 (miss)
Second attack needs the same thing. [1d100] = 76 (also a miss)
Initiative [1d10+5] = 8+5 = 13
First attack needs a 46 or less. [1d100] = 94 (miss)
Second attack needs the same thing. [1d100] = 76 (also a miss)
Re: Adventure Section 1.0
Ok, losing track here, who all is left?
I know 2 miners are down and #4 ran off, who does that leave facing us?
I know 2 miners are down and #4 ran off, who does that leave facing us?
Re: Adventure Section 1.0
My best summary: 1, 5, 6 are unconscious or asleep. 2 not sure if he was killed, but I believe he is also ‘down’. 4 is running, 3 is on the rock pile after having gotten shot by Lloyd and taking 41 points of damage, based on my last roll.
Re: Adventure Section 1.0
It might be worth having a running summary in every post. I can explain further if desired.
Re: Adventure Section 1.0
Based on the fact we only have one opponent left, and I believe him to be on his last legs so to speak, i'm going to see if anything is left to salvage from the robot, like the memory or the hard drive.
and if i need a roll, [1d100] = 34
and if i need a roll, [1d100] = 34
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- Ranger Knight
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Re: Adventure Section 1.0
Okay, your shot against miner 3 finishes him off, he tumbles down the rock pile to the bottom. Miner 4 hops onto a mine car being pushed by robots.
Miner 4 Dexterity check [1d100] = 23 Miner 4 is now on the top of the ore and is giving Rick a very nasty hand gesture.
T'prin, there isn't enough left of that robot to make an ashtray out of. Most of his chassis is embedded in you and the nearby walls and floor.
There are no more miners left, except for the one Rick is pursuing.
Rick, do you wish to continue to give chase?
Miner 4 Dexterity check [1d100] = 23 Miner 4 is now on the top of the ore and is giving Rick a very nasty hand gesture.
T'prin, there isn't enough left of that robot to make an ashtray out of. Most of his chassis is embedded in you and the nearby walls and floor.
There are no more miners left, except for the one Rick is pursuing.
Rick, do you wish to continue to give chase?
Re: Adventure Section 1.0
Then T'prin will join Rick in giving Chase.
first, I give miner 2 a quick search for anything that might be evidence or anything i might be able to use
first, I give miner 2 a quick search for anything that might be evidence or anything i might be able to use
Last edited by Teflon on Thu Dec 12, 2019 12:32 am, edited 1 time in total.
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- Ranger Knight
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Re: Adventure Section 1.0
T'prin, give me an Intuition check for me, please.
Re: Adventure Section 1.0
Lloyd ejects the mag and replaces it with afresh one. Since the others have left the scene Lloyd looks around the rock pile, checking vitals on the fallen miners, taking or kicking weapons away if they had them. “Borble, you ok? Let’s secure these guys...” we’ll use cord, wire or zip ties to secure the sleeping miners
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- Ranger Knight
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Re: Adventure Section 1.0
Miners 1, 5, and 6 are the only ones that appear they will survive. The others are critical.....
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- Ranger Knight
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Re: Adventure Section 1.0
Lloyd, as you are tying up the unconscious miners, you notice strange belts on all of them. Make a Logic check to try and figure them out.
Re: Adventure Section 1.0
Rick will continue to give chase but will now draw his gyrojet pistol and shoot at miner 4 as he runs. He will fire 3 times., He has a 40% chance to hit, minus movement and range penalties so -10 out to 5 meters, -20 to 50 meters, -40 to 100 meters. I'll make all of the rolls and you can decide what hit based on range.
Shot 1 - [1d100] = 20, Damage [2d10] = 9
Shot 2 - [1d100] = 13, Damage [2d10] = 11
Shot 3 - [1d100] = 15, Damage [2d10] = 9
OOC: Definitely made up for the bad rolls from last turn.
Shot 1 - [1d100] = 20, Damage [2d10] = 9
Shot 2 - [1d100] = 13, Damage [2d10] = 11
Shot 3 - [1d100] = 15, Damage [2d10] = 9
OOC: Definitely made up for the bad rolls from last turn.
Re: Adventure Section 1.0
T'prin int = 70
my roll[1d100] = 12
my roll[1d100] = 12