Adventure Section 1.0

Harpoonrgm84a
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MajorTom
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Re: Adventure Section 1.0

#581 Post by MajorTom »

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
Jaakari
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Re: Adventure Section 1.0

#582 Post by Jaakari »

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
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Re: Adventure Section 1.0

#583 Post by Jaakari »

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
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Re: Adventure Section 1.0

#584 Post by cryominer »

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)
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Re: Adventure Section 1.0

#585 Post by Harpoonrgm84a »

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
MajorTom
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Re: Adventure Section 1.0

#586 Post by MajorTom »

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)
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Re: Adventure Section 1.0

#587 Post by Teflon »

Ok, losing track here, who all is left?

I know 2 miners are down and #4 ran off, who does that leave facing us?
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Re: Adventure Section 1.0

#588 Post by Jaakari »

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.
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Re: Adventure Section 1.0

#589 Post by pdunwin »

It might be worth having a running summary in every post. I can explain further if desired.
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Re: Adventure Section 1.0

#591 Post by Teflon »

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
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Re: Adventure Section 1.0

#592 Post by Harpoonrgm84a »

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?
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Re: Adventure Section 1.0

#593 Post by Teflon »

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
Last edited by Teflon on Thu Dec 12, 2019 12:32 am, edited 1 time in total.
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Re: Adventure Section 1.0

#594 Post by Harpoonrgm84a »

T'prin, give me an Intuition check for me, please.
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Re: Adventure Section 1.0

#595 Post by Jaakari »

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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Re: Adventure Section 1.0

#596 Post by Harpoonrgm84a »

Miners 1, 5, and 6 are the only ones that appear they will survive. The others are critical.....
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Re: Adventure Section 1.0

#597 Post by Harpoonrgm84a »

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.
MajorTom
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Re: Adventure Section 1.0

#598 Post by MajorTom »

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.
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Re: Adventure Section 1.0

#599 Post by Teflon »

T'prin int = 70
my roll[1d100] = 12
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Re: Adventure Section 1.0

#600 Post by Jaakari »

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