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Re: Adventure Section 1.0
Posted: Sun Dec 08, 2019 11:16 pm
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
Re: Adventure Section 1.0
Posted: Sun Dec 08, 2019 11:31 pm
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
Re: Adventure Section 1.0
Posted: Sun Dec 08, 2019 11:43 pm
by Jaakari
Re: Adventure Section 1.0
Posted: Tue Dec 10, 2019 4:50 am
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)
Re: Adventure Section 1.0
Posted: Tue Dec 10, 2019 11:42 pm
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
Re: Adventure Section 1.0
Posted: Tue Dec 10, 2019 11:56 pm
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)
Re: Adventure Section 1.0
Posted: Tue Dec 10, 2019 11:59 pm
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?
Re: Adventure Section 1.0
Posted: Wed Dec 11, 2019 3:15 am
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.
Re: Adventure Section 1.0
Posted: Wed Dec 11, 2019 3:17 am
by pdunwin
It might be worth having a running summary in every post. I can explain further if desired.
Re: Adventure Section 1.0
Posted: Wed Dec 11, 2019 3:33 am
by Jaakari
Re: Adventure Section 1.0
Posted: Wed Dec 11, 2019 7:44 pm
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
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:03 am
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?
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:12 am
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
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:30 am
by Harpoonrgm84a
T'prin, give me an Intuition check for me, please.
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:38 am
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
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:41 am
by Harpoonrgm84a
Miners 1, 5, and 6 are the only ones that appear they will survive. The others are critical.....
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 12:49 am
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.
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 2:39 am
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.
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 3:04 am
by Teflon
T'prin int = 70
my roll
[1d100] = 12
Re: Adventure Section 1.0
Posted: Thu Dec 12, 2019 5:06 am
by Jaakari