| Traveller Referee Tarondor |
Steph, Ray, Byron and Jerry head for the lift while Daneel tries to get a into position on the lower concourse. When the lift opens, Hteleitoirl is still brawling with two men about ten meters away. Blood mats his fur and he is fighting only with his claws, though he has disarmed one man and put the other in an arm block that has temporarily immobilized the assailant's gun hand.
| Traveller Referee Tarondor |
Hteleitoirl's Tactics (he's the only one in the fight with Tactics...: 2d6 + 2 ⇒ (2, 1) + 2 = 5 There ya go. Effect of 5 is applied to all your Initiatives.
Initiative Rolls
Attackers: 2d6 + 0 ⇒ (6, 3) + 0 = 9
Hteleitoirl: 2d6 + 1 + 5 ⇒ (3, 2) + 1 + 5 = 11
Jerry: 2d6 + 2 + 5 ⇒ (1, 5) + 2 + 5 = 13
Byron: 2d6 + 1 + 5 ⇒ (2, 4) + 1 + 5 = 12
Steph: 2d6 + 1 + 5 ⇒ (3, 2) + 1 + 5 = 11
Daneel: 2d6 + 1 + 5 ⇒ (4, 6) + 1 + 5 = 16
Ray: 2d6 + 1 + 5 ⇒ (5, 6) + 1 + 5 = 17
We're acting on block initiative, which means you all get to go before any of the bad guys!
In Traveller, you get to take one Significant Action and one minor action per turn, or perform three minor actions. Significant Actions include attacking, while Minor Actions include: Aiming, Changing a Stance, Drawing, Reloading, Movement, and various miscellaneous actions (Traveller Core Book, pp. 71-72)
Characters with Leadership (Steph and Byron) can use it as a Free Action to grant Boons to their comrades (see p. 72)
Dodging and Diving for Cover (pp. 72-73) are Reactions. As these can slow down PBP considerably, you'll need to post them ahead of time as conditional orders ("If this then that") or your character won't take them.
STATUS
Ray
Daneel
Jerry
Byron
Hteleitoirl
Steph
Attackers
Everyone, go!
There is a map link, above.
| - Ray - |
Ray dashes off down the concourse, across the bridge and steps between the Aslan and his attackers. She raises her fists. "Well? Come on then!"
She's taking three minor actions to move.
Dodge (athletics, dexterity): 2d6 + 1 + 1 ⇒ (4, 2) + 1 + 1 = 8
Did I roll this right?
And for each extra I need to roll it's a -1? Like so?
Dodge (athletics, dexterity): 2d6 + 1 + 1 - 1 ⇒ (2, 5) + 1 + 1 - 1 = 8
Dodge (athletics, dexterity): 2d6 + 1 + 1 - 2 ⇒ (5, 3) + 1 + 1 - 2 = 8
Let me know if I'm wrong and need to make corrections.
| Byron Hasperson |
So if I can carry a pistol but no armor then I carry the pistol and leave the armor at home.
Byron takes an aimed shot at the man who Hteleitoirl does not have grappled.
Aim and fire with my Gauss Pistol.
Aimed shot Dex+Gun Combat (Energy & Slug): 2d6 + 1 + 1 + 1 ⇒ (4, 4) + 1 + 1 + 1 = 11
Damage: 3d6 ⇒ (2, 1, 1) = 4
If fire is returned I seek cover on the lift or any other place I can dive for cover.
| Traveller Referee Tarondor |
I know we haven't done this before (I'm usually just winging it), so let's go over this a bit. Ray, Dodging is a reaction, not an action. In a face-to-face game you'd decide to Dodge (or not) whenever an NPC took a shot at you. But since that'd slow down an already slow game, I'm saying that if your character would dodge (which has some negative side affects but may keep you from getting shot), then post the conditions under which she would do it (e.g., "Any time I take fire" or "If it's rifle fire, not pistol fire" or "If I'm wounded", etc.")
Also, there's no need to roll to Dodge. You just do it and I subtract the better of your Athletics mod or your Dex mod (for Ray, both numbers are "1") from the attacker's attack roll. However, you'll lose -1 on your actions for the following round.
I think what Ray is trying to accomplish is simply running forward right? That means you can move 18 meters (squares). Since the dark areas are obstructions (they're rooms or engineering spaces), I don't think you can quite get to where you put your token. I'll place her 18 squares from her initial spot.
| Traveller Referee Tarondor |
The World is a space station and any sort of slug-thrower weapon is incredibly dangerous. Firing a gauss pistol can easily puncture the hull. Only laser pistols and other forms of small energy weapons are permitted (that's why they always carried PPG's on Babylon 5.) Note the Gauss Pistol's Armor Piercing quality.
Since this is both a new game for most of you and because there are a lot of bad guys in this fight, I'm going to permit each of you to have a station-legal weapon on you. Of course, if you just don't give a damn about the law, go ahead and fire that big ol' gauss pistol.
I note that Daneel owns a laser pistol. Everyone else can have a TL8 Snub Pistol and one spare magazine. These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.
SNUB PISTOL
Range: 5m.....Damage:3D-3....Magazine:6...Traits: Zero-G
DANEEL'S LASER PISTOL
Range: 30m.....Damage:3D+3....Magazine:100...Traits: Zero-G
Daneel also has a laser sight that gives him a +1 DM within 50m.
| Byron Hasperson |
I feel like rerolling would be a bit silly since the probability of hitting is high and I rolled so bad on damage so I will just stick with my current roll and do a whole 1 pt of damage.
| Daneel Baley |
Are the 4 figures in the "southwest" corner of the map combatants?Are they the armed men Jerry pointed out?
Daneel takes aim at one of the armed men on the upper concourse. If he draws his gun or moves to join the melee, Daneel fires.
Minor action to aim; conditionally shoot at one of the armed men.
Gun Combat(Energy) + DEX + aim + sight: 2d6 + 1 + 1 + 1 + 1 ⇒ (3, 5) + 1 + 1 + 1 + 1 = 12
energy damage: 3d6 + 3 ⇒ (1, 1, 4) + 3 = 9
| Stephanie "Steph" Allison |
Steph draws her Sindalian Officer’s Pistol as she rushes forward. She stands still taking aim at the human attacking Hteleitoirl.
Two minor actions to move 12 meters. I'm assuming each square is a meter. One minor action to aim her pistol.
| - Ray - |
Oh, yeah, I definitely misunderstood the map. Thanks for the labels. That's super necessary.
Yes, I realize dodge is a reaction, and yes, she wants to do it whenever she's attacked. Thanks for correcting. I thought I had to roll a dodge or something. lol. And yes, she just moves with all three actions.
I can have a snub pistol even though I don't own one? I'll actually move back a bit then, where I positioned myself. I was going into melee because the only thing she had to fight with was her fists due to the gun laws here.
| Traveller Referee Tarondor |
Yes, the four guys at lower right are the ones Jerry spotted.
Yes. I'm letting everyone have a snub pistol. You're pirates, supposely!
Be advised that there are several Reactions possible. Does anyone not have access to the rulebook? "Dive for Cover" is another great reaction.
Byron, your damage wasn't bad. Don't forget that your Effect (the amount by which your task roll exceeds the target) is added to damage. So your accurate hit did more damage. 7 points, to be exact, which is more than the END these assassins have.
Just so I can keep it all straight:
Ray - Move.
Byron- Aim and Fire.
Daneel- Aim and Wait.
Steph - Move and Aim.
Jerry - Move.
Byron reaches into his coat and draws out his big and highly illegal gauss pistol. Without hesitation the former soldier braces, aims, and fires. The weapon uses extreme magnetism to launch a compact but powerful slug at tremendous speed. The flat crack of the muzzle report echoes off the walls as the slug tears through an assassin's shoulder.
Hteleitoirl tries to disarm (opposed Melee): 2d6 + 2 ⇒ (5, 2) + 2 = 9
Assassin A tries to maintain control of his weapon (opposed Melee): 2d6 ⇒ (2, 5) = 7
Assassin A tries to break free of Hteleitoirl's grip (opposed Melee): 2d6 ⇒ (5, 3) = 8
Hteleitoirl tries to maintain his grip (opposed Melee): 2d6 + 2 ⇒ (4, 6) + 2 = 12
Hteleitoirl slams his elbow down on the assassin's gun hand, causing the weapon to fall to the floor and skitter towards the edge of the parapet. The assassin ducks and tries to twist out of the Aslan prince's grasp, but Hteleitoirl holds him in a grip of iron.
Seeing the assassins about to open fire, Daneel pulls the trigger on his laser pistol and a crimson beam sears a hole straight through the skull of one of the attackers. He never has time to scream, but pitches forward over the rail and drops to the concourse below.
Daneel, you don't have line of sight to Hteleitoirl or his immediate attackers, so you're shooting "C"
[Assassin B shoots Daneel w/ autopistol: 2d6 ⇒ (3, 3) = 63d6 - 3 ⇒ (6, 1, 6) - 3 = 10
Assassin C, who was about to shoot Hteleitoirl, can't shoot anyone anymore...
[Assassin D shoots Steph w/ autopistol: 2d6 ⇒ (3, 6) = 93d6 - 3 ⇒ (2, 6, 1) - 3 = 6
[Assassin E shoots Jerry w/ autopistol: 2d6 ⇒ (4, 1) = 53d6 - 3 ⇒ (3, 5, 6) - 3 = 11
[Assassin F shoots Ray w/ autopistol: 2d6 ⇒ (6, 5) = 113d6 - 3 ⇒ (6, 6, 1) - 3 = 10
These would be hits on Ray and Steph. Ray dodges, which inflicts a +1 DM on the attack, which isn't enough to save her (though it does reduce the Effect by 1.
Steph takes 7 points of damage, reducing her END to 1. She is injured, but will recover with medical help. Ray takes 13 damage, reducing her END to 0 and her STR or DEX (let's choose STR) to 6. She's seriously injured. Another shot could put her down.
The assassins open fire. Bullets spray across the concourse and people scream and run for cover as alarms blare. Steph takes a bullet in the thigh, causing her to momentarily crumple against the bridge's safety rail. Exposed in the open, Ray is hit in the stomach and staggers back. Blood begins to pour from the Vespexer's wound.
STATUS
Ray = 0 END; 6/9 STR
Byron =
Daneel =
Steph = 1/8 END
Jerry =
Hteleitoirl = 7/11 END
Assassin A =
Assassin B = 0 END; -1 STR
Assassin C = DEAD
Assassin D =
Assassin E =
Assassin F =
Everyone, go!
| Byron Hasperson |
Byron moves and targets one of the assassins further back from Hteleitoirl.
Shoot whoever is 25 ft directly behind Hteleitoirl
Dex+Slug: 2d6 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7
Slug gun: 3d6 - 3 ⇒ (5, 2, 6) - 3 = 10
| - Ray - |
"GAH! MOTHER F*$#^&#! This is why being a pirate sucks!"
She cusses some more, cursing everyone from the assassins' to Hteleitoirl, her fellow crewmates, the King, and even the fighter that made her lose that last bet...
Deciding she'd rather die while causing someone else immense pain -- who shoots someone in the GUT? Honestly! -- she fires her gun at the jerk that shot her.
Wait...
Which one was that?
Stupid psychos. Who wears matching clothes?!
She fires her gun at the closest one she has a decent shot at.
Gun Combat (slug) + DEX - reaction penalty: 2d6 + 1 + 1 - 1 ⇒ (3, 1) + 1 + 1 - 1 = 5
Then she hustles over behind Hteleitoirl and his grapple-buddy, using them both as cover from the gunmen.
If she gets attacked at all she tries to dodge.
| Stephanie "Steph" Allison |
Steph fires at the assassin attacking Hteleitoirl, and then she pushes forward to try to find some cover. She moves forward to try to find some cover behind the wall. "I didn't think I'd actually have to USE this pistol. Dang it. Another thing to learn." She grumbles under her breath as she waits for someone to come up, and shoot her point blank in the face.
Gun Combat+DEX+Aiming: 2d6 + 0 + 0 + 1 ⇒ (5, 1) + 0 + 0 + 1 = 7
Damage Sindalian Officer’s Pistol Red Cartridge: 3d6 - 2 ⇒ (4, 1, 4) - 2 = 7
Fire and move twice. She's trying to use that angled wall as a bit of cover. It probably won't work.
| Traveller Referee Tarondor |
Ray, Steph and Jerry open fire, but without much effect. Jerry's bullet clips his target in the shoulder, doing little damage.
Hteleitoirl tries to throw his opponent (opposed Melee): 2d6 + 2 ⇒ (2, 5) + 2 = 9
Assassin A tries to resist (opposed Melee): 2d6 ⇒ (5, 3) = 8
The big Aslan drags his assailant to the railing and hurls him over it, but the man manages to catch at the rail and only falls to the concourse below, rather than down into the abyss. His yell of fear turns to a moan of pain when he slams into the deck ten meters below.
Falling damage (low-G) to Assassin A: 3d6 ⇒ (2, 1, 4) = 7
Assassin D shoots Jerry with an Autopistol: 2d6 ⇒ (2, 3) = 53d6 - 3 ⇒ (5, 5, 1) - 3 = 8
Assassin E shoots Hteleitoirl with an Autopistol: 2d6 ⇒ (1, 1) = 23d6 - 3 ⇒ (6, 5, 6) - 3 = 14
Assassin F shoots Ray with an Autopistol: 2d6 ⇒ (6, 2) = 83d6 - 3 ⇒ (2, 4, 2) - 3 = 5
"Who the f*@# are these guys?" one assailant yells.
"Screw it, kill 'em!" replies his ally.
The assassins head for cover, spraying bullets across the concourse, forcing Ray to dodge behind a pillar. Thankfully, no one is hurt!
STATUS
Ray = 0 END; 6/9 STR (dodged: -1 Effect)
Byron =
Daneel =
Steph = 1/8 END
Jerry =
Hteleitoirl = 7/11 END
Assassin A = -7 END (disarmed)
Assassin D = -3 END
Assassin E =
Assassin F =
Everyone, go!
| Daneel Baley |
Looking at the map, it appears that Daneel does not have line of sight on any of the assassins on the upper concourse, correct?
Daneel takes a look at the man who just crashed into the lower concourse deck. Does he appear conscious? Did his weapon land nearby? Is he otherwise armed?
Rcon + INT: 2d6 + 1 + 1 ⇒ (3, 5) + 1 + 1 = 10
| Byron Hasperson |
Byron aims and takes a shot at the remaining assailant.
Dex+Gun Combat (Slugs)+Aim at the guy 10 ft from Hteleitoirl: 2d6 + 1 + 1 + 1 ⇒ (1, 4) + 1 + 1 + 1 = 8
| Traveller Referee Tarondor |
Looking at the map, it appears that Daneel does not have line of sight on any of the assassins on the upper concourse, correct?
I agree. No LOS. The man on the lower level is disarmed, but you can see he's still alive.
Byron aims and takes a shot at the remaining assailant.
Note that there are four of them and Byron can see all of them from his position. I'm going to assume he's shooting at someone armed, so I'll call that Assassin D.
Don't forget to roll damage! I'll do it for you here.
Byron damage: 3d6 - 3 ⇒ (2, 2, 2) - 3 = 3
Byron fires a shot and wings one of the assassins.
I read the combat rules. I don't see a way to peek around the corner and wait for one of the enemies to do the same so I can fire at him.
Yes, Traveller is more like old-fashioned D&D in that regard - there isn't a rule for everything, which means you just say what you want to do and I'll throw on a modifier if I think it's necessary. I'll take that as Steph's orders.
Jerry pops up and fires his pistol at the nearest of the thugs.
Jerry's shot spangs! off the stanchion just in front of one of the thugs, kicking up bits of plasteel.
Ray moves to the edge of the upper concourse, takes aim over the rail, and shoots the guy that fell.
Don't forget to roll damage! I'll do it for you here.
Ray damage: 3d6 - 3 + 2 ⇒ (4, 1, 5) - 3 + 2 = 9While Daneel eyes the fallen thug, Ray simply shoots him from the railing above. The man falls forward on his face and lays still.
Steph shoots Assassin D w/ cover (10+): 2d6 ⇒ (5, 6) = 11 Nice!
Damage Sindalian Officer’s Pistol Red Cartridge: 3d6 - 2 ⇒ (6, 1, 6) - 2 = 11
Assassin D shoots Ray with an Autopistol (Ray dodges): 2d6 ⇒ (4, 5) = 9
Damage: 3d6 - 3 ⇒ (2, 3, 1) - 3 = 3
Assassin D shoots Hteleitoirl with an Autopistol: 2d6 ⇒ (2, 3) = 5Miss.
Assassin D shoots Jerry with an Autopistol: 2d6 ⇒ (4, 3) = 7 Miss.
Steph and the assassin shoot at the same moment and he is dead before his bullet hits Ray in the leg, driving her up and almost over the rail. The tough Vespexer doggedly hangs onto consciousness despite bleeding from several wounds.
The hail of bullets tears through the concourse but doesn't hit anyone. Those of you with even a passing knowledge of the law may spend a fleeting second wondering how you're going to avoid an eternity in the brig. If you weren't outlaws before, you sure as hell are now.
STATUS
Ray = 0 END; 3/9 STR (dodged: -1 Effect)
Byron =
Daneel =
Steph = 1/8 END
Jerry =
Hteleitoirl = 7/11 END
Assassin E =
Assassin F =
Don't forget that aiming is a minor action you can perform. And that "Dive for Cover" is a thing.
Everyone, go! Daneel, feel free to go twice!
| Daneel Baley |
"OK, question answered." Daneel turns and moves to the grav lift, then rides it to the upper concourse. He positions himself against the front wall of the lift and when the door opens, he aims at the nearest goon and takes a shot.
if two rounds is enough for him to get to the upper deck and take a shot:
Gun Combat(Energy) + DEX + sight + aim (if he has minor action): 2d6 + 1 + 1 + 1 + 1 ⇒ (3, 6) + 1 + 1 + 1 + 1 = 13
Energy damage: 3d6 + 3 ⇒ (4, 3, 6) + 3 = 16, plus whatever his Effect works out to be.
| Byron Hasperson |
Can I see the three remaining assassin(s)? It looks like only F is around, but it seems like there are three in the lower right hand side of the map.
| - Ray - |
Ray hobbles across the hall, taking cover with Steph around the corner from the remaining assassins. "Ugh... worst gig ever."
She grunts a groans, trying to catch her breath and remain conscious. Loudly, she calls out, "This is your last chance to bugger off! Run and you live! Stick around and you eat lead -- and... lasers and junk. Whatever."
| Stephanie "Steph" Allison |
Steph stays tucked into her corner, and yells to Jerry. "Finish one of them. We need to get out of here before the authorities show up."
Using Leadership to try to help Jerry with his attack.
Leadership: 2d6 + 1 ⇒ (1, 1) + 1 = 3 +1 Int -1 Soc
| Byron Hasperson |
I will shoot the remaining guy if I can see him. If not I would move to the bridge.
Byron takes a shot at the remaining foe.
Gun Combat (Slug)+Dex: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8
Gun damage: 3d6 - 3 ⇒ (5, 4, 3) - 3 = 9
| Byron Hasperson |
I will shoot the remaining guy if I can see him. If not I would move to the bridge.
Byron aims and takes a shot at the remaining foe.
Gun Combat (Slug)+Dex+Aim: 2d6 + 1 + 1 + 1 ⇒ (3, 2) + 1 + 1 + 1 = 8
Gun damage: 3d6 - 3 ⇒ (3, 1, 5) - 3 = 6
| Jeremiah Xavier Jaramillo-Smith |
Jerry shoves his pistol into his pocket and moves quickly to Hteleitoirl and Ray.
"Byron! Hteleitoirl and Ray needs First Aid. I can assist, tooo!"
While he looks at the wounds on both of them, Jerry looks around for any signs of station security responding. He asks Hteleitoirl, "Any idea how much time we have before Security arrives now that the shooting has stopped?"
| Byron Hasperson |
Byron moves to help the injured.
Hteleitoirl EDU+Medic: 2d6 + 1 + 1 ⇒ (4, 2) + 1 + 1 = 8
Ray EDU+Medic: 2d6 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9