Winona Concord |
Uuuugh somehow I missed a bunch of development, as I was not getting updates that there were new messages in Gameplay. I was watching the Discussion channel but had missed that we had somehow already moved on to a different scene, I thought we were still back at the marshal's office!
Flying Eagle |
Flying Eagle says "Here's a plan :
We break into two teams.
We and the mercenaries climb up the hill side of the cliffs until we get reasonably close to the guards. You mercenaries hang back, while we sneak up on the guards until we're within a good firing range, and take our time aiming at our targets.
When the one team fires, the other team hears that and shoot at their guard.
Since we've made ourselves known, after that we all run up to the edge of the bluff and starts shooting at everyone down below.
Thoughts?
Rufus Cooperson |
At the final point before we move up.
Ok, so you want me moving to the right to take that sentry out on the right. Once the 2 Sentries are down everyone moves up to the canyon rim and start taking your targets.
Rufus loosens both his pistols in their holsters, and then grabs his rifle and pulls it out to check it over again.
He then checks his shotgun, and slings it.
Never know if I will need it.
He then steps off headed to the right of the canyon.
stealth: 1d4 ⇒ 4
stealth wild: 1d6 ⇒ 4
Stealth Explode: 1d4 ⇒ 2 = 6 no raise
Notice: 1d6 ⇒ 1
Notice Wild: 1d6 ⇒ 1
Glad that crit fail was not on a shooting dice. But I guess I am willfully blind.
Not sure what else you need me to roll right now
Winona Concord |
Winona brings out her shotgun and wishes for a moment that she had a rifle for long-range engagements, but no sense wasting time when such wishes are just idle fancies. She hunkers down and waits for Rufus to advance on the enemy scouts.
Keeper of Forbidden Lore |
Because f the cattle making sound, I gave you a +2 stealth, I figured a herd of a few thousand head could cover a lot of natural sounds. That should give you a raise. Also as he failed his check he is actually Vulnerable as well. Giving you a +4 with the drop or +2 without it
Rufus is able to crawl and climb across the landscape with little issue. He is able to crawl as close as he wants to his target. Either in close gunrange or stabbing range. His victim seems totally unaware.
Notice: 1d6 ⇒ 1
Flying Eagle |
Zachary should do the same thing. I was also going to in-character suggest to both of them that they crawl, slowly, towards the guards in hope of getting a bonus to the roll, but a +2 from the cows is okay...
Once Zachary makes his approach Stealth roll, either one can shoot (roll) first. The other, hearing the shot, immediately shoots at their target.
You should also both spend a turn Aiming before Shooting : you may ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to your Shooting roll. You just declare that you are, there's no roll involved in the Aim itself.
Rufus Cooperson |
Rufus settles in and lays his rifle across a little hummock to provide a brace.
He then places his sight's crosshairs on the centre of the sentries chest.
Once he is settled in, with his rifle aimed naturally at the sentry, and the sight on his chest, he then settles in to wait for Zachary's shot, at which point he triggers his own.
ambush shot: 1d8 + 4 ⇒ (4) + 4 = 8 1 Raise
wild: 1d6 + 4 ⇒ (4) + 4 = 8
Vulnerable target, Aiming using a scope,
damage: 2d8 ⇒ (6, 8) = 14
damage Explode: 1d8 ⇒ 1 = 15
Zachary Ames |
Zack carefully pulls out his LeMat revolver from its holster, holding it across his body as he creeps into a firing position.
Stealth: 1d4 + 2 ⇒ (4) + 2 = 6
Ace: 1d4 ⇒ 2
Wild: 1d6 + 2 ⇒ (1) + 2 = 3
He manages to be as stealthy as Rufus, and he allows himself the luxury of a small smile as he realises the sentry is not aware of him. With a bit of luck, they won't be aware of anything in another second or two.
Shooting: 1d8 + 4 ⇒ (7) + 4 = 11 Raise
Wild: 1d6 + 4 ⇒ (1) + 4 = 5
Damage: 2d6 + 1d6 ⇒ (4, 1) + (5) = 10
I've added d6 damage for the Raise, let me know if that's wrong - I get the rules muddled occasionally
Keeper of Forbidden Lore |
WIP
sneaking up close on the guards, both Rufus and Zack open firing breaking the mornings silence. The cattle seem rattled by the shots and those in the camp look up toward the guards, assuming they fired the shots. On the hill, Rufus's target crumbles dead. Zach's Target is hit, but doesn't fall (he is shaken)
While most of the bandits are confused, your Sharpe shooter open fire and only Gault and his top men seem to really react. Your ambush seems to be working as your poses seems to be cutting down the confused bandits.
To keep this from dragging with just four players and like 50 combatants, here is what I am gonna do. The NPCs will all be background fighting, what really counts is you four vs Gault and his four Lieutenants. They will be shooting at you, you will be attacking them and all the other NPC's will succeed or fail based off your fight.
Wynonna (Red Joker. Everyone gets a bennie!}
Rufus {AS}
Flying Eagle (QS}
Lt 4 (10D)
Gault (9d)
Zack (7H)
Lt 1 (6H)
Lt 3 (3c)
Lt 2 (2D)
Gault Notice: 1d6 ⇒ 1 wild: 1d6 ⇒ 6
Lt- 1 Notice: 1d8 ⇒ 4 wild: 1d6 ⇒ 4
Lt- 2 Notice: 1d8 ⇒ 7 wild: 1d6 ⇒ 3
Lt- 3 Notice: 1d8 ⇒ 7 wild: 1d6 ⇒ 5
Lt- 4 Notice: 1d8 ⇒ 6 wild: 1d6 ⇒ 5
Rufus Cooperson |
Doing my action, because I doubt it will affect anyone else
Moving up to near the edge of the canyon, Rufus lies down, and picks a target firing a quick shot.
1st target available: 1d5 ⇒ 3
shooting Lt 2: 1d8 ⇒ 6
wild: 1d6 ⇒ 2
damage: 2d8 ⇒ (1, 1) = 2
AP 2
Keeper of Forbidden Lore |
27 is a hell of a roll, I am gonna try to soak some of his 5! wounds. Also the 4 would have hit with Winona's shotgun. I don't recall which type you had, but most put that range as short range.
Winona opens up with a shotgun blast, Rufus follows it up firing at one of the gang bosses, he mostly just shoots the man's hat off his head though. Flying Eagle however gut shots Gault and the man crumbles. One of the gang bosses (4) shoots toward Flying Eagle, but only hits the canyon bank.
soak vigor: 1d10 ⇒ 5 1d6 ⇒ 5
Incapacitated vigor: 1d10 ⇒ 4 1d6 ⇒ 5
Injury 2d6 ⇒ (3, 4) = 7 1d6 ⇒ 5
LT 4 shooting: 1d10 ⇒ 2 wild: 1d6 ⇒ 2
round 1
Winona (Red Joker. Everyone gets a bennie!}(went)
Rufus {AS}(went)
Flying Eagle (QS}(went)
Lt 4 (10D)( went)
Gault (9d)(one the ground)
Zack (7H)
Lt 1 (6H)
Lt 3 (3c)
Lt 2 (2D)
round 2
Rufus {AD)
Lt 3 (AC)
Winona (JH)
Lt 1 (qd)
Gault (10s)
Zack (8s)
Lt 4 (7h)
Lt 2 (6D)
Flying Eagle (3d)
Keeper of Forbidden Lore |
As you all are laying down, that is half cover so a - 4 for them to hit you
Winona seems to graze her target [Lt 1, shaken) and Zach puts a second shot into the guard, dropping him. Winona's target shakes off his minor wounds and pulls his colt, returning fire as he runs behind some crates he has 3/4 covers so -6 to ranged attacks, his bullet hitting rock. Another boss (LT3} grabs a Winchester taking aim at Zach looks like Zach is shaken. The last man (LT2) grabs a another rifle and taking cover behind the horses opens fire at Rufus, hitting nothing but Dirt and weeds.
All around the camp a few bandits crumble taken off guard as other duck for cover.
LT 1 shaken: 1d8 ⇒ 5 wild: 1d6 ⇒ 5
LT 1 shooting: 1d10 - 4 ⇒ (5) - 4 = 1 wild: 1d6 - 4 ⇒ (4) - 4 = 0
LT 3 shooting: 1d10 - 4 ⇒ (10) - 4 = 6 wild: 1d6 - 4 ⇒ (5) - 4 = 1 AP 2damage: 2d8 - 1 ⇒ (8, 4) - 1 = 11
LT 2 shooting: 1d10 - 4 ⇒ (2) - 4 = -2 wild: 1d6 - 4 ⇒ (5) - 4 = 1
round 2
Rufus {AD)
Lt 3 (AC)
Winona (JH)
Lt 1 (qd)
Gault (10s)
Zack (8s)
Lt 4 (7h)
Lt 2 (6D)
Flying Eagle (3d)
Rufus Cooperson |
Sorry I was not on the last few days. Was enjoying starfield. Made a mental note to check the boards at least once a day while on days off.
Rufus now seeing that his target is mostly under cover, lines up on the remaining boss in the open. (LT3)
attack: 1d8 ⇒ 3
wild: 1d6 ⇒ 1
Damage: 2d8 ⇒ (6, 7) = 13
Spending a Bennie to reroll the attack
Attack: 1d8 ⇒ 6
wild: 1d6 ⇒ 6
wild explode: 1d6 ⇒ 3 9, so 1 Raise
extra Damage: 1d6 ⇒ 1 = 14 total.
Keeper of Forbidden Lore |
You can post in any order, I'll simply put them in order.
Rufus drops the man with the Winchester. Around him bullets' ding off the rocks as one of their men crumble, but two more of the bandits hit the ground bleeding as well.
Rufus {AD) (went)
Lt 3 (AC) (dead)
Winona (JH)
Lt 1 (qd)
Gault (10s)
Zack (8s)
Lt 4 (7h)
Lt 2 (6D)
Flying Eagle (3d)
Winona Concord |
Shooting, shotgun bonus: 1d6 + 2 ⇒ (5) + 2 = 7
Wild die, shotgun bonus: 1d6 + 2 ⇒ (6) + 2 = 8
Wild die explode: 1d6 ⇒ 2 -> Total: 10
Winona works the lever of her shotgun and blasts away again.
Shotgun damage: 3d6 ⇒ (6, 6, 1) = 13
Bonus damage from raise: 1d6 ⇒ 5
Keeper of Forbidden Lore |
Winona opened fire, and even with cover her target got a face full of splitters from the shotgun tearing into the crates LT 1 took 1 wound. He shakes off the damage and fires back with a bloody face, hitting only rock. The man behind the horses LT 2 takes fire at Rufus, nailing him with a hard blow 17-5=12. so 3 wounds The 4th boss still mighty angry at Flying Eagle, lets off two shots with his Colt if I am reading with right, with a Ap of one that is 3 wounds
Lt 1 vigor: 1d6 - 1 ⇒ (1) - 1 = 0 dice: 1d6 - 1 ⇒ (6) - 1 = 5
Shooting: 1d8 - 1 ⇒ (6) - 1 = 5 wild: 1d6 - 1 ⇒ (5) - 1 = 4
Lt 4 Shooting 1st action: 1d8 - 2 ⇒ (8) - 2 = 6 wild: 1d6 ⇒ 3
Shooting 2nd action: 1d8 - 2 ⇒ (8) - 2 = 6 wild: 1d6 ⇒ 6
colt: 2d6 + 1 ⇒ (6, 3) + 1 = 10
colt: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Lt 2 Shooting: 1d8 ⇒ 6 wild: 1d6 ⇒ 3
* damage Winchester: 2d8 - 1 ⇒ (6, 2) - 1 = 7 Raise: 1d6 ⇒ 6
wild dice
wild: 1d6 ⇒ 3
wild: 1d8 ⇒ 2
wild: 1d8 ⇒ 7
Rufus {AD) (went)
Lt 3 (AC) (dead)
Winona (JH)(went)
Lt 1 (qd) (went)
Gault (10s) (bleeding on the ground)
Zack (8s)
Lt 4 (7h)(went)
Lt 2 (6D) (went)
Flying Eagle (3d)
Round 2
Winona (JOKER, Everyone get a Bennie!)
Lt 2 (AH)
Rufus (KS)
Zack (10S)
Flying Eagle (7D)
Lt 1 (6S)
Lt 4 (6C)
Winona Concord |
Shooting, shotgun bonus: 1d6 + 2 ⇒ (3) + 2 = 5
Wild die, shotgun bonus: 1d6 + 2 ⇒ (1) + 2 = 3
Winona pumps the lever and unloads again on the injured man, trying to put him down.
Damage: 3d6 ⇒ (6, 4, 1) = 11
Here's hoping that stacking up those wounds gives him too many penalties to score a hit before I finish him off!
Keeper of Forbidden Lore |
I should have checked this sooner, sorry for the delay in checking. Somehow the dice roll for LT 2's reroll got deleted in my editing. He hit Rufus for 17 Damage 7 from the Winchester + 6 from the extra dice from his aced attack, + 4 from that exploding( which somehow got erased) As your toughness from 5 that left 12 damage, which is I said was three wounds, but I was thinking he was already stunned )
Flying Eagle was hit twice, for 10 damage and 9 damage. Both had AP 1
Rufus Cooperson |
Using 1 Bennie
soak: 1d6 ⇒ 3
wild: 1d6 ⇒ 2
With a strangled cry, as the bullet burns into his chest, Rufus drops fully into cover.
Using a second bennie
soak: 1d6 ⇒ 4
wild: 1d6 ⇒ 5
[ooc]Results 2 Wounds, and Shaken. Action, drop into full cover
Keeper of Forbidden Lore |
Lt 1 is behind some light cover now, so Winona has a 6 to hit him, so would miss. I also assume Rufus and Flying Eagles posts are round 2. I know Winona is prone, anyone else?
Winona Takes aim at Lt 1, but only blasts more crates. Lt 2, seeing his target (Rufus) fall, Takes aim at Zack and hits him hard (19 total). Rufus ducks for Cover as Flying Eagles tries to heal himself with his own power. Lt 1 tries to fire back at Winona while covering behind his splintering crates. He has no luck, once more digging dirt up with his lead. The last boss (LT 4) fires again at Flying Eagle, but because of his cover he hits only dirt and rock as well. Around you more gunmen on both sides are dying and its hard to say who has the upper hand.
Round 3
Lt 2, Takes fire at Winona, trying to put an end to her shotgunning ways. He mostly seems to just blow rock into her face (She is shaken)
Lt 2
firing at Zack shooting: 1d8 ⇒ 8 wild: 1d6 ⇒ 6
exploding: 1d8 ⇒ 8 exploding: 1d8 ⇒ 7
Winchester damage: 2d8 - 1 ⇒ (3, 6) - 1 = 8 Ace: 1d6 ⇒ 6
exploding Ace: 1d6 ⇒ 5
Lt 1
shooting: 1d8 - 1 ⇒ (1) - 1 = 0 wild: 1d6 ⇒ 4
LT 4
shooting: 1d8 ⇒ 4 wild: 1d6 ⇒ 4
LT 2 round 3
shooting: 1d8 - 4 ⇒ (8) - 4 = 4 wild: 1d6 ⇒ 1
exploding: 1d8 ⇒ 3
Winchester damage: 2d8 - 1 ⇒ (6, 4) - 1 = 9
Winona (JOKER, Everyone get a Bennie!) went
Lt 2 (AH) went
Rufus (KS)(went)
Zack (10S)
Flying Eagle (7D)(went)
Lt 1 (6S)(went)
Lt 4 (6C){went)
round 3
Lt 2 (KS) (Went)
Rufus (QS)
Zack (9H)
Flying Eagle (8S)
Lt 1 (5c)
Lt 4 (5H)
Winona (2H)
Flying Eagle |
Flying Eagle is also prone, but sticking his head above the ridge to target the people down below.
...Wait a minute - up above I said "Flying Eagle crawls up to the ridge, and lying on his stomach, targets Gault below", implying that he was prone. After that, you said "As you all are laying down, that is half cover so a - 4 for them to hit you". But checking your last round of NPC shots, it appears you were subtracting for their Wounds but not for our cover. Wouldn't that mean that the shots that have wounded Rufus and me would have missed?
Keeper of Forbidden Lore |
I need to go back and make sure I have everyone in the correct mods here. I am late getting in so I'll do it tomorrow evening, Sorry to slow this down even more but I need to go though and make sure I didn't forget cover.
Looking at the attack on the 27th, Rufus would not have been hit, you are correct. LT 4, however exploded both his attacks at Flying eagle so those still hit.
Keeper of Forbidden Lore |
Yes you can get them back. I am running out of time before I have to leave but I wanted to get this up.
[spoiler=cover]
If you are half obstructed or Prone that is a -4 so they need an 8 to hit you. If they are behind something I think you could shoot though, suck as crates or horses, and you get over 4 but not over 8, that then becomes kinda like armor. Its why Winoa and LT 1 keep not being hit
Winona = Laying prone -4 to hit cover +6
Rufus = Laying prone -4 to hit cover +6
Flying Eagle =Laying prone -4 to hit cover +6
Lt 1 = Behind crates, Medium cover -4 to hit, +4 cover bonus
Lt 2 = Behind Hoses, Medium cover -4 to hit, +4 cover Bonus
Lt 4 = Behind a tent, light cover -2 to hit, +2 cover
[spoiler]
Keeper of Forbidden Lore |
I was not allowing a shoot though on the ground as I don't think Bullets have power to shoot though the ground or rock. They either beat the Number given by the cover or they do not. The Other guys however are hiding behind things I think Bullets can shoot though, so you can shoot though them.
Rufus takes aim and hits the 4th Boss, his tent offering little cover. The 1st Boss keeps reloading and ducks down fully behind the crates. The 4th boss returns fire at Rufus but hits only rock.
LT 4
Shooting: 1d8 - 1 ⇒ (1) - 1 = 0 wild: 1d6 ⇒ 4
[b]Round 3/b]
Lt 2 (KS) (Went)
Rufus (QS)(went)
Zack (9H) --
Flying Eagle (8S)
Lt 1 (5c)
Lt 4 (5H)
Winona (2H)
If you are half obstructed or Prone that is a -4 so they need an 8 to hit you. If they are behind something I think you could shoot though, suck as crates or horses, and you get over 4 but not over 8, that then becomes kinda like armor. Its why Winoa and LT 1 keep not being hit
Winona = Laying prone -4 to hit
Rufus = Laying prone -4 to hit
Flying Eagle =Laying prone -4 to hit
Lt 1 = Behind crates, Medium cover -4 to hit, +4 cover bonus (1 wound)
Lt 2 = Behind Hoses, Medium cover -4 to hit, +4 cover Bonus
Lt 4 = Behind a tent, light cover -2 to hit, +2 cover (1 wound)
Flying Eagle |
I was waiting for Zack, but...
Flying Eagle tries to heal himself again :
Faith & Wild: 1d8 - 3 ⇒ (1) - 3 = -21d6 - 3 ⇒ (3) - 3 = 0 Spending a Benny...
Faith & Wild: 1d8 - 3 ⇒ (3) - 3 = 01d6 - 3 ⇒ (6) - 3 = 3
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 2 = Raise, 2 Wounds healed
Much better, only -1 now!
Keeper of Forbidden Lore |
Sorry guys I goofed and thought I posted the next round order. I have done so now. I think Zack is out, winona is the only one left for round 3
Flying Eagle heals himself with his Strange power, as around the camp more bandits falls. Your ambush seems to have the upper hand and some men down there are looking awful desperate
Round 3
Lt 2 (KS) (Went)
Rufus (QS)(went)
Zack (9H) --
Flying Eagle (8S)(went)
Lt 1 (5c)(went)
Lt 4 (5H)(ent)
Winona (2H)
Round 4
Flying Eagle (10H)
Rufus (9h)
Lt 1 (5S)
Winona (4s)
Lt 4 (4H)
Lt 2 (2s)
Winona Concord |
Having regained her composure, Winona adjusts her position, works her shotgun's lever, and takes another shot.
Shootin', shotgun: 1d6 + 2 ⇒ (2) + 2 = 4
Wild die, shotgun: 1d6 + 2 ⇒ (3) + 2 = 5
Probably a miss due to all the cover, but you never know.
Shotgun damage, close range: 3d6 ⇒ (6, 3, 5) = 14
Flying Eagle |
I just want to point out that a -4 to every shot means it will take on average Winona and Rufus 4 rounds just to make *one* hit (and then have to get thru Toughness), and Flying Eagle 2-3 rounds. Cover is good for realism, but bad for Fast, Furious, and Fun...
Flying Eagle shoots at his previous target :
Shooting & Wild,-1 Wound,-4 Cover: 1d10 - 5 ⇒ (6) - 5 = 11d6 - 5 ⇒ (2) - 5 = -3
Rufus Cooperson |
Having had a shot returned by the LT behind the tents, Rufus tries another shot on him.
shooting: 1d8 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
wild Explode: 1d6 ⇒ 3
damage: 2d8 + 1d6 ⇒ (1, 6) + (5) = 12
AP 2
Why can you just not die
He mumbles to himself as the shot rings out.