Die Roll, Card and Chip Draws/Awards II.   Posted by The Marshall.Group: 0
Increase Trask
 player, 262 posts
 Robo Hunter
Sat 8 Feb 2020
at 04:59
Re: Die Roll, Card and Chip Draws/Awards II

12 using 4d8, keeping the highest dice only, rerolling max with rolls of 3,2,(8+4)12,3.  Quickness
The Marshall
 GM, 2824 posts
 aka "helbent4"
 aka Tony
Wed 19 Feb 2020
at 21:53
Re: Die Roll, Card and Chip Draws/Awards II
Initiative Draws

Card    Name

Joker:

Ace:    Bad Guys (5 Actions) AH

King:

Queen:  Smoker (2 Actions) QC

Jack:   Brother Edgar (2 Actions) JH, Crichton (1 Action) JC

Ten:    Friendlies (4 Actions) 10D

Nine:   Trask (3 Actions) 9C

Eight:

Seven:  Peter (3 Actions) 7C

Six:

Five:

Four:

Three:

Deuce:

Note: Underlined Cards are vehicle movement phases (Ace, Jack,  Eight, Five, Deuce.)

* Indicates a held Action (sleeve/hole card)

This message was last edited by the GM at 06:35, Wed 04 Mar.

Tech. Sgt. Airen Crichton
 player, 214 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Wed 19 Feb 2020
at 22:26
Re: Die Roll, Card and Chip Draws/Awards II
In reply to The Marshall (msg # 309):

Yeah got a 3 on init
The Marshall
 GM, 2826 posts
 aka "helbent4"
 aka Tony
Wed 19 Feb 2020
at 22:50
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Tech. Sgt. Airen Crichton (msg # 310):

I think that's good for 1 card. It's only if you bust you don't get any cards! Jack of Clubs isn't terrible. Too bad they're so fast!

Tony
Smoker Nix
 player, 1029 posts
 Scavenger & Tech
 Truck Crew
Thu 20 Feb 2020
at 09:57
Re: Die Roll, Card and Chip Draws/Awards II
09:55, Today: Smoker Nix rolled 7 using 4d6, keeping the highest dice only, rerolling max with rolls of 5,3,5,(6+1)7.  Initiative roll requested.
The Marshall
 GM, 2829 posts
 aka "helbent4"
 aka Tony
Wed 4 Mar 2020
at 06:42
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Smoker Nix (msg # 312):

Thanks! Everyone's caught up now and may post their actions for the turn. Actions are resolved in order of initiative.

Thanks,

Tony
Peter Firecrow
 player, 948 posts
 No Old Ways here
 Wanna buy a gun?
Tue 12 May 2020
at 16:01
Re: Die Roll, Card and Chip Draws/Awards II
Welcome back, everyone!

10:01, Today: Peter Firecrow rolled 7 using 3d8, keeping the highest dice only, rerolling max with rolls of 2,7,1.  Quickness.
Tech. Sgt. Airen Crichton
 player, 217 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Tue 12 May 2020
at 16:07
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Peter Firecrow (msg # 314):

  Aye let's get to shootin or dyin or killin.

06, Today: Tech. Sgt. Airen Crichton rolled 5 using 4d6, keeping the highest dice only, rerolling max with rolls of 1,4,5,3.  Quickness
Brother Edgar
 player, 278 posts
 Doomsayer
 Church of the Holy Atom
Thu 14 May 2020
at 03:27
Re: Die Roll, Card and Chip Draws/Awards II
Tick.....tick.....boom....


23:26, Today: Brother Edgar rolled 5 using 3d8, keeping the highest dice only, rerolling max with rolls of 4,5,1.  Quickness.
Increase Trask
 player, 264 posts
 Robo Hunter
Sat 16 May 2020
at 21:53
Re: Die Roll, Card and Chip Draws/Awards II

Increase Trask rolled 6 using 4d8, keeping the highest dice only, rerolling max with rolls of 1,6,1,1.  Quickness.
Brother Edgar
 player, 280 posts
 Doomsayer
 Church of the Holy Atom
Sun 17 May 2020
at 19:16
Re: Die Roll, Card and Chip Draws/Awards II

I know its a speed two, but I thought I would roll it for the purposes of expediting the process...

Hopefully it can go off before they get away....  I guess if it looks like they will be out of range before the second card, can he dissipate without firing?  Dunno how that works.

It should have a 100 yard or so range...

Or they could blow him up first...

5:06, Today: Brother Edgar rolled 23 using 5d12, keeping the highest dice only, rerolling max with rolls of (12+11)23,4,8,4,3.  Faith - NUKE - Speed 2 - Its the only way to be sure...

So a 23 will make it 7d20 at Ground Zero.  Massive.

 15:16, Today: Brother Edgar rolled 85 using 7d20, rerolling max with rolls of 18,1,16,14,14,4,18.  Boom.

So, if it hits...  Ground Zero gets 85 Massive?
The Marshall
 GM, 2833 posts
 aka "helbent4"
 aka Tony
Thu 21 May 2020
at 08:25
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Brother Edgar (msg # 318):

I see your point about Speed. This is no longer in effect for weapons but is in effect for Arcane abilities. However, it's less effective a mechanism if you are taking all your actions at once! I'll say that it takes 2 Actions to use a Speed 2 ability. Lets say there is still a delay of 4 cards (so if it's cast on the Ten card it doesn't go off until the Six card). This will allow someone to react before it goes off by spending a sleeved/hole card (held action).

By not acting, Brother Edgar in effect held his action and sleeved a card. (Note, those PCs that did not otherwise act are assumed to have sleeved a card. You can also sleeve a card the normal way, by spending an action.) So he can use it to change his initiative to something better. Please let me know ASAP!

Vehicles move on the underlined cards as they are driven using a "continual action" that assumes they move all throughout the turn. Presently they are -4 to hit due to smoke. They will be accelerating on their moves and should be deep in the smoke (-8) by the time the Eight card comes up.

So let's draw some cards!

Thanks,

Tony

This message was last edited by the GM at 08:42, Thu 21 May.

The Marshall
 GM, 2834 posts
 aka "helbent4"
 aka Tony
Thu 21 May 2020
at 08:43
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Brother Edgar (msg # 318):

Initiative Draws

Card    Name

Joker:  Bad Guys (3 Actions) Brother Edgar (10D, 2 Actions*)

Ace:    Crichton (AS, 2 Actions*), Increase Trask (AD, 2 Actions)

King:   Smoker/Friendly NPCs (KD, 2 Actions)

Queen:

Jack:

Ten:

Nine:

Eight:

Seven:

Six:

Five:

Four:   Peter (4D, 2 Actions*)

Three:

Deuce:

Note: Underlined Cards are vehicle movement phases (Ace, Jack,  Eight, Five, Deuce.)

* Indicates a held Action (sleeve/hole card)

This message was last edited by the GM at 05:02, Sat 23 May.

The Marshall
 GM, 2835 posts
 aka "helbent4"
 aka Tony
Fri 22 May 2020
at 04:33
Re: Die Roll, Card and Chip Draws/Awards II
Looks like the bad guys drew Red Joker.

Those PCs with held actions can use those sleeve cards to try and preempt the bad guys. This is difficult as the bad guys drew Red Joker. You can still try to "outdraw" them but this requires a Quickness check. Some weapons will get a penalty for being "snap fired".

When I get a chance later I will post enemy actions, if no one wants to try and preempt them.

Tony
Brother Edgar
 player, 281 posts
 Doomsayer
 Church of the Holy Atom
Fri 22 May 2020
at 13:15
Re: Die Roll, Card and Chip Draws/Awards II

09:14, Today: Brother Edgar rolled 5 using 3d8, keeping the highest dice only, rerolling max with rolls of 3,2,5.  Quickness - Interrupt.

A 5!  Beat that you supernaturally fast creatures of the night!
The Marshall
 GM, 2837 posts
 aka "helbent4"
 aka Tony
Sat 23 May 2020
at 05:03
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Brother Edgar (msg # 322):

Adjusted. He still didn't beat their roll of 18. Doesn't matter, he was still able to get a shot in.

Tony
Increase Trask
 player, 266 posts
 Robo Hunter
Sat 23 May 2020
at 07:12
Re: Die Roll, Card and Chip Draws/Awards II

Increase Trask rolled 22 using 4d12, keeping the highest dice only, rerolling max with rolls of 8,10,(12+10)22,8.
Tech. Sgt. Airen Crichton
 player, 219 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Sat 23 May 2020
at 15:41
Re: Die Roll, Card and Chip Draws/Awards II
:39, Today: Tech. Sgt. Airen Crichton rolled 14 using 4d20, keeping the highest dice only, rerolling max with rolls of 14,10,13,9.  Damage.

10:39, Today: Tech. Sgt. Airen Crichton rolled 13 using 7d6, keeping the highest dice only, rerolling max with rolls of 3,2,2,4,1,(6+6+1)13,3.  Shootin.



  And this rifle might as well be Anti-vehicle weaponry. Does more than a recoiless rifle iirc
The Marshall
 GM, 2839 posts
 aka "helbent4"
 aka Tony
Sun 24 May 2020
at 06:35
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Tech. Sgt. Airen Crichton (msg # 325):

Well... where would this information be? Because as it stands under the rules (Road Warriors pages 48-49) it's still counted as Small Arms, despite the considerable damage and AP 1. A shot (plasma bolt? Particle beam?) might penetrate easily but go straight through the target without causing catastrophic damage.

Thanks,

Tony
Brother Edgar
 player, 282 posts
 Doomsayer
 Church of the Holy Atom
Mon 25 May 2020
at 01:02
Re: Die Roll, Card and Chip Draws/Awards II

Would it be considered anti-vehicle if you put the round through the engine block?  Like an .50 Barrett?

This might or might not be helpful.
The Marshall
 GM, 2840 posts
 aka "helbent4"
 aka Tony
Mon 25 May 2020
at 04:49
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Brother Edgar (msg # 327):

That would be a called shot. .50 BMG (or 12.7x99 mm) is still considered Small Arms. It might have a critical effect if you put one through the engine block but not structurally compromise a vehicle like (say) a 20mm projectile (a Light Weapon) would.

Thanks,

Tony
Tech. Sgt. Airen Crichton
 player, 220 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Mon 25 May 2020
at 14:31
Re: Die Roll, Card and Chip Draws/Awards II
In reply to The Marshall (msg # 326):

It's AP2 for the higher armored shots. And it's what I consider it at that level. Recoiless Rifles are anti-vehicle and do less than his rifle. Though to be fair it's a rail gun prototype so it is your call as to what it actually is considered. You asked what I considered it. Not what the rules said because we never discussed what it was at what level in your game. It is a disgustingly powerful damage hog for a rifle as a rail gun should be. Hence the d20 die code for damage and at highest setting AP2.
The Marshall
 GM, 2841 posts
 aka "helbent4"
 aka Tony
Mon 25 May 2020
at 22:15
Re: Die Roll, Card and Chip Draws/Awards II
In reply to Tech. Sgt. Airen Crichton (msg # 329):

Fair enough, in context I was wondering if the rules in "The Junkman Cometh" specified what kind of anti-vehicle weapon it would be considered. In the "Road Warriors" book it would almost certainly still be considered Small Arms due to the diameter/calibre of the projectile and lack of HEAT or HESH effect. As a railgun it presumably has tremendous velocity and therefore penetration but no explosive, shaped-charge, HEAT or AP effect beyond sheer kinetic energy, most of which will not transfer effectively to the structure of a vehicle.

Sorry for any confusion, it took poring through several books (Core, Companion, Children o' the Atom and now Junkman Cometh) to get everything straight for this turn!

Thanks,

Tony
Tech. Sgt. Airen Crichton
 player, 221 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Tue 26 May 2020
at 14:38
Re: Die Roll, Card and Chip Draws/Awards II
In reply to The Marshall (msg # 330):

 Junkman Cometh doesn't go into all the anti-vehicle stuff.
Peter Firecrow
 player, 955 posts
 No Old Ways here
 Wanna buy a gun?
Mon 6 Jul 2020
at 16:57
Re: Die Roll, Card and Chip Draws/Awards II
10:56, Today: Peter Firecrow rolled 8 using 4d6, keeping the highest dice only, rerolling max with rolls of 3,(6+2)8,(6+1)7,4.  Cognition.