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17:31, 19th April 2024 (GMT+0)

Die Roll, Card and Chip Draws/Awards II.

Posted by The MarshallFor group 0
Increase Trask
player, 264 posts
Robo Hunter
Sat 16 May 2020
at 21:53
  • msg #317

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
  • msg #318

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
  • msg #319

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 This is no longer in effect for weapons but is in effect for Arcane abilities.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 2020.
The Marshall
GM, 2834 posts
aka "helbent4"
aka Tony
Thu 21 May 2020
at 08:43
  • msg #320

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 2020.
The Marshall
GM, 2835 posts
aka "helbent4"
aka Tony
Fri 22 May 2020
at 04:33
  • msg #321

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
  • msg #322

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
  • msg #323

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
  • msg #324

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
  • msg #325

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
  • msg #326

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
  • msg #327

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
  • msg #328

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
  • msg #329

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
  • msg #330

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
  • msg #331

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
  • msg #332

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.
Smoker Nix
player, 1038 posts
Scavenger & Tech
Truck Crew
Wed 12 Aug 2020
at 15:12
  • msg #333

Re: Die Roll, Card and Chip Draws/Awards II

Ah, found the new thread :)

Here you go:

16:11, Today: Smoker Nix rolled 11 using 5d12, keeping the highest dice only, rerolling max with rolls of 7,11,3,3,2.  Scrounge roll requested.
Tech. Sgt. Airen Crichton
player, 231 posts
U.S.M.C. 1st Battlion
Staff Wieldin Techno-Mage
Wed 12 Aug 2020
at 17:04
  • msg #334

Re: Die Roll, Card and Chip Draws/Awards II

In reply to Smoker Nix (msg # 333):

Well i got a 3
Tech. Sgt. Airen Crichton
player, 232 posts
U.S.M.C. 1st Battlion
Staff Wieldin Techno-Mage
Sat 15 Aug 2020
at 15:54
  • msg #335

Re: Die Roll, Card and Chip Draws/Awards II

In reply to Tech. Sgt. Airen Crichton (msg # 334):

10:53, Today: Tech. Sgt. Airen Crichton rolled 11 using 4d12, keeping the highest dice only, rerolling max ((11,5,4,8)).
Peter Firecrow
player, 962 posts
No Old Ways here
Wanna buy a gun?
Sat 15 Aug 2020
at 17:24
  • msg #336

Re: Die Roll, Card and Chip Draws/Awards II

Answer unclear, try again later.

11:23, Today: Peter Firecrow rolled 4 using 4d6, keeping the highest dice only, rerolling max with rolls of 4,2,2,1.  Cognition.
Increase Trask
player, 274 posts
Robo Hunter
Mon 17 Aug 2020
at 01:20
  • msg #337

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 1,6,2,4.  Cognition.
Tech. Sgt. Airen Crichton
player, 233 posts
U.S.M.C. 1st Battlion
Staff Wieldin Techno-Mage
Wed 19 Aug 2020
at 17:22
  • msg #338

Re: Die Roll, Card and Chip Draws/Awards II

  I got an 8 on my quickness since we are heading into combat. That being said how long do we have until these rats are right on top of us? Because it makes a difference on how I react and which gun I use.
The Marshall
GM, 2868 posts
aka "helbent4"
aka Tony
Wed 19 Aug 2020
at 19:37
  • msg #339

Re: Die Roll, Card and Chip Draws/Awards II

In reply to Tech. Sgt. Airen Crichton (msg # 338):

Let's say the ratoids are 40 yards away to start from everyone. (Some are closer but are slowed down crawling out of holes, etc.)

Tony
Tech. Sgt. Airen Crichton
player, 234 posts
U.S.M.C. 1st Battlion
Staff Wieldin Techno-Mage
Wed 19 Aug 2020
at 20:52
  • msg #340

Re: Die Roll, Card and Chip Draws/Awards II

 So a round maybe 2. Gotcha. No need for plan B then.
Peter Firecrow
player, 966 posts
No Old Ways here
Wanna buy a gun?
Thu 20 Aug 2020
at 05:47
  • msg #341

Re: Die Roll, Card and Chip Draws/Awards II

I gots me a 7!

23:47, Today: Peter Firecrow rolled 7 using 3d8, keeping the highest dice only, rerolling max with rolls of 4,7,7.  Quickness.
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