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06:21, 8th May 2024 (GMT+0)

Cowboys and Indians: Automatic Fire.

Posted by DerrickFor group 0
Derrick
GM, 409 posts
Mon 3 Jul 2023
at 21:42
  • msg #1

Cowboys and Indians: Automatic Fire

Four US military soldiers in a wagon have a Gatling gun. 16 Comanche will be trying to attack it on foot. We have the same gently rolling landscape as the other times, 3 yard hills every 200 yards.

Two of the soldiers will be riffle soldiers, while two will be Gatling Gun crew. Victory will go to whoever remains with the Gatling gun. As these are soldiers, not cowboys, I'll need to tweak the stats a bit, see a later post. They will be using Action: Specialists 4 though. They will be essentially on foot, though four horses are pulling the weapon.

I think we mostly need character sheets at this point. I think the Comanche from the first run work best, but let me know. I'll try to build the soldiers and the crew soon, and get exact gear nailed down... its probably a riffle and a bayonet, plus the Gatling Gun.

From other Scenarios in the series:

quote:
We are using the high tech and low tech books.

The landscape gently rolls with 3 yard hills taking 200 yards or so to roll (so from hill top to hill top), and the creeks cutting deeply through them.

Targeted locations, gun-fu(though no one has gunslinger), martial arts, and simplified gun specialties (all long arms use the long arm skill) are in play.

The Comanches may have any number of iron spears, knives, and axes. They may have TL2 bows. two of the TL2 weapons may have a +2 CF bonus.

Mari
player, 122 posts
Mon 3 Jul 2023
at 23:26
  • msg #2

Cowboys and Indians: Automatic Fire

Yes, I would be using the same character sheet as the spear warrior, just that they don't have spears, they are armed with hatchets instead.

Hatchet 14, Damage 2d-1 cut, Reach 1
Derrick
GM, 410 posts
Wed 5 Jul 2023
at 17:50
  • msg #3

Cowboys and Indians: Automatic Fire

The soldiers will use the BAT from Action 4, with either infantry training (2) or weapons crew(2), and with either 10 extra points (2), cowboy(1), or Command(1). Full sheets are coming.

The weapon will be the Gatling M1874, from page 128 of High Tech.
4d+1 pi+ Acc 4 ROF 15, Rcl 2.
It has only 40 shots... but see the description: a drum to have an assistant reload with a single ready maneuver will be in use, and that has 400 shots. A second drum is available, if it matters. The Gun will be drawn by four horses, but is currently unhitched.

The soldiers will be using 1873 springfeilds, as is Army Standard.
5d pi+ Acc 3 ROF 1 shots 1(3) rcl 4
With the ROF and loading time being what it is, they'll need to find some room for fast-draw (ammo).

They will have bayonets: Spears doing thr+3 imp, with reach 1,2. They inflict -1 to guns skill.

In light of the bayonets, the attackers may want spears of their own.
This message was last edited by the GM at 17:50, Wed 05 July 2023.
Mari
player, 123 posts
Wed 5 Jul 2023
at 18:49
  • msg #4

Cowboys and Indians: Automatic Fire

I don't think the bayonets will be important, with the Gatling sending 15 bullets down range every turn. So I'll stick with the tomahawks. ;-)

Also, the scenario is that the Natives don't really know what to expect here. They think they attack a simple settler's wagon.
Derrick
GM, 411 posts
Thu 6 Jul 2023
at 21:08
  • msg #5

Cowboys and Indians: Automatic Fire

Four Soldiers:

Sergant:

ST : 10
DX : 12
IQ : 11
HT : 11
WILL : 11
PER : 11
SPEED : 6
MOVE : 6

Charisma 1 [5]
Fit [5]
Penetrating Voice [1]

Administration -11 (IQ/ A) at [2]
Brawling -14 (DX/ E) at [4]
Camouflage -11 (IQ/ E) at [1]
Diplomacy -11 (IQ/ H) at [4]
First Aid -11 (IQ/ E) at [1]
Guns (Riffle) -13 (DX/ E) at [2]
Fast Draw (ammo) -13 (DX/ E) at [2]
Hiking -11 (HT/ A) at [2]
Intimidation -11 (WILL/ A) at [2]
LeaderShip -12 (IQ/ A) at [4]
Savoir-Faire (military) -12 (IQ/ E) at [2]
Soldier -11 (IQ/ A) at [2]
Spear -12 (DX/ A) at [2]
Stealth -12 (DX/ A) at [2]
Tactics -11 (IQ/ H) at [4]
Teaching -11 (IQ/ A) at [2]
Throwing -13 (DX/ E) at [2]
Wrestling -13 (DX/ A) at [4]

Tracker:
ST : 10
DX : 12
IQ : 11
HT : 12
WILL : 11
PER : 12
SPEED : 6.25
MOVE : 6

Fit [5]

Brawling -14 (DX/ E) at [2]
Camouflage -11 (IQ/ E) at [1]
First Aid -11 (IQ/ E) at [1]
Guns (Riffle) -14 (DX/ E) at [4]
Fast Draw (Ammo) -13 (DX/ E) at [2]
Hiking -12 (HT/ A) at [2] (2)
Riding (Horse) -13 (DX/ A) at [4] (4)
Savoir-Faire (military) -11 (IQ/ E) at [1]
Soldier -11 (IQ/ A) at [2] (2)
Spear -12 (DX/ A) at [2] (2)
Stealth -12 (DX/ A) at [1] (2)
Survival (Plains) -12 (PER/ A) at [2] (2)
Throwing -13 (DX/ E) at [2] (2)
Tracking -12 (PER/ A) at [1] (2)
Wrestling -13 (DX/ A) at [2] (4)

Gunner (x2):
ST : 11
DX : 12
IQ : 11
HT : 11
WILL : 11
PER : 11
SPEED : 6
MOVE : 6

Brawling -13 (DX/ E) at [2]
Hiking -11 (HT/ A) at [2]
Driving -12 (DX/A) at [2]
First Aid -11 (IQ/ E) at [1]
Freight Handling -10 (IQ/ A) at [1]
Gunner (Machine Gun) -14 (DX/ A) at [8]
Artillery (Machine Gun) -12 (IQ/ A) at [4]
Guns (riffle) -13 (DX/ E) at [2]
Soldier -11 (IQ/ A) at [2]
Spear -12 (DX/ A) at [2]
Stealth -12 (DX/ A) at [2]
Tactics -10 (IQ/ H) at [2]
Wrestling -12 (DX/ A) at [2]
This message was last edited by the GM at 21:09, Thu 06 July 2023.
Derrick
GM, 412 posts
Wed 12 Jul 2023
at 15:54
  • msg #6

Cowboys and Indians: Automatic Fire

Could you paste the warrior stats as a full block in here? then we can get started at 200 yards.
Mari
player, 124 posts
Wed 12 Jul 2023
at 16:34
  • msg #7

Cowboys and Indians: Automatic Fire

Here you go:


Derrick
GM, 413 posts
Thu 13 Jul 2023
at 20:14
  • msg #8

Cowboys and Indians: Automatic Fire

Thanks. I'll be offline for about a week, but after that we'll start, at 200 yards away.
Derrick
GM, 414 posts
Fri 21 Jul 2023
at 15:55
  • msg #9

Cowboys and Indians: Automatic Fire

Ok, lets start: The soldiers are all in the wagon, waiting for an ambush when the warriors crest the hill, all at once. The soldiers are all around location (0,0). The Sergant and tracker hop behind the wagon. The gunner readies his weapon, and the loader tears way the canvas covering the wagon.

How spaced out are the warriors?
Mari
player, 125 posts
Fri 21 Jul 2023
at 21:41
  • msg #10

Cowboys and Indians: Automatic Fire

This is going to be their formation (they are attacking towards the north):



At what distance do we start?
This message was last edited by the player at 22:25, Mon 24 July 2023.
Derrick
GM, 415 posts
Mon 24 Jul 2023
at 19:56
  • msg #11

Cowboys and Indians: Automatic Fire

They start at 200 yards away. Now the lead one is 194 yards away (the ninth in line is the center, unless you want to offset things differently).

Sergant and Tracker ready their weapons. Gunner aims his weapon at the lead warrior(#12). Loader finishes tearing away canvas.
Mari
player, 126 posts
Mon 24 Jul 2023
at 20:16
  • msg #12

Cowboys and Indians: Automatic Fire

Seeing they have been noticed, the Comanche yell their warcries. They keep running forward, but without putting too much strain on their bodies (no FP spent) as they still have quite the distance to cross. They wave their tomahawks to frighten the settlers, while they wonder what that think is that is being freed from the canvas by one man.
Derrick
GM, 416 posts
Tue 25 Jul 2023
at 17:50
  • msg #13

Cowboys and Indians: Automatic Fire

Comanche are at 188 yards.

Sergant aims at left-most opponent, Tracker at rightmost. Loader stands by to reload. Gunner has skill-14 + 4 (aim) + 3 (ROF) - 11 (range) for skill 10... he'll take the shot.

And miss the shot. It was a 50/50 chance. He'll get another try.
Mari
player, 127 posts
Tue 25 Jul 2023
at 19:52
  • msg #14

Cowboys and Indians: Automatic Fire

The Comanche are not phased by the sudden shooting, although it sounded weird. They continue their charge, rather curious what this strange device is.
Derrick
GM, 417 posts
Thu 27 Jul 2023
at 15:15
  • msg #15

Cowboys and Indians: Automatic Fire

Comanche at 182 yards.

Gunner aims again. Loader stands by. Sergant has effective skill-13 + 3 (acc) +1 (all out attack) + 1 (braced) - 11 (range) = 7 and decides to aim a little longer. Scout also thinks is a tricky shot and will aim some more (effective skill 8).

I think we can move to the next round:

Comanche at 176 yards.

Gunner has skill-14 + 4 (aim) + 3 (ROF) +1 (all out attack) - 11 (range) = 11. He gets a single hit: roll for dodge. Damage (if it hits) will be 18 pi+. Its a torso hit.

The Weapon will only have 10 shots next time. The Loader will be standing by to reload the weapon (which does feel like a pretty good upgrade!)

Scout and sergeant aim one more round each.
Mari
player, 128 posts
Thu 27 Jul 2023
at 15:20
  • msg #16

Cowboys and Indians: Automatic Fire

The Comanche felt the bullets zip past her again, and she bent her torso to the side while she kept running. She didn't know it, but that move saved her life.

So far the Comanche are not impressed and keep charging.
Derrick
GM, 418 posts
Mon 31 Jul 2023
at 13:37
  • msg #17

Cowboys and Indians: Automatic Fire

Comanche at 170 yards.

Gunner aims at that one elusive leading indian #12. loader is waiting to reload the gun. Sergant and scout each aim another turn (effective skill would have been 8 and 9)

Comanche at 164 yards.

Gunner fires again. It runs out the drum partway through the shot (10 bullets and +2 rather than +3). Its still enough to score two potential hits. 14 and 21 pi+ damage. Hit location is right arm.

The loader fumbles loading the ammo quickly... I didn't add fast-draw (ammo) to the gunner and loader, and I really should have. not that it would have mattered, having rolled a 14.

scout and tracker continue increasing their aim... they'll be firing next round.
Mari
player, 129 posts
Wed 2 Aug 2023
at 22:58
  • msg #18

Cowboys and Indians: Automatic Fire

The leading Comanche got hit this time, and twice. Her arm was shattered and the second hit got her square in the torso, knocking her off her feet with a shriek. She fell and died quickly.

Mari rolled 14 using 3d6.  Comanche dodge (10).
Mari rolled 13 using 3d6.  HT vs death.

Derrick
GM, 419 posts
Thu 3 Aug 2023
at 17:28
  • msg #19

Cowboys and Indians: Automatic Fire

Comanche at 158 yards.

Checking the Gattling gun, the assistant only needs one ready manuver, so its ready to go again. Maybe fast draw ammo doesn't matter. Gunner aims at #8.

Sergant fires with skill-13 + 3 (acc) + 3 (aim) +1 (all out attack) + 1 (braced) - 11 (range) = 10. With a roll of 9, he hits the torso for potential 12 pi+ damage.

Tracker fires with skill-14 + 3 (acc) + 3 (aim) +1 (all out attack) + 1 (braced) - 11 (range) = 11.
with a roll of 8, he hits the torso for potential 15 pi+ damage.
Mari
player, 130 posts
Thu 3 Aug 2023
at 19:05
  • msg #20

Cowboys and Indians: Automatic Fire

The Sergant's target shrieked and threw her arms up as she stumbled and fell. She was bleeding out on the ground.

The other victim was hit even worse, but she managed to stay on her feet and staggered forward slowly, concentrating hard on every step.

Mari rolled 13 using 3d6.  #1 Dodge.
Mari rolled 14 using 3d6.  #16 Dodge.
Mari rolled 13 using 3d6.  HT vs unconsciousness. (#16)
Mari rolled 9 using 3d6.  HT vs death. (#1)
Mari rolled 5 using 3d6.  HT vs unconsciousness.
Mari rolled 11 using 3d6.  HT major wound.

Derrick
GM, 420 posts
Wed 9 Aug 2023
at 14:08
  • msg #21

Cowboys and Indians: Automatic Fire

main comanche are at 152 yards. comanche #16 is at 155. #12 and #1 are down.

Gunner fires at #8:  Gunner has skill-14 + 4 (aim) + 3 (ROF) +1 (all out attack) - 11 (range) = 11. Torso hit, potentially 15 pi+ damage.

The Tracker and Sergeant furiously reload their weapons. Sergeant shaves a second off, so will finish reloading next turn. The Tracker does not, and will need two more... though I need to verify this, I'm not sure if they can possibly shave off another second.
Mari
player, 131 posts
Wed 9 Aug 2023
at 16:15
  • msg #22

Cowboys and Indians: Automatic Fire

The tracker's victim from before now gasped and collapsed, bleeding out on the ground.

Mari rolled 11 using 3d6.  HT vs death.
Mari rolled 15 using 3d6.  HT vs unconsciousness.


The gunner had to note that his target evaded his shots and kept on coming. As did all the others.

Mari rolled 10 using 3d6.  Dodge (10).
Derrick
GM, 422 posts
Tue 15 Aug 2023
at 17:24
  • msg #23

Cowboys and Indians: Automatic Fire

Comanche at 146 yards. #1, #12, and #16 are down.

Gunner aims at #8. Sargent finishes reloading, tracker will finish reloading next turn. I went to the Gurps forums on Sjgames.com and it seems that a specific perk could reduce the loading time one more second, but not fast-draw. So it will be 2 or 3 seconds to reload.

Comanche are at 140 yards. #1, #12, and #16 are down.

Gunner fires at #8. Gunner has skill-14 + 4 (aim) + 3 (ROF) + 1 (all out attack) -10(range) = 12. The machine gun scores two potential hits: both are 14 pi+, the first is to the right leg, the second to the torso (so a bare dodge will result in a leg hit)

The tracker finishes reloading, and the Sargent aims at #2.
Mari
player, 132 posts
Sun 20 Aug 2023
at 12:09
  • msg #24

Cowboys and Indians: Automatic Fire

#8 got hit twice and shrieked, throwing her arms up and falling to the ground, where she arched her back in pain. Blood was running over her chest and thigh.

The rest continued the charge, maybe with a little less enthusiasm.

Mari rolled 11 using 3d6.  Dodge (10).
She made all her HT rolls but the one vs Major Wound. In theory she could get back up, but she has to roll again each turn - so I'd say she's out.



Derrick
GM, 423 posts
Mon 21 Aug 2023
at 20:37
  • msg #25

Cowboys and Indians: Automatic Fire

Comanche are at 134. #1, #8, #12, and #16 are down.

Gunner aims at #7.

The Sargent aims at #2 some more. If he fired he'd get skill-13 + 3 (acc) +1 (all out attack) + 1 (braced) - 10 (range) = 8.

Tracker aims at #15.

Comanche are at 128. #1, #8, #12, and #16 are down.

Gunner fires at #7: Gunner has skill-14 + 4 (aim) + 3 (ROF) +1 (all out attack) - 11 (range) = 11. one potential hit on the left leg. 15 potential damage.

The Sargent zeroes in on #2. If he fired he'd get skill-13 + 3 (acc) + 1(aim time) +1 (all out attack) + 1 (braced) - 10 (range) = 9.

Tracker continues aiming at #15. If he had fired instead he would have had skill-14 + 3 (acc) +1 (all out attack) + 1 (braced) - 10 (range) = 9.
Mari
player, 133 posts
Thu 24 Aug 2023
at 14:55
  • msg #26

Cowboys and Indians: Automatic Fire

Comanche #8 got hit into her left leg and went down with a shriek. She is unlikely to get up again.

Mari rolled 11 using 3d6.  Dodge (10).

The rest keep coming.
Derrick
GM, 424 posts
Fri 25 Aug 2023
at 19:10
  • msg #27

Cowboys and Indians: Automatic Fire

I think that was #7 that just got shot.

Comanche are at 128. #1, #8, #7 #12, and #16 are down.

Gunner aims at #9.

The Sargent takes one more second on #2. If he fired he'd get skill-13 + 3 (acc) + 2(aim time) +1 (all out attack) + 1 (braced) - 10 (range) = 10.

Tracker is still aiming at #15. If he fired he'd get skill-14 + 3 (acc) +1 (all out attack) + 1  + 1(aim time) + (braced) - 10 (range) = 10.

Comanche are at 122.

They all fire:
Gunner fires at #9: Gunner has skill-14 + 4 (aim) + 3 (ROF) +1 (all out attack) - 11 (range) = 11, and misses (13). Only 10 bullets left for time they shoot.

Sargent fires at #2, with skill-13 + 3 (acc) + 3(aim time) +1 (all out attack) + 1 (braced) - 10 (range) = 11, and misses (15)...this is just short of a malf, which is great, because this gun specifically takes six rounds to recover from that sort of thing.

Tracker fires at #15, with skill-14 + 3 (acc) +1 (all out attack) + 1  + 2(aim time) + (braced) - 10 (range) = 11. this is a torso hit threatening 23 damage.
Mari
player, 134 posts
Fri 25 Aug 2023
at 20:08
  • msg #28

Cowboys and Indians: Automatic Fire

Comanche #15 screamed as the Tracker's bullet hit her square into the chest, piercing her heart. She threw her arms up and collapsed, dead before she hit the ground.

Comanche #9 moved towards #6 while charging, to fill the gap. The Comanche were not a tribe who gave up easily, so they kept coming.

OOC: Yeah, sorry, I meant #7.
Mari rolled 11 using 3d6.  Dodge (10).
Mari rolled 15 using 3d6.  HT vs death.



Derrick
GM, 425 posts
Mon 28 Aug 2023
at 15:05
  • msg #29

Cowboys and Indians: Automatic Fire

 Comanche are at 122. #1, #8, #7, #12, #15 and #16 are down. (6/16). 3/8th's the total distance, 3/8th's the total causalities.

Gunner aims at #9 again.

The Sergent and tracker both succeed on their fast-draw (ammo) rolls. next round they will finish loading.

Comanche are at 116.

The Sergent and tracker both finish loading.

The gunner fires at #9, with only 10 bullets this time.

skill-14 + 4 (aim) + 2 (ROF) +1 (all out attack) - 11 (range) = 10 vs 17 ... that's a Malfunction. To be specific a stoppage. See basic page 407. This requires three ready manuvers, two hands free, and either IQ-based Gunner-4 or Armory. I didn't get them armory (I probably should have), so they'll be rolling against a 9. I'm not sure if they get to stack their ready manuevers or not... I would guess they don't.

As a future note, the machine gun has Malf 15, which is pretty low and leaves me feeling very silly the gunners don't armory.
Mari
player, 135 posts
Mon 28 Aug 2023
at 21:47
  • msg #30

Cowboys and Indians: Automatic Fire

The Comanche girls charge on, a little surprised that the big gun stopped firing, but it is a welcome surprise.
Derrick
GM, 426 posts
Tue 29 Aug 2023
at 13:20
  • msg #31

Cowboys and Indians: Automatic Fire

You're right, there was nothing for them to dodge there... I'm just used to taking two turns a post. That might be the battle right there.

Comanche are at 110.

Sargent and Tracker each finish loading.

Gunner and Loader take the first of the three manuevers to clear the jam.

Comanche are at 104.

Sargent aims at #2. Tracker aims at #14.

Gatling Gun Crew takes the second of the three manuevers to clear the jam

Comanche are at 98... past the halfway point, and with more than half their number intact!

Sergant has skill-13 + 3 (acc) +1 (all out attack) +1 (braced) - 9 (range) = 9, and keeps aiming at #2
Tracker has skill-14 + 3 (acc) +1 (all out attack) +1 (braced) - 9 (range) = 10, and keeps aiming at #14

Comanche at are 92.

Gatling crew takes third of three maneuvers for this attempt. so much rides on this roll...Its a failure... though if armory had been taken at a decent level it wouldn't have been, since the roll was an 11. Darn.

Sergant has skill-13 + 3 (acc) +1 (all out attack) +1 (time) +1 (braced) - 9 (range) = 10, and keeps aiming at #2
Tracker has skill-14 + 3 (acc) +1 (all out attack) +1 (time) +1 (braced) - 9 (range) = 11, and keeps aiming at #14

Comanche are at 86.

Gatling crew making another clear attempt. manuever 1 of 3.

Tracker attacks #14 with skill-14 + 3 (acc) +1 (all out attack) +2 (time) +1 (braced) - 9 (range) = 12. This is a hit, and threatens 19 torso damage.

Sergant attacks #2 with skill-13 + 3 (acc) +1 (all out attack) +1 (time) +1 (braced) - 9 (range) = 11. He rolls 15... which is once again barely not a malfunction.
Mari
player, 136 posts
Mon 11 Sep 2023
at 13:05
  • msg #32

Cowboys and Indians: Automatic Fire

Comanche #14 shrieked and clawed at her chest while she jerked back and fell. The tracker placed his shot very well, she only writhed in agony for a moment, then she died.

Mari rolled 13 using 3d6.  Dodge (10).
Mari rolled 9 using 3d6.  HT vs death.
Mari rolled 13 using 3d6.  HT vs death.

Derrick
GM, 427 posts
Tue 12 Sep 2023
at 20:01
  • msg #33

Cowboys and Indians: Automatic Fire

Comanche are at 80. 1, #8, #7, #12, #14, #15 and #16 are down. (Tracker is really pulling his weight)

Tracker and Sergant both pull out ammo lightning quick (success on fast draw). they need one more turn to load.

The gun crew continues working frantically with the Jam... maneuver 2 of 3.

Comanche are at 74. If the gattling isn't cleared soon, the army is in big trouble.

Tracker and Sergant finish loading

The gun crew finishes their second attempt at the jam... they succeed with a roll of 5!

Comanche are at 68

Tracker aims at #13
Sargent decides not to try shooting #2 a third time, and aims for #3
The Loader flushes out the drum, still with some rounds in it, and loads another one. This is the third of 10 drums.
Gunner aims for #10

The Comanche are at 62

Tracker shoots at #13: skill-14 + 3 (acc) +1 (all out attack) +1 (braced) - 8 (range) = 11. That's a critical success, no defense, 16 damage to the torso.

Sergant shoots at #3: skill-13 + 3 (acc) +1 (all out attack) +1 (braced) - 8 (range) = 10.
That's a success, defense allowed, 21 damage to the torso.

Gunner shoots at #10: skill-14 + 4 (aim) + 3 (ROF) +1 (all out attack) - 8 (range) = 14. that's two potential hits --- 15 to the left leg, and 16 to the hand.

We're down to 62 yards... close enough the gattling might want to start attacking every round.
Mari
player, 137 posts
Fri 22 Sep 2023
at 12:20
  • msg #34

Cowboys and Indians: Automatic Fire

Tracked had aimed perfectly again, but Comanche #13 proved to be tougher than expected. The girl jerked and cried out, grabbed her left breast, but kept on her feet. She staggered forward at a slower pace.

Comanche #3 managed to dodge the shot from the Sergant, and #10 also managed to dodge one of the hits, so she only got hit into the hand. (I'm pretty sure that can't be deadly.)

The girls closed their ranks as they continued their charge.


Derrick
GM, 428 posts
Mon 25 Sep 2023
at 13:57
  • msg #35

Cowboys and Indians: Automatic Fire

The Comanche are at 56, except for #13, who is stumbling forward and at 59. (I think she has to make a consciousness check each turn).  #1, #8, #7, #12, #14, #15 and #16 are down, and #10 has a crippled hand (and is down 1/3 HP). Please note that the picture you sent has #15 still up...

Tracker and Sergant reload as fast as they can. they both succeed on their fast-draw (ammo) rolls. They need one more turn of loading.

The gunner doesn't aim, but just shoots at #11:
skill-14 + 3 (ROF) +1 (all out attack) - 8 (range) = 10
He misses by 1!

The Comanche are at 50, except for #13, who will be at 56 if she makes her HT roll

Tracker and Sergant finish loading.

Gunner shoots at #11, with only 10 bullets this time:
skill-14 + 2 (ROF) +1 (all out attack) - 8 (range) = 9
He missed again, by more this time. Should have aimed!

The loader pops in drum #4 of 10.

The Comanche are at 44, except for #13, who is at 53 (if she made two HT rolls)

Tracker aims at #6. Sargent aims at #3. The lopsidedness of the causalities is getting pretty extreme.

Gunner sees an opportunity to increase his chances of hitting, and uses suppression fire to shoot at both #4 and #5. As the gattling is a tripod mounted weapon, skill is capped at 8+ROF bonus (3) = 11.

Gunner's effective skill-14 + 3 (ROF) +1 (all out attack) - 7 (range) = 11 -- the cap!

#4 is hit with... 4 bullets, in the right leg, foot, right leg, and torso
Damage is 13,15,12,13.
That is... surprisingly survivable. Good luck walking away from it though.
Mari
player, 138 posts
Thu 28 Sep 2023
at 09:40
  • msg #36

Cowboys and Indians: Automatic Fire

Comanche #13 is definitely a tough cookie. She manages to keep stumbling forward.

As the Gatling gun opens up on her, Comanche #4 manages to avoid the first hit, but not the others. The bullets hit her foot, her right leg and then up on her torso, which knocks her back brutally. She lands on her back and dies quickly.

Not knowing what the Gatling gun can go, the Comanche move closer together as they continue their charge, filling the gaps and still running towards the men full of confidence.




(This would be a good opportunity for the gunner to use spraying fire.)
Derrick
GM, 429 posts
Fri 29 Sep 2023
at 17:30
  • msg #37

Cowboys and Indians: Automatic Fire

Comanche are at 38 yards, except for #13, who is at 50 yards and negative HP. #10 has a crippled hand and is at 2/3 hp. #1, #4, #8, #7, #12, #14, #15 and #16 are down

Tracker fires at #6: skill-14 + 3 (acc) +1 (all out attack) +1 (braced) - 7 (range) = 12
He misses!

Sergant fires at #3: skill-13 + 3 (acc) +1 (all out attack) +1 (braced) - 7 (range) = 11
That's a hit! 15 potential damage.

Suppression fire is better than spraying fire if your base skill isn't greater than 8+ROF bonus, and the two foes are next to each other... and that's true here. It wouldn't be true if Tracker had taken out #6, or if they were a little more spaced out, or if they were under 30 yards away.

Gunner does suppression fire right in front of #6 and #9. 10 bullets left in the drum. once those are gone, the ammo will be half used up!

Gunner's effective skill-14 + 3 (ROF) +1 (all out attack) - 7 (range) = 11 -- the cap!
2 potential hits to #6. 16 pi+ to Torso, 12 pi+ to the left leg.

Approximately 6 turns until contact. 4 fighters are untouched for sure, and there might be as many as 8 that still need to be dealt with. I've noticed I haven't' been adding the penalty for firing with a baynet, so they must not be attatched... and its going to take four turns to do so. So the riffles have enough time to fix bayonets and load, but not shoot.
Mari
player, 139 posts
Mon 2 Oct 2023
at 13:12
  • msg #38

Cowboys and Indians: Automatic Fire

Comanche #13 is still stumbling forward. The sergant's bullet flies true this time, and #3 screams and claws at her chest, falling to the ground. She loses consciousness and bleeds out.

When the Gatling gun roars up again, Comanche #6 is hit badly in her torso and left thigh. She falls with a shriek and arches her back on the ground. She's not dead yet but close.

The others keep coming.

OOC: I think one spray from the Gatling gun could drop almost everyone. Am I misunderstanding something there?


Derrick
GM, 430 posts
Tue 3 Oct 2023
at 20:39
  • msg #39

Cowboys and Indians: Automatic Fire

Comanche are at 32 yards, except for #13, who is at 47 yards.

Sergant and Tracker Begin fixing their bayonets. Turn 1 of 4.

Gunner sets up a suppressing fire attack at #5 and #9
Gunner's effective skill-14 + 2 (ROF) +1 (all out attack) - 7 (range) = 10-- the cap!

all shots miss.

Loader puts in the sixth drum.

Comanche are at 26 yards, except for #13, who is at 44 yards.

Sergant and Tracker continue fixing their bayonets. Turn 2 of 4.

Gunner sets up a suppressing fire attack at #5 and #9
Gunner's effective skill-14 + 3 (ROF) +1 (all out attack) - 6 (range) = 12-- the cap!
three hits on #9, to left arm, right arm, and torso. 13, 13, and 20 pi+ damage.

quote:
OOC: I think one spray from the Gatling gun could drop almost everyone. Am I misunderstanding something there?


from a rules perspective or from a gut perspective?

There are two ways the Gatling can fire at multiple foes. the first is suppressing fire. You can target a 2 hex area with your shots, or a 4 hex area with half ROF. The lower ROF could indeed target the four who are doing the best, at lowered odds on each hit... though a 50% chance of one of them ending up outside the area.

The other is spraying fire, which would involve making a single attack with a single bullet at each of them... with a 25% chance of hitting any of them before dodging. Getting from 8 to 12 matters a ton in gurps, which is why I've been using the supression fire on two instead of attacking all four.
Mari
player, 140 posts
Tue 17 Oct 2023
at 15:02
  • msg #40

Cowboys and Indians: Automatic Fire

#9 got hit into her right arm and chest, which almost made her fall. Still, she kept on her feet, but did drop her tomahawk and her left hand was clutching the wound in her chest.

#13 still did not drop.

The girls kept up their charge, getting close now. Soon they would wet their tomahawks with the white man's blood!



I believe you should look into spraying fire. You can assign more than one shot per target after all. And the closer the girls get, the more sense it should make.
Derrick
GM, 431 posts
Fri 20 Oct 2023
at 20:11
  • msg #41

Cowboys and Indians: Automatic Fire

Comanche are at 20 yards, except for #9, who is at 23 yards, and #13, who is at 47 yards. #10 has a crippled hand and is at 2/3 hp. #2 #5, and #11 are still on the front line an uninjured.

Sergant and Tracker continue fixing their bayonets. Turn 3 of 4.

25 bullets are left in the ammo drum

The gunner has no more convenient ways to hit two foes with suppression fire, and starts splitting his shots: 5 at #2, and 6 at #5.

Gunner's effective skill-14 + 1 (ROF) +1 (all out attack) - 6 (range) = 10

All shots miss. should have concentrated fire!

Comanche are at 14 yards, except for #9 at 20 yards and #13 at 44 yards.

Sergant and Tracker finish fixing their bayonets. Future shots are at -1 to skill, but they are prepared for melee. Their weapons are unloaded.

with 10 shots left in the drum, Gunner fires 5 at #5 and 3 at #2 (and looses two shots between them)

Gunner's effective skill-14 + 1/0 (ROF) +1 (all out attack) - 4 (range) = 12/11

#5 has three potential hits: left arm, groin, torso
Damage: 11,19,14

*****************

Yeah, the closer you get the better splitting fire becomes!

And dang this fight looks weirdly close!
Mari
player, 141 posts
Sun 22 Oct 2023
at 03:32
  • msg #42

Cowboys and Indians: Automatic Fire

Comanche #9 staggered a few steps, then she coughed up blood, her eyes went to the back of her head and she collapsed, bleeding out on the ground.

Comanche #5 was hit by two of the heavy Gatling gun bullets, once in the belly and another one went into her chest. She screamed and jerked violently, but kept on her feet, staggering forward with her dress staining with her blood.

OOC: I do believe if the drum can be replaced in one turn, the Gatling gun can fire once more.
Derrick
GM, 432 posts
Mon 23 Oct 2023
at 13:42
  • msg #43

Cowboys and Indians: Automatic Fire

Comanche #2, #10* and #11 are at 8 yards. #5 is at 11 yards. #13 is at 43 yards and somehow still up. #10 is down 4 HP, and has a crippled hand.

*#10 has been depicted 3 yards behind the others in the diagrams. Also, I think which hand is crippled matters here. shall we roll 3d6 and if its 11+ its her weapon hand?

Sergant doesn't think they have time to load another shot. "Stand ready!" He shouts. Sergant and Tracker put their bayonets forward and take evaluate maneuvers.

Loader slams one more Magazine into the Gun. This is probably the last one, one way or another.

Gunner fires, spreading shots between the four close enemies, and "loosing" 7 bullets: 3 from #2 to #5, 1 from #5 to #10, and 3 between #10 and #11. Each target will be shot at with ROF 2.

Gunner's effective skill-14 + 0 (ROF) +1 (all out attack) - 3/4 (range) = 12/11

#2 has two potential hits, the other bullets miss (bad rolling). Locations are left leg and torso, damage is 12 and 20.

OCC: I said drum, I meant magazine. this is the sixth magazine of ten in the drum. I don't think the second drum will come up.

On my next post I probably need to get a full map for us. I don't think the Comanche can attack yet.
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