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06:28, 27th April 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.

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