Cowboys and Indians.   Posted by Derrick.Group: 0
Derrick
 GM, 6 posts
Fri 17 Aug 2018
at 14:17
Cowboys and Indians
Two cowboys are keeping about 200 head of cattle in a scraggly valley their boss recently acquired, keeping the beef in a herd and making sure the coyotes and injuns don't run off with 'em. Four Comanche warriors have found these white men on their land, driving off the game and shooting at anyone who comes too close.

Who actually owns the land? Well, Slick Eddy probably knows. He's passed money back and forth between both groups. Of course, slick Eddy slipped town, is liable to get shot by someone if he does come back, and there would be no reason to believe his answer if you did talk to him. Tom the Indian Agent probably knows. Actually, he probably doesn't, but he's supposed to know, and if you ask him whatever answer he makes up is likely to be the official one. But he's far away too.

In the end, possession is 9/10th's of the law, and out here the law doesn't count for much anyways.

The plan is for the Comanches to sneak up on their foes and kill them. They can afford to be patient, but after the first attack the cowboys will call in their neighbors and it will be much harder.
Derrick
 GM, 7 posts
Fri 17 Aug 2018
at 14:38
Cowboys and Indians
We are using the high tech and low tech books.

There is a lot of sage brush here, and a number of dry creeks, plus a single wet one. 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.

The cowboys will be moving around, doing their duties and camping through the night. They will be somewhat suspicious of attack, but they have to do their job. The Comanche may pick a time of the day to approach, and if they can stay hidden, a situation to attack in.

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 cowboys use the stats and skills from the basic action template (action 4) with the cowboy and either pistolero or sniper school packages, and 10 points to boost skills they already have. The Comanche use the stats and skills form the basic action template with Desert Training and Bushwacker, plus 20 points in weapons skills. The skills in the template for computer operation are dropped, driving becomes riding or hiking, and pistol may be changed to any weapon. everyone has combat reflexes and one other 5 point advantage (or stat boost). I'll post a worked out version of these characters further down in the thread. Cinematic skills and advantages are not in play.

The cowboys each have a horse, a saddle, 50 pounds of gear and supplies, and a long arm and a short arm. They have their knives as well, but if they have to use them they'll be in trouble.

The Comanches may have any number of iron spears, knives, and axes. They may have TL2 bows, and one pre-1800 musket. two of the TL2 weapons may have a +2 CF bonus.

This message was last edited by the GM at 14:47, Fri 17 Aug 2018.

Derrick
 GM, 8 posts
Fri 17 Aug 2018
at 14:46
Cowboys and Indians
Comanche stats:

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

Advantages
Craftiness 1 [5] ( Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth, )
Forest Guardian 1 [5] ( Survival, Camouflage, Stealth, )
Sure Footed (sand) [1]
Combat reflexes [15]

Skills
Brawling -13 (DX/ E) at [2]
Camouflage -12 (IQ/ A) at [1]
First Aid -11 (IQ/ E) at [1]
Hiking -12 (HT/ A) at [2]
Riding -12 (DX/ A) at [2]
Naturalist -11 (IQ/ H) at [4]
Navigation (Land) -10 (IQ/ H) at [2]
Stealth -14 (DX/ A) at [2]
Survival (Desert) -13 (PER/ A) at [4]
Tactics -11 (IQ/ H) at [4]
Tracking -12 (PER/ A) at [4]
Traps -12 (IQ/ A) at [4]
Wrestling -12 (DX/ A) at [2]

Weapons: 22 points
Advantages: 5 points
Spend where-ever: 4 points

This message was last edited by the GM at 13:44, Fri 05 Oct 2018.

Derrick
 GM, 9 posts
Fri 17 Aug 2018
at 14:58
Cowboys and Indians
Riffle Cowboy:
ST : 10
DX : 12
IQ : 11
HT : 12
WILL : 11
PER : 12
SPEED : 6.25
MOVE : 6

Advantages
Acute Vision 1 [2]
Night Vision 1 [1]
Combat reflexes [15]

Skills
Armoury (Small Arms) -12 (IQ/ A) at [4]
Brawling -13 (DX/ E) at [2]
Camouflage -12 (IQ/ E) at [2]
First Aid -11 (IQ/ E) at [1]
Guns (Pistol) -13 (DX/ E) at [2]
Guns (Riffle) -16 (DX/ E) at [12]
Observation -12 (PER/ A) at [2]
Riding (Horse) -13 (DX/ A) at [4]
Stealth -13 (DX/ A) at [4]
Survival (Plains) -12 (PER/ A) at [2]
Tracking -12 (PER/ A) at [2]
Wrestling -12 (DX/ A) at [2]

5 points for advantages
2 points to weapons
10 points to boost skills
1 point to spend


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

Advantages
Off-Hand Weapon Training (Pistol) [1]
Weapon Bond (Pistol) [1]
Combat reflexes [15]

Skills
Armoury (Small Arms) -11 (IQ/ A) at [2]
Brawling -13 (DX/ E) at [2]
Fast Draw (Ammo) -13 (DX/ E) at [2]
Fast Draw (Pistol) -13 (DX/ E) at [2]
First Aid -11 (IQ/ E) at [1]
Guns (Pistol) -15 (DX/ E) at [8]
Guns (Riffle) -13 (DX/ E) at [2]
Holdout -12 (IQ/ A) at [4]
Riding (Horse) -13 (DX/ A) at [4]
Stealth -12 (DX/ A) at [2]
Survival (Plains) -12 (PER/ A) at [2]
Tracking -12 (PER/ A) at [2]
Wrestling -12 (DX/ A) at [2]

5 points in gun techniques
5 points for advantages
2 points to weapons
10 points to boost skills
3 point to spend
Mari
 player, 1 post
Fri 17 Aug 2018
at 15:14
Cowboys and Indians
In reply to Derrick (msg # 3):

Hiking is listed twice for the Native warriors, do I get a point back? ;-)

Distribution of Weapon Skills:

For the Native with the musket:
Guns (Logarm) 8, Bow 4, Axe/Mace 2, Knife 8

For Archers:
Bow 12, Spear 2, Axe/Mace 4, Knife 4

Melee Warriors:
Bow 2, Spear 8, Axe/Mace 8, Knife 4

As the advantage, I'd like to take Striking ST 1.

Spend where-ever: 2 points on Stealth, 1 point on Leatherworking
evileeyore
 player, 2 posts
Sat 18 Aug 2018
at 05:12
Re: Cowboys and Indians
Derrick:
... gun-fu ...

Which rules from Gun-Fu?
Derrick
 GM, 11 posts
Sun 19 Aug 2018
at 19:12
Re: Cowboys and Indians
evileeyore:
Derrick:
... gun-fu ...

Which rules from Gun-Fu?


I'm looking through it but life is busy. I want light cinematics. What would you pick?
evileeyore
 player, 3 posts
Sun 19 Aug 2018
at 19:41
Re: Cowboys and Indians
Derrick:
I'm looking through it but life is busy. I want light cinematics. What would you pick?

I'll give it a perusal after work tonight, but for light and fast I'd suggest Range Bands at the minimum.
Mari
 player, 4 posts
Sun 19 Aug 2018
at 20:44
Re: Cowboys and Indians
I would agree with the Range Bands. There are also some nice things for your pistol person.
Derrick
 GM, 13 posts
Mon 20 Aug 2018
at 13:23
Re: Cowboys and Indians
Ok, relevant parts of Gun Fu:

I'm going to use most of chapter 2, and the parts we aren't using are because of missing advantages and skills.

If you both want range bands, so be it.
"Who Draws First" won't be directly relevant, but similar principles may end up being used.
"Shooting while Mounted" isn't optional but its a good review
"Multiple attacks" is all in play, if you have the relevant traits
"High Speed Shooting" is very relevant and in play
"Tricky Shooting" is in play, much to the native's chagrin. This is probably the most powerful section, as it allows deceptive attacks and feints at a distance. Precision Aiming will require the use of the "dead eye" perk.
"Never go Alone" is valid.

Chapter 3 is notable mostly for perks and techniques: asterisk perks aren't valid (no one has gunslinger), double dagger perks are. All techniques are also valid.

Chapter 4 adds no new rules.

Chapter 5 is superseded by high tech.
evileeyore
 player, 4 posts
Tue 21 Aug 2018
at 00:52
Re: Cowboys and Indians
Derrick:
Ok, relevant parts of Gun Fu:

That all sounds good to me.  Long day at work yesterday (Fri-Sun are Mon-Fri) and the AC in my house is out*, so my brain is too sluggish to read and comprehend Gun-Fu right now...  hopefully the AC is fixed by tomorrow night and the thinky bits cool off enough to do their job.


* And I live in Orlando Fl, so it's bloody hot right now.
Mari
 player, 6 posts
Tue 21 Aug 2018
at 06:31
Re: Cowboys and Indians
All the best! We had a 2 months long heat wave here where I live, and it finally seems to break.

Your pistol specialist could in theory be thumbing two revolvers. That's quite some firepower. I don't mind that at all, since this is not about winning or losing for me. I just enjoy a good fight.
evileeyore
 player, 5 posts
Tue 21 Aug 2018
at 07:09
Re: Cowboys and Indians
Mari:
Your pistol specialist could in theory be thumbing two revolvers. That's quite some firepower. I don't mind that at all, since this is not about winning or losing for me. I just enjoy a good fight.

That's the plan.  Probably the only way to overcome being outnumbered and the inevitable ambush at melee distance...  ;)
Mari
 player, 7 posts
Tue 21 Aug 2018
at 07:17
Re: Cowboys and Indians
That depends. I'd also be okay with a charge on horseback, either all Indians or a part as a diversion.
Mari
 player, 8 posts
Tue 21 Aug 2018
at 15:37
Re: Cowboys and Indians
I'd like to change my advantage to Appearance/Attractive and make use of the Bulletproof Nudity cinematic rule (B417) for a +1 to active defenses due to skimpy clothing. Evileeyore, would you be okay with that?
evileeyore
 player, 7 posts
Fri 24 Aug 2018
at 03:25
Re: Cowboys and Indians
Mari:
I'd like to change my advantage to Appearance/Attractive and make use of the Bulletproof Nudity cinematic rule (B417) for a +1 to active defenses due to skimpy clothing. Evileeyore, would you be okay with that?

Since Cinematic Advantages are not in play, I'm going with no.



What year is it jonasthered?  That determines my choices of firearms and what Perks I might need.

And I take this:

5 points for advantages
2 points to weapons
10 points to boost skills
1 point to spend

... to mean 2 points for weapon skills, 10 points for 'non-weapon' skills*, and 1 point anywhere?



* Adverse to 10 points in Perception which would raise two skills... or 10 points in Talents, which would also "boost" skills.
Derrick
 GM, 16 posts
Fri 24 Aug 2018
at 03:37
Re: Cowboys and Indians
Lets say the year is 1870. Mari has asked to be up against decent firepower, so we want a repeating riffle in play.

The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.
evileeyore
 player, 8 posts
Fri 24 Aug 2018
at 03:42
Re: Cowboys and Indians
Derrick:
Lets say the year is 1870.

There's some good choices there.  Definitely gonna need the Handcannon Perk.  ;)

quote:
The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.

Thumbsup.
Mari
 player, 9 posts
Fri 24 Aug 2018
at 05:07
Re: Cowboys and Indians
evileeyore:
Since Cinematic Advantages are not in play, I'm going with no.

Alright, then it's the Striking ST 1.

Derrick:
Lets say the year is 1870. Mari has asked to be up against decent firepower, so we want a repeating riffle in play.

I'd be fine with 1873 as well.
Derrick
 GM, 17 posts
Fri 24 Aug 2018
at 15:05
Re: Cowboys and Indians
As a note, the cowboys will have saddle horses from page 460 of basic.
Mari
 player, 10 posts
Fri 24 Aug 2018
at 15:39
Re: Cowboys and Indians
Can I get horses as well? If yes, the spend-where-ever should all go to Riding (Equine).
Derrick
 GM, 19 posts
Mon 27 Aug 2018
at 12:50
Re: Cowboys and Indians
That's Eeeyore's call. Its a little off the original scenario.

Eeyore is taking his time though. I know he's had a busy last few days though.
evileeyore
 player, 9 posts
Mon 27 Aug 2018
at 21:16
Re: Cowboys and Indians
Derrick:
That's Eeeyore's call. Its a little off the original scenario.

I'm fine with the Comanches having horses, by the late 1700's they were a firmly established horse empire.

quote:
Eeyore is taking his time though. I know he's had a busy last few days though.

Sorry.  Friday-Sunday are my "real" work days* (in a restaurant for taxed income) and they are long.  Add to that going without AC for several days... I've been whipped.

But once I get the deets of the Cowboys hammered out, playing is something I can generally do even after work.



* Mon-Thu I do lawn care in my neighborhood... but I mostly have the evenings free (except Tuesday which is my game group night).
Mari
 player, 11 posts
Mon 27 Aug 2018
at 21:23
Re: Cowboys and Indians
Can't wait to get going! :)
evileeyore
 player, 10 posts
Tue 28 Aug 2018
at 05:01
Re: Cowboys and Indians
Derrick:
The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.

Can they be used for Techniques?
Mari
 player, 12 posts
Tue 28 Aug 2018
at 05:34
Re: Cowboys and Indians
evileeyore:
Can they be used for Techniques?

I'd be okay with that.
evileeyore
 player, 11 posts
Tue 28 Aug 2018
at 07:51
Re: Cowboys and Indians
Mari:
I'd be okay with that.

If GM agrees... these are the Cowboys:


Riffle Cowboy:

5 points for advantages
Armorer's Gift (Rifle)
Early Adopter (Winchester M1873)
Tap-Rack-Bang (Rifle)
Tracer Eyes
Weapon Bond (Winchester M1873)

2 points to weapons
10 points to boost skills
1 point to spend
Cavalry Training (Rifle) [2]  Default+2
Hard
Default: shooting skill-2.
Prerequisites: Riding† and any shooting skill; cannot exceed shooting skill.

Combat Riding (Horse) [4]  Default+3
Hard
Default: Riding.
Prerequisite: Riding†; cannot exceed Riding+4.

Hands-Free Riding (Horse) [4]  Default+3
Hard
Default: Riding-3.
Prerequisite: Riding; cannot exceed Riding skill.

Mounted Shooting (Rifle) [3] Default+2
Hard
Default: shooting skill-4.
Prerequisites: Riding†, and a shooting skill; cannot exceed shooting skill.

His Kit:
Spare clothes, Personal Basics, Canteen, Gun Cleaning Kit, Knife, etc.

YearWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCNotes
1871S&W No. 3 Russian, .44 Russian2d pi+2120/1,3002.9/0.316(2i)10-23$3553 
1873Winchester M1873, .44-403d+1 pi+3300/2,2008.9/0.6215+1(2i)9†-52$4203 

TLWeaponDamageReachParryCostWeightSTNotes
0Large Knifesw-2 cutC, 1-1$4016 
 orthr impC-16Can be thrown

Pistol Cowboy:
Advantages
Weapon Bond (Webley RIC Number 1, 0.442 RIC) [1]

5 points in gun techniques
3 point to spend
Dual-Weapon Attack (Pistol) [5]  Default+4
Hard
Default: prerequisite skill-4.
Prerequisite: Any suitable shooting skill; cannot exceed prerequisite skill.

Flank Shot (Pistol) [3]  Default+2
Hard
Default: prerequisite skill-2.

5 points for advantages
Armorer's Gift (Pistol)
Cool Under Fire
Quick Reload (Gate-loading revolver)
Quick-Sheathe (Pistol)
Tap-Rack-Bang (Pistol)

2 points to weapons
10 points to boost skills
8 to Guns (Pistol) raising it to a 17
2 to Observation -12 (PER/A) at [2]
2 to Tactics -10 (IQ/H) at [2]

His Kit:
Spare clothes, Personal Basics, Canteen, Gun Cleaning Kit, Knife, etc.

YearWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCNotes
1868Webley RIC Number 1, 0.442 RIC1d+2 pi+1110/1,2002.2/0.2636(5i)9-13$3503 
 SAPLE round1d+2 pi+, 1d-3 [1d-2] cr ex follow-up          Follow-up on a 3 or less on 1d6
1860Spencer M1860, .56-56 Spencer3d+2 pi+3180/2,0008.8/0.517+1(16)9†-53$4503 

TLWeaponDamageReachParryCostWeightSTNotes
0Large Knifesw-2 cutC, 1-1$4016 
 orthr impC-16Can be thrown

This message was last edited by the player at 07:54, Tue 28 Aug 2018.

Mari
 player, 13 posts
Tue 28 Aug 2018
at 08:23
Re: Cowboys and Indians
I personally think it would be better to not go for horses with the cowboys. The mobility combined with the firepower would turn this into a non-contest quickly. So I would suggest to go for firepower only and leave riding to my Indians.
Derrick
 GM, 21 posts
Tue 28 Aug 2018
at 12:34
Re: Cowboys and Indians
Mari:
evileeyore:
Can they be used for Techniques?

I'd be okay with that.


I'm fine with that. makes for a fun setup.


Mari:
I personally think it would be better to not go for horses with the cowboys. The mobility combined with the firepower would turn this into a non-contest quickly. So I would suggest to go for firepower only and leave riding to my Indians.


The Indians have numbers and are built on more points. the terrain slightly favors them and they pick the time and place of the engagement. I'm curious to see how this turns out as is. I also have a hard time seeing a case where two cowboys aren't mounted.

The riffle cowboy needs acute vision if he wants tracer eyes.

So we have the mobile shooter and we have the hail of bullets. interesting.

This message was last edited by the GM at 12:35, Tue 28 Aug 2018.

Mari
 player, 14 posts
Tue 28 Aug 2018
at 17:49
Re: Cowboys and Indians
Alright, then let me know when we can start. :)
evileeyore
 player, 12 posts
Tue 28 Aug 2018
at 18:56
Re: Cowboys and Indians
Derrick:
I also have a hard time seeing a case where two cowboys aren't mounted.

Night time.  Unless it's a farmer's moon, most herdsmen don't ride at night, it's too dangerous for the horses.

quote:
The riffle cowboy needs acute vision if he wants tracer eyes.

He started with it under your build.  One level.

quote:
So we have the mobile shooter and we have the hail of bullets. interesting.

It's not really 'hail of bullets', though he can...  it was a hard choice between a higher caliber and the Webley RIC though.  Better chance at hits for lower damage or more damage per actual hit.  In the end I decided the occasional SAPLE round going off was worth the lower damage.

Taking the Winchester 1873 though?  No question.  It's the defining rifle of it's day.


And I forgot how good the combo of Armorer's Gift and Tap-Rack-Bang are.  It's been a long time since I played in or ran a game where those two Perks could matter.
Derrick
 GM, 22 posts
Tue 28 Aug 2018
at 19:19
Re: Cowboys and Indians
evileeyore:
Derrick:
I also have a hard time seeing a case where two cowboys aren't mounted.

Night time.  Unless it's a farmer's moon, most herdsmen don't ride at night, it's too dangerous for the horses.


Sorry, I meant a situation where they don't have their horses. They will of course be getting on and off all day long, and even at night the horses will be nearby.

quote:
quote:
The riffle cowboy needs acute vision if he wants tracer eyes.

He started with it under your build.  One level.


you are correct. Thank you.

quote:
So we have the mobile shooter and we have the hail of bullets. interesting.

It's not really 'hail of bullets', though he can...
</quote>

True, he's built more for minimal down time than for rapid firing.
Derrick
 GM, 23 posts
Tue 28 Aug 2018
at 19:29
Re: Cowboys and Indians
ok, I think we're ready.

Comanche warriors, please pick at what part in the cowboy's routine you'd like to stage your attack. You can tell the general location of your targets based on the dust of the cattle.

You've got a waxing Gibbous moon, if you want to attack at night. It will be a mostly clear sky (because this is the American Southwest). Vision penalty will be -5.

I suspect we'll see a number of rolls before any attacks are made!
Mari
 player, 15 posts
Tue 28 Aug 2018
at 20:46
Re: Cowboys and Indians
Okay, here's my tactical stuff: During the night, the two girls with bows and the one with the musket will sneak up close to the cowboy's camp and stay hidden. The three with melee weapons will then stage a charge on horseback, to draw the cowboy's attention on them, while the other three hopefully can attack them surprisingly once the diversion is ongoing.
Derrick
 GM, 24 posts
Wed 29 Aug 2018
at 15:52
Re: Cowboys and Indians
I believe you have four warriors, not 6.
Mari
 player, 16 posts
Wed 29 Aug 2018
at 16:44
Re: Cowboys and Indians
We talked about adding two more and you agreed. Four plus two equals six in my book. ;)
Derrick
 GM, 25 posts
Wed 29 Aug 2018
at 17:08
Re: Cowboys and Indians
you are correct. My bad.

how close will the ranged warriors get, in yards? Will they bring horses?

How close will the melee warriors get before making their less subtle charge?

The perception or observation rolls will be penalized by the range modifier on the range band, and by the darkness penalty. They will get +5 to per because the Comanche have a fair distance to cover and to wait.

Eeyore, roll a 1d2 for which cowboy is on watch.

do they have a fire?

make a survival roll to pick a camp site: on success you may either get concealment or lines of sight. lines of sight gives you a +1 perception and your foes -1 stealth. Concealment gives you an extra chance to detect someone sneaking in. (yes, this from the DF wilderness rules, and yes, you have to comfort for one of your options)

Feel free to make your rolls to sneak up or to detect intruders now. One roll for all Comanche will do.
Mari
 player, 17 posts
Wed 29 Aug 2018
at 21:06
Re: Cowboys and Indians
The ranged warriors don't have horses. They will sneak up as close as the terrain allows, if they can up to 20 yards from the campsite. They would also look for any rocks that could give them cover.

The melee warriors would lead their horses up a dry creek, if something like this exist. They start later and mount up either when they feel they are being spottet, or when there is no way to hide the horses anymore. Depending on circumstances, they would start their very obvious charge at around 100 yards.

Mari rolled 10 using 3d6 with rolls of 4,1,5.  Stealth roll.
evileeyore
 player, 13 posts
Wed 29 Aug 2018
at 23:01
Re: Cowboys and Indians
18:55, Today: evileeyore rolled 2 using 1d2.  Rifleman - 1, Pistolier - 2.

Pistolier is on watch.

18:57, Today: evileeyore rolled 9 using 3d6.  Survival 12.

We'll take Sight Lines, with a banked fire let go to coals.

19:00, Today: evileeyore rolled 11 using 3d6.  Perception 13 (12+1).  No Night Vision.

This message was last edited by the player at 23:03, Wed 29 Aug 2018.

Derrick
 GM, 26 posts
Thu 30 Aug 2018
at 14:34
Re: Cowboys and Indians
Pistolier succeeds by a base of two. He has +1 from clear sight lines, +5 from the time and distance required, -5 from the darkness penalty, and -7 from range, for a net modifier of -6, and a final relative failure of -4.

The ranged Comanche succeed by a base of 4. They have -1 to stealth from clear sight-lines. the final relative success is 3. The Comanche have won the quick contest by 7 (which is the range modifier they closed to, I'll point out).

The ranged Comanche are at the edge of the medium range band. Its -12 to shoot in or out in the dark.

The area within two yards of the banked coals has a vision penalty of -4 rather than -5.

How far from the fire are the cowboys?
How far from the fire are the cowboy's horses?
how far from the horses are the cowboys?
How far are the cowboys from each other?

Will the Comanche intentionally make noise when making their mounted charge, or just not attempt to be quiet?
Mari
 player, 18 posts
Thu 30 Aug 2018
at 15:47
Re: Cowboys and Indians
So do I need to make another stealth roll to close in to 20 yards?

Which, in turn, my Indians messed up.

Mari rolled 15 using 3d6 with rolls of 3,6,6.  Stealth just in case.

The melee warriors will charge openly with warcries to draw the cowboy's attention on them.

This message was last edited by the player at 15:48, Thu 30 Aug 2018.

Derrick
 GM, 27 posts
Thu 30 Aug 2018
at 15:50
Re: Cowboys and Indians
Our range bands have a break point at 20 yards. You need to either stop just before it or cross the line.
Mari
 player, 19 posts
Thu 30 Aug 2018
at 16:03
Re: Cowboys and Indians
I'm crossing the line.
Derrick
 GM, 28 posts
Thu 30 Aug 2018
at 17:41
Re: Cowboys and Indians
We're going to use just the first roll.

The ranged Comanche win by 3 instead of 7. They are just inside 20 yards of their foes.

Of course, as far as the cowboys know, the only threat is the whooping Indians coming out of a wash 100 yards or so away.

Pistolier is awake. Riffle will take one second to wake up, and must roll each second vs IQ to comprehend what's going on. combat reflexes gives him +6 at this. Success grants the ability to act the next round, not the current round.
evileeyore
 player, 14 posts
Thu 30 Aug 2018
at 19:51
Re: Cowboys and Indians
Derrick:
1 - How far from the fire are the cowboys?
2 - How far from the fire are the cowboy's horses?
3 - how far from the horses are the cowboys?
4 - How far are the cowboys from each other?

1 - If it's a cool night, probably about 2 yards, if it's warm, further away near a wind break.
2 - About 5-6 yards.  Enough space they can mill a bit without trampling the camp.
3 - A different side of the fire (unless the site geography doesn't work out that way), call it 8-10 yards.
4 - Probably 3-4 yards.  Enough space that the one awake won't disturb the other if he's movin about.

Derrick:
Pistolier is awake. Riffle will take one second to wake up, and must roll each second vs IQ to comprehend what's going on. combat reflexes gives him +6 at this. Success grants the ability to act the next round, not the current round.

15:43, Today: evileeyore rolled 11 using 3d6.  Riflemen: IQ 17 (11+6).



Technically, we should be rolling initiative... both sides would have +3 due to Combat Reflexes and Tactics.  And then the Commanches would get another bonus for the successful ambush (good Stealth, not broken by my Perception).  But I do understand skipping it for these purposes.
Mari
 player, 20 posts
Thu 30 Aug 2018
at 20:21
Re: Cowboys and Indians
The three missile girls will take aim on whomever they can see, probably Pistolier.
Derrick
 GM, 29 posts
Fri 31 Aug 2018
at 14:09
Re: Cowboys and Indians
The ranged girls can really only see the pistolier well. They have a base -8 to hit due to darkness and range.

So:

second 0: the riders have exited the wash, formed up, and started towards the campfire at 12 yards per second, making a great deal of noise.
second 1: riffle wakes up. Ambushers expose themselves for first round of aiming. pistol needs an action. riders are 88 yards away.
second 2: riffle comprehends the situation. riders are 76 yards away. Pistol and Ambushers need an action.


Imitative will be rolled when it actually matters who goes what first. I was thinking of popping in and out of combat time, but this is one case where everything really ought to be done in combat time, because every second counts.
evileeyore
 player, 16 posts
Sat 1 Sep 2018
at 20:08
Re: Cowboys and Indians
Actions:

Round 1 - Pistolier takes stock of his surroundings to make sure this isn't a two pronged attack and to get an idea of where the Comanche Riders will be wheeling the horses around (if they do not dismount and leap into on foot), so he can position himself and Rifleman once Rifleman is up and armed.


Pistolier Concentration Maneuver.  Rifleman waking up.
15:58, Today: evileeyore rolled 11 using 3d6.  Situational Awareness check:  Tactics (Per) 14  (11 + 1 Concentration +2 Combat Reflexes).



Round 2 - Pistolier begins moving to retrieve his rifle form his gear near the fire.  He points out two positions he thinks will be advantageous to firing on the charging Comanches (something like shouting "Get to them rocks!" or "Take the hedge line!").  Rifleman sits up and grabs his rifle.

Pistolier Move Maneuver.  Rifleman Ready Maneuver with Position change.


Unless the Pistolier spots one of the Archers, then his second action changes.
Mari
 player, 21 posts
Sat 1 Sep 2018
at 23:56
Re: Cowboys and Indians
While the three mounted Indians charge, they keep a close eye on the actions of the men to be able to dodge if needed.

The one with the musket and the other two with the bows use all three turns to aim.
Derrick
 GM, 31 posts
Mon 3 Sep 2018
at 18:22
Re: Cowboys and Indians
eeyore, the situational awareness rule is not currently in play. We are using gun-fu, not tactical shooting, and the rule is meant to negate limited options, not increase options. You may still take a per check to look for other enemies that round. though. It does not benefit from combat reflexes.
evileeyore
 player, 17 posts
Tue 4 Sep 2018
at 19:01
Re: Cowboys and Indians
Derrick:
eeyore, the situational awareness rule is not currently in play.

Copy.  If we just take the dice roll then against straight Per he still 'succeeds' at MoS 0.  Not likely enough to spot the archers and musket wielder.

Do you want a Tactics roll (on round 2) to find good spots versus the charging Comanches?

Derrick
 GM, 32 posts
Tue 4 Sep 2018
at 19:32
Re: Cowboys and Indians
Yes, roll tactics on that. with a +2 for time taken, because he would have thought of this when setting up camp.

The result of that won't matter for future actions, so people go ahead and take them for seconds 3 and 4. Right now I have:

second 0: the riders have exited the wash, formed up, and started towards the campfire at 12 yards per second, making a great deal of noise.
second 1: riffle wakes up. Ambushers expose themselves for first round of aiming. pistol looks around for other attatckers. riders are 88 yards away.
second 2: riffle comprehends the situation. Ambushers aim for 2nd second. riders are 76 yards away. pistol moves to his riffle's location.
second 3: Third round of aiming for ambushers. Riders are 64 yards away. Riffle sits up and grabs his weapon. Action needed for pistol.
second 4: actions needed for everyone except riders, who are 52 yards away.
Mari
 player, 22 posts
Wed 5 Sep 2018
at 18:48
Re: Cowboys and Indians
All ambushers are aiming at Pistoleer, since he's the visible one. They all fire in second 4.

If I am not mistaken, the girl with the musket (North West Gun, .50 Flintlock) has a skill of 15, modified by -3 for range, +2 for accuracy, +2 for two more seconds of aiming, bringing her up to 16.

The archers are the same, just with an ACC of 1, so they are at 15.

Mari rolled 10 using 3d6.  Musket girl fires at Pistoleer (16).
Mari rolled 15 using 4d6.  Damage Musket (4d6pi+). (That totals 22 damage. Ouch.)
Mari rolled 10 using 3d6.  Archer 1 shooting (15).
Mari rolled 10 using 3d6.  Archer 2 shooting (15).
Mari rolled 4 using 1d6-2.  Damage Archer 1 (1d-2imp). (That's 8 more damage.)
Mari rolled -1 using 1d6-2.  Damage Archer 2 (1d-2imp). (1 more damage, or is that 2?)


So pistoleer takes a total of 31 (or 32?) damage, unless he has any DR.
Derrick
 GM, 33 posts
Thu 6 Sep 2018
at 13:14
Re: Cowboys and Indians
The darkness penalty also applies: that's -5. which due to some remarkably even rolling, isn't going to make a huge difference.
evileeyore
 player, 18 posts
Thu 6 Sep 2018
at 18:19
Re: Cowboys and Indians
Round 3:  Pistolier readies his rifle.
Round 4:  Pistolier moves to/toward his position of cover from the charging Comanches.  Rifleman scrambles up to a crouch.


Figure light leather or thick denim jackets (DR 1).  Which means:

The musket does 31 injury (22 times 1.5 for pi+), and blows through with 10 damage flying into whatever lay beyond (-1 for DR. -10 for HP, -1 for DR = -12 from it's damage for Overpenetration).

The first arrow does 6 injury (4 damage - DR 1 = 3 x 2 impaling = 6), the second is 'stopped' by his jacket and clothes (impaling does a minimum of 1 damage, but DR 1 reduces it to 0).

His HP drops to -27 and he makes two Death Checks, failing the first.  He dies.

14:15, Today: evileeyore rolled 13,8 using 3d6,3d6.  Pistolier HT 12, two Death Checks.


Unless his cover position also included cover from the archers and musketeer.
Derrick
 GM, 34 posts
Thu 6 Sep 2018
at 18:45
Re: Cowboys and Indians
cover is a matter of quick contest of tactics between Comanche and cowboys.

Was pistol crouching?
evileeyore
 player, 20 posts
Thu 6 Sep 2018
at 22:22
Re: Cowboys and Indians
Derrick:
cover is a matter of quick contest of tactics between Comanche and cowboys.

18:19, Today: evileeyore rolled 9 using 3d6.  Tactics 10.

quote:
Was pistol crouching?

Only if it would be beneficial in his cover to the charging Comanches.  Otherwise it would be leaning, standing, laying down, etc.  I have no idea what the cover is like.
Mari
 player, 23 posts
Thu 6 Sep 2018
at 22:59
Re: Cowboys and Indians
Look at the rolls please, the damage you assume is too high. You multiplied damage that I did already multiply.

Mari rolled 6 using 3d6.  Comanche Tactics (11).
evileeyore
 player, 21 posts
Thu 6 Sep 2018
at 23:45
Re: Cowboys and Indians
Mari:
Look at the rolls please, the damage you assume is too high. You multiplied damage that I did already multiply.

Ah, yes.  I caught it with the arrow, not the musket.  Pistolier takes 10 less damage and still dies.

In the future, can we not multiply the injury, just list damage and type?
Derrick
 GM, 35 posts
Fri 7 Sep 2018
at 13:44
Re: Cowboys and Indians
Ok, riffle is up, armed, and now isolated. His horse is 5 yards away. What's his next move? I'm curious if he survives or not.

As a note, Pistol is mortally wounded, not dead. roll HT for consciousness if it becomes important.

Will the ranged fighters be reloading or will they be switching to melee and closing the distance?
Mari
 player, 24 posts
Fri 7 Sep 2018
at 18:22
Re: Cowboys and Indians
The archers will be reloading, but musket girl will drop the musket and charge on foot, drawing her knife when she can and staying out of the zone of fire for the archers.
evileeyore
 player, 22 posts
Fri 7 Sep 2018
at 18:58
Re: Cowboys and Indians
Derrick:
Ok, riffle is up, armed, and now isolated. His horse is 5 yards away. What's his next move?

He moves to check his buddy.

quote:
As a note, Pistol is mortally wounded, not dead. roll HT for consciousness if it becomes important.

14:56, Today: evileeyore rolled 14 using 3d6.  Consciousness check Pistolier.  HT 11 (12-1).
Derrick
 GM, 36 posts
Mon 10 Sep 2018
at 12:36
Re: Cowboys and Indians
How long will riffle take to verify pistol's state?
evileeyore
 player, 23 posts
Tue 11 Sep 2018
at 19:58
Re: Cowboys and Indians
Derrick:
How long will riffle take to verify pistol's state?

He'll try to take some cover from the direction the arrows came from and spend a few seconds (call it two rounds) checking Pistolier.  Once he identifies the gaping musket wound (torso through and through) and sees that Pistolier is unconscious, he'll grab Pistolier's rifle and skedaddle to the horses.
Derrick
 GM, 39 posts
Tue 18 Sep 2018
at 15:55
Re: Cowboys and Indians
second 4: pistol is mortally wounded by three attacks. Riffle is crouching. riders are 52 yards away.
second 5: Riffle moves next to pistol. Archers draw arrows. riders are 40 yards away. musket girl draws knife.
second 6: Riffle checks pistol. Archers knock arrows. riders are 28 yards away. musket girl is 10 yards away.

I'd like actions for riffle and archers for second 7. Riffle can see everyone but the archers automatically. I'm interrupting riffles declared move because the timing looks really close here, and I want to know how long the archers do or don't aim.
Mari
 player, 25 posts
Tue 18 Sep 2018
at 19:04
Re: Cowboys and Indians
If they can, the archers will be aiming.
evileeyore
 player, 27 posts
Tue 18 Sep 2018
at 19:50
Re: Cowboys and Indians
7 - Rifle continues checking Pistol, trying to rouse him (I refuse to believe one second is enough time for this).
Derrick
 GM, 41 posts
Tue 18 Sep 2018
at 20:18
Re: Cowboys and Indians
ok, second 7 passes. riders are 16 yards away, musket girl is 5 yards away. Archers have first second of aim. They have -5 (darkness) -3 (range) +1 (acc) = -7.

actions for second 8 requested. I'm interested to see how this goes.


eeyore: I was indicating that he may want to scamper off before he finishes his check so as to not get run down by Comanche warriors. This way will work fine though.
Mari
 player, 27 posts
Tue 18 Sep 2018
at 21:19
Re: Cowboys and Indians
8: Archers keep aiming.
evileeyore
 player, 30 posts
Wed 19 Sep 2018
at 06:26
Re: Cowboys and Indians
8 - Rifle runs towards the horses.

Also if Musket girl is at 5 yards, she should be visible at this point?  If so, he'll take a shot as he moves.
Derrick
 GM, 44 posts
Wed 19 Sep 2018
at 13:52
Re: Cowboys and Indians
Yes, Musket is quite visible at this point. She is making no attempt to be hidden, is moving quickly, and he knew about her general position.
evileeyore
 player, 34 posts
Wed 19 Sep 2018
at 21:52
Re: Cowboys and Indians
Rifleman cracks off two shots with his Winchester as he rises and starts to run away.


OOC:  Move and Attack.  Two shots (no rapid fire bonus), -5 Bulk, +1 for Tracer Eyes.

17:47, Today: evileeyore rolled 9 using 3d6.  Rifle skill 12 (16 - 5 Bulk + 1 Tracer Eyes).

That's a hit at MoS 3, which is the Winchesters recoil!  Two possible hits:
17:51, Today: evileeyore rolled 16,19 using 3d6+1,3d6+1.  Two hits, 3d6+1 pi+.

This message was last edited by the player at 21:53, Wed 19 Sept 2018.

Derrick
 GM, 47 posts
Thu 20 Sep 2018
at 13:41
Re: Cowboys and Indians
Note, the -5 darkness penalty has only dropped to -4 in the firelight, so no hits.

The cowboy retreats back to the horses as the musket girl follows with the knife. (distance doesn't change, its still 5 yards). Riders are 4 (or so) yards away. The horses are of course wide awake. I'm not sure if they are tied or not. thoughts on that?
evileeyore
 player, 37 posts
Thu 20 Sep 2018
at 19:47
Re: Cowboys and Indians
Derrick:
Note, the -5 darkness penalty has only dropped to -4 in the firelight, so no hits.

I just remembered that on waking up today.  Odd what we think about while asleep, eh?

But, unfortunately for Musket Girl, Rifleman has Night Vision 1, he still get's one hit.

quote:
The horses are of course wide awake. I'm not sure if they are tied or not. thoughts on that?

Probably a rope corral, a rope tied off at the horse's chest height.  Trained horses will stay inside it... unless they panic.

On panicking, Rifleman is ex-cav, so he'd have trained his horse to not spook from firearms, Pistolier preferred dismounted firefights, so his horse isn't likely to be firearm trained.
Derrick
 GM, 50 posts
Fri 21 Sep 2018
at 14:58
Re: Cowboys and Indians
oh, so we're running around in the dark with ropes strung at chest height? That sounds safe.

Each warrior (and animal) should make a perception roll to spot the ropes. Those who aren't aware of their presence roll at -3. Comanche may negate this penalty by rolling vs. survival. Darkness and being in plain site give a net +1.

the musket girl should make a dodge roll.
Mari
 player, 29 posts
Mon 24 Sep 2018
at 18:27
Re: Cowboys and Indians
Musket Girl's luck ends here, as she does not dodge the shot and goes down unconscious and bleeding out.

Mari rolled 14 using 3d6.  Dodge.
Mari rolled 12 using 3d6.  HT roll to survive (12).
Mari rolled 15 using 3d6.  HT roll unconscious (12).


The Melee Girls on horseback all spot the ropes.

Mari rolled 11 using 3d6.  Perception Melee Girl 1 (11).
Mari rolled 7 using 3d6.  Survival Melee Girl 2 (11).
Mari rolled 11 using 3d6.  Survival Melee Girl 3 (11).


Both archers now shoot at the Rifleman (I think they missed).

Mari rolled 13 using 3d6.  Archer 1 shooting.
Mari rolled 13 using 3d6.  Archer 2 shooting.

evileeyore
 player, 44 posts
Tue 25 Sep 2018
at 02:29
Re: Cowboys and Indians
Rifleman continues vamoosing to the horses.
Derrick
 GM, 60 posts
Tue 25 Sep 2018
at 13:34
Re: Cowboys and Indians
Riffle needs to roll to spot the ropes too. He knows they are there, but he still needs to see and avoid them. I would like to know what technique he uses.

The horsegirls have only rolled half of what I asked them. The survival roll is to eliminate -3 in penalties, and the perception roll is to spot the rope. melee 1 has failed unless she succeeds at survival, and melee 2 and 3 have eliminated the penalty but still need to roll perception. I'd also like a plan for how to attack riffle behind the ropes, so some other action.

Yes, the archers both miss.
evileeyore
 player, 45 posts
Tue 25 Sep 2018
at 20:13
Re: Cowboys and Indians
As he's hustlin for the horse "corral", Rifleman is also bobbin and weavin, the itch between his shoulder blades tellin him 'them arrows are comin fer him'.



OOC:  He spots the ropes and ducks under them.  I hope. ;)

16:10, Today: evileeyore rolled 8 using 3d6.  Rifleman, Per 15 (12 +1 Bonus + 1 Night Vision + 1 Acute Vision).

Mari
 player, 31 posts
Fri 28 Sep 2018
at 14:55
Re: Cowboys and Indians
In reply to Derrick (msg # 78):

I made a copy/paste error. Actually, those three should have all been Perception rolls. Survival would have been 13, not 11. Do I still need to roll survival?
Derrick
 GM, 63 posts
Fri 28 Sep 2018
at 15:05
Re: Cowboys and Indians
Mari:
In reply to Derrick (msg # 78):

I made a copy/paste error. Actually, those three should have all been Perception rolls. Survival would have been 13, not 11. Do I still need to roll survival?


Yes, because of the -3 for not knowing they're there. Only the roll of 7 succeeded, but making survival turns those into successes. You can also roll perception for the horses: they've got eyes of their own, and horses are famous for avoiding night obstacles their riders miss. They get the -3 though.
Mari
 player, 32 posts
Sat 29 Sep 2018
at 17:28
Re: Cowboys and Indians
Mari rolled 11 using 3d6.  Survival Melee Girl 3 (13).
Mari rolled 12 using 3d6.  Survival Melee Girl 1 (13).


Looks like all three made it now.

The archers start reloading, while the melee girls close in on rifleman.
Derrick
 GM, 67 posts
Mon 1 Oct 2018
at 13:17
Re: Cowboys and Indians
second 8: riffle fires off a few shots towards the Comanche on foot. she takes a bullet and goes down. The mounted comanche close to within 3 yards of him. The archers finish their second round of aiming. They have -4 (darkness) -3 (range) +2 = -5.

riffle is standing next to the ropes, with his horse on the other side. everyone has seen the ropes. riffle will act first.
evileeyore
 player, 55 posts
Mon 1 Oct 2018
at 23:23
Re: Cowboys and Indians
Rifleman stands and calmly puts two shots into the closest charging Comanche, then ducks back and under the ropes (with a Step).




OOC:  Attack, Rapid Fire two shots.
19:17, Today: evileeyore rolled 7 using 3d6.  Rifle skill 15 (16 -3 Darkness +1 Tracer Eyes +1 Weapon Bond).  Rcl 3.
19:21, Today: evileeyore rolled 11, 7 using 3d6+1 pi+, 3d6+1 pi+.  Potential Damage.

Mari
 player, 34 posts
Wed 3 Oct 2018
at 23:00
Re: Cowboys and Indians
Rifleman's target actually managed to dodge both his shots.

Mari rolled 8 using 3d6.  Dodge (10).

(I'm assuming the three on horseback get a melee attack on Rifleman each, so here they come.)

Mari rolled 7 using 3d6.  Attack with Spear (14 -3 darkness = 11).
Mari rolled 11 using 3d6. Attack with Tomahawk (14 -3 darkness = 11).
Mari rolled 7 using 3d6. Attack with Tomahawk 2 (14 -3 darkness = 11).
Mari rolled 8 using 1d6+2.  Damage Spear. (imp, so it's 16)
Mari rolled 7 using 1d6+1.  Damage Tomahawk 1. (cut, so it's 10)
Mari rolled 4 using 1d6+1.  Damage Tomahawk 2. (cut, so it's 6)

evileeyore
 player, 63 posts
Thu 4 Oct 2018
at 01:05
Re: Cowboys and Indians
Mari:
I'm assuming the three on horseback get a melee attack on Rifleman each, so here they come.

Are they dismounting?  Are they trying to perform ride-by attacks?  There is only so much room around a person on foot for three horses... plus the horses in the rope corral he just stepped into.
Derrick
 GM, 80 posts
Thu 4 Oct 2018
at 14:10
Re: Cowboys and Indians
Yeah, if the comanche are simply trotting up to the rope, only one tomahawk can attack or two spears. Fancier movement can bypass this, but none was specified. The one tomahawk attack is because you can't attack someone with a tomahawk who is in front of your horse, they must be to the side. Now, if you jumped the rope and passed him you could pass him with a fair number of riders, but without crossing the rope, a tomahawk attack must have the horse horizontal to the rope. Spears are longer, and can attack someone in front of the horse, but you still can't crowd in well vs. the rope.

The weapon attack rolls will stay, but the Comanches may choose fancier movement or a different configuration.

The darkness penalty is -4, not -3, but the Comanche get +1 for the height difference. They are moving slowly enough to not suffer speed penalties (unless movement changes).

However, do they have a ride skill? they should, but I can't find it, and mounted attacks are capped by riding...
evileeyore
 player, 67 posts
Fri 5 Oct 2018
at 01:22
Re: Cowboys and Indians
Derrick:
However, do they have a ride skill? they should, but I can't find it, and mounted attacks are capped by riding...

The B.A.T. has Driving (Automobile, Heavy Wheeled, or Motorcycle) (A) DX [2]‑12, so I'd be fine switching that over to Riding.
Derrick
 GM, 85 posts
Fri 5 Oct 2018
at 13:46
Re: Cowboys and Indians
evileeyore:
Derrick:
However, do they have a ride skill? they should, but I can't find it, and mounted attacks are capped by riding...

The B.A.T. has Driving (Automobile, Heavy Wheeled, or Motorcycle) (A) DX [2]‑12, so I'd be fine switching that over to Riding.


I swapped it for hiking, but if they've got horses, it makes sense to swap it for riding. That gives them riding at 12, which caps all melee skills. I'm open to some minor skill adjustments in the weapons points.
evileeyore
 player, 68 posts
Fri 5 Oct 2018
at 18:43
Re: Cowboys and Indians
Derrick:
I swapped it for hiking, but if they've got horses, it makes sense to swap it for riding. That gives them riding at 12, which caps all melee skills. I'm open to some minor skill adjustments in the weapons points.

Or, they're just using riding at default.

I'd say it comes down to Mari's reasoning, did Mari not know Riding capped skills, or was this just overlooked at chargen (noting that the horses were a late addition)?
Mari
 player, 35 posts
Wed 10 Oct 2018
at 10:53
Re: Cowboys and Indians
This was overlooked at chargen. If I would have build them myself, riding would probably be the highest trained skill.

So how do we proceed from here? I'm fine with not everyone being able to attack, but some should be able to. I have no idea why they should not be able to though.
Derrick
 GM, 98 posts
Wed 10 Oct 2018
at 13:36
Re: Cowboys and Indians
When the horses were added, riding was not added with them. I would at least suggest swapping hiking for riding on all Comanche. I would additionally allow points to be moved from melee combat skills to riding.

Mari is correct that I pretty much built the bulk of the characters here, using the BAT template. We originally were going to do the Comanche on foot, but it just didn't make sense. I didn't think over how big a change to their skills that implied.
Mari
 player, 36 posts
Wed 10 Oct 2018
at 20:40
Re: Cowboys and Indians
Alright, so can we say the ones with tomahawks swap their spear skill plus hiking for riding, and the other way round for the spear girl? That way riding would be high enough in both cases.

What has to be decided then so that the attacks can get resolved?
Derrick
 GM, 110 posts
Wed 10 Oct 2018
at 20:45
Re: Cowboys and Indians
you've assigned 10 points to riding in each case. how about moving 6 from each of the "Off" skills and leaving two in their bad weapon?

You need to say which Comanche are attacking, and are each jumping the rope, or are they stopping near the cowboy?
Mari
 player, 37 posts
Wed 10 Oct 2018
at 20:50
Re: Cowboys and Indians
Sure, that's fine.

I'd say one tomahawk girl jumps the rope, the other one and spear girl attack without jumping. As far as I understood, that should be possible?
evileeyore
 GM, 76 posts
Wed 10 Oct 2018
at 23:05
Re: Cowboys and Indians
You probably don't need to jump the rope, that would be harder than just "crashing through" (it's not like the rope is tied to stable posts or anything, just brush) and a failure on the Riding or Jump check is probably far worse than failing to convince the horse to push through the rope (which is just the loss of one attack, rather than a fall from the horse or breaking a horses leg and a fall from the horse).

My suggestion is on the 'crasher' a Quick Contest between Riding skill and Horse's Will.  On a Riding crit success the Horse crashes through, no worries.  On a sucessit crashes through, but gives some penalty to the attack (which might not matter with it being capped at riding), and on a Failure the horse balks and refuses to crash the ropes.
Derrick
 GM, 113 posts
Thu 11 Oct 2018
at 13:29
Re: Cowboys and Indians
Ok, The position should be doable, though I had to build a diagram to show the positions.

https://drive.google.com/file/...pYS/view?usp=sharing
evileeyore
 GM, 79 posts
Thu 11 Oct 2018
at 22:20
Re: Cowboys and Indians
Derrick:
you've assigned 10 points to riding in each case. how about moving 6 from each of the "Off" skills and leaving two in their bad weapon?

Okay, so with 16 points in the skill they have Riding skills of 16 (impressive).  Then they dropped their 'off weapon skill' to 2 points.  So the Tomahawk girls dropped Spear to 2 points and Spear Girl dropped Axe/Mace to 2 points?  Giving them 12 with their 'off-weapon' skill?



So then to clarify, Spear Girl rode up first (the first attack roll) and attacked?  This order sort of matters.
Mari
 player, 38 posts
Mon 15 Oct 2018
at 19:12
Re: Cowboys and Indians
evileeyore:
So then to clarify, Spear Girl rode up first (the first attack roll) and attacked?  This order sort of matters.

I guess so, why is there a difference?
evileeyore
 GM, 83 posts
Mon 15 Oct 2018
at 23:26
Re: Cowboys and Indians
Mari:
evileeyore:
So then to clarify, Spear Girl rode up first (the first attack roll) and attacked?  This order sort of matters.

I guess so, why is there a difference?

It means both Tomahawk Girls will have to jump/crash the ropes... since Retreating* is always a combat option (unless there is no space to retreat to).


* Taking a Step away as part of an Active Defense roll.


Useful Diagram:
https://i.imgur.com/Vns2GVP.png  (for some reason RPoL post code doesn't recognize this as a link, weird)





And just to move things along...


Rifleman takes the spear to chest and stumbles away gasping...

OOC:  Rifleman dodging Spear Girl.  Failed.
19:18, Today: evileeyore rolled 13 using 3d6.  Dodge 11, (10 + 1 Retreating).

Damage 8 imp - 1 DR = 7, 14 Injury.

19:22, Today: evileeyore rolled 12 using 3d6.  Rifleman HT 12, Consciousness check.

evileeyore
 GM, 92 posts
Mon 22 Oct 2018
at 22:12
Re: Cowboys and Indians
I think we're waiting on a pair of Riding rolls from the Tomahawk Girls to finish this off?
Derrick
 GM, 141 posts
Tue 23 Oct 2018
at 12:45
Re: Cowboys and Indians
evileeyore:
I think we're waiting on a pair of Riding rolls from the Tomahawk Girls to finish this off?


Yep!
Mari
 player, 39 posts
Tue 13 Nov 2018
at 08:51
Re: Cowboys and Indians
My apologies, I got violently ill and it took a while to get the bug out of my system.

Here are the riding rolls:

Mari rolled 14 using 3d6.  Riding roll 1.
Mari rolled 8 using 3d6.  Riding roll 2.

evileeyore
 GM, 104 posts
Wed 14 Nov 2018
at 23:51
Re: Cowboys and Indians
Mari:
My apologies, I got violently ill and it took a while to get the bug out of my system.

No worries!  Glad to have you back.
Derrick
 GM, 172 posts
Tue 20 Nov 2018
at 15:31
Re: Cowboys and Indians
Both horses crash through the ropes (will saves were 13 and 14, both failures, and both riding rolls succeeded).
evileeyore
 GM, 106 posts
Tue 20 Nov 2018
at 20:55
Re: Cowboys and Indians
Rifleman still reeling from the spear wound manages to stumble and weave away from the Comanche's tomahawks!

He then takes a further step back* and fires at both of their horses (one hit, one miss)!


OOC: Spending 4 FP.

Feverish Defense +2 Dodge, -2 FP.
15:24, Today: evileeyore rolled 11, 6 using 3d6,3d6.  Two Dodges, Dodge 12 (10+2 Feverish Defense).

Followed by All Out Attack (Determined), Ranged Rapid Shot 2, Flurry of Blows, 2 FP.
15:39, Today: evileeyore rolled 7, 13 using 3d6,3d6.  Two shots at the horses, Guns (Rifle) 9 (16 - 4 Shock - 3 Rapid Shot - 2 Darkness + 1 AOA + 1 Weapon Bond).

15:52, Today: evileeyore rolled 7 using 3d6+1.  3d+1 pi.  Potential damage to horse.


* I know he can move up to half his move (at this point (after injuries) that's 2 Move), but I'm not sure how far away his horse is.

This whole "shoot the Comanche's horses" is hoping they foul one-another and jam the Comanches up 'when the horses panic'.  If they aren't "gun trained" they should be spooking hard.  The other hope was that both would hit, take out both horses and the Comanches would be jammed up having to get up and Spear girl would be hampered by the fallen horses giving Rifleman a second or two to recover and either run away or fire for effect.

I suspect that this tactic has failed...

Mari
 player, 40 posts
Sat 24 Nov 2018
at 21:23
Re: Cowboys and Indians
The horse of one of the Tomahawk girls doesn't dodge, so it takes the damage and is likely spooked (I'm assuming, although I would believe the Native horses have received war training).

Mari rolled 12 using 3d6.  Horse Dodge (8).

The rider works on controlling the mount.

Mari rolled 12 using 3d6.  Riding roll.

The Spear girl and the other Tomahawk girl close the distance to Rifleman and attack again.

Mari rolled 11 using 3d6.  Attack with Tomahawk (14 -3 darkness = 11).
Mari rolled 11 using 3d6.  Attack with Spear (14 -3 darkness = 11).
Mari rolled 7 using 1d6+1.  Damage Tomahawk. (cut, so it's 10)
Mari rolled 3 using 1d6+2.  Damage Spear. (imp, so it's 6)


Both would hit.
Derrick
 GM, 174 posts
Tue 27 Nov 2018
at 16:41
Re: Cowboys and Indians
Those comanche horses should very much have received war training. I don't know if that trains them to not spook when shot, but a will-based mount roll should cover that (and that turns out to be a 14, which is pretty high).
evileeyore
 GM, 112 posts
Tue 27 Nov 2018
at 21:53
Re: Cowboys and Indians
The Rifleman stumbles back again and weaves away from the tomahawk right into the path of the spear!


OOC:  Rifleman is now at HP: -10.  That's negative 10.  Also at FP: 6.

16:41, Today: evileeyore rolled 11, 17 using 3d6,3d6.  Dodge 12 (10 + 2 Feverish Defense).

16:44, Today: evileeyore rolled 12 using 3d6.  Death Check, HT 12.

16:46, Today: evileeyore rolled 15 using 3d6.  Consciousness Check, HT 11 (10 - 1 First Death Check).

Also he's unconscious, so the fights over.

And the Commanche Horse took 10 Injury, so it should have had to make a Knockdown/Stun check for taking a Major Wound (note I forgot to do that as well with the Rifleman earlier, but I remembered it this time and would have if he'd have made it past the Death and Consciousness checks).  If



[EDIT]
Ooops.  Forgot his leather jacket.  So 3 - 1 DR = 2 x 2 = 4 (not 6).

So he's at HP -8, still not yet at a Death Check.

So... he's still up and moving (slowly).
[/EDIT]

[EDIT=2]
He took an All Out Attack.  I forgot for a moment there...

So... nope, he's down.  No Dodges, means he also takes the tomahawk, adding in that 9 Injury, he's at a solid -17 HP and Unconscious.
[/EDIT]

This message was last edited by the GM at 22:09, Tue 27 Nov 2018.

Derrick
 GM, 179 posts
Wed 28 Nov 2018
at 14:55
Re: Cowboys and Indians
That appears to be the end of the fight. Numbers, skill, and initiative won out against technology.

Do we want a new thread for the open battle, or do we want to use this same thread?
Mari
 player, 41 posts
Wed 28 Nov 2018
at 19:13
Re: Cowboys and Indians
I did make a mental note about the all-out attack, but forgot about it again as well. ;-)

Mostly, a lucky shot at the beginning decided the fight. That's what can happen when a smaller number of people fights a larger number - any losses for the smaller number are devastating. At least the Rifleman got revenge for his buddy, dropping musket girl during her charge.

As for a new thread, that depends on whether or not others would like to join in. If others join, it might be better to use a new thread.

I'd like to create new characters from scratch if possible. The Indian girls can all have the same stats, which makes it a lot easier. Just tell me a point value and the disadvantages (if any). That way, skills like Riding will be there. ;-)

What should we take as a scenario? Maybe a desperate Indian attack on a wagon train?

EDIT: What was that with HT being reduced after the first death check? Where is that rule coming from?

This message was last edited by the player at 19:14, Wed 28 Nov 2018.

evileeyore
 GM, 116 posts
Wed 28 Nov 2018
at 21:47
Re: Cowboys and Indians
Derrick:
That appears to be the end of the fight. Numbers, skill, and initiative won out against technology.

Well, numbers and initiative usually will win out over technology, unless the tech gulf is just too vast.

And the difference between TL 5 and TL 6 just isn't that vast.



Mari:
EDIT: What was that with HT being reduced after the first death check? Where is that rule coming from?

Consciousness checks take a penalty equal to the number of Death Checks you've taken.  It's actually written as:

GURPS Basic Campaigns pg 419:
0 HP or less – You are in immediate danger of collapse. In addition to the above effects, make a HT roll at the start of your next turn, at -1 per full multiple of HP below zero.

As each of those "full multiples of HP below 0" are a Death Check, so... it's basically "Make a Death and Consciousness check, no penalty for Death Checks, -1 per Death Check for Consciousness".


I just skipped the "at the start of your next turn" for two reasons:  One, it sped up play, and (more importantly) I forgot this wasn't DFRPG*.  (It's slightly different in DFRPG, and I run a houseruled variant of DFRPG).



* In DFRPG it's "roll immediately and again at the start of any turn you want to do more than Do Nothing".

Also, it may have been errataed in Basic.  There was a conversation about this in the SJG forums a few months back, but I can't remember exactly and I'm too lazy to go hunting right now.

This message was last edited by the GM at 21:48, Wed 28 Nov 2018.

Mari
 player, 42 posts
Wed 28 Nov 2018
at 22:08
Re: Cowboys and Indians
In reply to evileeyore (msg # 112):

Ah, I missed that. I only checked on page 380, which states:

"If you have zero or fewer HP left, you are hanging onto consciousness through sheer willpower and adrenaline – or are barely holding together, if you’re a machine. You must roll vs. HT each turn to avoid falling unconscious. If you pass out, see Recovering from Unconsciousness (p. 423) for how long it will take to recover."
Dblade
 player, 128 posts
Thu 29 Nov 2018
at 20:39
Re: Cowboys and Indians
Did I hear right that we're starting up a new Westerns battle?
Derrick
 GM, 184 posts
Thu 29 Nov 2018
at 21:12
Re: Cowboys and Indians
In reply to Dblade (msg # 114):

Yep. I think we're going to run one during the day with less of an ambush situation.
Dblade
 player, 129 posts
Thu 29 Nov 2018
at 21:15
Re: Cowboys and Indians
Ooh! I kinda want in, I loved Westerns growing up, and it'll be waaaay different than the martial arts battles. What stuff do I need?
Derrick
 GM, 186 posts
Thu 29 Nov 2018
at 21:31
Re: Cowboys and Indians
I've received a request for a looser character creation for the next scenario, so we need to decide how that is going to work. I have a strong preference for templates in this sort of thing. The last conflict use the Action 4 book with some tweaks, but not all of the players have own it. So right now we need to work out a scenario and work out a template set to use.
Dblade
 player, 130 posts
Thu 29 Nov 2018
at 22:01
Re: Cowboys and Indians
I also don't have the book, so this would be appreciated
Mari
 player, 43 posts
Thu 29 Nov 2018
at 22:03
Re: Cowboys and Indians
Yes, I requested not to use templates for my Indian girls, since we had the situation last time that the template didn't include the Riding skill while some were on horseback, which made it a bit awkward. ;-)

I'm fine with using a template though as long as I have the freedom to include things like Riding, maybe Horse Archery, Hands-free Riding etc.

As for the scenario, it should not be so complicated that you'd need a map to know where everyone is. Updating a map can be a pain. So maybe something like an open charge would be good, where all we need to keep track of is the distance between the parties.
evileeyore
 GM, 121 posts
Thu 29 Nov 2018
at 23:57
Re: Cowboys and Indians
You could always just PM DBlade the Action Template and Lenses you were using.  I'm fine with the two I made.


As far 'open charge' that's fine, and I'd recommend continuing to use range bands for simplicity.
Derrick
 GM, 188 posts
Fri 30 Nov 2018
at 15:58
Re: Cowboys and Indians
The real problem was that horses were added as an after-thought, when they should have been central to the entire build.

I'll send you folks build information. It will look pretty similar, but will have more options given. In particular, the combat skills will allow for riding skills and techniques (which are really a form of combat). Will that be enough?
Mari
 player, 44 posts
Fri 30 Nov 2018
at 16:44
Re: Cowboys and Indians
Derrick:
Will that be enough?

Yes, I believe so! :-)
Derrick
 GM, 189 posts
Fri 30 Nov 2018
at 16:48
Re: Cowboys and Indians
As a thought, I have a (password protected) webpage that allows building BAT characters really fast. If anyone wants access to it, I can grant access and a link. Its nice to be able to say things like: The Cowboys are built with the standard stats, the cowboy package, and one combat package, plus 10 points of skills and 5 points of advantages. Or to say: The Comanches are built with the standard stats, the bushwacker and desert survival stats, 5 points of advantages, and 20 points of combat skills.

This message was last edited by the GM at 16:50, Fri 30 Nov 2018.

Vulco1
 player, 66 posts
Tue 11 Dec 2018
at 15:01
Re: Cowboys and Indians
In reply to Mari (msg # 111):

I'll get in on another round.  And can you send me access to the batch file mentioned in the above post.
Dblade
 player, 157 posts
Tue 11 Dec 2018
at 15:08
Re: Cowboys and Indians
I'm in, and can I also have access too?
Derrick
 GM, 225 posts
Tue 11 Dec 2018
at 15:38
Re: Cowboys and Indians
Dblade, Vulco, I've given you access via PM. Let me know if you have any trouble using it. Its just a javascript program, so it doesn't have to run on that server, but just saving it from a browser won't work.
Vulco1
 player, 67 posts
Wed 12 Dec 2018
at 14:07
Re: Cowboys and Indians
I'll check it out very soon.
Vulco1
 player, 71 posts
Thu 13 Dec 2018
at 03:51
Re: Cowboys and Indians
That is supercool. I like it. I think I came up with the same stuff on my first sheet, so I'll probably stick with that one.  This is cool though, gonna goof around with it.
Derrick
 GM, 231 posts
Thu 13 Dec 2018
at 14:59
Re: Cowboys and Indians
Ok, I think I'm going to be starting up a different thread for the next scenario. Its going to feature a charge in broad daylight on very similar terrain to what we just looked at. Who is going to be part of this round, and do you have your characters ready?

-----------------------------------------------------------------

Thanks Vulco! I love the tool too. I can't make it public though, because it replaces so much of action 4. Wish I could.
Vulco1
 player, 74 posts
Thu 13 Dec 2018
at 15:28
Re: Cowboys and Indians
In reply to Derrick (msg # 129):

I'm in.  My character is in the Final Character thread for review just below Lane.
Derrick
 GM, 236 posts
Tue 18 Dec 2018
at 18:15
Re: Cowboys and Indians
Vulco1:
In reply to Derrick (msg # 129):

I'm in.  My character is in the Final Character thread for review just below Lane.


He's legal, but you haven't spent all of the points yet. You should have 52 points in skills (if not for an old typo, it'd be 50, as armoury should be [2], not [4], but that happened a while ago). Everything else looks correct.
Dblade
 player, 184 posts
Tue 18 Dec 2018
at 18:29
Re: Cowboys and Indians
I'm in too, but in the middle of finals so my cowboy is WIP
Vulco1
 player, 88 posts
Tue 18 Dec 2018
at 19:17
Re: Cowboys and Indians
Nice.  Made the update.  Thanks
evileeyore
 GM, 177 posts
Tue 18 Dec 2018
at 20:13
Re: Cowboys and Indians
Moved the one point from Early Adopter on The Rifleman to Mounted Shooting bringing it up to 4 points.

Named both Cowpokes:  Earnest Venture the Rifleman and Daisy Dukes the Pistolier.

No other changes.
Vulco1
 player, 89 posts
Tue 18 Dec 2018
at 21:30
Re: Cowboys and Indians
Nice names.  Were we supposed to come up with 2 each?
Dblade
 player, 185 posts
Wed 19 Dec 2018
at 04:04
Re: Cowboys and Indians
Going with John Valentine. and probably Pistolier? What's our makeup looking like, between the two types?
evileeyore
 GM, 178 posts
Wed 19 Dec 2018
at 05:50
Re: Cowboys and Indians
Vulco1:
Nice names.  Were we supposed to come up with 2 each?

/shrug

I had two from the first Cowboy v Indian game.  The more Cowpokes there are means the more Injuns there'll be.
Vulco1
 player, 90 posts
Wed 19 Dec 2018
at 19:28
Re: Cowboys and Indians
Gotcha.

Looks like two riflemen and with you, 2 pistoleers.
evileeyore
 GM, 179 posts
Wed 19 Dec 2018
at 21:30
Re: Cowboys and Indians
Vulco1:
Looks like two riflemen and with you, 2 pistoleers.

So if we hold to the previous ratio, there should be at least 12 Comanches.
Mari
 player, 48 posts
Thu 20 Dec 2018
at 16:19
Re: Cowboys and Indians
I'd like the cowboys to decide how many Comanche will be attacking. :-) Note that half will be armed with short bows and knives, while the other half has spears and knives. I'm pretty sure there won't be any shooting back before we enter short range.

So ask yourselves: How many Indians can you take on with your characters?
Vulco1
 player, 92 posts
Thu 20 Dec 2018
at 16:33
Re: Cowboys and Indians
I think 12 is a good number. 12 Commanche coming over a hill is pretty imposing.
evileeyore
 GM, 182 posts
Fri 21 Dec 2018
at 00:11
Re: Cowboys and Indians
Vulco1:
I think 12 is a good number. 12 Commanche coming over a hill is pretty imposing.

Depends on the range they start at.  Every 80 yards distance and I'd strongly consider doubling the number of Comanches.
Mari
 player, 50 posts
Fri 21 Dec 2018
at 11:32
Re: Cowboys and Indians
So what starting distance and what number of Comanche would you suggest?
Vulco1
 player, 100 posts
Wed 26 Dec 2018
at 15:31
Re: Cowboys and Indians
I'd be willing to fight 24 starting at 80 yards.
evileeyore
 GM, 185 posts
Wed 26 Dec 2018
at 22:44
Re: Cowboys and Indians
Vulco1:
I'd be willing to fight 24 starting at 80 yards.

Woof!  24 Comanches versus 4 Cowboys?  That's gonna be a rough fight pardner.
Mari
 player, 51 posts
Wed 26 Dec 2018
at 23:09
Re: Cowboys and Indians
The Comanche are on horseback, right?
Derrick
 GM, 238 posts
Wed 26 Dec 2018
at 23:34
Re: Cowboys and Indians
Yes they're mounted, and wow 24 is a LOT of foes. Especially given that the Comanche won last time.
evileeyore
 GM, 186 posts
Thu 27 Dec 2018
at 01:00
Re: Cowboys and Indians
Derrick:
Yes they're mounted, and wow 24 is a LOT of foes. Especially given that the Comanche won last time.

And that at least one of our Cowboys is neither mounted nor rifle optimized (I haven't given either of Vulco or Dblade's cowpokes a looksee yet, I just know that Daisy Dukes isn't gonna be much use till she can the white's of them redskin's eyes!).
Mari
 player, 52 posts
Thu 27 Dec 2018
at 02:08
Re: Cowboys and Indians
You guys decide. We can increase the distance and/or reduce the numbers. I don't mind either.
Vulco1
 player, 101 posts
Thu 27 Dec 2018
at 15:32
Re: Cowboys and Indians
Reduce the numbers.  I guess I wasn't thinking they'd be on horseback. Maybe go to 16? 4 to 1
evileeyore
 GM, 187 posts
Thu 27 Dec 2018
at 16:40
Re: Cowboys and Indians
Vulco1:
Reduce the numbers.  I guess I wasn't thinking they'd be on horseback. Maybe go to 16? 4 to 1

That was why I suggested a doubling for every 80 yards.  That gives the Cowboys time to whittle down the numbers before we're in the scrum.

[EDIT]
Though they were at 3:1, so 24 would have been a doubling.  Hmmm, I guess I wasn't paying attention and was still thinking there were only 6 to our 4.
[/EDIT]

This message was last edited by the GM at 16:43, Thu 27 Dec 2018.

Mari
 player, 53 posts
Fri 28 Dec 2018
at 00:02
Re: Cowboys and Indians
So we're going with 16? That would be fine with me.
evileeyore
 GM, 188 posts
Fri 28 Dec 2018
at 01:32
Re: Cowboys and Indians
Mari:
So we're going with 16? That would be fine with me.

16 at 80 yards means we should end up with 8-10 Comanches by the time they reach 'short range' (call it 5-20 yards).  At which point we're either in the scrum (and it get's hairy with gunplay in melee) or we're in a horse chase/shout-out.

Or both as like I said, Daisy isn't mounted combat optimized (she stands a better chance on her feet in terrain unsuitable for horses).
Mari
 player, 54 posts
Fri 28 Dec 2018
at 05:50
Re: Cowboys and Indians
I thought the cowboys would be on their feet anyways, resting their rifles on something at least in the beginning?
evileeyore
 GM, 189 posts
Fri 28 Dec 2018
at 06:46
Re: Cowboys and Indians
Mari:
I thought the cowboys would be on their feet anyways, resting their rifles on something at least in the beginning?

Why?  It's the (relatively) open terrain* during the day.  Unless the Comanches can sneak up to 80 yards before being noticed there is no reason to be sitting around.


* Presumed.  If it's different terrain or circumstances, that changes things.  And with 80 yards distance everyone could easily be mounted and riding by the time the Comanches get to 20 yards, unless the Cowboys are being denied horses for some reason.
Mari
 player, 55 posts
Fri 28 Dec 2018
at 09:27
Re: Cowboys and Indians
Didn't we say you guys were defending a wagon train?
evileeyore
 GM, 190 posts
Fri 28 Dec 2018
at 09:33
Re: Cowboys and Indians
No.  You asked and no one responded.
Mari
 player, 56 posts
Fri 28 Dec 2018
at 11:39
Re: Cowboys and Indians
Then I'm asking again. ;-)
Vulco1
 player, 103 posts
Fri 28 Dec 2018
at 15:31
Re: Cowboys and Indians
I'm good defending the wagon train.  That's what I was envisioning.
Derrick
 GM, 239 posts
Fri 28 Dec 2018
at 16:12
Re: Cowboys and Indians
A proper wagon "Train" has a lot more complications than the scenario I was envisioning. It has a lot more civilian targets, an typically more defenders. It also makes it a lot easier for the natives to retreat and come back with a better advantage.

I favor an offensive by the cowpokes. They've located a war party, and they want to force an engagement during the day when they have the advantage. If this is revenge for the first fight, that works as well.

Anyone have thoughts on that scenario?
Mari
 player, 57 posts
Fri 28 Dec 2018
at 17:39
Re: Cowboys and Indians
A wagon train can consist of two wagons...

If we do the Cowboy offensive, their mobility should not be as good as the Comanche's because if it is, it would be too easy to keep their distance to the Comanche while still shooting.
Derrick
 GM, 242 posts
Mon 31 Dec 2018
at 15:09
Re: Cowboys and Indians
Mari:
A wagon train can consist of two wagons...

If we do the Cowboy offensive, their mobility should not be as good as the Comanche's because if it is, it would be too easy to keep their distance to the Comanche while still shooting.


two wagons and 6 cowboys isn't a wagon train, its a cattle-roundup.

I'd like to see cowboys with horses. I'd also like to count ammo. If the Comanche can break contact with the cowboys, that probably counts as a victory, because they can come back and attack at night.
evileeyore
 GM, 191 posts
Mon 31 Dec 2018
at 20:30
Re: Cowboys and Indians
Derrick:
two wagons and 6 cowboys isn't a wagon train, its a cattle-roundup.

Or a cattle drive where a small number (6) of cowpokes ride off to drive away a raiding force (and thus would of course need to deal enough punishment to make a return of the Comanches unlikely).

quote:
I'd also like to count ammo.

So how many reloads do we get to start with?  And is there an "ammo crate" on the wagons?

quote:
If the Comanche can break contact with the cowboys...

So they've already won?  Do they need to escape with a specific number (like more than half)?
Derrick
 GM, 243 posts
Mon 31 Dec 2018
at 21:15
Re: Cowboys and Indians
evileeyore:
Derrick:
two wagons and 6 cowboys isn't a wagon train, its a cattle-roundup.

Or a cattle drive where a small number (6) of cowpokes ride off to drive away a raiding force (and thus would of course need to deal enough punishment to make a return of the Comanches unlikely).

quote:
I'd also like to count ammo.

So how many reloads do we get to start with?  And is there an "ammo crate" on the wagons?

quote:
If the Comanche can break contact with the cowboys...

So they've already won?  Do they need to escape with a specific number (like more than half)?


Those are some great questions.

When I say "Break Contact" I probably mean "Leave the scene", and we're probably using basic chase rules, which would give a slight advantage to the folks with higher riding and wilderness skills.

I have to admit I was thinking of "Win" or "Loose" in less binary terms. There is a continuum of casualties that affect how badly each side has "won" or "lost". The basic scenario is the cowpokes want revenge, and they've got the Comanche at a disadvantage. What do they do with it? If we want numbers, I suppose we can come up with some. failing to drop the 4 to 1 numbers to 3 to 1 numbers is certainly a defeat, and as you stated, halving their numbers is probably a better option.

Number of reloads... I'm leaning against the "Ammo Box" model. Carry your bullets. I'm trying to come up with a method for limiting the weight and cost of the ammunition. $500 and for 800 shots weighing 30 lbs is too much for a single character. Given that WW1 soldiers went into battle with 150 rounds, that's probably the upper limit for the cow-pokes.

Counting bullets and reloads is going to be pivotal to this game, I think. There are some rapidly firing weapons, but once you've emptied your Winchester, its 2 seconds to reload each bullet. I very much think the Comanche have a chance if they time things correctly.
Mari
 player, 58 posts
Mon 31 Dec 2018
at 21:19
Re: Cowboys and Indians
I thought we keep it as simple as possible, that's why I suggested a Comanche charge against stationary Cowboys. The only thing to keep track of would be the distance between the groups (and ammo of course, but that would be needed in any scenario).

If you want to go with a more detailed scenario, that's fine with me as well, but maybe we should do one after the other?
evileeyore
 GM, 192 posts
Tue 1 Jan 2019
at 00:36
Re: Cowboys and Indians
Derrick:
When I say "Break Contact" I probably mean "Leave the scene", and we're probably using basic chase rules, which would give a slight advantage to the folks with higher riding and wilderness skills.

Which is the Comanches.

quote:
The basic scenario is the cowpokes want revenge, and they've got the Comanche at a disadvantage.

In what manner would the cowboys have an advantage?

quote:
Given that WW1 soldiers went into battle with 150 rounds, that's probably the upper limit for the cow-pokes.

I'd recommend roughly 50 rounds.  Split however the individual cowboy wants (so a riflemen could have more rifle reloads, a pistolier more pistol ammmo).

quote:
I very much think the Comanche have a chance if they time things correctly.

Unless there is something in this scenario that you haven't mentioned, all they have to do is successfully ride away.
Derrick
 GM, 244 posts
Thu 3 Jan 2019
at 15:54
Re: Cowboys and Indians
Mari:
I thought we keep it as simple as possible, that's why I suggested a Comanche charge against stationary Cowboys. The only thing to keep track of would be the distance between the groups (and ammo of course, but that would be needed in any scenario).

If you want to go with a more detailed scenario, that's fine with me as well, but maybe we should do one after the other?


That's probably the best idea. We'll run a simple charge first, with two wagons and an ammo box.

----------------------------

The cowboys have an advantage over the comanche when they can see their movements and fire at a distance without large darkness penalties.

50 rounds sounds decent.

I'm explaining the "retire safely" concept very poorly, it appears. When I said "have a chance" I meant they could possibly engage in combat and win if they time things right.
Vulco1
 player, 105 posts
Thu 3 Jan 2019
at 19:07
Re: Cowboys and Indians
Sounds good.
evileeyore
 GM, 193 posts
Fri 4 Jan 2019
at 01:00
Re: Cowboys and Indians
Derrick:
The cowboys have an advantage over the comanche when they can see their movements and fire at a distance without large darkness penalties.

Okay...

quote:
I'm explaining the "retire safely" concept very poorly, it appears. When I said "have a chance" I meant they could possibly engage in combat and win if they time things right.

Sure.
Derrick
 GM, 246 posts
Mon 7 Jan 2019
at 17:03
Re: Cowboys and Indians
Ok, so it appears that 6 cowpokes will take the charge of a number (24?) comanche warriors. Each cowpoke carries 50 rounds of ammunition, with more in one of two chuck wagons.

Could I get a roll call by the cowpoke players, with each of them saying how many Comanche they think their pair can take? I'd also like Mari to confirm she's ready, or if she's not.

We'll start a new thread for this fight once those details are established.
Mari
 player, 59 posts
Mon 7 Jan 2019
at 17:33
Re: Cowboys and Indians
I'm ready.
evileeyore
 GM, 194 posts
Mon 7 Jan 2019
at 18:12
Re: Cowboys and Indians
Derrick:
Could I get a roll call by the cowpoke players...

Earnest and Daisy are ready.

quote:
...with each of them saying how many Comanche they think their pair can take?

Is this spades?  Do I gotta call my tricks?

*grumble* /looks across at DBlade and Vulco and sizes up his partners...
I call 10.  And neither one of y'all better call nil, or they'll be a reckonin!




quote:
...they think their pair can take?

Pretty sure me and Mari are the ones rolling with more than one Character under their control, DBlade made a pistolier and I think Vulco made a rifleman.  But neither have been posted to the Final Characters thread.
Dblade
 player, 204 posts
Mon 7 Jan 2019
at 18:45
Re: Cowboys and Indians
I might need to drop from it? I've been having trouble figuring out how to optimize and between that and illness I'm not sure if I'll wind up holding people back even more.
Vulco1
 player, 106 posts
Mon 7 Jan 2019
at 21:53
Re: Cowboys and Indians
I'm in and ready
Derrick
 GM, 250 posts
Mon 7 Jan 2019
at 21:54
Re: Cowboys and Indians
Vulco1:
I'm in and ready


And how many can your people take?
Vulco1
 player, 107 posts
Tue 8 Jan 2019
at 15:46
Re: Cowboys and Indians
Ben will also take 5 Commanches
Derrick
 GM, 251 posts
Wed 9 Jan 2019
at 15:43
Re: Cowboys and Indians
Ok, so three cowpokes believe they can take the charge of 15. I think you're going to end up dead without the dignity of a burial, but the bets have been made. I'll set up a thread just for the fight.
Vulco1
 player, 110 posts
Thu 10 Jan 2019
at 18:25
Re: Cowboys and Indians
Nice!

Wouldn't be the first time.  Now I just have to bone up on the range fighting rules, lol.
Vulco1
 player, 111 posts
Thu 10 Jan 2019
at 18:33
Re: Cowboys and Indians
What should be used as the range and speed modifier at the start here?  How fast are those horses moving or because they are coming at us, there isn't one?

I'd suggest -12 to start (200yds + 12yds/sec for the horsespeed).
evileeyore
 GM, 197 posts
Sat 12 Jan 2019
at 00:55
Re: Cowboys and Indians
First off, I'd like to point out that ponies don't have a Move of 12...  they have a Move of 14.

And I'd like to know if the cowboys have calvary horses or ponies?




Vulco1:
How do we want to do turn order and initiative?

It should come down to "each side roll a die, the Cowboys get a +1 for having the Tactics skill" (if Daisy is the cowboy's leader, as she actually has the skill).  However, at the range we're at....  it's really only going to matter if the Comanches decide to use archery in the same turn we decide to fire our rifles.  Which considering the difference in accuracy and the penalties they should be taking for firing while on a charging horse*... it's pretty unlikely that they'll fire first or at the same time.  I suspect the cowboys will get two or three shots off before they close enough to use archery.

Otherwise we'll just be doing a "indians go, then cowboys, then indians" etc.


* Never mind, they've got Horse Archery.  So, we might only get one volley off before they close enough to start firing back.

quote:
Also, can we attack multiple targets per turn? I haven't found anything that says we can't but I haven't found something that says we can either.

There are exactly 3 ways to get more than one ranged attack:  Extra Attack (which no one has), Dual Weapon Attack, and Ranged Rapid Shot.

Dual Weapon Attack is identical to melee, have two weapons, make two attacks at -4 to each, if both target the same foe they get a -1 to parries; Area Defense, Precognitive Parry, etc.  Dodge is unaffected.

Ranged Rapid Shot requires a firearm with a RoF of 2+, otherwise it's identical to Rapid Strike.  Can be trained up using the Quick Shot Technique.

There are three ways to increase your RoF; Fanning, Fast-Firing, and Thumbing.  I can explain them if necessary.

This message was last edited by the GM at 00:57, Sat 12 Jan.

Vulco1
 player, 117 posts
Sat 12 Jan 2019
at 22:30
Re: Cowboys and Indians
I was wandering if I could shoot at one of the comanches, then switch targets? Or just attack that same target twice?  My rifle has RoF of 2
Mari
 player, 61 posts
Sat 12 Jan 2019
at 23:06
Re: Cowboys and Indians
Vulco1:
I was wandering if I could shoot at one of the comanches, then switch targets? Or just attack that same target twice?  My rifle has RoF of 2

As far as I understand, you could fire twice on one warrior, and if you hit with a number low enough (skill minus recoil value of the gun) then you hit that warrior twice.

evileeyore:
First off, I'd like to point out that ponies don't have a Move of 12...  they have a Move of 14.

Thanks, 12 seemed a little slow.

evileeyore:
And I'd like to know if the cowboys have calvary horses or ponies?

I thought the cowboys would be stationary for this one?
evileeyore
 GM, 199 posts
Sun 13 Jan 2019
at 05:05
Re: Cowboys and Indians
Vulco1:
I was wandering if I could shoot at one of the comanches, then switch targets? Or just attack that same target twice?  My rifle has RoF of 2

Ranged Rapid Shot.




Mari:
I thought the cowboys would be stationary for this one?

Not to my knowledge.  Otherwise I'd have rewritten Earnest who has 15 points dedicated to being a mounted rifleman.


Note, after rereading the last several posts I realize I missed where Derrick quoted your "stationary" suggestion.  If that's the case and the cowboys have no horses, I need that reaffirmed ny Derrick.
Derrick
 GM, 254 posts
Mon 14 Jan 2019
at 16:20
Re: Cowboys and Indians
Sorry about the delay. Family Surgery, Project Deadlines, and Car Replacement are beasts to all have in the same week.

The horses are the same as before, which means they have move 12. Both Cowboys and Comanches have saddle horses that are used to gunfire. The cowboys may mount up, but the objective is the wagons. If the cowboys abandon the wagons the fight is over. Maybe there's a kid or bag of gold in there.

I want to use the standard range table here.

Everyone knows the other is coming. You may be mounted, dismounted, using the wagons as cover, or in whatever position holding whatever weapons you want. The Comanche go first, and their first action ends them at 200 yards. Then the cowboys go.

So We've got Ben behind a wagon with 1 round of aim (please note if you aim a a bow or a lance). Daisy is inside the wagon, which she's taken the cover off of. Earnest is at position (6,6) (though he be at (8,8) if he wants to. diagnals are like that).

The Comanche are at (0,200) may move 12 yards forward and take an action. If you could specify a formation of sorts that'd be nice.
Mari
 player, 62 posts
Mon 14 Jan 2019
at 18:31
Re: Cowboys and Indians
Derrick:
The Comanche are at (0,200) may move 12 yards forward and take an action. If you could specify a formation of sorts that'd be nice.

The Comanche ride in a single row formation, so basically everyone is at the same distance. Unless I specify anything else, they are charging. I am not sure if they can do all-out defense while riding without losing speed, if they can, they will do that (and take a +2 to dodge).
Vulco1
 player, 119 posts
Tue 15 Jan 2019
at 21:34
Re: Cowboys and Indians
Awesome.  Thanks guys.
evileeyore
 GM, 200 posts
Wed 16 Jan 2019
at 01:40
Re: Cowboys and Indians
Derrick:
The horses are the same as before, which means they have move 12.

Do they have a Move of 12 or a Move of 8 and Enhanced Move 0.5?

The rules are subtly different.  Note, no horse in Basic has a base Move of 12.

quote:
The Comanche go first, and their first action ends them at 200 yards. Then the cowboys go.

So at this point we're waiting for the Comanches to go again*, and Vulco is jumping the gun a bit...  ;)

* Or at least for Mari to declare their action in thread.

quote:
Earnest is at position (6,6) (though he be at (8,8) if he wants to. diagnals are like that).

Actually...  unless Earnest (or more importantly his horse) was moving at full base Move (or greater) the previous turn, the horse can only 'accelerate' to full base Move this turn.


Two questions:
Where are we declaring 0, 0 to be (so we can better position in our mind maps)?

Is this a completely flat featureless expanse of terrain?





Mari:
The Comanche ride in a single row formation, so basically everyone is at the same distance.

Is there a 'horse width' between them or are they riding knee to knee?

quote:
I am not sure if they can do all-out defense while riding...

This is...  variable.  The rules are a bit contradictory.

The mounts can take any Maneuver, unless they are moving at high speed*, at which point they have to take either Move or Move and Attack.

The rider can take any Maneuver unless they have to control† their mount, then they have to take either Move‡ or Ready Maneuvers (Move for normal controlling, Ready to regain control of a spooked mount).





* This is where the fact that they have Enhanced Speed comes in.  If they are moving faster than their base Move, they are at 'high speed' and must obey those rules for turning radius, slowing down, etc.

† What constitutes 'control' is ambiguous, but I tend to favor "Any time you have to make a Riding roll", which is any time you change the mount's direction or speed.

‡ I personally also allow Move and Attack, but I don't know what Derrick will be allowing, whether we'll be sticking to RAW § or not.

§ I'll note, that in the last Cowboy v Indians the rules for mounted combat were being largely ignored.  I'd prefer they be followed more closely this time around.
Mari
 player, 63 posts
Wed 16 Jan 2019
at 10:32
Re: Cowboys and Indians
evileeyore:
Vulco1:
Ben says "Here we go." then fires two shots into one of the Commanches with bows. Both shots go wide


16:44, Today: Vulco1 rolled 9 using 3d6.  Rifle Fire 2 (8(17(base skill) +3(accuracy)-12(Modifier)) vs Roll.

16:43, Today: Vulco1 rolled 11 using 3d6.  Rifle Fire 1 (8(17(base skill) +3(accuracy)-12(Modifier)) vs Roll.

Rapid firing into one target is singular roll, see page 373 under Rapid Fire.

True, and also note that you can brace your rifle by resting it on a wagon for example for an additional +1, and as long as you don't expect the Indians to shoot back (also once they do if you want to live dangerously) you can do an all-out attack for one more +1.

Aiming works like this: 1 turn of aiming: +ACC; 2 turns of aiming: +ACC+1; 3 turns of aiming: +ACC+2. In your example you aimed for one turn.

So assuming you want to have the best chance of hitting your target, you would aim for 3 seconds and then fire in the next turn. Of course that means my Indians would have eaten 48 yards of distance by then. The difficulty would be for you: 17 (base skill) -12 (range) +3 (ACC) +2 (add. aiming) +1 (braced) +1 (all-out attack) = 12. If you're firing two shots, you would hit with both at a 10 or below, since the recoil is 2 (if I'm looking at the correct weapon). If both shots hit, I have to roll better to dodge both as well.
Mari
 player, 64 posts
Wed 16 Jan 2019
at 10:34
Re: Cowboys and Indians
evileeyore:
Mari:
The Comanche ride in a single row formation, so basically everyone is at the same distance.

Is there a 'horse width' between them or are they riding knee to knee?

Yes, there is about a horse width between them.

Regarding dodging, I'll wait for Derrick to come back on this then.
Derrick
 GM, 255 posts
Wed 16 Jan 2019
at 14:20
Re: Cowboys and Indians
evileeyore:
Derrick:
The horses are the same as before, which means they have move 12.

Do they have a Move of 12 or a Move of 8 and Enhanced Move 0.5?

The rules are subtly different.  Note, no horse in Basic has a base Move of 12.


I was using saddle horses, so move of 8 and enhanced move 1/2. However, I'm looking at the rules and it occurs to me that every mount will have at least light encumbrance, and some might have medium. I'm upgrading everyone's mount to a cavalry horse (which is actually leaps and bounds better). Everyone has ST 10, and I'm going to use GM fiat to say you all give your horse light encumbrance. barely. This means speed is now 6 the first turn and 12 the second.

quote:
Earnest is at position (6,6) (though he be at (8,8) if he wants to. diagnals are like that).

Actually...  unless Earnest (or more importantly his horse) was moving at full base Move (or greater) the previous turn, the horse can only 'accelerate' to full base Move this turn.
</quote>
They are saddle horses (that aren't gun shy), so move of 8 and Enhanced Move 1/2. And I see where Earnest's slower movement comes from.

quote:
Two questions:
Where are we declaring 0, 0 to be (so we can better position in our mind maps)?

Is this a completely flat featureless expanse of terrain?


(0,0) is just in front of the middle of the two wagons, which are lined up long ways, stretching from (-4,-1) to (4,-1), each 3 yards long with a 2 yard gap between them.

The wagons are at the top of a slight rise, and there is a second slight rise at (0,200), and 200 yards behind the wagons is another slight rise. The ground is dirt or sparse grass, with sage brush appearing in places. If you want to use a sagebrush for something, there will be one 1d3 yards away in a randomly determined direction (Fore, Left, Right, Back, Fore and Left, Fore and Right, Back and Right, Back and Left).


quote:
quote:
I am not sure if they can do all-out defense while riding...

This is...  variable.  The rules are a bit contradictory.

The rider can take any Maneuver unless they have to control† their mount, then they have to take either Move‡ or Ready Maneuvers (Move for normal controlling, Ready to regain control of a spooked mount).

† What constitutes 'control' is ambiguous, but I tend to favor "Any time you have to make a Riding roll", which is any time you change the mount's direction or speed.

‡ I personally also allow Move and Attack, but I don't know what Derrick will be allowing, whether we'll be sticking to RAW § or not.

§ I'll note, that in the last Cowboy v Indians the rules for mounted combat were being largely ignored.  I'd prefer they be followed more closely this time around.


Move and attack does sound valid. I'll allow it. I'm going to require a move maneuver to give a new command to your horse, but if you don't make that maneuver, the horse will extrapolate your command. They're intelligent and highly trained animals after all.

Which means that yes, you can take all out defense dodge.

This message was last edited by the GM at 14:21, Wed 16 Jan.

Vulco1
 player, 121 posts
Wed 16 Jan 2019
at 15:20
Re: Cowboys and Indians
Thanks EE
evileeyore:
Vulco1:
Ben says "Here we go." then fires two shots into one of the Commanches with bows. Both shots go wide


16:44, Today: Vulco1 rolled 9 using 3d6.  Rifle Fire 2 (8(17(base skill) +3(accuracy)-12(Modifier)) vs Roll.

16:43, Today: Vulco1 rolled 11 using 3d6.  Rifle Fire 1 (8(17(base skill) +3(accuracy)-12(Modifier)) vs Roll.

Rapid firing into one target is singular roll, see page 373 under Rapid Fire.

Derrick
 GM, 256 posts
Thu 17 Jan 2019
at 14:48
Re: Cowboys and Indians
Mari, I think we're waiting on you.
Mari
 player, 66 posts
Thu 17 Jan 2019
at 15:05
Re: Cowboys and Indians
I'm really not doing much at this point, but I posted that anyways. ;-)
evileeyore
 GM, 202 posts
Fri 18 Jan 2019
at 17:37
Re: Cowboys and Indians
Derrick:
I'm going to require a move maneuver to give a new command to your horse, but if you don't make that maneuver, the horse will extrapolate your command. They're intelligent and highly trained animals after all.

So, a penalty to the Riding skill then?
Derrick
 GM, 258 posts
Fri 18 Jan 2019
at 17:46
Re: Cowboys and Indians
evileeyore:
Derrick:
I'm going to require a move maneuver to give a new command to your horse, but if you don't make that maneuver, the horse will extrapolate your command. They're intelligent and highly trained animals after all.

So, a penalty to the Riding skill then?


I was thinking no roll, but no ability to change the horses's action either. It will either keep moving in the previous direction, stop directly in front of a foe, move past a foe (if its aimed to the side rather than the front), or avoid an obstacle. If you want to do anything else, you need to take a move or a move and attack maneuver.

Does that sound kosher?
evileeyore
 GM, 203 posts
Fri 18 Jan 2019
at 20:34
Re: Cowboys and Indians
Derrick:
Does that sound kosher?

Sounds perfectly fine.  /thumbsup.gif
Vulco1
 player, 126 posts
Fri 18 Jan 2019
at 20:53
Re: Cowboys and Indians
Ben is behind the right wagon.
evileeyore
 GM, 208 posts
Thu 24 Jan 2019
at 06:58
Re: Cowboys and Indians
Derrick:
This means speed is now 6 the first turn and 12 the second.

Is there a reason they aren't getting their full (base) Move of 8 and their full Enhanced Move of 16?


And... if they were just starting at 6 because they were traveling at "cruising speed", then in turn two they could have accelerated to only full base Move.  You have to be moving at full base Move before you can accelerate to full Enhanced Move.

This message was last edited by the GM at 07:01, Thu 24 Jan.

Derrick
 GM, 261 posts
Thu 24 Jan 2019
at 15:26
Re: Cowboys and Indians
In reply to evileeyore (msg # 198):

Encumbrance. Each horse is carrying at least 150 lbs of saddle, weapons, and rider. Some (most) are carrying more. Any horse (or character) with ST 22 that carries more than 96.8 lbs has light encumbrance, has their dodge reduced by 1, and their move reduced by 20%, rounding down. 8*0.8=6.4 ~= 6. doubling the fraction gives 12.8, which still rounds down to 12.

(6 yards diagonally is 4 over and 4 up)

This message was last edited by the GM at 15:27, Thu 24 Jan.

evileeyore
 GM, 210 posts
Thu 24 Jan 2019
at 17:38
Re: Cowboys and Indians
Derrick:
Encumbrance.

Doh!
evileeyore
 GM, 223 posts
Thu 14 Feb 2019
at 03:58
Re: Cowboys and Indians
Sorry for the delay, I realized on monday night that I needed to do math to make sure of the range... (since Earnest has ridden out at a diagonal from the wagons and thus has actually 'increased' his (lateral) distance from the rightmost riders...)

√((y2-y1)^2+(x2-x1)^2)

So I figured I'd wait until I was awake enough to do it..  and then...

Today I found a website that would do it for me once I was sufficiently mentally alert to actually do math.  Yay...

http://www.meracalculator.com/...2points-distance.php

Anyway, he's at 102 yards...  booooooo!  If hadn't double checked I'd have used my back of the napkin math and been under 100 yards.
Mari
 player, 73 posts
Sat 16 Feb 2019
at 09:41
Re: Cowboys and Indians
evileeyore:
Mari:
Mari rolled 2 using 1d6.  Fall damage (is this right?).</Orange>

1d-1.  Velocity for a 3 yard fall is 8.  Collision is the same as Slams, (Velocity x HP)/100, (8x10)/100 = 0.80.  0.80 is less than 1 but higher than 0.50, so the damage is 1d-1.

So 1 crushing damage.

It's a 2 yard fall due to the riding maneuvers being successful. I had that as a velocity of 7, with 10 HP and a hard surface (x2) that should come up to 140/100, so 1d. But I am always a bit wobbly with fall damage.
evileeyore
 GM, 226 posts
Sat 16 Feb 2019
at 18:22
Re: Cowboys and Indians
Mari:
It's a 2 yard fall...

OMG.  Yeah.  I read "On a success, he leaps clear and takes damage as per 3, above" as meaning "three yard fall".  Sigh.  Lack of sleep kids, it's a horrible drug.

quote:
...hard surface (x2)...

I forgot about the hard surface as well!  /throwsarmsupandscreeches.gif

Your math is impeccable.

Though, you can attempt an Acrobatics (DX-6 at default) roll to further reduce the fall by 5 yards.  Meaning no fall damage.
Derrick
 GM, 277 posts
Mon 18 Feb 2019
at 14:37
Re: Cowboys and Indians
The above analysis is correct. The riders don't have acrobatics or jumping, though you'd expect them to.
Mari
 player, 74 posts
Mon 18 Feb 2019
at 18:32
Re: Cowboys and Indians
Nope, didn't make that Dex-6 roll.

Mari rolled 15 using 3d6.  Dex-6 check (6).
Vulco1
 player, 140 posts
Sat 16 Mar 2019
at 17:08
Re: Cowboys and Indians
Sorry y'all. Life got super hectic with a new job and a cross country move. I'll try to check in more often.