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18:34, 26th April 2024 (GMT+0)

Cowboys and Indians.

Posted by DerrickFor group 0
evileeyore
player, 20 posts
Thu 6 Sep 2018
at 22:22
  • msg #57

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
  • msg #58

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
  • msg #59

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
  • msg #60

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
  • msg #61

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
  • msg #62

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
  • msg #63

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
  • msg #64

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
  • msg #65

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
  • msg #66

Re: Cowboys and Indians

If they can, the archers will be aiming.
evileeyore
player, 27 posts
Tue 18 Sep 2018
at 19:50
  • msg #67

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
  • msg #68

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
  • msg #69

Re: Cowboys and Indians

8: Archers keep aiming.
evileeyore
player, 30 posts
Wed 19 Sep 2018
at 06:26
  • msg #70

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
  • msg #71

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
  • msg #72

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
  • msg #73

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
  • msg #74

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
  • msg #75

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
  • msg #76

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
  • msg #77

Re: Cowboys and Indians

Rifleman continues vamoosing to the horses.
Derrick
GM, 60 posts
Tue 25 Sep 2018
at 13:34
  • msg #78

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
  • msg #79

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
  • msg #80

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
  • msg #81

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.
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