Ranged and Animal Encounter example
Nov 1, 2016 10:34:26 GMT -5
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Post by makofan on Nov 1, 2016 10:34:26 GMT -5
RANGED COMBAT EXAMPLE
The Scout Ship Barsoom is investigating a red desert planet said to hold a deposit of rare radium, when its maneuver drive gets disabled by a volley of fire from some indigineous inhabitants far below. The pilot makes an emergency landing, and the crew scrambles out to see in the distance a fearful sight - ten 15-tall, multi-armed green bipeds with long lances, riding on giant lizards, charging across the flat towards your ship. They are probably 2 km away. The group gathers weapons from the ship's locker, and sets up on a nearby ridge to repulse the aggressors.
The monsters soak up amazing punishment, but the rifle fire is telling, and at about 250 metres their nerve breaks, with 3 of their members down. They wheel their beasts and flee. The adventuring group ceases its fire and breathes a sigh of relief
THE COMBATANTS
Gunnar, Scout, 668, Rifle-2
Lt Brooks, Army, A4B, Tactics-2, Rifle-1, SMG-3
Col Danvers, Army, CBB, Medic-1, Sword-1, Rifle-3, SMG-1
Lt Cmdr Starbuck, Navy, 6A7, Carbine-1, Pistol-1
Hightower, Marine, 89B, Cutlass-1, Shotgun-1
Green Martian U6F, Pike-1, no armor
Greater Thoat Hits 26/16, horns 7D, mesh armor
Range is 2000 m divided by 25 m = 80 range bands. The lizards are traversing two range bands per turn.
Rifle Effective Range is Very Long (20 range bands) and has 20 Ammo
Carbine Effective Range is Very Long (20 range bands) and has 10 Ammo
Shotgun Effective Range is Long (10 range bands) and has 10 Ammo
SMG Effective Range is Long (10 range bands) and has 30 Ammo
The group decides to open up at extreme range. Brooks, Gunnar and Danvers will use rifles, but Brooks intends to switch to SMG at closer range. Starbuck will use a carbine, and Hightower will wait til they get closer to use his shotgun. The party will aim at the riders, each will concentrate o a different rider.
MECHANICS
Range: 20 bands
Gunnar, Rifle +2, No Armor +3, Very Long -3, Final DM +2, rolls 9+2=11 hit for 3D=4 damage
First blood stat is End, GM1 = U6B
Brooks, Rifle +1, No Armor +3, Dex -2, Very Long -3, Final DM -1, rolls 6-1=5 MISS
GM2 is unwounded
Danvers, Rifle +3, No Armor +3, Dex +1, Very Long -3, Final DM +4, rolls 5+4=9 hit for 3D=12 damage
First blood stat is Str, GM3 = I6B
Starbuck, Carbine +1, No Armor +2, Dex +1, Very Long -5, Final DM -1, rolls 5-1=4 MISS
GM4 is unwounded
Range: 18 bands
Gunnar 11+2=13 hit for 2+6+3 = 11 damage, GM distributes 6+3 to Str and 2 to End
GM1 = L69
Brooks 4-1=3 MISS
GM2 is unwounded
Danvers 9+4=13 hit for 6+5+4= 15 damage, G< distributes 6+5 to Str and 4 to End
GM3 = 767
Starbuck 7-1=6 MISS
GM4 is unwounded
Range: 16 bands
Gunnar 6+2=8 hit for 4+6+1 = 11 damage, GM distributes 6+4 to Str and 1 to End
GM1 = B68
Brooks 9-1=8 hit for 10 damage, random first blood stat is End
GM2 = U65
Danvers 8+4=12 hit for 5+3+2= 10 damage, GM distributes 5 to Str 2 to Dex and 3 to End
GM3 = 243
Starbuck 7-1=6 MISS
GM4 is unwounded
Range: 14 bands
Gunnar 12+2=14 hit for 4+2+1 = 7 damage, GM distributes 4 to Str and 1 to Dex and 2 to End
GM1 = 756
Brooks 7-1=6 MISS
GM2 = U65
Danvers 3+4=7 MISS
GM3 = 243
Starbuck 8-1=7 MISS
GM4 is unwounded
Range: 12 bands
Gunnar 9+2=11 hit for 3+1+1 = 5 damage, GM distributes 3 to Str and 1 to Dex and 1 to End
GM1 = 445
Brooks 9-1=8 hit for 3+6+5 = 14 damage, GM distributes all damage to STR
GM2 = G65
Danvers 6+4=10 hit for 4+1+1 =6 damage, GM distributes 4 to Dex, other to Str and End
GM3 = 102 and UNCONSCIOUS
Starbuck 10-1=9 hit for 6+4+5 = 15 damage, First Blood stat is End
GM4 is U60 and UNCONSCIOUS
Range: 10 bands (Long) Rifle accuracy increases by 2, Carbines by 1, Shot gun is waiting for Medium range (2 range bands)
Gunnar 9+4=13 hit for 3+3+6 = 12 damage, GM distributes 3 to Str and 3 to Dex and 6 to End (spill to Dex)
GM1 = 100 and UNCONSCIOUS
Brooks 8+1=9 hit for 6+3+5 = 14 damage, GM distributes 9 damage to STR and 5 to Dex
GM2 = 715
Danvers 10+6=16 hit for 2+5+3 =10 damage, First Blood stat is End
GM5 = U65
Starbuck 6+0=MISS
Morale because 25% casualtires, needs 7+, rolls 2 fail
The Scout Ship Barsoom is investigating a red desert planet said to hold a deposit of rare radium, when its maneuver drive gets disabled by a volley of fire from some indigineous inhabitants far below. The pilot makes an emergency landing, and the crew scrambles out to see in the distance a fearful sight - ten 15-tall, multi-armed green bipeds with long lances, riding on giant lizards, charging across the flat towards your ship. They are probably 2 km away. The group gathers weapons from the ship's locker, and sets up on a nearby ridge to repulse the aggressors.
The monsters soak up amazing punishment, but the rifle fire is telling, and at about 250 metres their nerve breaks, with 3 of their members down. They wheel their beasts and flee. The adventuring group ceases its fire and breathes a sigh of relief
THE COMBATANTS
Gunnar, Scout, 668, Rifle-2
Lt Brooks, Army, A4B, Tactics-2, Rifle-1, SMG-3
Col Danvers, Army, CBB, Medic-1, Sword-1, Rifle-3, SMG-1
Lt Cmdr Starbuck, Navy, 6A7, Carbine-1, Pistol-1
Hightower, Marine, 89B, Cutlass-1, Shotgun-1
Green Martian U6F, Pike-1, no armor
Greater Thoat Hits 26/16, horns 7D, mesh armor
Range is 2000 m divided by 25 m = 80 range bands. The lizards are traversing two range bands per turn.
Rifle Effective Range is Very Long (20 range bands) and has 20 Ammo
Carbine Effective Range is Very Long (20 range bands) and has 10 Ammo
Shotgun Effective Range is Long (10 range bands) and has 10 Ammo
SMG Effective Range is Long (10 range bands) and has 30 Ammo
The group decides to open up at extreme range. Brooks, Gunnar and Danvers will use rifles, but Brooks intends to switch to SMG at closer range. Starbuck will use a carbine, and Hightower will wait til they get closer to use his shotgun. The party will aim at the riders, each will concentrate o a different rider.
MECHANICS
Range: 20 bands
Gunnar, Rifle +2, No Armor +3, Very Long -3, Final DM +2, rolls 9+2=11 hit for 3D=4 damage
First blood stat is End, GM1 = U6B
Brooks, Rifle +1, No Armor +3, Dex -2, Very Long -3, Final DM -1, rolls 6-1=5 MISS
GM2 is unwounded
Danvers, Rifle +3, No Armor +3, Dex +1, Very Long -3, Final DM +4, rolls 5+4=9 hit for 3D=12 damage
First blood stat is Str, GM3 = I6B
Starbuck, Carbine +1, No Armor +2, Dex +1, Very Long -5, Final DM -1, rolls 5-1=4 MISS
GM4 is unwounded
Range: 18 bands
Gunnar 11+2=13 hit for 2+6+3 = 11 damage, GM distributes 6+3 to Str and 2 to End
GM1 = L69
Brooks 4-1=3 MISS
GM2 is unwounded
Danvers 9+4=13 hit for 6+5+4= 15 damage, G< distributes 6+5 to Str and 4 to End
GM3 = 767
Starbuck 7-1=6 MISS
GM4 is unwounded
Range: 16 bands
Gunnar 6+2=8 hit for 4+6+1 = 11 damage, GM distributes 6+4 to Str and 1 to End
GM1 = B68
Brooks 9-1=8 hit for 10 damage, random first blood stat is End
GM2 = U65
Danvers 8+4=12 hit for 5+3+2= 10 damage, GM distributes 5 to Str 2 to Dex and 3 to End
GM3 = 243
Starbuck 7-1=6 MISS
GM4 is unwounded
Range: 14 bands
Gunnar 12+2=14 hit for 4+2+1 = 7 damage, GM distributes 4 to Str and 1 to Dex and 2 to End
GM1 = 756
Brooks 7-1=6 MISS
GM2 = U65
Danvers 3+4=7 MISS
GM3 = 243
Starbuck 8-1=7 MISS
GM4 is unwounded
Range: 12 bands
Gunnar 9+2=11 hit for 3+1+1 = 5 damage, GM distributes 3 to Str and 1 to Dex and 1 to End
GM1 = 445
Brooks 9-1=8 hit for 3+6+5 = 14 damage, GM distributes all damage to STR
GM2 = G65
Danvers 6+4=10 hit for 4+1+1 =6 damage, GM distributes 4 to Dex, other to Str and End
GM3 = 102 and UNCONSCIOUS
Starbuck 10-1=9 hit for 6+4+5 = 15 damage, First Blood stat is End
GM4 is U60 and UNCONSCIOUS
Range: 10 bands (Long) Rifle accuracy increases by 2, Carbines by 1, Shot gun is waiting for Medium range (2 range bands)
Gunnar 9+4=13 hit for 3+3+6 = 12 damage, GM distributes 3 to Str and 3 to Dex and 6 to End (spill to Dex)
GM1 = 100 and UNCONSCIOUS
Brooks 8+1=9 hit for 6+3+5 = 14 damage, GM distributes 9 damage to STR and 5 to Dex
GM2 = 715
Danvers 10+6=16 hit for 2+5+3 =10 damage, First Blood stat is End
GM5 = U65
Starbuck 6+0=MISS
Morale because 25% casualtires, needs 7+, rolls 2 fail