The Mission

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Oct 12, 2023 12:28 am
OOC:
Totally, wasn't sure how an 'assist' worked.

Rolls

Coordination 9 + Tactics 4 (13) - (d20)

(7) = 7

Oct 12, 2023 5:50 am
Stepping forward, a determined look on her face, Sabine nods at James and closes to point-blank range before leveling her .303 at the big German. Ignoring the pain in her injured shoulder, she grits her teeth, fires and shouts, "Die, you Nazi couchon!"
OOC:
Spending a point of Fortune to auto-crit-hit. Setting the first d20 to d1. So I think that's three successes; let's use the extra two for damage JUST TO BE SURE.
Last edited October 12, 2023 5:51 am

Rolls

Coordination (8) + Fighting (1) - (1d1, 1d20)

1d1 : (1) = 1

1d20 : (9) = 9

Damage - (10D6)

(4431551464) = 37

Oct 12, 2023 5:54 am
OOC:
Wait! There's an extra success from Swann! One more damage die, though I think the Nazi is still going to laugh all this off.

Yup, figured. So 5 damage and the SMLE appears to have no special effect. :(
Last edited October 12, 2023 5:55 am

Rolls

Forgotten Damage - (1d6)

(4) = 4

KCC

Oct 12, 2023 5:59 am
OOC:
Hehehehehehe it’s almost my turn again!
Oct 12, 2023 3:43 pm
OOC:
Terrible roll, look at those useless 3s and 4. with Armor 5, that inflicts no additional Stress. The Lee Enfield does do Vicious on a Salvo (where you spend one Ammo before the roll to empty the clip at him).
Sabine's shot strikes the stunned man in the center of his chest, but he just staggers back.

Everyone is up again. Let's see if Irish survives another round. Saving him from ongoing death checks will require a Coordination + Medicine test difficulty 2.

KCC

Oct 12, 2023 11:13 pm
OOC:
No need! I’m about to get to my feet!

Rolls

1d6

(2) = 2

Oct 13, 2023 12:04 am
OOC:
So.... If I'm reading the rules correcly and you just gave us a Fortune point. I can spend that point on a 'Make it happen' roll which seems to be a temporary reality adjustor. That said, (tell me If I'm stretching the rules or just getting it right) I'll spend the Fortune to say that Sabine's shot shifted the Nazi's armor, giving James an 'Armor free' angle for a shot before the Nazi can straighten things out. Then, I'll generate 2 threat for the extra d20.

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d20, d20, d20)

d20 : (19) = 19

d20 : (20) = 20

d20 : (7) = 7

Damage - (d6, d6, d6, d6)

d6 : (4) = 4

d6 : (5) = 5

d6 : (2) = 2

d6 : (1) = 1

Oct 13, 2023 2:21 am
OOC:
That is likely in the more potent use of a Fortune Point, but as it is just one action, I think that's fine. Coincidentally, the handgun has Vicious quality, you do 5 Stress which causes an injury and defeats him. Also, a nice shiny natural 20.

Also, I added the full pregen to the bottom of James' sheet, so I don't have to keep looking up your weapon stats.
James' handgun barks and catches the bodyguard in the mouth. He chuckles to the ground chawing at his chest for some reason.

Complication

The gunfire draws the next door forward to open and two junior officers step out, guns ready.

Sabine and Dan can act next as the newcomers arrive on scene mid-action. (Their actions are to move into position.)

Status Table
Momentum: 0
Threat: 10
Oct 13, 2023 2:18 pm
"Huh?" Dan claws out from underneath his stupor and moves into position, wondering where the hell the other Nazis came from. He readies his machine gun to blast a few more Nazis to hell glad to see one of them falling to Jame's shot.
Oct 14, 2023 1:57 am
Falling back as soon as she sees more Germans enter the room, and as she sees what a sorry state Irish is in, Sabine sets down her rifle and opens her doctor's bag, hoping to save the Irishman's life.

"Irish! 'Old still! And shoot them, Dan! Shoot them!" she shouts as she gets to work on her companion's wounds.
OOC:
Sabine has a Medic's Bag, which I think is a minor item and has 3 Momentum for healy things? If so, she'll spend two now.

Rolls

Stabilize the Dying (Coord 8, Medicine 2) using two uses of the medic kit - (1d20, 1d20, 1d20, 1d20)

1d20 : (13) = 13

1d20 : (9) = 9

1d20 : (3) = 3

1d20 : (14) = 14

Oct 14, 2023 2:44 am
Glad to see Sabie attending to Irish, Dan fires at one of the Nazis.

I'm back! Die, motherfuckers."

Rolls

Coordination 10, Fighting 1 - (2d20)

(820) = 28

Damage - (5d6)

(41232) = 12

Oct 14, 2023 2:54 am
OOC:
2 successes on the medicine check and Irish is saved. He's still defeated, but after this combat, can get up. He'll have three injuries, but be mobile.
Sabine quickly applies a compress and smelling salts, and keeps Irish from shuffling off the mortal coil too soon.
OOC:
Dan: one success is enough to hit, then 5 damage. These guys have no Armor and only 1 injury rank, so 5 Stress takes one out. That natural 20 is a Complication, so let's use a Gun Jam. One action to reload and clear it.
As the two lieutenants burst in, Dan says "Huh?" and immediately swings his Thompson to bear. With a burp from the muzzle, the Nazi on the left is flung backwards and lands on a chair, smashing it. The gun jams as the circular clip runs dry.

The other Nazi officer shoots back at Dan.
OOC:
Spending a Threat on the retaliatory shot. But despite that, it's a miss.
James, Sabine, and Dan can all go next.

Status Table
Momentum: 0
Threat: 9

Rolls

Coordination 9, Fighting 1 - (3d20)

(161713) = 46

KCC

Oct 14, 2023 11:09 am
"Shiiiiite!" Irish comes up, as if gasping for air. "What have you done to me sister? I feel like a bag of hammered shit!" he says, uselessly from the ground!
Oct 14, 2023 8:02 pm
"Only saved your life, you ungrateful oaf!" Sabine says with a smile as she finishes cleaning and bandaging the worst of Irish's wounds. "Now come on -- we 'ave more Germans to kill!"

Standing, Sabine draws and fires her Walther PP multiple times at their lone remaining foe, aiming center-mass.
OOC:
I think that's 7+2=9 stress!
Last edited October 14, 2023 8:06 pm

Rolls

Shooting! Coord 8 + Fighting 1, Minor Action to Aim - (1d20, 1d20)

1d20 : (2) = 2

1d20 : (6) = 6

Damage (using the momentum for an extra die, using ammo for salvo) - (6d6)

(165121) = 16

Oct 14, 2023 8:18 pm
Sabine empties her clip into the officer and he falls backwards arms flailing with each shot until he crumples against the wall.

Combat is over for a second or two.

You know that there are more Nazis here. Who was the big man guarding? (The door to your left.) Beyond the room where the junior officers are is the bridge, and you know that will be manned.
Oct 14, 2023 9:02 pm
If the lone German yet lives, Dan fires his Thompson again.

She's a tough bird, that one, he thinks about the injured Sabine.
OOC:
Yay we cross-posted Q.
Last edited October 14, 2023 9:03 pm

Rolls

Coordination 10, Fighting 1 - (2d20)

(1918) = 37

Damage - (5d6)

(33311) = 11

Oct 14, 2023 10:06 pm
We'll ignore they horrible attack by Dan since the Nazi is already dead.

KCC

Oct 15, 2023 5:58 am
OOC:
Combat being over means Irish is back up?
Last edited October 15, 2023 5:58 am
Oct 15, 2023 1:56 pm
OOC:
Irish is still "Defeated" but conscious and mobile. Until the Scene™ ends your Stress boxes are still full and you have three injuries, so any damage will kill you outright. At a Scene™ break, you'll recover the Stress boxes.

Now, the question is, what is a Scene? This is defined somewhat in the GM's book, quoted here:
Quote:
No Rest for the Wicked
At the end of a scene you could rush the players headlong into the next one. If the next scene is only a short time later, with no opportunity to rest between them — perhaps the characters haven’t had time to regroup, or the next scene begins only moments later — the GM should spend two Threat to reflect this.

In this case, the players do not remove any of the stress they’ve suffered, and lingering effects from the previous scene don’t end… but they also don’t lose any Momentum. This connects the two scenes so that short-term effects carry from one scene into the next.
So my question to myself is, do you have time to rest, or should I spend 2 Threat and have the next bunch come in? Given the small quarters and the gunfire, there is no way the Nazis aren't investigating. I'll spend two Threat as you don't have a chance to rest and recover Stress.
As you help Irish to his feet, wobbling and injured badly, (although the bleeding had slowed), the door beside you (from cabin.4) bursts open and you see a tall, slim man in his late 30s with a sharp, narrow face and dark hair slicked back from a widow’s peak. From the insignia on his uniform you can tell that he is one of the senior research engineers of the Nachtwölfe Aeronautics division. He had a sword cane and a Walther P Series handgun. He looks ready to fight but speaks first. Your bloody Nazi uniforms give him reason to pause.

(In German) "What is going on... Who are you? What have you done to Dietmar?"



https://i.imgur.com/VTV9GyO.jpg

You've explored most of the Huginn gondola, and can guess the layout. The fight just finished was in the corridor between 4 and 5, and the two junior officers came from 2 which is now empty. The bodyguard was guarding cabin 4. The bridge is area 3.

Status Table
Momentum: 0
Threat: 2
Oct 15, 2023 3:29 pm
<"Dietmar lost his mind!"> Sabine says in German, turning from where she now pretends to be working on Irish further.

<"I am a worker from the mines, and we have made a discovery! But when these soldiers wanted to report the finding to you, Dietmar stopped them, saying he'd had enough of your incompetence! He wanted to see to the artifact personally, and claim the credit!">

Stepping back from Irish, so the officer can see the extents of his wounds, she adds, <"And then they fought!">

Rolls

Will (9) + Persuasion (1) - (1d20, 1d20)

1d20 : (11) = 11

1d20 : (15) = 15

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