Rance,
Edith and Halls are in a Rambler, a light wheeled ATV. Rance was
following up a rumor about a Glorious
Empire installation out in the distant back woods of Mardahak.
What they found instead was an old factory in ruins and an ambush.
They are fleeing from a group of brigands in a pickup truck. The
brigands are pursuing them hoping to steal the Rambler. Edith drives
off of the dirt road and across the scrub and grass choked fields.
Rambler:
TL 7,
Wheeled Vehicle, Kcr 25, AGL +0, Speed 110 kph, Crew 1 Psg 4
2
shooters, 1 revolver, 1 pistol JoT-1, DM -2
Pickup:
TL 6
Wheeled Vehicle, Kcr 7, AGL +0, Speed 160 kph, Crew 1 Psg 2
Light
dmg 4, Critical dmg 7 No weapons, Open, 500 kg cargo
2
shooters, 1 rifle, 1 carbine Driver-1, DM +1
The
numbers:
Halls
and Rance are in the Open cargo bed of the Rambler, with no cover.
The brigands are behind the cab of the pickup, so they have light
cover, DM -1.
Rance
gets a +2 to hit, Halls gets a +1. Both brigands get a +1. The Aiming
action is not possible, nothing stays still long enough.
The
brigands are targeting the Rambler, to stop their escape. Rance and
Halls are aiming at the brigands who are shooting at them.
Rance
and Halls get a DM -1 for firing from a moving vehicle. The brigands
get a DM -2 to hit a moving vehicle, and a DM -1 for firing from a
moving vehicle.
Rance:
+2-1-1= DM -0; Halls +1-1-1= DM -1. brigands: +1-2-1=
DM -2.
Determining
Advantage
[2D+
Driving + Agility] in an opposed
roll. The brigand driver has Driving-1, Edith has JoT-1 (-2).
She's going to have a hard time getting the advantage over this
driver.
Round
1
Advantage:
Edith 5-2=3, brigand 6+1=7 Effect +4, DM 0, Brigands
“Edith,
be a dear and take the wheel for a moment,” Robert Rance shouted
over the din of the wind. Without another thought, he launched
himself up and out of the driver's seat, scrambling across the rear
seat of the rambler. Rance finally gained his feet properly in the
trunk, where Halls was already shooting back at their pursuer. Edith
clambered over into the driver's seat, desperately recalling what she
knew about how to operate it.
(JoT-1)
The brigands fire to hit the Rambler. Rifleman throws 7-2= 5 no hit, The carbine throws better, 9-2=7, but still score no hits.
Round
2
Advantage:
7-2=5, 8+1=9 Effect +4, DM 0, Brigands
The
carbine man rolls 6-2=4 for no hit, but the rifle man rolls 11-2=9. A
hit on the Rambler! Referee throws 1D for the AV dice, a 3. This is
less than the Rambler's Light damage threshold of 6. The bullet
strikes the Rambler's frame and bounces away to no effect. Rance and
Halls are unable to fire back. Many frustrated oaths go sailing at
the brigands instead.
Round
3
Advantage
10-2=8, 4+1=5 Effect +4, DM 0, Heroes
“Why
aren't you shooting back?” Edith demanded. “Can't darling,”
Rance said. “These fellows are smart – they're following us, but
keeping out of pistol range. That gives their rifles the advantage!”
Edith
stomped the brakes. As the truck roared closer she shouted “There's
your opening, Rance!”
Halls
fires his revolver and throws an 8-1=7. A miss. Rance levels his
trusty pistol and fires. A 9-0 is a hit! But his damage throw is
low, only 6. That's not enough to KO either of the brigands in
pursuit. They both will be able to fire again.
Round
4
Advantage
9-2=7, 9+1=10 Effect +4, DM 0, Brigands
The
brigand that Rance hit is back on his feet, and firing again.
Fortunately for Rance, both throws are low, resulting in no hits.
Bullets
whistled and whined past Rance's head. Between the rough
terrain and Edith's shaky driving, the fellows have a time just
holding on to the Rambler's cargo bed. There's almost no way they can
line up steady shots, not at this range.
“Any
chance of keeping to a straight path?” he shouted towards Edith.
“Sorry
darling, this isn't exactly the Central Commons at City U,” Edith
sang back. “Hang on!” she added, and threw the controls over hard
right to avoid a boulder outcropping. Rance grabs the Rambler's side
and holds on for dear life.
Round
5
Advantage
10-2=8, 6+1=7 Effect +1, DM -1, Brigands
The
rough terrain means both the truck and the Rambler are bouncing and
jolting too hard for accurate shooting. The brigands fire two more
futile shots at the Rambler. Edith spots another dirt road ahead,
and swings onto it. Once on the road she pushes the Rambler to
maximum speed. The brigands, bouncing onto the road behind them,
decide it's no longer worth it and drop back.
The
chase ends with Rance & crew escaping. Will they come back to
explore the factory later? Call the constabulary about the brigands?
What's their next move?
An excellent play example. Thank you for posting it.
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