WHFRP: Through the Drakwald
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Re: WHFRP: Through the Drakwald
In his leg actually, the stone dings off his kneecap. It looks painful. By the way, aiming, reloading, and firing are all half actions so technically you have to reload the round before, however I'll let you off.
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Re: WHFRP: Through the Drakwald
Well, as I'm in the melee, but not being swung at, I think I'll use another half action for aim and then attack.
WS: 28 + 10% = 38% target
Roll(1d100)+0:
47,+0
Total:47
Swing and a miss.
WS: 28 + 10% = 38% target
Roll(1d100)+0:
47,+0
Total:47
Swing and a miss.
Larandar wrote:Stop moving and let me hit you!
Re: WHFRP: Through the Drakwald
This is the result of a game system that starts all the player characters off as civilians. Nobody can hit each other. Still, once you can you'll be awesome.
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Re: WHFRP: Through the Drakwald
Poke attempt #2:
Roll(1d100)+0:
1,+0
Total:1
AYE HEET HEEM! I hope. If I didnt hit him on a 1 we are pretty boned. :DDD
Roll(1d100)+0:
1,+0
Total:1
AYE HEET HEEM! I hope. If I didnt hit him on a 1 we are pretty boned. :DDD
Re: WHFRP: Through the Drakwald
You did heet him. Damage?
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Re: WHFRP: Through the Drakwald
Yes please. Oh, you want a roll? Err...
Roll(1d10)+0:
10,+0
Total:10
Christ.
Roll(1d10)+0:
10,+0
Total:10
Christ.
Re: WHFRP: Through the Drakwald
Oh dear, he does not like that. You open a big wound across his arm causing him to roar in pain. The mutants fight on ineffectively, as do the soldiers. Next round?
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Re: WHFRP: Through the Drakwald
I'll not cheat this time, reload and shoot, no aiming:
BS: 52 - 20 = 32
Roll(1d100)+0:
24,+0
Total:24
Roll(1d10)+3:
10,+3
Total:13
BS: 52 - 20 = 32
Roll(1d100)+0:
24,+0
Total:24
Roll(1d10)+3:
10,+3
Total:13
Alice doesn't know what a spleen is, never mind where it might be located.Alice wrote:Eww, that looks narsty! Right in the spleen.
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Re: WHFRP: Through the Drakwald
Same again for me, aim then attack as the gribblies seem fixated on the soldiers.
WS of 28 + 10 for aim : target of 38:
Roll(1d100)+0:
87,+0
Total:87
Eeegads. Three misses in a row.
WS of 28 + 10 for aim : target of 38:
Roll(1d100)+0:
87,+0
Total:87
Eeegads. Three misses in a row.
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Re: WHFRP: Through the Drakwald
Alice has a suggestion
She grins mischieviously and winks lewdly.Alice wrote:C'mon boys! Hit 'em wiv the pointy end
Re: WHFRP: Through the Drakwald
FJ, you actually hit him right in the cock. (body location, critical), stunning him for the next round.
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Re: WHFRP: Through the Drakwald
BOOM, HEADSHOT.Dog Pants wrote:FJ, you actually hit him right in the cock. (body location, critical), stunning him for the next round.
Re: WHFRP: Through the Drakwald
You having a go Joose?
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Re: WHFRP: Through the Drakwald
oh, my turn again! right:
Roll(1d100)+0:
81,+0
Total:81
lolnope.
Roll(1d100)+0:
81,+0
Total:81
lolnope.
Re: WHFRP: Through the Drakwald
To explain the mechanics behind the fight going on in the background, the mutants are making all-out attacks - a single attack at +20. The soldiers are making one attack and using defensive stance, which gives them -20. So the net result is they both are making one attack each per round. Since Buzz and Joose are also making one attack I'll assume the other half action is defensive too to even things out.
One of the soldiers, fighting poorly with a crutch and with an injured leg, stumbles. The tentacle-armed mutant siezes the opportunity and swings a powerful blow. The soldier raises his arm to protect his head, but the impact shatters his forearm. With an audible crack splinters of bone burst through his skin and the arm is left swinging like a piece of meat. The mutant turns his attention to Larandar with a bloodthirsty grin on his face.
The other soldier, who is fighting the target of Alice's rocks, takes the opportunity of his opponent's painful distraction to make an all out attack with his dagger. He misses with the blade, but catches the furry mutant square on the back of the head with the pommel, knocking the beast to the ground.
The priest appears to be making no effort to attack his opponent, merely parrying the blows with his staff, much to the frustration of his three-eyed attacker. However, the enraged creature manages to clunk him right on the head, and blood starts to seep through his hair.
Next round please.
One of the soldiers, fighting poorly with a crutch and with an injured leg, stumbles. The tentacle-armed mutant siezes the opportunity and swings a powerful blow. The soldier raises his arm to protect his head, but the impact shatters his forearm. With an audible crack splinters of bone burst through his skin and the arm is left swinging like a piece of meat. The mutant turns his attention to Larandar with a bloodthirsty grin on his face.
The other soldier, who is fighting the target of Alice's rocks, takes the opportunity of his opponent's painful distraction to make an all out attack with his dagger. He misses with the blade, but catches the furry mutant square on the back of the head with the pommel, knocking the beast to the ground.
The priest appears to be making no effort to attack his opponent, merely parrying the blows with his staff, much to the frustration of his three-eyed attacker. However, the enraged creature manages to clunk him right on the head, and blood starts to seep through his hair.
Next round please.
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Re: WHFRP: Through the Drakwald
Reload and shoot again:
BS: 52 - 20 = 32
Roll(1d100)+0:
18,+0
Total:18
Roll(1d10)+3:
7,+3
Total:10
Alice puts her hands on her hips and swivels to one side.
BS: 52 - 20 = 32
Roll(1d100)+0:
18,+0
Total:18
Roll(1d10)+3:
7,+3
Total:10
Alice puts her hands on her hips and swivels to one side.
She swivels the other way.Alice wrote:Nice shooting Alice!
She tries to give herself a high-five but it doesn't work so well.Alice wrote:Thanks, Alice
Re: WHFRP: Through the Drakwald
I'll show my working out what's going on here. So the floor mutie is on 0 hit points from a combined attack of FJ's sling and the soldier's dagger. Now every attack is a critical. So Alice's 6 points of damage (-4 for the mutant's toughness and fur) is rolled directly on the critical table. First we roll for location:
Roll(1d100)+0:
61,+0
Total:61
That's the body (56-80). Next we roll on the critical table in the +6 column (because 6 points of damage were critical):
Roll(1d100)+0:
65,+0
Total:65
Low is good in this case (not for the mutant), but a 65 is still a result of 8 on the table for a +6 Crit. Here's what a level 8 critical to the body says:
Spine pulverised and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness test or become permanently paralysed from the waist down.
Nice huh? So as the mutant is trying to get back to his feet Alice's bullet hits him in the back and shatters a vertebra. The mutant collapses again, still alive but no longer in the fight. Well done!
Roll(1d100)+0:
61,+0
Total:61
That's the body (56-80). Next we roll on the critical table in the +6 column (because 6 points of damage were critical):
Roll(1d100)+0:
65,+0
Total:65
Low is good in this case (not for the mutant), but a 65 is still a result of 8 on the table for a +6 Crit. Here's what a level 8 critical to the body says:
Spine pulverised and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness test or become permanently paralysed from the waist down.
Nice huh? So as the mutant is trying to get back to his feet Alice's bullet hits him in the back and shatters a vertebra. The mutant collapses again, still alive but no longer in the fight. Well done!
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Re: WHFRP: Through the Drakwald
Nicely done FJ!
My turn now, but I'm confused by the description of Defensive Stance on p.127 of the 2nd Edition core rules. It's clearly marked as a half action, but also says the character "strikes no blows this round". Which to me reads as if it should be a full action.
The "charactergen-29210920.pdf" file however says it's a full action.
Doggers?
My turn now, but I'm confused by the description of Defensive Stance on p.127 of the 2nd Edition core rules. It's clearly marked as a half action, but also says the character "strikes no blows this round". Which to me reads as if it should be a full action.
The "charactergen-29210920.pdf" file however says it's a full action.
Doggers?
Re: WHFRP: Through the Drakwald
So it does. I'm going to assume that the later one is the errata and that defensive stance is a full action. It makes more sense that way - you're paying your full attention to not being hit. If you wanted to make one attack and still have some defence you could use parrying stance, which lets you effectively roll another attack to parry a successful hit.
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Re: WHFRP: Through the Drakwald
Coolios, I'd assumed that would be the case as it makes more sense.
As I've now got an angry gribbly standing toe to toe with me who I can't seem to hit for toffee, I've got no chance of parrying a club being swung with the intent to cave my skull in so I'm going to take aim and then flail my sword in the vague direction of my opponent.
WS: 28 + 10 for aim = 38
Roll(1d100)+0:
55,+0
Total:55
Getting nearer!
As I've now got an angry gribbly standing toe to toe with me who I can't seem to hit for toffee, I've got no chance of parrying a club being swung with the intent to cave my skull in so I'm going to take aim and then flail my sword in the vague direction of my opponent.
WS: 28 + 10 for aim = 38
Roll(1d100)+0:
55,+0
Total:55
Getting nearer!

Larandar wrote:Vile chaos spawn! I'll get you next time!