Darth Tang
12-26-2006, 05:57 PM
Our group occasional records parts of game sessions for various reasons; I record fights occasionally to see if there is some way to tweak the combat system. I transcribed this with an eye to making a short story for our site.
We’re running a campaign based on the TV series Firefly (not the movie) using a modified Riddle of Steel game system. We’re currently at session 34 (190+ hours at the table), but this incident occurred around session 28 or 29. There are five players, each running two PCs (a shooter and a specialist), plus five NPCs who generally never leave the ship (Simon & River Tam & three wives) in detailed play. None of the PCs are based on the series characters, except for the fact that the command staff are ex-Browncoats.
The incident involves an away-team investigating a Firefly-class ship they found abandoned & adrift in space; it has full life support in place (it was hit by Reavers, who left a prize crew aboard. The engine fried, and the Reavers activated the distress signal and are waiting to ambush any rescuers).
The PCs are numbered for their players; each player has one PC along on this away team.
{GM} OK, the cargo area is clear; the shipping pallets are still strapped in place.
{Player 5} Steel ingots. Its never TVs or stereos, you notice? Freakin’ bulk metal.
{Player 2, the tactical leader} Whatever. We have to secure the ship, first. Any signs of what happened?
{GM} Nope. There’s a faint smell of burnt metal and wiring, though.
{Player 5} You know how many ways this could be totally fucked?
{Player 1} When has it ever not been totally fucked? Why do we always check out abandoned ships, anyway? It never ends well. Remember the Zemchug?
{Player 3} You decided to check this out. You’re the Captain.
{Player 5} I’m just saying. Besides, this is Kyle. Roger’s back on the ship.
{GM} Now what?
{Player 2} *Sighs* Form up, Nick on point. Let’s go up the catwalk and hit the corridor between the galley & the bridge.
{Player 5} Great. Why don’t we ever wait for them to get bored and come for us?
{Player 2} Shut up.
{Player 5} I’ve got the laser sight and the white light on my shotgun turned on.
{GM} The lights are on.
{Player 5} They might not stay on. I’m moving at Ready Walk.
{GM} OK. Gimme two Spot Target rolls in advance.
{Player 5} See? We’re screwed.
{Player 4} He could just be messing with us.
{Player 3} Moto isn’t doing a Ready Walk. I’m stepping carefully to avoid scuffing the shine on my boots.
{Player 1} Dude! We’re on a ship adrift in space
{Player 3} There could be people here.
{Player 5} That’s what I’m worried about. Or that we’re gonna meet some non-people, too.
{Player 2} Lets go. Axel, watch the ceiling. Moto, you got the rear.
{Player 3} In that case, I’m going to wait at the foot of the stairs, then go to the catwalk when they’re clear so I can watch the back. Otherwise, all the twisting around to look back breaks the starch and makes my uniform wrinkle.
{GM} What about the MCLS unit? Doesn’t that wrinkle your top?
{Player 3} I left it behind. I’ve got two mags taped together, and a third one taped to the stock. Plus my sidearm and two mags in the thigh holster.
{Player 2} Wait-you’ve left your grenades and most of your ammo behind?
{Player 3} Too heavy-it wipes out the pleats instantly.
{Player 2} *Whimpers something into a hand clamped over his face while the other players groan*
{GM} OK, Nick, you’re at the head of the stairs.
{Player 5} Slice the pie into the corridor.
{GM} Facing left or right?
{Player 5} Shit…right…no, left. Facing left, but I’ll give right a glance when I can.
{GM} Good choice. You spot a Reaver in the galley aiming a weird-looking crossbow at you. Roll for reaction fire. * a chit is placed on the board*
{Player 5} REAVERS! FUCK! *dice rattle*
{Player 2} You gonna warn anybody?
{Player 5} I just did-the guys back on our ship heard me scream ‘Reavers! Fuck!’. Axel can probably hear my asshole clenching itself. *to the GM* seven.
{GM} *dice roll* You beat him to the punch.
{Player 5} Shit shit shit *dice roll* 8 successes center mass, four rounds of flechettes.
{GM} The impact throws the Reaver into the wall, hit hard but not down. Round One, Encounter One. Nick?
{Player 5} I’m going to side-step to open up the entrance, and glance to my right. I’ll shoot #1 if nobody else is around.
{GM}To your right are two Reavers *places chits on board* One is leveling a firearm of some sort, the other has a chainsaw configured like a sword.
{Player 5} I’m going for #2-reaction fire?
{GM} Yup. Due to the angle, no Ready Walk bonus.
{Player 5} *dice roll* Six.
{GM} *dice roll* ….five. You go.
{Player 5} *dice roll* 4 successes center mass, four rounds of flechettes.
{GM} He’s hit, stays up, fires, *dice roll* , you’re hit, shield value?
{Player 5} Minus 6.
{GM} You’re bleeding…eleven Shock….four Pain.
{Player 5} Shit, I’m dropping. I’m out until Round Two.
{GM} Axel?
{Player 4} OK, I should know that they’re to either side, right? Did I hear Nick drop? OK, Ready Walk around into the corridor *slides mini* opening the way for the rest…I’m shooting #2. *dice roll*
{GM} He’s already fired, so no reaction.
{Player 4} *dice roll* Five successes center mass, ten rounds full auto, DV +4.
{GM} Hmmmm… *dice roll* ….the Reaver is smashed back down the cabin access shaft. Lotta blood on the hatch behind him. Next?
{Player 2} I’m going to bank a 30mm grenade into the galley and tell Kyle to get to the wounded. *dice roll* Six successes on the grenade.
{GM} The grenade explodes; you can hear equipment crashing about in the galley. Kyle?
{Player 1} Mannnnnn….I draw my pistol, and move around the corner with my aid bag in my other hand.
{GM} Moto?
{Player 3} I’m going to continue face the rear as instructed. How clean is the catwalk?
{GM} Not very-greasy and dirty- you’re coming out of the cargo bay, after all.
{Player 3} I’ll remain standing, then.
{Player 5} Man, you get a TN bonus for kneeling, and better still for prone!
{Player 3} Grease is murder to get out of this fabric.
{GM} *dice roll* Axel, the Reaver with the chainsaw-sword closed and hit you…your left arm is severed above the elbow. Lots of bleeding….twenty-four Shock….three Pain.
{Player 4} Sweet Mother! I scream like a small girl and drop to a fetal position.
{Player 5} What’s the next campaign gonna be?
{GM} Round One, Encounter Two. Kyle?
{Player 1} Fuck- I shoot #3-reaction fire?
{GM} If you want to shoot him before he hits Axel again.
{Player 3} I’m begging for mercy and yelling for my mommy.
{Player 1} *dice roll* Six
{GM} *dice roll* You beat him.
{Player 1) *dice roll* Double tap, three successes, head shot, with minuses, DV +2.
{GM} *dice roll* He staggers back, jaw shot away.
{Player 5} Did he drop?
{GM} No. Satyr?
{Player 2} I’m calling for Blue Team to get over here from our ship on the double, and moving up.
*Moves mini*
{GM} #1 is back on his feet, and another one with a firearm is coming around here. *a chit is placed on the board* You have reaction.
{Player 2} Sunnuvabitch. *dice roll* Shooting #1, center mass, full auto, twelve rounds, DV +3.
{GM} Hmmmm…..he is smashed flat. Moto, there is movement here.
{Player 3} I’ll fire a burst of suppression. *dice roll* Six successes, sixteen rounds.
{GM} OK. Round Two, Encounter One.
{Player 5} I’m active. Where’s #3?
{GM} Staggering forward here.
{Player 4} Mommy!
{Player 5} I’m already laying down-I’m gonna jam my shotgun into his lower belly and do a double tap. *dice roll* Four successes.
{GM} It lifts him off his feet; he stumbles into the bulkhead and slides down to a seated position. Kyle, you see #2 climbing out of the cabin access with a knife in his teeth.
{Player 1} Nick, shoot him! I’m going to work on Axel’s stump. *dice roll* Nine.
{GM} The bleeding is stopped. Stayr?
{Player 2} Firing a grenade here, 6 successes on Reaction fire.
{GM} *dice roll* You got it.
{Player 2} Eight successes on the grenade.
{GM} #4 is knocked flat. Moto, a reaver is rushing your position. *Chit is placed on board*
{Player 3} Double tap to head, minuses applied *dice roll* four successes, DV +3. I adjusted for him running.
{GM} The rounds ripped up his neck something terrible *dice roll* he falls, losing his chainsaw-sword. *dice roll* #1 shot Satyr with his crossbow; the drugs inflict *dice roll* seventeen Shock.
{Player 2} We’re all going to die.
{GM} Round Two Encounter two.
{Player 4} I’m drawing my sidearm, and I’m done.
{Player 5} Reloading with the mag clipped to the original. Is #3 dead?
{GM} Doesn’t look like it.
{Player 5} *dice roll* Double tap to the face. I’m gonna jam the muzzle into his teeth if I can.
{GM} Yeah, he’s stunned…should work.
{Player 5} Kewl. Five successes.
{GM} You see brain matter. Kyle?
{Player 1} *dice roll* Double tap on #2, three successes, DV +2.
{GM} OK… *dice roll* He staggered. Satyr?
{Player 2} Out.
{GM} Moto, he’s getting to his feet, drawing a knife.
{Player 3} Double tap *dice roll* three successes, DV +3.
{GM} Ok. Blue Team needs four full rounds to get to Moto. Round Three Encounter One. Nick?
{Player 5} #2 *dice roll* five successes center mass, four rounds of flechettes.
{GM} *dice roll* OK…down. Axel.
{Player 4} *dice roll* Shooting #2 after he’s down, three-round-burst, DV +1. Three successes, center mass.
{GM} *dice roll* Ok….looks like he’s dead. Kyle?
{Player 5} Finally!
{Player 1} Kyle is going to…..treat Nick. *dice roll* Ten.
{GM} Bleeding stopped. Satyr?
{Player 2} Fire a grenade here, do I need reaction?
{GM} No
{Player 2} *dice roll* Five successes.
{GM} *dice roll* Both are blown flat. You take two Shock from concussion. Moto?
{Player 3} Reloading off taped mag, burst of eight, center mass DV+3, two successes.
{GM} *dice roll* You chewed up his…left arm. Round Three Encounter Two. Nick?
{Player 5} *dice roll* Roll over and fire at #1, four rounds, center mass, four successes.
{GM} *dice roll* That looks fatal. Axel?
{Player 4} Huh. I’m going to put another burst into #2. *dice roll* Five successes.
{GM} *dice roll* He wasn’t dead-you get arterial blood at the hit. Kyle?
{Player 1} *dice roll* I set my pistol down to treat Nick, and now I can’t find it. (NOTE: the player came up with a small chart he uses to reflect Kyle’s non-combat-orientation.)
{GM} Satyr?
{Player 2} #4, center mass, single shot, DV +2. *dice roll* Two successes.
{GM} *dice roll* It knocks him back down. Moto?
{Player 3} *dice roll* burst of eight, center mass DV+3, five successes.
{GM} *dice roll* He collapses at your feet *dice roll* no blood splatter on your uniform.
{Player 3} Thank God.
{GM} Round Four, Encounter One. Nick?
{Player 5} Reloading from MCLS.
{GM} Axel?
{Player 4} I’m going to look at my severed arm and cry.
{GM} Kyle?
{Player 1} Work on Axel. *dice roll* Eight.
{GM} Satyr?
{Player 2} How’s 1 and 4 look?
{GM} #1 appears to be dead; #4 is trying to get back up.
{Player 2} #4, head adjusted, burst of six, DV +2. *dice roll* four successes.
{GM} Pop goes the skull. Moto?
{Player 3} Moving back a step, taking a +1 to TN, put a double tap into him, one success. DV+3
{GM} Okay. You hit him in the right hip, very weak arterial bleeding which swiftly tapers off. Round Four, Encounter Two. Nick?
{Player 5} Putting another burst into #1, four rounds, center mass, six successes.
{GM} It looks like his torso is shredded and there’s no blood activity. Stayr?
{Player 2} Reloading three grenades.
{GM} Moto?
{Player 3} Dropping the twin mags, which are empty, and loading the one off my stock. I’ll finish next Encounter.
{GM} OK, at this point you're confident that all five Reavers are dead. Lets work the medical issues; its Round Five, Blue Team arrives on Round Eight.
And that's four full rounds of combat. It took a little longer to do than it did to read, partially because I'm jotting notes.
We’re running a campaign based on the TV series Firefly (not the movie) using a modified Riddle of Steel game system. We’re currently at session 34 (190+ hours at the table), but this incident occurred around session 28 or 29. There are five players, each running two PCs (a shooter and a specialist), plus five NPCs who generally never leave the ship (Simon & River Tam & three wives) in detailed play. None of the PCs are based on the series characters, except for the fact that the command staff are ex-Browncoats.
The incident involves an away-team investigating a Firefly-class ship they found abandoned & adrift in space; it has full life support in place (it was hit by Reavers, who left a prize crew aboard. The engine fried, and the Reavers activated the distress signal and are waiting to ambush any rescuers).
The PCs are numbered for their players; each player has one PC along on this away team.
{GM} OK, the cargo area is clear; the shipping pallets are still strapped in place.
{Player 5} Steel ingots. Its never TVs or stereos, you notice? Freakin’ bulk metal.
{Player 2, the tactical leader} Whatever. We have to secure the ship, first. Any signs of what happened?
{GM} Nope. There’s a faint smell of burnt metal and wiring, though.
{Player 5} You know how many ways this could be totally fucked?
{Player 1} When has it ever not been totally fucked? Why do we always check out abandoned ships, anyway? It never ends well. Remember the Zemchug?
{Player 3} You decided to check this out. You’re the Captain.
{Player 5} I’m just saying. Besides, this is Kyle. Roger’s back on the ship.
{GM} Now what?
{Player 2} *Sighs* Form up, Nick on point. Let’s go up the catwalk and hit the corridor between the galley & the bridge.
{Player 5} Great. Why don’t we ever wait for them to get bored and come for us?
{Player 2} Shut up.
{Player 5} I’ve got the laser sight and the white light on my shotgun turned on.
{GM} The lights are on.
{Player 5} They might not stay on. I’m moving at Ready Walk.
{GM} OK. Gimme two Spot Target rolls in advance.
{Player 5} See? We’re screwed.
{Player 4} He could just be messing with us.
{Player 3} Moto isn’t doing a Ready Walk. I’m stepping carefully to avoid scuffing the shine on my boots.
{Player 1} Dude! We’re on a ship adrift in space
{Player 3} There could be people here.
{Player 5} That’s what I’m worried about. Or that we’re gonna meet some non-people, too.
{Player 2} Lets go. Axel, watch the ceiling. Moto, you got the rear.
{Player 3} In that case, I’m going to wait at the foot of the stairs, then go to the catwalk when they’re clear so I can watch the back. Otherwise, all the twisting around to look back breaks the starch and makes my uniform wrinkle.
{GM} What about the MCLS unit? Doesn’t that wrinkle your top?
{Player 3} I left it behind. I’ve got two mags taped together, and a third one taped to the stock. Plus my sidearm and two mags in the thigh holster.
{Player 2} Wait-you’ve left your grenades and most of your ammo behind?
{Player 3} Too heavy-it wipes out the pleats instantly.
{Player 2} *Whimpers something into a hand clamped over his face while the other players groan*
{GM} OK, Nick, you’re at the head of the stairs.
{Player 5} Slice the pie into the corridor.
{GM} Facing left or right?
{Player 5} Shit…right…no, left. Facing left, but I’ll give right a glance when I can.
{GM} Good choice. You spot a Reaver in the galley aiming a weird-looking crossbow at you. Roll for reaction fire. * a chit is placed on the board*
{Player 5} REAVERS! FUCK! *dice rattle*
{Player 2} You gonna warn anybody?
{Player 5} I just did-the guys back on our ship heard me scream ‘Reavers! Fuck!’. Axel can probably hear my asshole clenching itself. *to the GM* seven.
{GM} *dice roll* You beat him to the punch.
{Player 5} Shit shit shit *dice roll* 8 successes center mass, four rounds of flechettes.
{GM} The impact throws the Reaver into the wall, hit hard but not down. Round One, Encounter One. Nick?
{Player 5} I’m going to side-step to open up the entrance, and glance to my right. I’ll shoot #1 if nobody else is around.
{GM}To your right are two Reavers *places chits on board* One is leveling a firearm of some sort, the other has a chainsaw configured like a sword.
{Player 5} I’m going for #2-reaction fire?
{GM} Yup. Due to the angle, no Ready Walk bonus.
{Player 5} *dice roll* Six.
{GM} *dice roll* ….five. You go.
{Player 5} *dice roll* 4 successes center mass, four rounds of flechettes.
{GM} He’s hit, stays up, fires, *dice roll* , you’re hit, shield value?
{Player 5} Minus 6.
{GM} You’re bleeding…eleven Shock….four Pain.
{Player 5} Shit, I’m dropping. I’m out until Round Two.
{GM} Axel?
{Player 4} OK, I should know that they’re to either side, right? Did I hear Nick drop? OK, Ready Walk around into the corridor *slides mini* opening the way for the rest…I’m shooting #2. *dice roll*
{GM} He’s already fired, so no reaction.
{Player 4} *dice roll* Five successes center mass, ten rounds full auto, DV +4.
{GM} Hmmmm… *dice roll* ….the Reaver is smashed back down the cabin access shaft. Lotta blood on the hatch behind him. Next?
{Player 2} I’m going to bank a 30mm grenade into the galley and tell Kyle to get to the wounded. *dice roll* Six successes on the grenade.
{GM} The grenade explodes; you can hear equipment crashing about in the galley. Kyle?
{Player 1} Mannnnnn….I draw my pistol, and move around the corner with my aid bag in my other hand.
{GM} Moto?
{Player 3} I’m going to continue face the rear as instructed. How clean is the catwalk?
{GM} Not very-greasy and dirty- you’re coming out of the cargo bay, after all.
{Player 3} I’ll remain standing, then.
{Player 5} Man, you get a TN bonus for kneeling, and better still for prone!
{Player 3} Grease is murder to get out of this fabric.
{GM} *dice roll* Axel, the Reaver with the chainsaw-sword closed and hit you…your left arm is severed above the elbow. Lots of bleeding….twenty-four Shock….three Pain.
{Player 4} Sweet Mother! I scream like a small girl and drop to a fetal position.
{Player 5} What’s the next campaign gonna be?
{GM} Round One, Encounter Two. Kyle?
{Player 1} Fuck- I shoot #3-reaction fire?
{GM} If you want to shoot him before he hits Axel again.
{Player 3} I’m begging for mercy and yelling for my mommy.
{Player 1} *dice roll* Six
{GM} *dice roll* You beat him.
{Player 1) *dice roll* Double tap, three successes, head shot, with minuses, DV +2.
{GM} *dice roll* He staggers back, jaw shot away.
{Player 5} Did he drop?
{GM} No. Satyr?
{Player 2} I’m calling for Blue Team to get over here from our ship on the double, and moving up.
*Moves mini*
{GM} #1 is back on his feet, and another one with a firearm is coming around here. *a chit is placed on the board* You have reaction.
{Player 2} Sunnuvabitch. *dice roll* Shooting #1, center mass, full auto, twelve rounds, DV +3.
{GM} Hmmmm…..he is smashed flat. Moto, there is movement here.
{Player 3} I’ll fire a burst of suppression. *dice roll* Six successes, sixteen rounds.
{GM} OK. Round Two, Encounter One.
{Player 5} I’m active. Where’s #3?
{GM} Staggering forward here.
{Player 4} Mommy!
{Player 5} I’m already laying down-I’m gonna jam my shotgun into his lower belly and do a double tap. *dice roll* Four successes.
{GM} It lifts him off his feet; he stumbles into the bulkhead and slides down to a seated position. Kyle, you see #2 climbing out of the cabin access with a knife in his teeth.
{Player 1} Nick, shoot him! I’m going to work on Axel’s stump. *dice roll* Nine.
{GM} The bleeding is stopped. Stayr?
{Player 2} Firing a grenade here, 6 successes on Reaction fire.
{GM} *dice roll* You got it.
{Player 2} Eight successes on the grenade.
{GM} #4 is knocked flat. Moto, a reaver is rushing your position. *Chit is placed on board*
{Player 3} Double tap to head, minuses applied *dice roll* four successes, DV +3. I adjusted for him running.
{GM} The rounds ripped up his neck something terrible *dice roll* he falls, losing his chainsaw-sword. *dice roll* #1 shot Satyr with his crossbow; the drugs inflict *dice roll* seventeen Shock.
{Player 2} We’re all going to die.
{GM} Round Two Encounter two.
{Player 4} I’m drawing my sidearm, and I’m done.
{Player 5} Reloading with the mag clipped to the original. Is #3 dead?
{GM} Doesn’t look like it.
{Player 5} *dice roll* Double tap to the face. I’m gonna jam the muzzle into his teeth if I can.
{GM} Yeah, he’s stunned…should work.
{Player 5} Kewl. Five successes.
{GM} You see brain matter. Kyle?
{Player 1} *dice roll* Double tap on #2, three successes, DV +2.
{GM} OK… *dice roll* He staggered. Satyr?
{Player 2} Out.
{GM} Moto, he’s getting to his feet, drawing a knife.
{Player 3} Double tap *dice roll* three successes, DV +3.
{GM} Ok. Blue Team needs four full rounds to get to Moto. Round Three Encounter One. Nick?
{Player 5} #2 *dice roll* five successes center mass, four rounds of flechettes.
{GM} *dice roll* OK…down. Axel.
{Player 4} *dice roll* Shooting #2 after he’s down, three-round-burst, DV +1. Three successes, center mass.
{GM} *dice roll* Ok….looks like he’s dead. Kyle?
{Player 5} Finally!
{Player 1} Kyle is going to…..treat Nick. *dice roll* Ten.
{GM} Bleeding stopped. Satyr?
{Player 2} Fire a grenade here, do I need reaction?
{GM} No
{Player 2} *dice roll* Five successes.
{GM} *dice roll* Both are blown flat. You take two Shock from concussion. Moto?
{Player 3} Reloading off taped mag, burst of eight, center mass DV+3, two successes.
{GM} *dice roll* You chewed up his…left arm. Round Three Encounter Two. Nick?
{Player 5} *dice roll* Roll over and fire at #1, four rounds, center mass, four successes.
{GM} *dice roll* That looks fatal. Axel?
{Player 4} Huh. I’m going to put another burst into #2. *dice roll* Five successes.
{GM} *dice roll* He wasn’t dead-you get arterial blood at the hit. Kyle?
{Player 1} *dice roll* I set my pistol down to treat Nick, and now I can’t find it. (NOTE: the player came up with a small chart he uses to reflect Kyle’s non-combat-orientation.)
{GM} Satyr?
{Player 2} #4, center mass, single shot, DV +2. *dice roll* Two successes.
{GM} *dice roll* It knocks him back down. Moto?
{Player 3} *dice roll* burst of eight, center mass DV+3, five successes.
{GM} *dice roll* He collapses at your feet *dice roll* no blood splatter on your uniform.
{Player 3} Thank God.
{GM} Round Four, Encounter One. Nick?
{Player 5} Reloading from MCLS.
{GM} Axel?
{Player 4} I’m going to look at my severed arm and cry.
{GM} Kyle?
{Player 1} Work on Axel. *dice roll* Eight.
{GM} Satyr?
{Player 2} How’s 1 and 4 look?
{GM} #1 appears to be dead; #4 is trying to get back up.
{Player 2} #4, head adjusted, burst of six, DV +2. *dice roll* four successes.
{GM} Pop goes the skull. Moto?
{Player 3} Moving back a step, taking a +1 to TN, put a double tap into him, one success. DV+3
{GM} Okay. You hit him in the right hip, very weak arterial bleeding which swiftly tapers off. Round Four, Encounter Two. Nick?
{Player 5} Putting another burst into #1, four rounds, center mass, six successes.
{GM} It looks like his torso is shredded and there’s no blood activity. Stayr?
{Player 2} Reloading three grenades.
{GM} Moto?
{Player 3} Dropping the twin mags, which are empty, and loading the one off my stock. I’ll finish next Encounter.
{GM} OK, at this point you're confident that all five Reavers are dead. Lets work the medical issues; its Round Five, Blue Team arrives on Round Eight.
And that's four full rounds of combat. It took a little longer to do than it did to read, partially because I'm jotting notes.