STAR WARS: RETROSPECTION- Execution

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REXXXX

REXXXX
Now, this will require a little more preparation than per usual! Since Commander Janthis- a hardened veteran of the Clone Wars and now a deadly Stormtrooper Commander in the Imperial war machine- originates from the Original Trilogy game, he is geared up for the old Feng Shui system with its d20s and Fortune points... however, I am totally opposed to running that system!

Instead, I have partially converted Commaner Janthis to the new Lego system, based upon his old character sheet. I believe the transition is faithful enough...

-

Janthis, Commander

PHYSICAL
Strength: 5
Agility: 3
Dexterity: 4
Defense: 1

MENTAL
Willpower: 5
Intelligence: 4
Charisma: 3
Perception: 3

SKILLS
Guns: 5
Combat: 2
Heavy Weapons: 2
Observation: 3
Leadership: 2
Intimidate: 2
Warfare: 2

MERITS
Free Merit to Ties (Grand Army of the Republic)
1 Merit to Ally (Fantus Hoven)
1 Merit to Contact (Secretary Jasline Fortunia)
1 Merit to Haven (Kamino)

GUN SCHTICKS
Carnival of Carnage
Eagle Eye
10,000 Bolts
...

COMBAT SCHTICKS
...

DEVICES
Hi-tech Armor (+2 Armor)
Survival Belt

-

Now, some things that need hammering out:

- Choose two Gun Schticks.

- Choose six Combat Schticks.

- What kind of blaster does Janthis use?

- What kind of heavy weapons does Janthis use?

- What kind of melee weapon does/would Janthis use?

Newjak
Gun Schticks:
Marksman
Close Quarters Gunman

Combat Schticks:
Focussed Blow
Street Fighter
Overhead Blow
Counterstrike
Feint
Dodge and Weave

Janthis uses a heavy blaster

Janthis would use a rocket launcher

A very durable slightly big combat knife. Think a bowie knife.

REXXXX
Alright! Use the character sheet above as your reference for the game. If we ever get around to OT again, Ush may have the set-up completely different, but for our purposes, this works.

-

Borosk

"General, Commander, we've made contact," Commodore Yu updates your leading officer and you. "Our sensors count only two Separatist cruisers, Providence-class. Vultures are being deployed as we speak."

"Deploy the V-Wings," Pertus Pre, General and Jedi Knight, says to the Commodore. A man of great wisdom and power, Pertus Pre gained much fighting experience in the Outer Rim territories in the years before the Clone Wars. "I want them to engage the vultures and keep them away from our Star Destroyers, we can't let them swarm us or landing the ground troops in the gunships will be impossible."

"Yes, sir," Commodore says. "What of the Confederate capital ships?"

"Ignore them for now," Pertus says. "Our fighter squadrons can engage them once the gunships are away and the vultures' numbers have been minimized."

"And our Destroyers?"

"Keep your distance from the battle and fan out to distribute . I want all batteries ready to intercept vultures that break through our fighter screen."

Naval coordination is not something you understand well, Janthis. Outside, Borosk spins slowly through the void, waiting for your arrival. It is a tropical world, the oceans having consumed much of the land and leaving only the peaks of mountains as strings of islands. It is these islands that must be taken- General Pre is sending you to take the Fortress Island, where the Duke of Borosk is holed up.

Commodore Yu departs to issue General Pre's instructions for commencing the invasion.

Pertus Pre sighs. As a Jedi first and foremost, you understand that he dislikes waging war, but sees it as a necessity for a Jedi to know its art. Losing the lives of his men pains him each time, nonetheless. You can relate, even if you lack the metaphysical aspects of Jedi senses.

"Are you ready, Commander?" Pre asks you. "I am coming with you to the surface, but you will be taking charge of strategy once we establish a forward command center. Do you understand?"

Newjak
Janthis stands at attention, "I understand sir, and yes I am ready."

REXXXX
"Good," Pertus Pre says. "Now, let's get to the gunships before the vultures are engaged. Every second counts."

-

In Obliterator's hangars, clone pilots are rushing to and fro in preparation for their part in the conflict now beginning to take hold of Borosk and its surrounding space. The V-Wings are loaded with R2 units and proton torpedoes and fuel to make them ready for battle, shields charged and set for action.

Clonetroopers donning their white blast-resistant shells pull on their helmets and grab their blasters, heading for the intimidating gunships seen in the films, bristling with weaponry. However, in space, these gunships are sitting ducks- they are entirely atmospheric and clones cannot operate the bubble turrets on the sides without oxygen.

Meeting you in the hangar is Vandom Darfer, the Padawan student of General Pre, a young man with curly dark hair and a narrow face. He gives a loose salute when you approach, then turns to his Master.

"The men are ready, Master," Van says. "So are our fighters. Saw to it personally."

"Splendid," Pertus says. He turns to you, his middle-aged, wisened face studying yours for a moment from green eyes. His hair is still dark, but his goatee has gone white and he is graying at the temples, possibly before his time. "Commander, I will see you on the surface. Vandom and I will be flying escort in our fighters."

Newjak
(Vandom Darfer big grin)

"Yes sir," the Commander says before getting into his ship.

He looks around to his men, "Let's do this men."

REXXXX
As with the Stormtrooper Commander, Janthis is a Clone Commander and has one hundred clonetroopers under his direct command. However, they are distributed amongst the gunships- they cannot carry more than ten men. Thankfully, there are LOTS of gunships. Obliterator is not the only Star Destroyer in this fight and so there are three hangars full of them.

"What are you expecting down on the surface, sir?" asks one of the clones.

Newjak
Does Janthis have any access to reports or such giving details of what their defenses are like.

REXXXX
Scans of the ground are being performed, but they are jamming your sensors and a good scan is difficult. Current invasion plans are being made using older scans to indicate where defenses might be, but anything recent you will find out about when you get to ground.

Your main objective is to storm the island from which the Separatists are operating; it has been dubbed the Fortress.

Newjak
"They are jamming our sensors men, so expect the worse hope for the best."

REXXXX
"Yes, sir," they respond.

The pilot powers up the gunship's engines.

"Sir, we are go!" the pilot says. "Mount that rear-facing turret, wouldja? We're gonna get swarmed as soon as we get out of the hangar."

Newjak
Janthis goes into the rear turret and powers it up.

REXXXX
Shortly after, General Pre gives the orders to deploy! The V-Wings have already taken off ahead of you, racing toward the Separatist cruisers to engage the vulture droids and hold them back while your gunships, one by one, leave the safety of the hangar into the cold of space.

There are no portals inside the gunship- instead, it is dark and lit dimly with a red light. But Janthis is able to look out into the battle using the scanner that comes with the light turret. The vultures greatly outnumber the V-Wings but are flimsy targets and go down easy against the shielded V-Wings.

However, some manage to slip through the fighter screen before you hit the atmosphere! The pair of Jedi starfighters are able to hold back a few, but not all of them...

-----

Gunship (P4/T9): 0

Vultures x5 (P5): 0

-----

Newjak
Janthis swiftly targets and fires at the closest vulture.

REXXXX
On your screen, the targeting computer picks out a vulture droid and you blow it to bits with some well-placed shots. It only requires to take these out of the sky...

The remaining four on your tail are suddenly and violently blown apart as the Jedi fighters zip over and riddle them with blasts.

"We've got you covered, Commander," Vandom says.

Newjak
"Glad to know it," Janthis speaks in the comm link. "Well men let's get going."

REXXXX
With the Jedi expertly covering your descent, only a few gunships are lost to vulture laser-spray, hit one too many times and bursting in the upper atmosphere in clouds of flame.

Once in the skies over Borosk, the Republic gunships become a great deal more agile and capable. They are designed for action in the vacuum of space; atmosphere suits them much better. They race down to the surface.

Flak comes up to meet you, fired from what you presume to be the Fortress! The largest island in the area is dominated primarily by a walled fortress, covered in defensive batteries angled upward toward you and crawling with battle droids. Within the walls of the Fortress lies the shield generator, but a powerline stretches out into the ocean.

Your gunships land on one of the islands a few islands over from the Fortress, out of range of the defensive batteries. Your men dash out of the gunship, while you make for an open-topped walker designated for your use.

"Welcome to HQ, Commander," greets the pilot once you climb aboard. From here you are to direct the course of the battle to take the Fortress.

Newjak
Janthis gives the pilot a quick pat on the back, "Don't hold you breath waiting for us."

He then jumps into the vehicle and begins to assess the battle field.

REXXXX
Then let's look at things...

The Separatists have not only secured the Fortress; they anticipated that you would land and try to make your way across the smaller islands. As such, they have occupied all the other islands! They are not moving in on your landing site, though, as your forces accumulated would be too much for their forward groups to handle.

The battle is arranged in two columns- Left and Right. In each column there are four squares- Landing Site, Gateway Islands, Beachhead, and Borosk Fortress.

You will have to push across the islands and force the Separatist forces back, in order to lay siege to the Fortress.

REXXXX
Let's get this battle rolling. You have some droids to smash, and your troops are setting down as you review the situation.

Starting off with your troop strength:

12x Clonetroopers: Strength 30
The dependable footsoldiers clad in their famous white armor and armed with independence and free thought, something the droids don't have!

4x Speederbikes: Strength 30, Fast: Can redeploy at double speed and get +50% Strength on flanking attacks
Rapid deployment speederbikes for speedy assaults and scout work, great for hit-and-run strategies.

2x All Terrain Recon Transports (AT-RTs): Strength 20 Charge: +50% when attacking
Lightly armored walker units intended for reconnaisance but more that capable in battle, sporting heavy blasters and impressive maneuverability.

2x All Terrain Tactical Enforcers (AT-TEs): Strength 40, Armor: Shifts odds one step in your favor when enemy does not have Armor, Slow: Takes twice as long to redeploy
The heavy-hitter of the Grand Army, a cumbersome but powerful and well-armored walker bristling with high-powered cannons.

2x Light Artillery: Strength 20, Bombard: Can lend strength from reserve sections
Supporting artillery groups consisting of torpedo launchers and long-range cannons for added offensive capacity.

REXXXX
Now, since you have your units, let's make sure you understand the strategic system.

When a force attacks another force, we compare the total strengths of both forces. If one side is noticably stronger than the other, then the following D6 roll that decides the battle is more likely to favour them.

For example, if both sides are roughly even in strength, then a roll of 1 or 2 means the defenders in the current fight win, a 3 or 4 means an inconclusive and bloody stalemate that turn, whilst a 5 or 6 means the attackers win. But if, say, the defenders are outnumbeed 3:1 on Strength, then a roll of 1 or 2 brings a stalemate and a 3-6 would bring victory to the attackers.

Certain special abilities can shift the odds back in your favour or further against you, like use of air power. The most significant factor is is armoured units- if one side has them and the other does not, the odds shift one step in favour of the side with armour.

Possible odds are: Evens, 3:2, 2:1, 5:2 and 3:1

Whenever units get defeated or caught in a firefight they take a hit. Three hits will render a unit unable to contiue fighting.

When it is your turn, you can order a unit to move in any one direction. if that is into an enemy held area, it is an attack on that area. Do remember that this means that units moving into plug gaps in yuor lines, or just being shifted around, wpon;t be able to attack that turn as their action was to move into place.

If a force that loses a fight began that fight with each unit in it having taken at least one hit, it will also be forced to retreat to the reserves. If there is no room for that then there is trouble.

Newjak
Ok Janthis will head towards Right with a column of Clones using Light Artillery aimed there and he will take the 2 AT-RTs

REXXXX
Actually, Janthis needs to assign which units will be occupying Landing Site Left and Landing Site Right. Each square has a total of four units as a limit. Good to know where he is going, though!

Newjak
Ok Janthis will move 3 clones units to the left and AT-TE to the Left

Janthis will take 3 clone units and an AT-RT unit with him.

If he can he wants to use the artillary to help out the left side.

REXXXX
Then this is arrangement of forces when the Battle of Borosk begins!

The droid army is deployed in a uniform fashion, the right side mirrors the left in terms of what is there. The battle droids holding the Gateway Islands are accompanied by fast-moving STAPs and, unfortunately, droidekas.

On the left, the clonetroopers are using the massive, lumbering AT-TEs as cover as they move forward against droid army. Their combined Strength rating is 150 against the droid army's 100- a 3:2 ratio, bumped to a 2:1 by the AT-TE's Armor.

On the right, the AT-RTs are scouting ahead to utilize their heavy blasters and agility, aiming to make the approach easier on the clonetroopers. Janthis is with them! Their Strength is 130 against the droid army's 100- a 3:2 ratio again. If Janthis can help his clones win this part of the battle, he will bump it up to a 2:1 ratio.

Artillery supports both the Left and Right for the Republic.

----

THE BATTLE OF BOROSK, TURN 1

Borosk Fortress Right (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Borosk Fortress Left (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Beachhead Right:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Beachhead Left:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Gateway Islands Right:
Droidekas: 40/0
Battle Droids: 20/0
Battle Droids: 20/0
STAPs: 20/0)
(100)

Gateway Islands Left:
Droidekas: 40/0
Battle Droids: 20/0
Battle Droids: 20/0
STAPs: 20/0
(100)

Landing Site Right:
Clonetroopers: 30/0
Clonetroopers: 30/0
Clonetroopers: 30/0
AT-TE: 40/0 (Armor, Slow)
(130) +20

Landing Site Left:
Clonetroopers: 30/0
Clonetroopers: 30/0
Clonetroopers: 30/0
AT-RT: 20/0 (Charge)
(110) +20

Reserve:
Light Artillery: 20/0
Light Artillery: 20/0
Army

----

Your men want to know if you want to ride your own AT-RT into battle. It requires Pilot to drive.

Newjak
Well since Janthis has no Pilot score I think he will go in without it stick out tongue

REXXXX
Fair enough!

There is also one other thing. Commander Janthis is not the only Commander available on the battlefield- just the more senior one, having been in the thick of it since Geonosis. Commander Clyde, however, is an up-and-coming Commander that was recently placed in his position. He has a reputation for being exceptionally violent in combat, however.

He is at your disposal and eager to fight alongside you.

Newjak
Janthis will keep him in reserve for right now.

REXXXX
Then the battle begins with the opening skirmishes, with Janthis following the AT-RTs out into battle. The battle droids have barricades that have been arranged on the islands to provide good cover, with the STAPs patrolling overhead.

----

BATTLE OF BOROSK (First Skirmish), Start of Turn 1

Gateway Islands- Three Turns Distant

Battle Droids (G5) x30 (in cover)

STAPs (G5) x2 (2A)


Gateway Islands- Two Turns Distant

Battle Droids (G5) x30 (in cover)

STAPs (G5) x2 (2A)


Gateway Islands- One Turn Distant

Battle Droids (G5) x20 (in cover)

STAPs (G5) x2 (2A)


Gateway Islands

Battle Droids (G5) x20 (in cover)

STAPs (G5) x2 (2A)


Janthis (G9): 1(2A)/0

Clonetroopers (G6) x100

AT-RT (P5) x10 (2A)

----

Your schticks, please!

Newjak
Janthis will be using Eagle Eye, Close Quarter Gunman, and 10,000 bolts.


He will use his rocket launcher to try and break open the barricade. Also if he can he will call in artillery to strike at the forward barricade.

REXXXX
Artillery is hardly so precise. It is giving you an advantage as the battle droids scramble to avoid barrages. Shells are going off in the waters around the islands and obliterating smaller pieces of land around you.

Want your men to do anything specific?

Newjak
I want anyone with the weapons to do so to target the STAPS.

And I want the AT-RT leading the charge with a contingency of men in front to help protect them. Everyone else I want to open fire.

REXXXX
The first skirmish begins with a Tie for the initiative roll... meaning it goes to Janthis and his men! Though the Commander has given targets, he was not terribly specific about who was going where or shooting at what, so his troops split themselves into three groups- shooting the STAPs, protecting the AT-RTs, and opening fire on the battle droids.

Quite abruptly, the STAPs are torn from the air by a concentrated barrage of lasers. They crash unceremoniously into the sea after their evasive actions fail them.

Those protecting the AT-RTs form up to make a defensive barrier with their bodies for the AT-RTs, which advance! The area effect of their cannons helps clear some droids but the barricades work against them.

Commander Janthis himself tries to clear a barricade with a well-placed rocket... but a single success is not enough to do more than scorch a droid. The troopers then split their fire to suppress the droids.


The droids answer! They have lost their air support from the STAPs and the advance of the AT-RTs is unnerving, so they concentrate their firepower two-ways- the men with you and the AT-RTs. There is a sprinkling of casualties as clonetroopers give their lives protecting the AT-RTs.


Janthis gets attention from five droids himself, taking 7 damage.

----

BATTLE OF BOROSK (First Skirmish), Start of Turn 2

Gateway Islands- Three Turns Distant

Battle Droids (G5) x25* (in cover)


Gateway Islands- Two Turns Distant

Battle Droids (G5) x26** (in cover)


Gateway Islands- One Turn Distant

Battle Droids (G5) x9 (in cover)


AT-RT (P6) x10 (2A)

Clonetroopers (G6) x13* (1A) (defenders)


Gateway Islands

Battle Droids (G5) x15** (in cover)


Janthis (HW7): 1(2A)/7 (3F)

Clonetroopers (G6) x27*** (1A) (STAPs)

Clonetroopers (G6) x26*** (1A) (droids)

----

Newjak
Now Janthis will direct all heavy fire into the barricade and try to make a Leadership roll to make it it work.

He will also order all troops to open covering fire on the droids.

If he can Janthis makes another rocket shot at the same location he directs everyone else s.

REXXXX
For the record- all of your men are currently armed with standard-issue blaster rifles.

The troopers heed your orders with a good Leadership roll. But the droids get Initiative this turn and get their volleys in first. They concentrate much of their firepower on the men defending the AT-RTs, and they are wiped out.

The AT-RTs stride forward uninhibited by the blaster fire coming their way. They bound past the second row of barricades, then make a pass at the droids there, wiping them out with their cannons.

Your clonetroopers support you. You manage to clear a barricade with your rocket launcher, exposing a handful of droids.

----

BATTLE OF BOROSK (First Skirmish), Start of Turn 3

Gateway Islands- Three Turns Distant

Battle Droids (G5) x21** (in cover)


Gateway Islands- Two Turns Distant

Battle Droids (G5) x13* (in cover)


AT-RT (P6) x10 (2A)


Gateway Islands- One Turn Distant

Clear


Gateway Islands

Battle Droids (G5) x4 (in cover)
Battle Droids (G5) x4


Janthis (HW7): 1(2A)/7 (3F)

Clonetroopers (G6) x21 (1A) (droids)

Clonetroopers (G6) x25 (1A) (droids)

----

Newjak
Janthis swaps out his rocket launcher for his pistol. He orders his men to open his men to charge the first barricade and he will tap 10,000 bolts this turn.

REXXXX
Initiative goes to the droids! Which means that things go poorly for the clones this turn. Those nearest Janthis give a smattering of ineffectual return fire, but the rest focus their efforts on the stranded and unsupported AT-RTs. Their armor can only take so much- they are destroyed by a torrent of blaster fire. You mop up the droids but you've lost your main punch on the offensive.

Which means that this round was a tactical loss for Janthis! Unfortunate, but not totally tragic- a 3:2 ratio is greatly in your favor. The result for the Left side is a 5- the Defenders Lose and their units are Hit (with the exception of the Droidekas, which are highly resistant)! Had Janthis' tactical efforts been successful, they would have been forced to retreat...

The result for the Right side is a 1- a Stalemate. The AT-TEs are providing good cover for the clonetroopers, but they are having trouble punching through.

This is the situation as it stands when the Confederacy prepares its counter-offensive.

---

THE BATTLE OF BOROSK, TURN 2

Borosk Fortress Right (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Borosk Fortress Left (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Beachhead Right:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Beachhead Left:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Gateway Islands Right:
Droidekas: 40/0
Battle Droids: 20/1
Battle Droids: 20/1
STAPs: 20/0)
(100)

Gateway Islands Left:
Droidekas: 40/0
Battle Droids: 20/1
Battle Droids: 20/1
STAPs: 20/1
(100)

Landing Site Right:
Clonetroopers: 30/1
Clonetroopers: 30/0
Clonetroopers: 30/1
AT-TE: 40/0 (Armor, Slow)
(130) +20

Landing Site Left:
Clonetroopers: 30/0
Clonetroopers: 30/0
Clonetroopers: 30/0
AT-RT: 20/0 (Charge)
(110) +20

Reserve:
Light Artillery: 20/0
Light Artillery: 20/0
Army

Newjak
Janthis will have the other commander help the right side punch through.

Janthis will go to the Right again. Same arrangement as last time with troops.

REXXXX
Lacking a Leadership bonus, Clyde is rather ineffective alone; he fights alongside you or stays in reserve.

Newjak
Then he is coming with me. We're breaking through big grin

REXXXX
Alright!

When Janthis regroups and brings his forces to the stretch of islands to the right, he finds that the AT-TEs have been slugging it out against a great deal of battle droids. Despite their power, the AT-TEs are not remarkably fast- they keep clearing the way on but not maintaining it fast enough to advance.

Except for one! An AT-TE has blown a hole in the droids' defenses and is picking up the slack.

The Separatists are hastily launching a counter attack to stop the walker from smashing their forces. A swarm of STAPs is incoming and their guns are capable of blasting through the AT-TE's dense armor!

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 1

Gateway Islands- Far Barricades

Battle Droids (G5) x30

STAPs (G6) x20


Gateway Islands- Near Barricades

Battle Droids (G5) x30


Gateway Islands- Breach

AT-TE (HW8/G8/G8): 15

Commander Janthis (G9): 1(2A)/0 (3F)

Commander Clyde (G13): 1(2A 2P)/0 (2F)

Janthis' Clonetroopers (G6) x46

Clyde's Clonetroopers (G6) x20

----

Clyde has only brought a contingent of his men, and is using a high-powered rifle. Attached to his forearms are small energy shields.

"Let's bring those flyers down!" he shouts to you.

Newjak
Xavier orders his men to focus fire on the STAPS.

He himself will use his Rocket Launcher to attack one.

REXXXX
The AT-TE driver and your clones are requesting orders.

Newjak
He wants the AT-TE to focus on the battle droids.

He wants his men to also focus on the staps.

REXXXX
Initiative rolls evens, so it goes to the Republic.

The AT-TE lumbers forward; it will take it four full turns to advance due to its low speed. Its main cannon roars tremendously and sends a bolt crashing into the battle droid, while its support guns (two sets of two, operating as if using Both Guns Blazing) claim a handful more. Clyde's troopers lend support to the walker. Clyde himself puts a STAP in his sights. Pow! He only manages to clip one.

Your men pick up the slack! Their cannonade in total brings down most of the STAPs in the air. And after you completely annihilate one with your rocket launcher, there is only one flyer limping along toward the AT-TE. It takes a potshot at the walker for 4 damage.

The battle droids split their fire between both groups of clonetroopers but are frustrated by your men's armor. Five of the droids gun for you; 8 damage after Armor reductions is a lot of close hits as you strafe with your rocket launcher. Clyde fairs better; his energy shield and evasive actions led to five misses, and he actually manages to reflect one back!

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 2

Gateway Islands- Far Barricades

Battle Droids (G5) x30


Gateway Islands- Near Barricades

Battle Droids (G5) x14

STAPs (G6) x1


Gateway Islands- Breach

AT-TE (HW8/G8/G8): 19 - (1 of 4 Moves)

Commander Janthis (HW7): 1(2A)/15 (3F)

Commander Clyde (G13): 1(2A 2P)/0 (2F)

Janthis' Clonetroopers (G6) x40

Clyde's Clonetroopers (G6) x14

----

Newjak
Janthis orders Clyde and 3 of his men to finish of the final STAP.
And this time he orders everyone else to open fire. He continues to use the Rocket.

REXXXX
Initiative goes to the Droid Army this time. The STAP continues its approach vector and strafes the AT-TE before Clyde brings it down. The battle droids put down a handful of clonetroopers. Janthis takes 5 damage from blasterfire. Clyde takes 3 and Reflects.

Your men bring down a good many battle droids, while your rocket claims three in a huge explosion that sends scrap metal everywhere.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 3

Gateway Islands- Far Barricades

Battle Droids (G5) x10

Droideka A (G8): 1(8A)/0 (rolling)

Droideka B (G8): 1(8A)/0 (rolling)

Droideka C (G8): 1(8A)/0 (rolling)

Droideka D (G8): 1(8A)/0 (rolling)


Gateway Islands- Near Barricades

Battle Droids (G5) x17


Gateway Islands- Breach

AT-TE (HW8/G8/G8): 27 - (2 of 4 Moves)

Commander Janthis (HW7): 1(2A)/20 (3F)

Commander Clyde (G13): 1(2A 2P)/3 (2F)

Janthis' Clonetroopers (G6) x35

Clyde's Clonetroopers (G6) x9

----

The battle droids have advanced and reinforced.

"Destroyers, incoming!" Clyde reports to you.

Newjak
Xavier wants his men and Clyde to focus on getting rid of the remaining battle droids. Janthis will have the AT-TE fire on the Destroyers. Janthis will also use a rocket to attack them.

Janthis will also take some cover with the droidekas coming in

REXXXX
Initiative to the droids! They blast down a few of your men but Janthis and Clyde are still drawing some attention. Janthis takes 3 damage while Clyde stays clear.

Janthis tumbles into cover and lets off another rocket. It thumps into a droideka and explodes, but the thing keeps coming. The support guns on the AT-TE do very little to the destroyers but its heavy gun damages one. They come to a halt just in front of the AT-TE as it moves past the foremost barricades.

Your troopers blast apart a lot of droids; they move up and reinforce.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 4

Gateway Islands- Far Barricades

Battle Droids (G5) x10


Gateway Islands- Near Barricades

Battle Droids (G5) x6

Droideka A (G8): 1(8A)/8 (deploying)

Droideka B (G8): 1(8A)/1 (deploying)

Droideka C (G8): 1(8A)/6 (deploying)

Droideka D (G8): 1(8A)/1 (deploying)


Gateway Islands- Breach

AT-TE (HW8/G8/G8): 27 - 3 of 4 Moves

Commander Janthis (HW7): 1(2A)/23 (3F)

Commander Clyde (G13): 1(2A 2P)/3 (2F)

Janthis' Clonetroopers (G6) x32

Clyde's Clonetroopers (G6) x8

----

Newjak
Janthis tells his men and Clyde's to open fire on all the Droidekas. He will also Rocket one of them. AT-TE to attack them as well.

REXXXX
Oooh... if the Droidekas get initiative, it is all for naught as their shields flick on...

6-5 initiative means your men shoot first. Ten clonetroopers apiece on the Droidekas, then, as they try to bring down the menacing bots. A takes 7 damage; B, 9 damage; C, 8 damage; and D, 9 damage.

Clyde brings in and taps Kaboom! for six successes on Droideka A with a grenade attachment on his rifle, which you then bring down with a rocket! The walker scores a decent hit on C but doesn't destroy it.

The Droidekas deploy and their shields flicker on! They do not open fire just yet...

The battle droids pick off two of your men as they reinforce and advance; a few of them got caught in the Heavy Weapons barrage. Janthis takes to cover and takes 1 point of damage. Clyde takes 2 damage as he fixes another grenade into the launcher.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 5

Gateway Islands- Far Barricades

Battle Droids (G5) x10


Gateway Islands- Near Barricades

Battle Droids (G5) x9

Droideka B (G8): 1(3P)/11

Droideka C (G8): 1(3P)/21

Droideka D (G8): 1(3P)/11


Gateway Islands- Breach

AT-TE (HW8/G8/G8): 27 - (4 of 4 Moves)

Commander Janthis (HW7): 1(2A)/24 (3F)

Commander Clyde (HW8): 1(2A 2P)/5 (2F)

Janthis' Clonetroopers (G6) x31

Clyde's Clonetroopers (G6) x7

----

Newjak
Janthis orders the AT-TE to focus on one of the lesser injured Droidekas. Janthis want him and Cylde to focus their weapons on the one most injured. He'll have everyone else focus fire on the other one.

REXXXX
The clonetroopers cannot shoot through the Droidekas' shields. Only Heavy Weapons can.

Newjak
None of them have Heavy Weapons?

Ok then Janthis wants his men to focus on the remaining Battle Droids.

He the other orders remain the same AT-TE firing on most damaged while Clyde and Janthis focus on one of the others together.

REXXXX
Initiative is your!

As requested, the AT-TE opens fire on the most damaged Droideka with all of its guns, the supporting cannons being strong enough to breach the shield. One support gun rolls three successes and is Parried, but the second rolls four and hits for 6 damage. The main cannon then hits with five successes and it explodes!

You try your luck against a Droideka, needing four successes to actually hit... you pull it off! Five damage to Droideka A. Clyde taps Ka-boom! again and also hits for five.

Between the Heavy Weapons fire and your men's blasters (and they only have blasters), twenty battle droids are totalled! More advance.

As the AT-TE presses on, the Droidekas open fire. Their blasters are twin-linked cannons and so do heavy damage with Both Guns Blazing. Nothing the walker can't take!

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 6

Gateway Islands- Far Barricades

Battle Droids (G5) x10


Gateway Islands- Near Barricades

Droideka B (G8): 1(3P)/21

Droideka D (G8): 1(3P)/11


AT-TE (HW8/G8/G8): 43 - (1 of 4 Moves)


Gateway Islands- Breach

Commander Janthis (HW7): 1(2A)/24 (3F)

Commander Clyde (HW8): 1(2A 2P)/5 KB] (2F)

Janthis' Clonetroopers (G6) x31

Clyde's Clonetroopers (G6) x7

----

Newjak
This time Janthis and and Clyde will focus on the most heavy damaged Droideka while the AT-TE focuses on the least.

Men open fire the the battle droids again.

REXXXX
I had to make some edits- the AT-TE advanced much faster than intended, and I skipped a turn in the numbering. Whoops!

Initiative remains yours, and the battle droids are wiped out before they can do anything. This time, they do not reinforce! Instead, there is a heavy droning noise in the distance...

Both you and Clyde miss your target this time as the shield absorbs the worst of the explosion. One of the Droidekas turns its attention on him, and he takes 5 damage. The other keeps firing on the walker.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 7

Gateway Islands- Far Barricades

Clear


Gateway Islands- Near Barricades

Droideka B (G8): 1(3P)/21

Droideka D (G8): 1(3P)/23


AT-TE (HW8/G8/G8): 51 (2 of 4 Moves)


Gateway Islands- Breach

Commander Janthis (HW7): 1(2A)/24 (3F)

Commander Clyde (HW8): 1(2A 2P)/10 KB] (2F)

Janthis' Clonetroopers (G6) x31

Clyde's Clonetroopers (G6) x7

----

Newjak
Once again have the vehicle wipe out the Droideka, and Clyde and Janthis will fire on the reaming one.

And idea Rex is their anything Janthis could shoot that would make heavy stuff fall on the Droidekas without blocking the AT-TE?

REXXXX
Afraid not; the islands here are little more than sand banks. The AT-TE is having to lope through seawater as it advances, and the only reason there is cover is because the Separatists put down these barricades.

No luck on your Heavy Weapons fire, I'm afraid. The walker destroys one! The last droideka keeps firing at Clyde but he simply blocks it with his shield.

Your men are waiting rather tensely as a flight of STAPs come zipping into range, led by something more formidable...

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 8

Gateway Islands- Far Barricades

STAPs (G5) x20

Heavy STAP A (G8/HW8): 2(5A)/0


Gateway Islands- Near Barricades

Droideka B (G8): 1(3P)/21


AT-TE (HW8/G8/G8): 51 (3 of 4 Moves)


Gateway Islands- Breach

Commander Janthis (HW7): 1(2A)/24 (3F)

Commander Clyde (HW8): 1(2A 2P)/10 KB] (2F)

Janthis' Clonetroopers (G6) x31

Clyde's Clonetroopers (G6) x7

----

Newjak
Janthis tells Clyde that he wants them both to focus on that heavy STAP.

Then he wants his men to open fire on the other STAPS.


"Protect the AT-TE!!!!!!!"

REXXXX
Refesh turn!

Initiative goes to the enemy. The Droideka manages to hit Clyde for 4 damage; Clyde is running just as much Parry as it is but has Armor to boot. Then, the larger STAP- a flyer with more distinctive wings and a torpedo launcher- orders the STAPs to split fire between your men and the walker. The Heavy itself goes for you in anticipation of your troublesome rocket launcher. You lose four men, but Clyde gives covering fire to disrupt the STAP potshots on the walker and the attack on you! This saves the walker a lot of trouble as the STAPs roll well but can only hit on 6s. It takes 19 damage as bolts burst against its armor.

The Heavy STAP fires its torpedo. It rolls a great deal of 5s... but only a single 6! The torpedo misses you entirely but destroys your cover. You fire a rocket in return but miss. It is surprisingly more manueverable and swerves clear.

The walker damages the destroyer nearly to the point of destruction... but it is still stumbling around and firing after taking a hit from its cannon.

Your men shoot down twelve STAPs despite their armor and zippy-ness.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 9

Gateway Islands- Far Barricades

STAPs (G5) x5


Gateway Islands- Near Barricades

STAPs (G5) x8

Heavy STAP A (G8/HW8): 2(5A)/0

Droideka B (G8): 1(3P)/27


AT-TE (HW8/G8/G8): 70 (4 of 4 Moves)


Gateway Islands- Breach

Commander Janthis (HW7): 1(2A)/24 (3F)

Commander Clyde (G13): 1(2A 2P)/14 (2F)

Janthis' Clonetroopers (G6) x28

Clyde's Clonetroopers (G6) x6

----

More STAPs coming in.

"Switch to your blaster, sir," Clyde says to you. "No offense but you're not the greatest shot with that laucher!"

Newjak
"Yeah I'm starting to get the same feeling," Janthis replies.

He let's the Rocket Launcher fall to the ground and then takes his blaster out and opens fire on the heavy STAP.

He will have everyone else do the same thing as before.

REXXXX
Initiative is yours! Sadly, Janthis is no Gunslinger- it takes a turn to get your gun out. Clyde covers you as you switch weapons.

Your men shoot admirably! All the STAPs are shot down, wrecking across the island sands or smashing into the calm ocean waters. More arrive and begin to swarm around the advancing AT-TE, led by a second Heavy STAP. The first makes a pass on the AT-TE and circles back.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 10

Gateway Islands- Far Barricades

AT-TE (HW8/G8/G8): 78 (1 of 4 Moves)


Heavy STAP A (G8/HW8): 2(5A)/0

Heavy STAP B (G8/HW8): 2(5A)/0

STAPs (G5) x5


Gateway Islands- Near Barricades

Clear


Gateway Islands- Breach

Commander Janthis (G9): 1(2A)/24 (3F)

Commander Clyde (G13): 1(2A 2P)/14 (2F)

Janthis' Clonetroopers (G6) x28

Clyde's Clonetroopers (G6) x6

----

Newjak
Janthis tells the men to focus on taking the Heavy STAPS down including Cylde and himself.

REXXXX
Initiative goes to the droids! The second Heavy STAP launches a torpedo at your men, killing two in the blast, and it is supported by the STAPs, who kill a third in a flurry of bad rolls. The first Heavy keeps after the walker with a torpedo but is having to swerve from Clyde's covering fire. Three damage from a near hit.

Clyde commands his men to shoot at the lesser STAPs. They destroy two.

As with the droidekas, your men open up on a decently armored target. Without armor-piercing weapons and lowered pools, the most they can do is 1 damage but there are a lot of them so I roll to see if any miss. Of 25 soldiers, we have 18 hits!

Janthis can be distracted at how awesome his men are doing as he completely misses his shot.

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 11

Gateway Islands- Far Barricades

AT-TE (HW8/G8/G8): 81 (2 of 4 Moves)


Heavy STAP A (G8/HW8): 2(5A)/18


Gateway Islands- Near Barricades

Heavy STAP B (G8/HW8): 2(5A)/0

STAPs (G5) x3**


Gateway Islands- Breach

Commander Janthis (G9): 1(2A)/24 (3F)

Commander Clyde (G13): 1(2A 2P)/14 (2F)

Janthis' Clonetroopers (G6) x25*

Clyde's Clonetroopers (G6) x6

----

Newjak
Janthis orders his men to continue doing the same as before and the same with Cylde.

He brings in Marksman for 10B. Tap Marksman and Eagle Eye this turn. big grin

REXXXX
Initiative is yours! Lining up your shot, you pick out an exhaust vent that looks vulnerable on the Heavy STAP. When you fire, the bolts explode in the vent and set the flyer ablaze. It crashes down! The lesser STAPs follow suit, and your men rattle the remaining Heavy STAP.

That Heavy zips around and makes a pass at the walker again...

----

BATTLE OF BOROSK (Second Skirmish), Start of Turn 12

Gateway Islands- Far Barricades

AT-TE (HW8/G8/G8): 87 (3 of 4 Moves)


Heavy STAP B (G8/HW8): 2(5A)/19


Gateway Islands- Near Barricades

Clear


Gateway Islands- Breach

Commander Janthis (G9): 1(2A)/24 MK EE CG] (3F)

Commander Clyde (G13): 1(2A 2P)/14 MK CF ES] (2F)

Janthis' Clonetroopers (G6) x25*

Clyde's Clonetroopers (G6) x6

----

No reinforcements come!

Newjak
"Everyone fire on the remaining STAP!!" Janthis yells towards his men.

REXXXX
That does it. With a group of troopers firing on it, the Heavy STAP tries to fly clear of their shots. Its evasive maneuvers bring it into the firing line of the AT-TE's cannon and it is blown away.

With the way clear, the AT-TE breaches enemy lines!

-

On the Left, the clonetroopers are slugging it out with the droids as destroyers attempt to blow apart their AT-RTs. At a 3:2 ratio for that fight, a rolled 2 is a Stalemate. Both sides take Hits but the droids are looking a little worse for wear.

On the Right, we have a 2:1 ratio and a 5 rolled! Janthis' success in protecting the AT-TE's charge means the result is bumped up to a 6... Defenders Retreat! But the way the Separatists have organized their forces, the battle droids and droidekas have no room to retreat! It is a route as your walker lay waste to the droids. The STAPs are able to fly over the ocean but with greatly reduced numbers.

---

THE BATTLE OF BOROSK, TURN 3

Borosk Fortress Right (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Borosk Fortress Left (Fortified):
Borosk Gunners: 30/0
Hailfire Droids: 25/0
AATs: 50/0
Battle Droids: 20/0
(125)

Beachhead Right:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Beachhead Left:
AATs: 50/0
Super Battle Droids: 30/0
Battle Droids: 20/0
Battle Droids: 20/0
(120) +25

Gateway Islands Right:
Clear
(0)

Gateway Ocean Right:
STAPs: 20/2
(20)

Gateway Islands Left:
Droidekas: 40/0
Battle Droids: 20/2
Battle Droids: 20/2
STAPs: 20/1
(100)

Landing Site Right:
Clonetroopers: 30/1
Clonetroopers: 30/0
Clonetroopers: 30/1
AT-TE: 40/0 (Armor, Slow)
(130) +20

Landing Site Left:
Clonetroopers: 30/1
Clonetroopers: 30/1
Clonetroopers: 30/0
AT-RT: 20/1 (Charge)
(110) +20

Reserve:
Light Artillery: 20/0
Light Artillery: 20/0
Army

----

With the Righthand Gateway Islands clear, Janthis can choose to advance his forces or keep them positioned where they are. If you move up, you are able to attack this round (either ahead or to the sides)! Unfortunately, the AT-TEs are Slow and so will not be in position until Turn 4.

Will Janthis be joining his men in battle again?

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