(Hopefully Ush will put you with Rusky and Densk so you can run in and save our asses! Roan and I are on the brink of dropping, and his Padawan just got pumped full of bolts...)
Xeth sees Sunda go down as well, then whips his blade around to hack down another pirate.
"Go for Strine!" Xeth hollers to the others on the ground level.
You can certainly try, Rusky, and if you get it in he is in a bit of trouble. But such fine control over the Force as an offensive weapon is not your speciality against an alert target like Strine, and getting it right would not be easy (i.e. if he active dodges, you need to roll very well to hit).
I am afraid once ruled out this combat, Christof could not return. Assume he is seeing off further reinforcements down below, remembering that I reduced the number of pirates when I took him out.
Roan, an evens is a hit, for 22 damage.
Xeth, you roll -2... less good! But still a kill against a mere mook.
-----
CURRENT SITUATION AT: Fourth Sequence, Frame 12
Bridge
Densk: 10/11/11 (at doorway)
Rusky: 12/18/9 (at doorway)
Roan: 7/39/9 (upper walkway)
Xeth: 12/32/9 (upper walkway)
Pirates x2: 0/11 (upper walkway)
Pirate taskmaster: 22/10 (upper walkway)
Pirates x6: 0/11 (controls)
Strine: ?/0/12 (controls)
-----
Strine, who kicks off before the new Jedi arrive, opens up by firing three shots at Roan again. Once that is done, the two pirates and taskmaster up there shoot at Xeth.
As soon as Densk and Rusky (Densk is first) comes in, the pirates by Strine fire at them- three shots at each.
After your defences against these attacks, it is your move. Densk and Rusky, you must negotiate that barricade before you have a clear run to Strine.
-
"Hopefully our last day," says Ithrorn. "Certainly this cannot go on much longer.
"Master Gundark, I have the statement from the Viceroy justifying his actions on Naboo; I sent it for submisison at the Court an hour ago."
(apologies to players who wanted to do that themselves but as it seems that everyone on Coruscant save Gundy is a bit tied up in real life to regularly post right now, I have zipped on by that (as we are behind) and Ithrorn has done it. This means less experience points, but that is always a feature of irregular play, I am afraid!)
One back on your Force you mean, Roan- it is back.
Today you are fortunate- Strine misses. Xeth fends off his attacks also, before hacking down a pirate.
Densk and Rusky Reflect. No kills for Densk, I am afraid, Rusky kills one- but also takes a direct hit, for eleven damage, impairing him! Guess we can feel fortunate he took that hit and not Roan or Xeth.
It takes three frames for Rusky and Densk to get over the barricade.
-----
CURRENT SITUATION AT: Fourth Sequence, Frame 9
Bridge
Densk: 7/11/7 (at barricade)
Rusky: 9/18/5 (at barricade)
Roan: 6/39/8 (upper walkway)
Xeth: 10/32/5 (upper walkway)
Pirate x1: 0/8 (upper walkway)
Pirate taskmaster: 22/7 (upper walkway)
Pirates x5: 0/8 (controls)
Strine: ?/0/9 (controls)
-----
Two pirates fire at Rusky, three at Densk. One pirate and a taskmaster fire at Xeth, and Strine fires another three shots at Roan!
-
The controls here, as everywhere, are locked out by the control room for this area.
Indeed- hostiles incoming.
Two bronzium-encased gun platforms roll smoothly into the room and start to unfold...
Droidekas!
As their energy shield flash into life, Vlad, a fight starts for you. I know you have been observing the others, which is good; make sure you refer to the Main Rules at least once, and the Galactic Survival Guide for reminders afterwards. A quick rundown:
1. The given numbers for you are Force Pool/Wounds Suffered/Current Frame. For mooks, it is Hits or Damage taken/Current frame
2. Fighting is broken into sequences. In each sequence, everyone has frames. The person with the most frames acts next. Acting costs frames- default amount for a standard action is 3 frames.
3. Once everyone has spent all their frames, a new Sequence starts. Force pool refreshes each sequence.
4. Check your Force and Blade powers for handy bits to help you.
5. You can take damage fine until you hith 25, where you are impaired once. At 30 you are impaired twice, at 35 and beyond you are at risk of dropping.
6. Remember, for fairness with Roan and co who are also using them, we are using the OLD rules until Part 3. Your character has been posted at the end of the Archival Record thread.
Ask other players for help- thewy have plenty to give. Droidekas are super-mooks, and nasty ones. Their details are in the Survival Guide.
Starting Speed roll is a 6.
-----
CURRENT SITUATION AT: First Sequence, Frame 14
Bulkheads (south side)
Vlad: 12/0/14 (by bulkheads)
Droideka A: 0/13 (by corridor entrance)
Droideka B :0/13 (by corridor entrance)
----
The corridor entrance where the Droidekas set up is a full 5 frames standard movement from you, Vlad. They are deployed, and your sabre is drawn.
As you can see, despite their sophisticated programming giving them a high speed of 7, you are faster still and hence you have more frames, and hence you go first.