USH'S STAR WARS GAME- CAMPAIGN II, EPISODE I (DARK SIDE)- New Order

Started by Baylin125 pages

(Back now! Ush you didnt say whether Rah still had his Zieton kinetic weapon so I'm going to assume he has. Also what range do these whips have?)

With 3 frames between them Rah uses this distance to draw and fire his kinetic weapon at the Northern Captain, he then stows the gun and readies his sabre.

Rah uses Dodge to avoid the whips

Note- do remember that defensive actions only work against one attack at a time. If you are facing multiple opponents and only give me one such defensive action, you will only be dodging the first

The kinetic gun- d idn't I mention it would most likely be out of power? Oh well- feel free to use it, but remember those weapons are actually less good than blaster rilfes against conventional targets.

Nume... a fail! He's too good, you can't scare him THAT much.

(Which is to say, your lightsabre skill is not 3 or more points higher than his.)

Rah, you take your shot, which comes out as a 15- a solid hit! But only one damage, I am afraid. Like Chion, these guys aren't impressed.

Galder, you slash again, scoring evens on your dodging target. This time, you run him straight rhough- and he goes down.

Vash, one of the neurowhips lashes painfully acorss your face, for seven damage. Damn it!

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CURRENT SITUATION AT: Second Sequence, Frame 6

Crossroads

Rand: 10/0/6 (centre)
Galder: 8/8 (8)/4(south)
Takuan: 12/0/4 (centre)
Rah: 11/0/6 (centre)
Tanic: 12/5/6 (centre)
Vash: 6/16 (7)/7 (south)
Rianna: 10/5/10 (centre)

Osokan Hunters x6: 0/6 (North)
Osokan Hunters x1: 4/6 (North)
Osokan Captain: 3/1/6 (North)

Osokan Hunters x7: 0/6 (East)
Osokan Captain: 3/0/6 (East)

Osokan Hunters x5: 0/5 (South)
Osokan Hunters x1: 0/4 (South)
Osokan Captain: 3/0/5 (South)

Osokan Hunters x7: 0/6(West)
Osokan Captain: 3/0/6 (West)

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Ok, at frame 6, the North, West and East Osokans are still one frame away from the centre. Rand, Rah, Tanic, Vash and Rianna can all act. Do bear in mind that after these actions, the Osokans will attack, and I'll need defences, if any, from everyone.

i take it my slash isn't up yet.

defense: dodge: force 2

Again... just the one?

yeah

(Well I figured the kinetic weapon would work well againt those whips...)

Attack - Rah attacks the captain with his sabre striking for the hand holding the whip.

Defense - Rah moves out of the way by Dodging the first and second attacks.

Galder will use Force Dodge to get his ass out of the way...

Err... again... just the first one, Galder?

Attack
Tanic's gunna shoot at the same Osakan he shot at before(the north).

Defence
Tanic will dodge the first and second attacks.

That will be without your sabre, Tanic.

Ok, Rah, I will allow you to move and attack with no penalty, though that may lead to your speration from the others.

The Captain uses the Combat Trick Parry, Rah, which increases his defence by three. Your attack rolls evens; a miss (you needed 16) as he like, Vash found, entangles your sabre with his whip before pulling clear.

Tanic, you blast away at your target. You roll +1 for a 14, a hit again, but only two points of damage. You just arenlt achieving against this guy- most of your bolts are missing, and the slight burns from the ones that hit aren't slowing him at all. These people just won't drop!

Well, tis the best I can do at long range...

That will be without your sabre, Tanic.

What?

Your sabre isn't drawn, so your defensive value is impaired.

Force Dodge against the Captain if he attacks, active dodges against the others.

(Might I ask where Rura and the other NPC allies are?)

Okidokey, though at that rate of dodging you won't get another blow in this sequence. 3 is the magic number...

(Ah pooooooooooooooo....)

We call it the dodge loop- when you spend so much time avoiding attacks you cannot strike back.

What do you think, Galder? Take the dodges or take a risk?

I'll take the risk. One Force Dodge against the Captain, though. Being a Named Character, he's probably got some nasty tricks up his sleeve.

The other NPC allies, btw, were searching elsewhere and so weren't with you when you got to the silo, which was no more than two or three minutes ago.

Some players who can move appear to not be doing so? I'll have to move things on but do pay heed of your frame number.

Time, then, for the Osokans to move in and attack. 24 of them just arrived in the centre, and there are five of you to aim at. Which means each of you gets five attacks, except Rianna who gets four, as you start to be swarmed. They quickly move around you to surround the centre group. The Captains attack Rah (as he moved forwards and engaged one), Tanic (as he has been blazing away) and Rand (as he named himself as the leader, although not the leader they wanted).

To the south, Galder faces the Captain and two others, whilst four attack Vash again.

Ok, let's take this in order.

First off, Rand. A Captain snarls, and lashes his whip at you. He rolls a -3, and you deflect the blow aside. Another four Osokans come at you... but you manage to avoid their frantic attacks.

Galder, the Captain attacks you, and you blur slightly as you jump to one side to avoid it. His shot goes wide. The next two attack you, but you slash their attacks to one wide with your sabre.

Takuan, one of them comes for you, and you also blur out the way. His whip slashes just above your shoulder. But more are already piling in. The second attack cracks across your forearm, for seven damage.

Rah, you desperately twist to avoid the whips cracking all around you. The Captain moves in first. His blow is amazing- the whip actively surls in around behind you and snaps inwards. Even with your dodge, you are hit (he rolled +6) for nine damage. DAMN that hurts! The next blow moves in, and you twist again. The blow misses. Three more follow on. One rolls a +4, and hits you again, for another seven damage.

Rah, as the second lash hits you, you start to feel nauseous. Your body is numbing, and your reactions are slowed.

For every ten points of damage the Neurowhip gives you, you take a point of impairment, reducing all rolls you make by one. This is in addition to impairment caused by wounds. If you take 30 or more damage from Neurowhips, you become completely paralyzed

Tanic, you don't have your sabre out to fend off the Neurowhips. This leaves you with a passive dodge of 12. The Captainm seeing you firing at his comrade, comes in from the side. But he cannot quite get through the throng to get to you, and your dodge allows you to step backwards away from his attack. Another moves in to your left, and you dodge again. It is a good shot, but you JUST twist out of the way. Three more now come in, as you pick yourself up off the ground. One of them catches you as you get up, painfully lashing your back for eight damage.

Vash, you are under continuous assault! The first attack against you barely misses, and to your good fortune, that was the cloest they got, as you desperately fend off their attacks.

(I'll say they all miss Rianna whilst se is not around)

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CURRENT SITUATION AT: Second Sequence, Frame 4

Crossroads

Rand: 10/0/6 (centre)
Galder: 6/8 (8)/3 (south)
Takuan: 10/7 (7)/4 (centre)
Rah: 11/16 (16)/1 (centre)
Tanic: 12/13 (8)/2 (centre)
Vash: 6/16 (7)/7 (south)
Rianna: 10/5/10 (centre)

Osokan Hunters x6: 0/2 (centre)
Osokan Hunters x1: 6/2 (centre)
Osokan Captain: 2/1/1 (centre)

Osokan Hunters x7: 0/2 (centre)
Osokan Captain: 3/0/2 (centre)

Osokan Hunters x5: 0/2 (South)
Osokan Hunters x1: 0/1 (South)
Osokan Captain: 3/0/2 (South)

Osokan Hunters x7: 0/2 (centre)
Osokan Captain: 3/0/2 (centre)

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Now, it is rather important that people who can fight, do! Ready to move now are EVERYONE save Rah, who is desperatly trying to avoid being lashed to pieces!

(Not that they kill with the whip, you just remembered, Rand. They use those to disable their prey. Then they get out the gutting knives...)

But yes, important, because... well... they are going to kill you very soon.

Galder slashes at the Captain, wanting to kill him as soon as possible.