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

Started by Ushgarak125 pages

Your rolls are impaired, so that applies to all of your attack options. But I need to remind you that Bash has a damage limit of ten, and so is entirely useless against Osokans, who have a Strength of 10.

oh feck..so i can't act at all?...
dodges then....

Rianna will attack one of the Hunters twice.

Riposte and one Dodge for defense.

Force Dodge against the Captain, Riposte against an Osokan with 15 damage.

Galder jabs at the Osokan with 18 damage, aiming for the chest.

I want to attack two hunters--the one with 18/9 and one of the ones with 15/9. As for defensive actions, a dodge and a riposte.

attack With his blades whirling Rah feints with the left blade swinging for a hunters head, and and then jabs at its chest with the other.

defense Dodge as necessary

Ok, let's see... well, your man will dodge twice, Rianna. Oooh... you roll a rather mighty +8 on your first attack, which does 27 damage! Your second strike also hits, as you spin and cleave your target in two.

Galder, you roll +1 for a hit, running your guy through. He slides off your blade and collapses backwards.

Vash your attacks will go against the two 15 damage guy instead, as Galder just killed the 18. Both your targets dodge; one manages to force your sabre aside but you score another hit for 15 damage on the other!

+3 is a hit from you as well, Rah, for 19 damage (as you hit these guys quite hard as well, with CofC).

Ok, now the Osokans. Galder and Vash are doing well with only two attackers each. For the rest of you, the loss of Rand is not so good; you have twenty one assailants left, but now only four of you defending. So that is five atacks on everyone, and and an extra attack on Tanic.

In order then:

Galder manages to avoid harm (after a spectacularly bad attack from the Captain he faces). He ripostes against the one with 15 (btw, I'll let you do that now, but in future, do try not to second guess which mook will attack you, thanks! That one really should have gone for Vash.) He will dodge, of course. Galder, you roll +4 on your attack- which is good timing, because that takes him to exactly 35 damage, and you get the kill!

Takuan, this swarming is getting worse... you were damn lucky that time, but you cannot keep this up!

Rah you go dodge crazy again. Well, that has kept you safe, but it has lost you a lot of frames.

It is too much for Tanic this time. The Captain scores another hit, and Tanic is sent twitching to the floor, just as Rand was.

Vash's dodge is well timed, as it keeps him clear. The other attack misses, which he ripostes against, scoring a timely +5, and downing the one he just out to 30 damage before.

Rianna dodges the Captain- good news- and then also ripostes. Now, she actually misses with that riposte, but she has Carnival of Carnage level 4, which means three times per sequence she can re-roll failed attacks on mooks, including these guys. So she can use a re-roll here, and this time hits, killing the one Rah just wounded.

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CURRENT SITUATION AT: Fourth Sequence, Frame 7

Crossroads

Rand: Incapacitated,
Galder: 5/28 (28)/7 (south)
Takuan: 11/28 (28)/7 (centre)
Rah: 12/24 (24)/1 (centre)
Tanic: Incapacitated
Vash: 4/33 (24)/6 (south)
Rianna: 4/16 (8)/5 (centre)

Osokan Hunters x17: 0/6 (centre)
Osokan Captain: 0/26/6 (centre)
Osokan Captain: 1/12/6 (centre)
Osokan Captain: 3/0/6 (centre)

Osokan Hunters x1: 0/6 (South)
Osokan Captain: 2/10/6 South)

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Osokans are falling, but late in the day- two of you are down and the situation is critical. A slaughter will follow unless something is done.

Everyone acts now save Rah and Rianna, before the Osokans attack again- which will again require defences. Centre group, that is twenty attackers among three of you now.

Takuan concentrates for a second, and then makes a powerful slash at a hunter.

gee..i could have used the old strenth from fear by now.
ok guyz..time to think about some sort of exit...we might not be able to take them. alive anyway.

so...can we escape, ush?

Actually, to be honest, with five of you still standing the old SFF still would have done very little. That was one of its issues- it didn't really work if there were more than two of you unless you were fighting about twenty clones of Darth Maul. Mind you, I am working on upgrading the current version.

Well, your target dodges again, Takuan... but you roll +2, which means you have scored a hit! That is 15 handy damage, there.

As for escape, you are still surrounded in the centre. Vash and Galder could get away easily, but the centre people need to hack a path out, in one direction or another. Galder and Vash could also try and hack a path in. I would say at this point you would need to kill three particular Osokans in a direction to get a path out. Also worth nothing that Takuan is alone now, because Rah and Rianna advanced northwards a small amount, whilst the other three stood ground in the middle. So Takuan is also slightly closer to Galder and Vash.

You may feel you wish you had started that earlier- though frankly, I am being generous making it three, and ot also including a Captain, so we shall say the kills so far have made any escape plan practical.

You can also Jump out, but that will lead to bonus attacks on you. Defensive Leap would be very handy indeed.

can i make it to galder and vash from a jump?

You can make a standard move action with a jump, and as they are three frames away that is a yes. But every opponent you are facing will get a free attack on you.

eergh..ok, forget that 😄

dodges force 3, as necessary

That wouldn't be all 20 of them, btw. But it would be six.

still too much

(Osokan skill lower than mine enough to use Cleave on that last Osokan Hunter in the South, Ush?)

Rand twitches on the ground, trying to move his arms forwards to drag him out of the fray.

Come on, don't fail me now... he says, thinking of the Dark Jedi around him. He spots Tanic crashing to the ground. Damn...

Heh, sorry Rex, but Cleave isn't on skill difference, it is on simply being a standard mook. It works on an attack that required Outcome to kill; super-mooks require damage.

However, if you and Vash pile in the pressure, him using multi attack to engage both targets and you guys using Strike, you can force that Captain so much on the defensive that HE will be the one running out of frames. Unfortunately, actually dropping a Captain takes time.

Okay, defense...1 riposte and 1 dodge.

Good news- base neurowhip damage is being reduced to 13, which means you guys will lose an amount of damage equal to the amount of times you have been hit- which will reduce the impairment on some of you, hopefully.

ooh...a glimer of hope