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

Started by Darth Revan125 pages

Vash runs north after the rest of the group.

Hey, Takuan, if you are going to do the Mind Trick, you might as well make it seem as if doubles of us have appeared, if that is capable of happening! Lots of Jedi! 😄

Actually, Rah, there are no bad guys next to you at this point, so no need to defend yourself.

Takuan, seven people AND a named character is rather much for one use of illusion. Also, that is far too much of a sensory deception. Illusion will make them see sights or hear things or feel things but it won't totally bend reality. They might see you where you are not, or hear you talking or sneaking past when you are two hundred metres away in the other direction, but making them think they are fighting rach other is a bit much- also, they would notice that the whips weren't doing anything. Also, you haven't seen those ones yet, so I will move you first.

Vash heads north, and in fact has actually made it there before anyone else did. Galder is there not long afterwards.

-----

CURRENT SITUATION AT: Seventh Sequence, Frame 16

Crossroads, two east of start

Osokan Hunters x22: 0/7
Osokan Hunters x1: 26/7
Osokan Hunters x1: 14/7

Osokan Captain A: 3/26/7
Osokan Captain B: 3/12/7
Osokan Captain C: 3/0/7
Osokan Captain D: 3/20/7
Osokan Captain E: 3/0/7
Osokan Captain F: 3/0/7

Crossroads, two east/one north of start

Rianna: 1/30 (22)/9
Rah: 7/28 (28)/10
Galder: 4/24 (24)/11
Takuan: 8/24 (24)/6
Vash: 10/30 (21)/13

Crossroads, two east/two north of start

Osokan Hunters x7: 0/7
Osokan Captain G: 3/0/7

-----

As we can see, you guys still have options.

okay then....
illusion only on the captain and 4 hunters north of start.
I try to make them see us running eastwards, so we can have a clear path on the north.

You realise that won't stop them seeing you NOT running east, yes? It won't make you invisible as well.

How about you make them see a large tank...

That would need noise as well to be convincing, and more than one sense ramps up the difficulty.

Ah fooie...

We CAN Jump over the Osokans, right?

So long as you have enough frames over them for a good and safe run up, yes- so Takuan may find it harder.

Defensive Leap is, of course, what you are meant to use in this kind of situation.

Then we'll have to help him.

I don't think ANYONE took Defensive Leap.

Well, don't ALL go buying it later on the idea it's always going to be this essential! 'cos then, inevitably, you'll end up not taking something else which is important next time...

It's a handy combat move, but then so is Flying Charge.

So I thought...

Who are we waiting on?

Errr, everyone, I need a general plan but everyone save Takuan acts ahead of the Osokans.

I guess we are leaping over said Osokans.

I just want to run this by you, but could we jump atop the silos? Would we be safe there?

I think Trickster or Revan, or someone, asked earlier- the silos are too high to jump over...

hmmm...i'll have to think about something then..

Problem with trying to jump on top of the Silos is that they are higher than Galder can Jump, and that Galder would have to wait awhile before Jumping again.

Silos are out for the time being...

Why not jump on the silo out of reach of those annoying whips and then pick the Osokans off with our blasters...

errr..because the silos are too high to jump?

Duh! *smacks forehead*

Ush are these Silos alarmed?
The idea being if we start cutting into one set the alarm off have the authorities respond the Osokans might just back off a bit