USH'S ORIGINAL TRILOGY GAME EPISODE I 'LANZAR'- Rebel Alliance Thread

Started by Brit280 pages

Alrighty. She wanted to at least make sure that the explosives, the snipers, and the Gungan weapons got in there to a certain extent.

(Eerin is ready to do battle!)

Eerin finally gets the turrets online.

"[Lock and load, Kyle]," he says, via headset.

Taking that deal then, Sasha?

Unless Vormax will allow Ranad or Rhys to fight another round?

No, he would want it to be the same person again.

A dead Sasha is a useless Sasha.

Grudgingly, she will accept the deal.

Rhys sighs in no small relief as the deal is done.

Ok then! We shall push on in general tomorrow.

Ok, here goes!

Numbers for you are damage taken, for Mooks is Armour rating.

Six TIEs are those on immediate nearby patrol that come straight at you. They are heading for the Last Laugh.

There will be another six soon as their Squadron counterparts move up. There are another two nearby Squadrons (of 12) heading for you.

Smuggler B is bugging out on you and making a run for it.

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ORBITAL BATTLE- Current situation

Last Laugh: 0

Romaesque Fightery Thing: 0

Smugger A: 0

Smugger B: 0

Smugger C: 0

Smugger D: 0

TIEs x 6 : 2

Btw, Kyle, you do actually have a Payload rating, I am just not sure what it is.

As you are unlikely to attack a Star Destroyer, it probably doesn't matter anyway.

(Actually, would a warhead that explodes be able to take out/damage multiple TIE's? Anyhow... Kyle will Dogfight those six TIE's. or the nearest one if I can only pick one. Roll on Eerin's pilot/heavy weapons score.)

"Here they come! Happy shooting!" Kyle yells at Eerin and then notices the smuggler sneaking away. "Hey you! Get back here. You have no chance against them by yourself. Stick with us, we'll protect you."

The targetting system for Payload is the one used in the Death Star attack in the films. Imagine trying to line that up on a TIE!

Eerin grins slightly as he swings the turret around and locks his sights on a TIE fighter.

"[Let them come and try to kill us...]"

He opens fire, the barrels of the gun kicking back as the nozzles emit a blinding flash, sending the bolts arcing out into open space towards the tiny fighter.

"Here we go, lets do this."
Cass Smiles as he wheels his fighter around and fires at the oncoming ties

Wrong speech, Kyle. He is relying on them ignoring him and concentrating on you- after all, he doesn't get through the blockade if he flees.

And he's right, they are ignoring him.

The TIE pilots are skill 7. Nope, they don't quite cut it. Lacking any protection they are quite free to pick out targets; as it happens, three go for Cass and three go for Kyle. Of course, not only is Cass a quick-thinking guy in general, his special ability makes him the fastest guy you will ever see on these battles (save another Ace) so he gets the drop on his guys.

Cass spins his fighter around and vectors in on a TIE. His targetting system beeps as it locks on...

Performance between the fighters is even. Even with his custom boost, Cass can only match the performance of the TIE, which is a very manoeuvrable figther. Of course, Cass' fighter does it without being made of paper (i.e. Cass has a shield system).

Cass rolls an 8. This goes down to a six because TIEs are tricky bastards to hit. It goes up to a 14 from Cass' better piloting, and up again to 15 due to Killer Instinct, and again to 16 from Favourite seat. That is an Outcome of six. With an armour rating of two, any Outcome of four or more blows a TIE away. BOOM!

As it happens, Kyle is faster than the TIEs also. He's bring his ship on an attack position. He gets -2 to his rolls, however, doe to TIEs having a considerably higher performance than him. Adding in the -2 to hit a TIE due to its small profile, and this is a tricky one!

Kyle rolls a 9. This is reduced to a five. It is increased to a 12 by Kyle's Piloting skill, and again to 13 by Favourite Seat. That is an Outcome of 3... oh, just off! You skimmed a wing, but it lives on.

As the TIEs vector around, Xeth can start opening fire on him. Now, turrets don't worry about Performance, but they get -2 to hit if the ship they are in is doing anything other than moving in a straight line. So this ain't an easy shot for Xeth! He rolls a 4- no chance! His opening shots go wild.

Green streaks fly across space as the TIEs fire. Against Cass they roll 5 and 6. He doesn't even have to think about evasion; their deflection aim was poor. Against the Last Laugh, we have a 3, a 4... and a 19. That 19 is increased to a 21 due to performance bonus, and down to a 14 due to pilot skill difference. That is an Outcome of four.

Your ship shakes, Kyle. That TIE just got a good run on your port deflectors!

Six more, coming in!

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ORBITAL BATTLE- Current situation

Last Laugh: 4

Romaesque Fightery Thing: 0

Smugger A: 0

Smugger B: 0

Smugger C: 0

Smugger D: 0

TIEs x 10 : 2
TIE: 1

Sasha and Rhys arrive back at the Guildhall, with the weapons.

There are a lot already here. Just as he was in the morning, it seems Drakkon is meeting with another of those who ended up with the weapons.

There are small groups of rather large Osokans hanging around, from this other guild. They are all, rather openly, carrying blaster rifles, looking at them strangely, quite a few looking straight down the barrels.

One of them hands his gun to another, and gets two other friends to hold him steady. The one he handed the gun to promptly shoots him in the chest. The one being held roars out loudly in pain.

Drakkon is walking up to the largest Osokan you have ever seen- towering clearly above his comrades- to ask for the weapons back.

The giant Osokan promptly smashes Drkakon in the head with a right hook, and jumps upon him as he falls...

Kyle rock in his seat as the TIE's hit jars his ship. He mutters something about his paint job and flies on.

(Dogfight again. Should we consider taking the chance on flying straight to get better shots? I know we're already sitting ducks though, so that might be bad.)

As TIEs do not sit obligingly in front of you, you can't attack yourself if flying straight forwards.

Keep going and attack another one.
"Its working, Go smugglers! Make for the forest!"
I wanna keep a perpetual eye on the smugglers and if any ties start going for them, I am gonna break off and go after them.

Is anyone going to do anything about the fleeing one?