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

Started by Ushgarak280 pages

The fight begins!

We have four engagements as the Imperials attack two locations. The Walls force the Imperials to break those two attacks in half rather than combine them.

SOUTH ARM DEFENDERS:

3 Warrior Units, 1 Hunter Unit (Defensive Strength of 17)

WEST ARM DEFENDERS:

2 Warrior Units, 2 Militia Units (Defensive Strength of 14)

SOUTH ARM (WEST) ATACKERS:

1 AT-AT Unit, 2 Stormtrooper Units, 1 AT-ST Unit (Attack Strength of 23)

SOUTH ARM (EAST) ATACKERS:

1 AT-AT Unit, 2 Stormtrooper Units, 1 AT-ST Unit (Attack Strength of 23)

WEST ARM (NORTH) ATACKERS:

1 AT-AT Unit, 2 Stormtrooper Units, 1 AT-ST Unit (Attack Strength of 23)

WEST ARM (SOUTH) ATACKERS:

2 Artillery Units, 1 Stormtrooper Unit, 1 AT-ST Unit (Attack Strength of 24)

In each sector the Attackers are impaired by the walls but aided by superiority in armour- final result, no change.

The Imperials have not managed a doubling of power in any sector but the odds are 3:2 in their favour. This means the Imperials are looking for the deciding die roll to be four or more. The Rebels will pull of a coup in a fight if any 1s are rolled.

Unless those on the ground have something to say about it of course... because they might shift the odds with their actions.

We shall shortly begin the tactical fighting!

We have two action sequences to run!

----

TACTICAL SEQUENCE 1- FIRST ASSAULT ON THE SOUTH ARM

General Coll leads his AT-AT unit in a direct assault to smash the western wall of this part of the city.

Standing off a little way, his heavy war machines blow enormous chunks out of the walls trying to create either a breach, or something scaleable.

Closer into the action, AT-ST units roam, angling upwards to pick off the defenders on the upper walls.

Meanwhile it is the stormtroopers units all around that make the direct assault. There is a vicious exchange of fire around the base of the walls as the defenders blast away on those down below. Three times so far the troopers have tried to scale the walls via a path blown away by the AT-ATs. and three times the attack has been repulsed.

Now a change. With the defenders exposed whilst mounting their vigorous defence, a bombardment from the Star Destroyers begins aimed at this sector.

In the ensuing chaos, and now supported by increasing fire from the AT-ATs as Coll brings them closer to the action, the troopers have managed to scale the wall at a single point. The first chance to get into the city proper has been created.

The Imperials immediately order all assault groups to the scaling point. If the damaged section of the wall collapses it will form a breach, but that is not yet known. All that is important for now is whether the Imperials can secure their bridgehead.

All Rebel personalities in the immediate area dash over to repel the Imperial invaders...

---

TACTICAL SEQUENCE 2- REBEL COUNTERSTRIKE TO THE WEST

The artillery units that destroyed the shield generator still remain firing at the city. Lowering to their minimum elevation they are pounding the wall to pieces.

When an orbital bombardment starts to blow away defenders in this sector also, the Imperial assault pauses, not wanting to have its own men destroyed, and waiting for the moment after the bombardment finishes to attack at the moment of maximum shock.

At this point the Rebels launch a daring assault into the heart of the enemy forces. Riding out on Osokan Hunting skiffs, the defenders launch a desperate sally towards the artillery units. Caught off-guard by this surprisingly organised response, the skiffs are through the Imperial front lines in moments and tear towards the artillery. If those artillery units can be disabled, even temporarily, the battle may well swing back in favour of the Rebels.

Two Imperial Commanders involved in the attack on the West Arm are the only ones with the presence of mind to organise a fast enough response to the Rebel incursion. They bring in their men to the defence of the vulnerable artillery.

Galahad watches the battle unfold at these corners of the City from the Guild Hall, nervously folding his arms and tapping his fingers against his upper arms.

"Alright, here we go..."

Are we watching this on some sort of hologram display, like the Confederacy leaders in Attack of the Clones? Or something simpler, like the display table in A New Hope during the Death Star assault?

Scarlet will be heading out on one of the skiffs to the West, her pistols at the ready, alongside Rhys.

Would it be possible for us to have our own skiff? And how many of our Osokan buddies can ride on one of these with us?

Sadly the Osokans lack such a thing (though oddly enough you have touched upon something there which... nevermind. For a later story.)

Good view from the top of the Guild Hall though.

Eerin prepares his rocket launcher to blow away the invaders as they scale the walls, locking on with his simplistic targeting computer.

Kyle steadies his weapon to easily pick off single trooper that come under his aim.

Yay for riding out to disable the artillery!

Rhys hopes they can manage to disable the artillery for at least a short time.

The Duchess watches with a combination of worry and excitement.

"To victory," Sasha quietly says to herself, leaning over the displays.

So. Tomorrow these fights start. All be aware, this will be doing something that has not occurred since before there were any formalised rules in my role-playing here. We have a proper, full on fight with all the rules of the game, with players on both sides. Players pull no punches and will go full on to beat each other. It's vicious.

However, it's early in the day for that much drama. If you take 50 damage, you will withdraw from the engagement.

Should be fun to wipe everyone out. Damned stormies.

We join the fights at the following points-

The Stormtroopers have scaled the walls, which are now walkable- albeit slowly- due to the efforts of AT-AT fire. The first hundred are up where a wave of Osokans wielding knives and guns meets them. At the same time, using hidden passages in the walls, a smaller group of Osokans ambushes the troopers midway up.

At the raid, we are in the clearing where the artillery is. Speed is of the essence because other Imperial forces will arrive soon. The artillery units must be reached and disabled in a means of your choosing and you must get out of there. There are ten skiffs. Those troopers are directly in your way!

Note that Zalandos and Ranad do not go. They are not mercenaries but bodyguards. They do not like being away from their charges and they certainly won't risk their lives on such a raid when their first duty is to protect that charge.

-----

FIGHT AT THE WALL BRIDGEHEAD

Kyle: 0/4 (Atop Wall)

Eerin: 0/3 (Atop Wall)

Osokan Warriors x 100: 0/4 (atop Wall)

Stormtroopers x 100: 0/4 (atop Wall)

Osokan Warriors x 50: 0/4 (midway up wall)

Stormtroopers x 100: 0/4 (midway up wall)

Stormtroopers x 100: 0/4 (bottom of wall)

AT-STs x 10 (bottom of wall)

AT-ATs x 3 (away from wall)

Rylis: 0/3

Arvus: 35/2

Lyle: 15/5

---

ARTILLERY RAID

Rhys: 0/4

Scarlet: 0/2

Osokan Warriors x 50: 0/4

(Osokans are five to a skiff. Rhys and Scarlet are the sixth passengers on two skiffs. Skiffs are armed!)

Commander Jaiden: 0/3

Commander Janthis: 0/2

Jaiden's Troopers x 100: 0/4

Janthis' Troopers x 100: 0/4

Eerin moves into the fray with his halberd ready. He jabs the spiked electrified tip of the weapon into a stormtrooper, jolting him off the wall, with a snapped Quick Attack. He follows up with a Twin Attack, swiping through the armored chests of two stormtroopers just as they reach the top, sending them toppling backwards.

Parry two incoming attacks.

"Take them out!" Scarlet shouts, aiming her pistols at the two Commanders, Jaiden and Janthis. She fires, snapping her attack.

What skill are the Osokan pilots of these skiffs? And do the skiff guns operate as heavy weapons?

Dodge any attacks that come from Jaiden or Janthis, and one from the stormtroopers.

If I were you guys...
Getting bogged down in Stormtrooper combat is bad.
I would blow by the troopers as fast as you can, then drop down by the artillery, and have some people get out and disable them while the others guard them in the skiffs. Then you get back on the skiffs and leave.
Don't try to kill all the troopers!

Agreed. Get around them or over them somehow, or just plain run them over if it's feasible.

Just watch for Jaiden and Janthis.

Too many to go around or over.

Pilots are skill 8. Either Heavy Weapons or Guns will fire the Siff gun.

My action stands. Scarlet will tell the pilots to plow straight through the lines.

Can the Osokans operate the skiff guns?

Yes, thoough not that well.

As some speed is required, actions will be processed at the end of the day regardless of posters.

(Kyle will fire at Stormtroopers to support Eerin, keep too many from getting close to him while he's hacking.)