STAR WARS: RETROSPECTION- Cold War

Started by REXXXX45 pages

"We were sent by the Great Leader," the pilot says. "Just lifted these from a military base on the far side of the planet. Sorry we're late."

Last time the old Medicine roll system will be used... Dak treats himself with the help of the field medic, patching some burns right there in the trench as the speeders roll past and into town. After a bit of rest, Dak has healed 15 damage.

You get a report from Pade, now. They have faced some difficulties in the mines, primarily cave-ins in the unstable tunnels, so they are not in position yet.

Dak asks Pade if there have been any losses as he follows the speeders into the town.

He reports light casualties. Nothing significant.

Very well. What's the status of the city itself? Is there more resistance beyond the trench?

"Sorry?!" Wraith yells. He resists slamming on the air brakes and getting into position to destroy the snowspeeder. "Fine, whatever. Go keep the train distracted. I need to jump onto it."

Wraith will bring down his fighter, waiting for the snowspeeders to keep the guns distracted. He sets up a command so that the starfighter will withdraw once Wraith jumps from it, putting a timer on it and syncing the ship's computer with his summoning device.

"That should do it," Wraith mutters.

Men are reporting that the forces in the trench are circling around to the point where you broke through, aiming to pincer your men and cut off their route into the town. You catch the report of blasters up ahead, in town, as the fighting continues.

Dak must choose where he intends to help, now. You can opt for driving forward into the city, or you can help prevent your forces from being flanked.

Wraith- the snowspeeders are doing their job! Only two speeders are lost on the ground before they start strafing the anti-armor guns on the train. All that remains for you to do is jump.

Dak will help to prevent the flanking maneuver.

Yup! Wraith is going to maneuver his starfighter into position over the repelling cannons on the train, so that he can take those out first and get his men on board. Once he is close enough, he opens the hatch of his starfighter and, taking a deep breath, drops.

The situation at the rear is simple, Dak. Your columns of men and speeders are moving through the hole in the defensive line that you cleared. In response, the defense force is trying to squeeze that gap shut and slaughter those behind enemy lines. Your objective is to keep it open!

Choose where in the column you would like to start. You will be at the front by default.

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SECOND BATTLE OF MEJA'TSID (Second Skirmish), START OF TURN 0

Rear of Column

Mercenaries x10 (G6): 0

Militiamen x20 (G5): 0

Attack Speeders x2 (HW6): 0 (5A)

Center of Column

Mercenaries x10 (G6): 0

Miltiamen x20 (G5): 0

Attack Speeders x2 (HW6): 0 (5A)

Soldiers x100 (G6): 0

Armored Speeders x10 (HW6): 0

Front of Column

Mercenaries x10 (G6): 0

Miltiamen x20 (G5): 0

Attack Speeders x2 (HW6): 0 (5A)

Dak (LS 10) 1/16 [FGu BGu CL CH] (5F)

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Your schticks, please! And remember, we're using the new rules.

Wraith- you land heavily on the roof of a barracks car, just one car (and one turn) away from one of the gun platforms. Soldiers are running about keeping the guns charged and preparing to repel boarders. The boarders are trying to get on from the fast-moving speeders using grappling lines- Ker'Raos is with them.

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TRAIN ASSAULT (Second Skirmish), START OF TURN 0

Barracks Car- 1st Half

Soldiers x10 (G6): 0 (inside)

Barracks Car- 2nd Half

Wraith (LS 9) 1/0 [OGu FcGu CL RF] (7F) (on roof)

Soldiers x10 (G6): 0 (inside)

Gunnery Car- 1st Half

Cannons x2 (HW6): 0 (5A)

Soldiers x10 (G6): 0

Gunnery Car- 2nd Half

Cannons x2 (HW6): 0 (5A)

Soldiers x10 (G6): 0

Alongside Train

Attack Speeders x3 (HW6): 0 (5A)

Militiamen x10 (G5): 0

Militiamen x10 (G5): 0

Militiamen x10 (G5): 0

Ker'Raos (LS 8): 1/0 [BGu CH] (4F)

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Dak will start in the center of the column. Balanced Guard, Cleave, and Charge.

Wraith will have Carnival of Carnage in, starting off with his blaster pistol, then Orthodox Guard and Cleave.

Landing on one knee, Wraith no doubt has the attention of the soldiers on the train after having jumped from his starfighter. As the ship tears off, Wraith twirls his heavy pistol and races across the roof of the barracks car and opens fire on those on the first half of the gunnery car.

Initiative check gets a pair of 2s... so it goes to Dak and Wraith!

Dak plows headlong into the horde of soldiers amassing to thwart him. With the new rules, he only needs two successes per Soldier to take them out. He gets six, so they are down! You are supported by your men.

The Attack Speeders release a volley on the incoming armor that the Royals have brought, firing off high-energy blaster cannons that slam into the hovercraft but fail to obliterate any.

Then they shoot. The sheer volume of blasterfire pouring into the center of the column is relentless. Dak is largely ignored by the soldiers despite plowing into them; instead, they wipe out every merc and militiaman in the center of the column! Instead, Dak gets attention when two of the armored speeders steer his way. They fire hard ammo, so Dak takes a penalty to his Agility in avoiding the explosion. The first speeder gets two successes and Dak fails the roll. Fortunately he is well equipped to reduce damage and only takes 3 damage from the direct hit. The second speeder shoots poorly and he only takes 1 damage from that.

The other armored speeders tank it against your own speeders, though they appear to be at a stalemate as none of yours are destroyed either.

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SECOND BATTLE OF MEJA'TSID (Second Skirmish), START OF TURN 2

Rear of Column

Mercenaries x10 (G6): 0

Militiamen x20 (G5): 0

Attack Speeder x1 (HW6): 3 (5A)
Attack Speeder x1 (HW6): 1 (5A)

Center of Column

Attack Speeder x1 (HW6): 4 (5A)
Attack Speeder x1 (HW6): 2 (5A)

Dak (LS 10) 1 (2A)/20 [BGu CL CH] [FGu] (5F)

Soldiers x81 (G6): 0

Armored Speeders x4 (HW6): 0
Armored Speeder x1 (HW6): 4
Armored Speeders x3 (HW6): 3
Armored Speeder x2 (HW6): 2

Front of Column

Mercenaries x10 (G6): 0

Miltiamen x20 (G5): 0

Attack Speeder x1 (HW6): 3 (5A)
Attack Speeder x1 (HW6): 2 (5A)

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Wraith starts off things... rather unimpressively, rolling not a single good die in his attack! His shots go wide, maybe due to bad footing on the fast-moving train.

Ker'Raos makes an impressive hop onto the train, into the gunnery. Instead of flashing his lightsaber, he has his kinetic rifle out. In close quarters, it packs a punch, and he has Close Quarters Gunman. Tapping Carnival of Carnage, he manages four kills, propelling his targets backward violently.

Supporting blasterfire from the men on the speeders clears out Ker'Raos' section of the gunnery car. Then, the speeders themselves launch their grappling ropes.

Return fire! Split between Ker'Raos and Wraith, soldiers in the gunnery sprinkle them lightly with lasers. More come out of the barracks car.

The cannons have at it with the speeders, but the durability of those things allows them to maintain speed alongside the train. They won't last much longer, though.

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TRAIN ASSAULT (Second Skirmish), START OF TURN 2

Barracks Car- 1st Half

Soldiers x5 (G6): 0 (inside)

Barracks Car- 2nd Half

Wraith (G 8) 1/7 [CC OGu CL] [FcGu RF] (7F) (on roof)

Soldiers x10 (G6): 0 (inside)

Gunnery Car- 1st Half

Cannons x2 (HW6): 0 (5A)

Soldiers x5 (G6): 0

Ker'Raos (G 8): 1/6 [CQG CH BGu] (4F)

Gunnery Car- 2nd Half

Cannons x2 (HW6): 0 (5A)

Soldiers x10 (G6): 0

Alongside Train

Attack Speeders x1 (HW6): 3 (5A)
Attack Speeders x2 (HW6): 4 (5A)

Militiamen x10 (G5): 0

Militiamen x10 (G5): 0

Militiamen x10 (G5): 0

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Militiamen are coming over this turn! Five at a time from each speeder.

Wraith is going to flip down onto the first half of the gunnery car, tapping Carnival of Carnage as he goes to surprise and shoot down more of the soldiers as they come out of the passenger train. He then holsters his pistol quickly and snaps out his lightsaber.

If we get on with this fight, would we switch to the new rules?

Pretty sure the new rules were in effect already!

Might press this one on soon. It'd be a shame to skip Dak's battle but for the sake of getting this completed, it may happen.

Dak will order the attack speeders to converge, firing on the Royals' armored speeders as he and his men take on the soldiers.

Keeping my action.

Dak and Wraith get initiative again, which is good news for the ground fighting surrounding Dak as they get to diminish the numbers involved with the pincer maneuver. The soldiers take heavy casualties, dwindled down to nearly half their force, but it would have been worse had they lacked armor. Four of their armored speeders are blown up by your own! Dak kills two soldiers then takes cover behind one of these smoldering wrecks.

Return fire is concentrated toward the city! Militiamen and mercenaries entering Meja'Tsid are overwhelmed, but the speeders withstand the onslaught. In the center, however, the speeders supporting Dak are destroyed.

Ten soldiers and two tanks go after Dak- he can scoff at the soldiers as they go up against his cover and armor. The first tank blows away Dak's cover but fails to hit him, and Dak nimbly leaps away from the second's blast. He comes away with a laughable four damage.

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SECOND BATTLE OF MEJA'TSID (Second Skirmish), Start of Turn 3

Rear of Column

Mercenaries x10 (G6): 0

Militiamen x20 (G5): 0

Attack Speeder x1 (HW6): 3 (5A)
Attack Speeder x1 (HW6): 1 (5A)

Center of Column

Dak (LS11) 1 (2A)/24 [BGu CL CH] [FwGu] (5F)

Soldiers x55 (G6): 0 (1A)

Armored Speeders x4 (HW6): 0
Armored Speeder x1 (HW6): 3
Armored Speeder x1 (HW6): 2

Front of Column

Attack Speeder x1 (HW6): 4 (5A)
Attack Speeder x1 (HW6): 3 (5A)

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