STAR WARS: RETROSPECTION- Cold War

Started by Captain REX45 pages

I must apologize at this point; the lightsaber's damage rating for the d20 system is 20, not 30. My bad. I'll remove five damage from the two of you. Wraith's Saber Throw did 12 damage.

Wraith immediately closes the gap, flipping over to R4 with an almighty slash as he comes down. R4 dodges. A 16 says that the orange lightsaber cuts past the energy shield again and burns along the side of R4's chassis, at which he squeals high pitched notes. 16 damage.

Dak's attack is less successful as he fluffs his roll, his lightsabers buzzing off of the energy shield as he misjudges how much power is required to break past it. R4 didn't bother dodging; he's not impressed with Dak yet.

At this point, Ker'Raos fires his kinetic rifle from one of the walkways high above you! Since it is not an energy beam weapon, it ignores the shield's defensive bonus. He rolls terribly, putting a crack in the floor rather than R4.

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WAREHOUSE SKIRMISH

Center of Warehouse

Dak: 10/13/13

Wraith: 9/0/15

R4: 28/14

Upper Walkways

Ker'Raos: 14/0/13

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Dak, you still have time to attack.

Snap another attack in, then.

Your quick attack flickers uselessly against the shield. You roll a 3, but the snap brings it down to a 1.

A 3 was never going to hit, but remember your powers. Strike can attack quickly without the penalty of a snap.

Ker'Raos fires again. R4 doesn't dodge. It wouldn't have helped anyways, as Ker'Raos pulls off an 18. 11 damage to the little droid, denting his conical dome.

At this point, R4's main concern is escaping Wraith and revenging himself on Ker'Raos. Rocket boosters suddenly pop out of its legs and roar to life, carrying R4 up onto the upper walkways.

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WAREHOUSE SKIRMISH

Center of Warehouse

Dak: 10/13/15

Wraith: 9/0/15

Upper Walkways

Ker'Raos: 14/0/16

R4: 39/17 (6 frames to walkways)

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Plan? R4 is no longer in your vicinity.

"THAT'S annoying..."

How many uses of Jump will get us up there on the crates?

"I hate when droids have toys."

Yes, how much would I have to buff up Master Jump?

A Master Jump gets you double your Strength in meters mundanely, then an extra meter for every additional Force point expended.

The walkways are about forty meters up. R4 was able to clear the distance quickly due to his booster jets.

My apologies, I made an edit.

The walkways are actually forty meters up. I realized that twenty is...well, not the right size I had in mind. R4, however, has six frames until he gets up there.

Sorry again.

No problem...

Wraith will go for a Master Jump, putting an extra 4 Force pool into it, landing amongst the crates at that height.

Also doing the Master Jump with 4 extra Force thing.

Up we go! You both leap straight up into the air, angling towards stacked crates.

Wraith ends up 20 meters up, at the tip-top of the crates, while Dak ends up two meters below him.

R4 dodges in mid-air as Ker'Raos takes a potshot at him. No results, but R4's ascent is slowed.

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WAREHOUSE SKIRMISH

Center of Warehouse

Dak: 2/13/19

Wraith: 3/0/19

Upper Walkways

Ker'Raos: 14/0/19

R4: 39/19 (5 frames to walkways)

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Player privelege, go for it.

Do the crates go any further up?

If not, Wraith's just going to Master Saber Throw at R4...

We'll press on, as there is not much Dak can do anyways.

Wraith, they do not, so you fling your lightsaber at the rising droid...

A 19 scores you a hit! The orange blade slices off a panel from R4's back and probably severs some wires as the astromech takes 25 damage. One point of impairment to him.

Ker'Raos takes his shot, but misses.

As neither of you can do much but take a breather as your Force pool replenishes, Ker'Raos shoots again as R4 sets down by him. Six damage to the tinpot and another two points of impairment.

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WAREHOUSE SKIRMISH

Center of Warehouse

Dak: 10/13/25

Wraith: 12/0/25

Upper Walkways

Ker'Raos: 14/0/25

R4: 70/25

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Master Jump again. 6 extra Force ought to get Dak up to the walkways.

Likewise, but 4 points spent instead...

Your Jumps are good, carrying you up to the walkways with relative ease.

Ker'Raos fluffs his next shot.

R4 begins to pull out more of his toys. With Ker'Raos in front of him, he opens another of his slots and reveals a concussion wave emitter, blasting Ker'Raos down with a wave of concussive energy. With no room to dive, Ker'Raos takes 18 damage and is sent prone.

In the same frames, R4 unleashes a particular nasty bundle. From a larger slot in his back emerges four slightly-larger-than-fist-sized metal orbs that roll towards Dak and Wraith.

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WAREHOUSE SKIRMISH

Dak: 4/13/31

Wraith: 8/0/29

Ker'Raos: 14/18/31

R4: 70/29

Death Orbs x 4: 0/32

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Wraith is up next, but get something in mind, Dak...

Gee, how bad can things called "Death Orbs" be?

Hmm... is it possible to Push at least one of them simply... off the walkway?

Wraith will perform a Master Saber Throw, focusing his attacks on an orb and R4.

Defend against the attacks.

You can try it, Dak.

Wraith flings his lightsaber at the attackers, but R4 is prepared for it this time. His concussion wave emitter, located just underneath his head, swivels around and intercepts the lightsaber with a blast. The defensive maneuver flings your lightsaber off the walkway and down onto the crates below.

With time to act, R4 returns his attention to Ker'Raos. A two sets of blasters pop out of R4's front as he attempts to spray the prone frog to bits, but he rolls terribly.

Ker'Raos scrambles to his feet, using Draw to ignite his lightsaber.

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WAREHOUSE SKIRMISH

Dak: 4/13/31

Wraith: 3/0/32

Ker'Raos: 13/18/31

R4: 70/33

Death Orbs x 4: 0/32

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Both Dak and Wraith are acting ahead of everyone.

I'll try a Push (or Combat Push, whichever is needed) on one of the Death Orbs, with the intention of having it drop of the walkway, uselessly out of the way.

Erm, I don't think Reaction Pull works with getting my lightsaber back, so I'll Pull it back and use Defend against the incoming orbs.