STAR WARS: RETROSPECTION- Puppets

Started by Captain REX14 pages

Firing with a 12 and an 18, Both Guns Blazing allows you to reduce the difficulty by 6 for Kay and 4 for yourself. The Puppets caught by your blasts fall back as the lasers burst against their chests, stunning them with the impact. Blurring boosts your efforts, meaning you clear five points ahead after firing.

A combination of your covering fire and her own Blur allows Kay to keep even with you.

The Puppets do not advance.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 11

Kay: 11

Puppets: 6

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Keep moving and shooting.

You roll 8 and 9 on your shots... only lowering the difficulty by 1. Do you wish to apply this to your own Speed roll or to Kay's?

Mine.

Two points earned and you move ahead! Kay does not.

But the Puppets are catching up...

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 13

Kay: 11

Puppets: 9

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"Tanic!" Kay shouts. "Blast the controls!"

She brings your attention to a heavy blast door ahead, which could be used to cut off the Puppets as they pursue you. There are risks to that plan, of course, but the payoff would be supreme.

How many frames are we from it?

You will pass through the blast door once you've accumulated 14 points.

Tanic will blast the doors as commanded, then.

With the power turned down on your pistols, the bolts do not obliterate the control panel. Instead, it causes a jolt that triggers the blast door. You get through just fine, followed by Kay Blurring it in.

Behind you, the blast door grinds into position. The Puppets throw themselves towards it, willed forward now that you have this new barrier being put into place. The majority of the Puppets throw themselves into the door just as it closes, but a few manage to slip through...

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 12/0/3

Kay: 14/0/4

Puppets x10: 0/4

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They lurch toward you, stomping with every other step...

Tanic opens fire, double-tapping.

Thinking of the Matrix system, are we?

You shoot down your targets with no difficulty, stunning them with dibilitating stings on rolls of 10 and 12. The Puppets you hit crumple to the ground noiselessly, then weakly thump at the ground before passing out.

Kay Blurs forward and Strikes, using her penalized Lightsaber score to make use of her stun baton. A 12 is a hit! The stun baton discharges an electrical jolt into a Puppet, combined with a kinetic effect that knocks him bodily away from her.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 12/0/6

Kay: 11/0/7

Puppets x3: 0/4 (fighting Kay)
Puppets x4: 0/6 (fighting Tanic)

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Some of the Puppets move after you, giving you the chance to repel them before they can attack. Kay stands her ground.

Tanic'll shoot again. Super-snapped attacks (that's more Star Wars-y, right?)

Things aren't looking bright for this roll, Tanic. Even with Both Guns Blazing, you face the -1 penalty for using both guns, another -2 penalty for different targets, another -2 for using your blasters in close combat, and then -5 for the super-snaps. Oh geez. It is no surprise that the Puppets are able to evade your shots. Maybe another tactic is needed...

Though yes, super-snapping is more Star Warsy.

Kay's tactic works just fine for her. She fends off the Puppets with Defend, smacking away their clawing hands with the end of her stun baton. They recoil on instinct, but still no reaction to pain.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 12/0/5

Kay: 10/0/8

Puppets x3: 0/7 (fighting Kay)
Puppets x4: 0/6 (fighting Tanic)

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Despite doing poorly on your shots, Tanic, you still have the opportunity to get a strike in on the Puppets before they get one on you.

Do I have one of those stun batons? I hope so.

Tanic strikes out at the puppets with it.

Unfortunately, no, but you can still fight in melee combat.

Tanic'll Twin Attack two of them.

As you have a Combat trick for a Melee Weapon, you may have a stun baton if you wish, or any other sort of melee weapon.

Kay's stun baton is specialized, designed as an experimental device by the Order to operate with her Lightsaber score.

Dropping your pistols for a moment to Draw your melee weapon, you lash out at two of your opponents. A 20 on the first roll sees one of the Puppets double over in pain, but the second does not connect properly on a 5. One down.

Remember that Melee powers from the Agility Tree can be used with Melee weapons as well.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 11/0/8

Kay: 10/0/8

Puppets x3: 0/7 (fighting Kay)
Puppets x3: 0/6 (fighting Tanic)

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The Puppets are going to attack with their fists, taking heavy swings at you despite their average build.

Tanic'll Twin Attack two of the puppets, with a stun baton.

Whirling the stun baton about, you connect with your two targets this time! The stun baton renders them unconscious and leaves you with a single foe standing against you. He lashes out, his fist connecting awkwardly with your shoulder for 2 damage.

Kay makes no active effort to avoid her Puppets, but they are unable to hit her.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 11/2/11

Kay: 10/0/8

Puppets x3: 0/10 (fighting Kay)
Puppets x1: 0/9 (fighting Tanic)

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Your Puppet will get another strike on you while Kay fights back.

Tanic dodges.

When it's his action, he strikes back.