STAR WARS: RETROSPECTION- Puppets

Started by Captain REX14 pages

Blur only helps with movement. You can super-snap, however, for a -5 penalty... which isn't so terrible with a Gun skill of 14. A mook would be in trouble, trying to super-snap, but unlike most Jedi you are well-practiced in your marksmanship.

Tanic will be super-snapping, then.

Oh, my bad... you have a Gun skill of 12, not 14. Still want to go for it?

I'll try it once.

You receive the -5 penalty for super-snaps and another -1 penalty for your level of Both Guns Blazing, giving you a Gun skill of 6... hardly impressive, but your rolling makes up for it with a 10 and an 11. Consider those two pushed back, and you still have another attack before Kay finishes with the door.

Tanic slows his shooting, going for two normally snapped shots.

How much space between him and the puppets?

A 9 and an 18 on your parting shots means that there is plenty of room for you and Kay to slip out the newly created exit.

Out in the corridor, it seems that the puppets have not reduced drastically in number. The moment you spill out into the hall, you see them all sprawled on the floor, mindlessly thumping the ground with closed fists. They rise to greet you, but as your cover fire was highly effective, you have room to breath and an action before they are able to attack.

Kay replaces her lightsaber at her belt and activates the stun baton. "Move quickly, control room, go!"

Can I use Combat Push to try and clear some space to run into?

You can. I will say that the better your roll, the more breathing room you get.

I'll do it then.

You concentrate your kinetic shove on a few Puppets blocking your path down the hallway. Getting them out of the way should increase your mobility and grant you some space. Rolling a 19, you thrust forwards with one of your pistols and send them tumbling to the ground. Too easy!

Before you is the stretch of hallway that leads to the control room stairs. Very few Puppets are ahead of you, mostly behind you. Kay intends to make a straight dash for it, but anything you can do to lower the difficulty of the Speed rolls will help you get to the stairs faster.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 0

Kay: 0

Puppets: 0

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The sooner you reach 20, the better! If the Puppets have the higher number, it will be more difficult to make the run, but you can reduce the difficulty again by whatever method you see possible.

Combat Push again, then!

An Outcome of 2 reduces the difficulty of your roll by 2, to 10. Then, you roll a 19 on your Speed check, moving you ahead by 6! This also reduces the difficulty of Kay's roll, as Combat Push can be used on multiple targets. She moves ahead 4.

The Puppets stay close your tail, following with a 4 themselves.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 6

Kay: 4

Puppets: 4

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Tanic'll turn and slow down to shoot the puppets: attempting to let Kay catch up with him.

Are you sacrificing your movement for the sake of Kay's?

Slowing down to save her, yeah. I'd still like to move two forward, then shoot the puppets, trying to keep them to less than four, and so then Kay and I should be ahead.

An Outcome of 5 reduces the difficulty by 5 on your first shot, while the second shot has little effect.

Unfortunately, you fluff your Speed check, but Kay advances by five, keeping her well ahead of the Puppets.

The Puppets have no trouble advancing in the face of your gunfire, gaining by one.

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 6

Kay: 9

Puppets: 5

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Now Tanic's just gunna run.

A 13 is no good as you trip over a jumble of wires on the ground, getting you nowhere. Kay does not have much good fortune either, rolling a 5, distracted by the advancing crowd of Puppets.

They gain a point, putting the Puppets right on top of you! This does not increase the difficulty... yet. But they will attack if you don't act fast!

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ALPHA STATION BATTLE, Pt. 2

Hallway

Tanic: 6

Kay: 9

Puppets: 6

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Remember that you can act and move simultaneously.

Tanic will Blur out of the way, then. Shooting at them, too.