Sorry, must have missed that. Yes, it only works with a Gun out, but you can have had it in if you wish.
You could certainly cut a path through the droids like that, yes. But at this point you might want to consider yourself committed- fleeing was something best done either immediately or not at all.
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Now, something for non-Matrix Veterans to be aware of is that tapped powers can only recharge if they are not currently loaded!
If you don't use enough powers to be swapping any around, I automatically assume you unload any powers currently tapped. But if you have more than 3 blade schticks or plan on using other schtick types, I'll be more strict about it. So remember to unload tapped scthicks or they will never recharge! One important effect of all this is that you can only swap one schtick per turn, so when your used ones recharge, they can only come back in one turn at a time.
Ok, right now I think we are waiting on Sean at the Guns, and Kiu in the forest. I'll give it a bit. Denz- don't worry, you don't need to be hiding for Kiu to use Bodyguard on you, else it would not be much of a schtick. You can fight on with your sabre just fine!
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Jovan- 'course of action' rather than action, so I was not using a game term- though it will probably come down to a dice roll in the end. Observation a useful skill here.
Ships- no good, they've taken every one that is not nailed down (and if it was nailed down, they brought a crowbar).
Vera stays to control the crowd; Xeth is lifting off for his first run! Straight Pilot roll to see how fast you do it, no biggie this time.
I think I'm going to take the long way to the droids, if I take two turns to charge towards them then I'll need to tap out reflection and orth. guard by the time I get there in order to stay in a decent shape to fight, and I don't really want to use up two of my most vital defence powers before I get there. So I'll run to the closest bit of cover or whatever there is to move between without getting too shot up.
Right then!
(Just a reminder to people, tapping Reflection is offensive, not defensive!)
Sean runs to the next piece of cover. Another five shooters at him! Well, Sean takes another two hits... but with that Reflection bounce he destroys all five firers!
You've made it to cover next to one of those Guard squads, Sean. They've just taken another casualty; only three of them left here.
Vlad goes hardcore! Tapping Charge gives him three attacks on Droids he runs past, cutting down all three of them easily. That leaves 21 fiers- eeek- but as he has spent on 'Ward', they need sixes to hit him... on the other hand, he has no defences up so they each get four dice! That's 24 damage.
(Apologies- I had the numbers wrong in the air fight before; there were fewer Vultures left than I posted)
Up top, Wentar goes for an undamaged enemy, which means his opponents get the full dice bonus on him (remember, they don't get a bonus in any turn they attack you past the first), which is very selfless of him. He rolls... two successes again, a straight kill. Five damage back to you this turn- ow! One of them scored a nasty hit with their little repeating lasers...
The air fight continues leaving both sides very battered and weary... five Selenians remain against nine Vultures.
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You don't have Orthodox Guard, Kiu- it is Balanced.
Tapping both of those Guards leaves Denz pretty much immune to all damage this turn. With Kiu, we shall see. Both of you cut down droids... and Kiu is actually completely missed! Clean round!
Now, for Dend and Kiu, it is a Refresh round! Two of your expended shcitcks may now be refreshed, so long as thry are not currently loaded. I have tkane the liberty of removing out all the ones you tapped out earlier to make this simpler.
So, you can each choose two powers that are not currently loaded to Refresh! Kiu, I am afraid Refreshing takes place before swaps, so you cnanot recharge the two you just tapped.
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HAILFIRE DESTRUCTION- START OF TURN 3
Central battle
Sean (LS 9/Force Points 7): 3/3/18 (Orthodox Guard, Reflection, Charge)- in cover two turn from Guns
Field gun crew x3: 0- By Guns
Selenian Infantry x4 (G 6): 0- In cover by guns
Selenian Infantry x5 (G 6): 0- In cover one turn from Guns
Selenian Infantry x4 (G 6): 0- In cover one turn from Guns
Selenian Infantry x4 (G 6): 0- In cover two turns from Guns
Selenian Infantry x3 (G 6): 0- In cover two turns from Guns
Battle Droids x7 (G 5): 0- In cover two turns from Guns
Battle Droids x6 (G 5): 0- In cover two turns from Guns
Battle Droids x8 (G 5): 0- In cover three turns from Guns
Battle Droids x9 (G 5): 0- In cover three turns from Guns
Battle Droids x9 (G 5): 0- In cover three turns from Guns
Flanking Battle
Vlad (LS 8/ Force Points 3) 1/1/24 (Dodge and Weave/Charge)
Battle Droids x19 (G 5): 0
Battle Droids x2 (G 5): 2
Air Battle
Free Flier: P 9/32
Selenian Airspeeders x1: P 5/1
Selenian Airspeeders x4: P 5/0
Vulture Droids x5: P 4/1
Vulture Droids x4: P 4/0
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FOREST AMBUSH- START OF TURN 7
Kiu (LS 9/Force Points 7): 2 (1A)/2 (1A)/36 (Balanced Guard//Bodyguard) Amongst enemy
Denzral (LS 9/Force Points 5): 1/1/53 (Gunslinger) Amongst Enemy
Mark II Battle Droids x4 (G 6): 0
Droideka A (G 8): 0/0 (3P)/0
Droideka A (G 8): 0/0 (3P)/0
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Xeth- two successes, fairly standard run as you plot a course around possible enemy areas. This ship doesn't handle very well with so many on board... but a little while later, you are back in the area of the evacuation zone and ready to start loading up. Vera's Leadership roll has kept the crowd more or less under control!
Jovan- shall I just make a straight Observation roll for you (harder) or do you have any other ideas abpout what to look for?