USH'S STAR WARS GAME- CAMPAIGN II EPISODE IV (RENEGADES)- Battlefield

Started by Ushgarak224 pages

Indeed- and it has gone extremely well, as the six cultists have been led into a blind alley where you have the drop on them from behind...

Vera-Kin is undeterred by the blasterfire coming her way. She weaves in and out of the Cultists' aim as she moves for yet another target, whom she disposes of with a simple twist of her lightsaber.

Xeth strains at the controls to bring the freighter about as the droid starfighters move to intercept him. He turns on his targeting computer, not wanting to rely on his aim with how the ship is handling. Once the target lock has been made, he fires a cannonade of lasers at the starfighter in hopes of blowing it apart.

This is going to be rough...

If Xeth has any alternatives, I don't see them.

There are always alternatives. But once Wentar and Sean confirm their plans we are locked into action.

Well, Xeth is not able to directly outrun them because his ship is slower and laden with people... but could he somehow shake the Vultures off of his tail with stunt flying? Weaving in and out of destroyed buildings and whatnot.

Yes.

Hoever, whilst that is possiblein a literal sense... you aren't in a great position for it. Your pilot situation isn't that high and you have no Pilot schticks.

I am guessing that while I'm weaving and dodging they won't hit me, but I could crash into a building or something. Hmm. How about taking straight evasive maneuvers and guiding the Vultures towards friendly airspace?

You are heading towards friendly airspace in any case.

So would it be possible to play the game of 'try not to get hit' while flying towards safety?

For now I think I'll just try and shoot down a couple more droids (from the group of six) I don't want to try and make a run for it with reflection tapped out and those tanks there.

Originally posted by Ushgarak
Indeed- and it has gone extremely well, as the six cultists have been led into a blind alley where you have the drop on them from behind...

which is translated as: go chop them up or I'll make you suffer?

Can I send the droid along now that those cultists are almost off? I mean... safely?
Can I hit the cultists with something before rushing in and seperate their heads from their bodies?

Jovan- yes, you can make a surprise Force attack dropping debris on them on the same terms I gave Vera earlier.

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Xeth- you can make rolls to directly subtract from successes socred against you, but that doesn't change that your dice pool situation is no good. And there's no escaping that problem.

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Vera cuts down another foe with ease. However, now the numbers are telling against her; fully eighteen dice are coming her way and her absorption is almost gone. Still, it appears the Force favours the bold today- her Cleave protection is gone but she only takes one hit for two damage, thanks to her 'armour'.

Probably a better way around to do things is to tap defences whilst using Cleave as much as possible, then tapo Ckleave when your defences run out; that way you've killed more up front and the Cleave protection lasts longer for the rest.

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Ok, it is five successes needed from Wentar to blow one of those tanks- but he scores an auto-success on each run due to his Deadshot schtick! And as he has been hanging out the fight for a while and the forces on the ground are engaged, this is a surprise attack round from him and no enemy fire comes back.

Ack, just short! Three successes rtolled plus one out is four hits, one away...

The field gun takes a shot at the other, scoring a hit for three damage, leaving it two away.

The droids are no longer in the open and the blasting of them is far slower. And this turns out to not be the smartest place to stay, Sean, as both enemy Tanks fire at your area and you have no defences out! A total of ten damage to you and your comrades are killed. Bad time for that sort of caper I am afraid. You are no longer in cover, of course.

It's possible that turn of events really has cost the fight. It all hangs on the enxt turn.

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HAILFIRE DESTRUCTION- START OF TURN 12

Central battle

Sean (G 7/Force Points 7): 1/1/46 (Orthodox Guard/Whirling Strike/Gunslinger)

Vlad (LS 8/Force Points 2) 2 (1A)/2 (1A)/56 (Charge/Balanced Guard) (at flank)

Field gun crew x3: 0- By Guns

Selenian Infantry x2 (G 6): 0- In cover one turn from guns

Selenian Infantry x3 (G 6): 0- In cover two turns from Guns

Selenian Infantry x2 (G 6): 0- In cover two turns from Guns

Battle Droids x4 (G 5): 0- In cover three turns from Guns

Battle Droids x4 (G 5): 0- In cover three turns from Guns

Battle Droids x4 (G 5): 0- In cover three turns from Guns

AAT x1 (HW 6/1): Three turns from Guns

AAT x1 (HW 6/2): Three turns from Guns

Free Flier: P 9/16

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CITY AMBUSH- START OF TURN 4

Vera-Kin (LS 10/Force Points 10) 3 (1A)/3 (1A)/2 (Balanced Guard/Block/Cleave)

Cultists x5 (G 6): 0

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CIVILIAN EVACUATION- START OF TURN 1

Nexu's Grin: P (5)/40

Vultures x6: P4/1

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It's a refresh turn at the Guns! Only relevant for Sean now as Vlad is effectively quitting the battle.

yeah sure, guess that's teh best possible... let's play bombardment

Vera-Kin moves on to the next Cultist, jumping up to about chest level and dragging her lightsaber through his side to take him out.

Tap Balanced Guard to up her protection.

I'll take out Charge and Balanced Guard just so I can refresh them if anything. I'll guess I'll keep on running.

Yeah, I know there is no way out of having the pool reduction. How many turns would the fighters have shooting at me before I got to safe territory?

Jovan- you all happy with the combat rules?

Xeth- going to have to give you a 'several' on that...

Uhm...

So whats new guys?