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.
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...
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.