STAR WARS: RETROSPECTION- Liberator

Started by REXXXX54 pages

Then unfortunately you are not quite apt enough to notice the sensor that trips the alarm and activates the six turrets that pop out and turn in your direction, ready to fire...

Blade Schticks please!

Damn... Note to self, fix Perception issues.

Focused Guard, Block and Reflection please.

Here we are, then. The turrets sport light armor plating (not a problem for your lightsaber) but are not particularly powerful.

Farl takes cover, producing a small pistol.

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TOWER INFILTRATION, Start of Turn 1

Security Office

Wentar: 3 (4)/0 [FcGu BL RF] [BG] (3F) (two turns distant)

Farl (G10): 1 (1P ranged)/0 [ES] (two turns distant, in cover)

Turrets x6 (G5): 0 (1A)

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Well, lets move up and start hacky slashy away at these turrets, eh?

I assume Farl will pull back if things get to messy for him?

You aren't sure if he is even going to help, honestly.

They are two turns away, spread out along the wall at the end of the hallway. Anything special you want to do?

This turn? Just approach the guns.

Are they close enough so that a Reflection tap has the possibility of the full 3 kills?

Why yes.

Just curious for now. Probably gonna tap it next turn.

Wentar moves in, but the turrets fire first! Split between Wentar and Farl, the turrets are frustrated by the Senator's cover. Wentar takes 3 damage and casually reflects back at a turret, destroying it.

Farl does decide to help despite being cowardly. However, his shooting is largely ineffectual.

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TOWER INFILTRATION, Start of Turn 2

Security Office

Wentar: 3 (4)/3 [FcGu BL RF] [BG] (3F) (one turn distant)

Farl (G10): 1 (1P ranged)/0 [ES] (two turns distant, in cover)

Turrets x4 (G5): 0 (1A)
Turrets x1 (G5): 2 (1A)

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Tap Reflection, move in and attack a turret. Farl can handle that damaged one.

You move in and slash down a turret no problem, and Farl does finish off his damaged one. And with your reflecting, all the turrets are brought down! Leaving you with a pile of smouldering metal and a hallway full of laser burn marks.

Alright, lets get to work on disabling that implant. To the computer terminal!

Stepping into the security room past the broken turrets, you are less than pleased to find the defensive turrets were not the only thing triggered by the sensor. There are more turrets in here, some bigger, and a blast shield has lowered over the security console in the center of the room, blocking off all access to it.

Oh, and the knock-out gas has started filtering in...

Would I be correct in assuming the only way Wentar (With poor observation and fix-it) can shut off the gas is to access the security console?

It would seem so. It is part of the security system, after all.

Alrighty then... Assuming I take care of the guns and so in time, would Farl be able to handle the disabling side of things if Wentar gets incapacitated by the gas?

Either way, I'm gonna hope this isn't immediate knockout gas, but instead dramatic timing gas. Lets get this underway.

He would need to be able to get past the blast shield, which can only be lifted by a command from the control panel that it now protects.

Dramatic timing gas it is. Every two turns, Wentar loses a die from his pool.

Also known as 'cut the damn thing open!' =D

That's gonna suck a lot. Same schticks as before please.

Here we go, then.

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TOWER INFILTRATION, Start of Turn 3

Security Office- Main Room

Wentar: 3 (4)/3 [FcGu BL [i]RF[i]] [BG] (3F)

Turrets x4 (G5): 0 (1A)

Heavy Turrets x2 (G5): 0 (2A)

Blast Shields: 0

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Alrighty, lets knock these guns out.

First I wanna swap reflection out and then attack one of those heavy guns.