STAR WARS: RETROSPECTION- Liberator

Started by REXXXX54 pages

As you close, they get initiative! Right out the door, one man lets loose a poor shot that concludes as a total miss- not a success rolled! You shift your lightsaber without much effort and the laser goes burning into the other man, taking him out. From there, it is a slow approach as you deflect a series of accurate bursts from the Assassin and his remaining minion... only the Assassin hits you, for four damage as a laser slips past your guard and you backstep.

But then you tuck and roll, rising with a jab through the lesser assassin's stomach, leaving you alone with your greater opponent...

-----

FINAL CONFRONTATION, Start of Turn 2

Senator's Ballroom

Wentar (LS6): 3 (4 1P)/7 [FcGu RF BL] [BG] (2F)

Assassin (G12): 0

-----

Wentar only feels more guilty as he soundly takes out two of the assassins, before turning to the final one. Finding it hard to look him in the eye, knowing this whole situation is just... wrong.

Tap Reflection first up, get it out of the way. Then attack this assassin, focused guard on him.

You can take solace in the fact that these assassins killed many people to get where they are standing now... or were standing, until you killed them.

You step forward to engage the Assassin, swiping your lightsaber into his midsection. He backpedals but your lightsaber catches part of his armor, for 8 damage.

He waits until your blade is out of position after making your attack to take his shot, tapping Marksman and Eagle Eye into it. And... you really feel he could have done better! Two successes, reduced to one by Block's Parry, for five damage. Maybe you aren't the only one feeling poorly about this fight.

-----

FINAL CONFRONTATION, Start of Turn 3

Senator's Ballroom

Wentar (LS6): 3 (4 1P)/12 [FcGu RF BL] [BG] (2F)

Assassin (G8): 8

-----

Swap out Reflection.

"You can still walk away from this," Wentar says, as the shot flies past him.

Assuming he doesn't suddenly stop and agree to leave a regular attack is in order.

For a moment, it seems as if the Assassin complies with you. He suddenly drops his blaster rifle, letting it clatter uselessly on the ground at your feet. But then his hands fall to his sides and he produces a pair of tonfa-like weapons from specialized holsters at his sides, twirling them menacingly before adopting a defensive stance.

"So can you," he says.

You come at him then, but he simply raises a tonfa and your lightsaber sparks solidly against it. His weapons must be energized, or your lightsaber would have passed through it and his arm in one go. You rolled a success, but it was Parried. No damage.

-----

FINAL CONFRONTATION, Start of Turn 4

Senator's Ballroom

Wentar (LS6): 3 (4 1P)/12 [FcGu BL] [BG RF] (2F)

Assassin (C8): 8

-----

"Then we continue..."

Tap block this time, another attack.

Your lightsaber flashes in and this time he smacks one tonfa outward to meet it. You find that he has stepped up his defensive capacity as you roll only seven dice... but you still land a hit for nine damage! Lightsabers are lethal.

Without your Parry, he is able to slip a tonfa past your guard and smash the heavy thing into your leg. It is only 4 damage, but it feels greatly unpleasant!

-----

FINAL CONFRONTATION, Start of Turn 5

Senator's Ballroom

Wentar (LS9): 3 (4)/16 [FcGu BL] [BG RF] (2F)

Assassin (C8): 17

-----

Swap out Block.

Combat push and attack.

Regaining his balance, Wentar reaches out with his hand and forces the assassin back with the Force before advancing and swinging his lightsaber with a graceful chop.

The Assassin goes first! He performs a flourish with the tonfas and raps Wentar's across the knuckles of his lightsaber-hand for 5 damage, then taps Preying Mantis for a follow-up attack, hitting Wentar again for 6 damage. He then spends a Fortune point to refresh it immediately.

But then you bowl him backwards with a concentrated Combat Push, rolling three successes and giving you three extra dice on your attack. You score a blow for 8 damage that he narrowly bats away.

-----

FINAL CONFRONTATION, Start of Turn 6

Senator's Ballroom

Wentar (LS9): 3 (4)/27 [FcGu] [BG RF BL] (1F)

Assassin (C10): 25

-----

Refresh turn!

Refresh Block and Reflection and swap Block back in.

Another attack.

Would jumping up to different levels be a viable strategy or does the Assassin have Wentar too busy to do anything other then fight?

Jumping up to a different level would be leaving melee combat, which would give your opponent a free attack on you at full pool.

Alright, I'll keep that in mind if things start going bad.

Combat Push would allow you to leave melee safely, of course. Keep that in mind.

The Assassin whacks you for three damage, then taps Preying Mantis again for another follow-up attack for four more damage, then spends another Fortune point to revive the schtick. You try to hit back... but with Block reducing your pool to six dice and his Defense reducing it to one, you will never get past his Parry!

-----

FINAL CONFRONTATION, Start of Turn 7

Senator's Ballroom

Wentar (LS6): 3 (4 1)/34 [FcGu BL] [BG RF] (1F)

Assassin (C10): 25

-----

Guh! That means a flat out Block tapped attack to fix that one.

That's better! Wentar turns things around by scoring four successes, reduced to three... but your opponent taps Sidestep to dodge your attack and then whacks you for five more damage.

-----

FINAL CONFRONTATION, Start of Turn 8

Senator's Ballroom

Wentar (LS9): 3 (4)/39 [FcGu BL] [BG RF] (1F)

Assassin (C10): 25

-----

This is getting messy. Swap out Block, regular attack.

Your blow goes in; with Sidestep tapped out, his defense is not nearly as high. However, you only roll one success... that is still Parried! He bats your lightsaber blade to one side and then brings a tonfa cracking down on your collar bone for 4 damage. Ouch.

He also taps Whirling Strike and backs off, meaning your next action will be spent closing with no attack...

-----

FINAL CONFRONTATION, Start of Turn 9

Senator's Ballroom

Wentar (LS9): 3 (4)/43 [FcGu] [BG RF BL] (1F)

Assassin (C8): 25

-----

This means Wentar can jump onto another level without the free attack yeah? If so I will do that.

Yes he can! Instead of chasing the Assassin, Wentar leaps up onto a higher walkway, putting distance between him and the fighter. The fighter, having no way of following, holsters his tonfas and grabs up one of the bullpup rifles...

-----

FINAL CONFRONTATION, Start of Turn 10

Senator's Ballroom- Second Level

Wentar (LS9): 3 (4)/43 [FcGu] [BG RF BL] (1F)

Senator's Ballroom- First Level

Assassin (G8): 25

-----

Can Wentar take cover anywhere or better yet lose the assassin in the darkness?