STAR WARS: RETROSPECTION- Chains

Started by REXXXX81 pages

Loj'oon shakes his head.

"They'll have to be out immediately and inflict as much damage as they can," he says.

"Fair enough. What about other places on the station? Are there any other built in defenses?"

The Bridge itself has armaments; if the pirates get this far, the civilians will be herded inside and protected here. Otherwise, only very large blast doors.

Fair enough!

We still have to decide on where to hold them, we can't do it around the Hangar.

Under the assumption that they'll be heading straight for the bridge Wentar will ask what the most defensible position is between the Hangars and the Bridge.

Loj'oon intends to start in the corridors outside the hangars and surrender floors leading up to the Bridge if necessary.

That works. Is it just a single path?

Since the lifts are going to be out...

Each level has two central stairways that connect them. They can be sealed with blast doors in the case of a retreat. They will the choke points.

That's good, the blast doors will give our forces time to reorganize, treat light wounds, re arm, etc...

Hmmm, would it be too devious to say... have supply points from fall back point 2 onwards an booby trap the first few of them. So once the enemy bursts through and our forces have fallen back we can set them off while the enemy tries to use our left behind supplies?

Mines are actually part of the toys you are being given. Loj'oon even says if you don't authorize it, he will.

"No offense," Wentar starts. "But since we're fighting pirates here I'm forced to admit we'll have to use some pretty dirty tactics. They wont hesitate to do the same against us and we need to buy time any way we can."

That is, of course, totally fine with Loj'oon.

The number of slaves able or willing to fight has been totaled up! You have a large number of volunteers being supplied with blasters. Unfortunately, there are not enough blasters and some will have to use melee weapons.

Those that will not be fighting are currently working as fast as they can to erect barricades and seal maintenance hatches and prepare the Seat for all-out war.

In the mean time, Loj'oon introduces you to Hloo'jen, a Twi'lek slave that was his own personal servant. Hloo'jen is now free and had been organizing the slaves in preparation for Loj'oon's plans.

"He's quite the leader," Loj'oon says.

"So says the pirate lord," Hloo'jen jokes.

"Hloo'jen will be helping you lead the fight," Loj'oon says. "As will I, if I am needed."

-

This means, in addition to all your forces, you have four NPCs to coordinate as you will- Vlad, Altar, Hloo'jen, and Loj'oon.

They will act similarly to the Jedi in Battlefield, yes?

-

"Good to know," Wentar says. "And I am certain we will need you Loj'oon. You know the lay out of this place and how the Srum will act better then me."

"What else needs to be organised or worked out at this point?"

Yes indeed!

-

Loj'oon wants to review what forces and equipment you have at your disposal, now that everything is tallied.

"Yes, lets do that," Wentar says.

UNITS

8x Freed Slaves: Strength 20
Former slaves ready to fight their way to freedom! You have an enormous supply of these, hundreds of men and women taking up arms.

4x Reformed Pirates: Strength 30
Pirates that have followed Loj'oon's lead and chosen to break ties with the Srum in favor of starting over. They will have to earn redemption first.

1x Private Guards: Strength 30 Charge: +50% when attacking
Loj'oon's private guards are lethal gunmen, prepared to do whatever it takes to see to it that their leader's will is carried out. They each wear light armor and carry twinned pistols.

1x Light Artillery: Strength 20 Bombard: Can lend strength from reserve sections
A small supply of heavy weapons has been given to slaves and pirates that know how to use them.

Let's remind you of how this works. Or at least post it here for easier access.

When a force attacks another force, we compare the total strengths of both forces. If one side is noticably stronger than the other, then the following D6 roll that decides the battle is more likely to favour them.

For example, if both sides are roughly even in strength, then a roll of 1 or 2 means the defenders in the current fight win, a 3 or 4 means an inconclusive and bloody stalemate that turn, whilst a 5 or 6 means the attackers win. But if, say, the defenders are outnumbeed 3:1 on Strength, then a roll of 1 or 2 brings a stalemate and a 3-6 would bring victory to the attackers.

Certain special abilities can shift the odds back in your favour or further against you, like use of air power. The most significant factor is is armoured units- if one side has them and the other does not, the odds shift one step in favour of the side with armour.

Possible odds are: Evens, 3:2, 2:1, 5:2 and 3:1

Whenever units get defeated or caught in a firefight they take a hit. Three hits will render a unit unable to contiue fighting.

When it is your turn, you can order a unit to move in any one direction. If that is into an enemy held area, it is an attack on that area. Do remember that this means that units moving into plug gaps in yuor lines, or just being shifted around, wpon;t be able to attack that turn as their action was to move into place.

If a force that loses a fight began that fight with each unit in it having taken at least one hit, it will also be forced to retreat to the reserves. If there is no room for that then there is trouble.

Alrighty! Looks like we got something good going here.

What about the list of equipment I have?

I assume the battle zone layout where I place my units will be sorted out after any space battle?

Yes indeed.

Loj'oon thinks you'll be pleased with the toys you're being given. Each one is deployable in tactical situations at your say so, and some of them are reusable!

EQUIPMENT

Automated Turrets x2
Two mini-gun style mounted blasters that lend firepower. Lightly armored.

Laser Cannon x1
High-powered cannon for clearing large groups, must be operated by a two-man gunnery crew. Lightly armored.

Energy Walls x3
Stationary energy shields that can be deployed for added cover. Room for five people to stand behind.

Mines x2
Remote-detonation mines that clamp magnetically to surfaces.

Grenades x4
A variety of grenades to chuck at the enemy! Two boxes of fragmentation grenades, and a box each of incendiary and concussive.

Probe x1
Assassin probe with a lethal disruptor gun.

Nifty! Which ones are reusable exactly?

Everything but the mines and grenades, so long as they aren't destroyed in the fighting. It will be Fix-It rolls to repair them.