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