STAR WARS: RETROSPECTION- Chains

Started by Craft81 pages

Sorry about the lack of posting!

Wentar will move back towards the walker on Stairs 5. Spend a point on Saber Throw if I'm in range please.

Evens throws it back to you! Wentar sends his lightsaber whirring through the air at the walker, which is taking a beating from the auto-gun. Three success show for 10 damage, adding on to the auto-gun's 10 damage... and the lightsaber passes through something vital, like a piston keeping the legs working. The walker topples over into a wall, shearing through the sheet metal and inside the infrastructure.

While calling your saber back to you, you find yourself in the sights of a pirate coming toward! Loj'oon blasts him down, and the freed slaves claim another five.

Altar claims two!

Unfortunately, you start losing men. Two slaves go down to pirate fire that manages to slip over the top of the stairs.

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THE DEFENSE OF THE SEAT (Skirmish 1), Start of Turn 12

Stairs 7 (Top)

Freed Slaves (G5) x8

Freed Slaves (G5) x4

Auto-Gun (G6): 0 (1A) [10B] [CC]

Energy Shield

Stairs 6

Loj'oon (G12): 1(1PR)/6 [BB ES] (3F)

Stairs 5

Clear

Stairs 4

Wentar (LS9): 3(1P 1A)/7 [OGu RF BL] [BG FcGu] (4F)

Stairs 3

Clear

Stairs 2

Srum (G5) x4

Walker A (HW5): 6 (crashed)

Stairs 1 (Bottom)

Altar (LS10): 3(1A)/23 [OGu BL] [FwGu RF CL 7] (5F)

Srum (G5) x10

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Hmmm. Initiative based action!

We get initiative Wentar will hold position.

They get initiative Wentar will move up to Stairs 3 and attack pirates I assume are there.

Tap Reflection either way

Evens again! Wentar comes under fire from two pirates who are promptly Reflected into with a wave of your sword and a thrust of your wrist- the tap was unneeded.

Srum move past Altar, so he claims one of them as they try to squeeze past the downed walker. However, now he's drawing attention from the pirates that can't get past. His Cleave protection holds.

You move up and cut down a pirate! And the pirates follow your example.

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THE DEFENSE OF THE SEAT (Skirmish 1), Start of Turn 13

Stairs 7 (Top)

Freed Slaves (G5) x8

Freed Slaves (G5) x3

Auto-Gun (G6): 0 (1A) [CC] [10B]

Energy Shield

Stairs 6

Loj'oon (G12): 1(1PR)/6 [BB ES] (3F)

Stairs 5

Clear

Stairs 4

Clear

Stairs 3

Wentar (LS11): 3(1P 1A)/7 [OGu RF BL] [BG FcGu] (4F)

Stairs 2

Walker A (HW5): 6 (crashed)

Srum (G5) x1

Stairs 1 (Bottom)

Altar (LS10): 3(1A)/23 [OGu BL] [FwGu RF CL 3] (5F)

Srum (G5) x14

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More initiative based actions!

We get initiative Wentar will advance and kill the pirate at Stairs 2.

They get initiative Wentar will hold position.

Assuming didn't tap reflection for me then this turn I would like to tap it only if I get 2 - 3 extra kills from the tap.

2-1, Wentar moves down and makes short work of a pirate.

Altar is being slightly overwhelmed in his position but, lacking Defensive Leap, has to rely on the pirates to kill his attackers and get free. It works! He falls back to your position.

The pirates advance to where you are and are immediately blown away by Loj'oon and the auto-gun. The stairs completely cleared of the enemy assault, we can end this a turn early- the first victory for the resistance!

Wentar cheers along with the rest of his men as the attackers back off. This first victory will go a long way in improving moral.

"Good to see you're skills with a lightsaber haven't diminished after all these years," Wentar says, patting Altar on the back. "Glad you were here for this first win."

-

2 things.

Can the energy field be reused later on or is it permanently out of action?

Can we salvage that walker I crashed to help defend this area?

"This old man still has some tricks up his sleeve yet," Altar says.

-

It will be a Fix-It roll to repair the energy shield.

Unfortunately not. It would require a salvage effort on your part, dedicating time and men to securing it totally so you can get it up and running again. Not worth the sacrifice required.

It must be said, you have left quite a scene of carnage and destruction behind on this one stairway alone! This fight is happening all over this part of the station by now. The Srum are committing an immense amount of manpower to this. Far more than you imagined they would be able to. This Overlord must have called in some favors.

-

The forces pitted against each other in the pirates' move on the lower quarters are pretty evenly matched. It would be a ratio of Evens were it not for the use of those nimble yet durable walkers they have thrown into the mix. Armored units make it a ratio of 2:1, in the pirates' favor.

The result is a 4! This would have spelled defeat for the freedom fighters were it not for the valiant efforts of the Jedi. Instead, it is a Stalemate. Both sides take hits. Neither budge.

-

DEFENSE OF THE SEAT, Strategic Turn 3

BRIDGE
2 x Freed Slaves: Strength 20
2 x Reformed Pirates: Strength 30
Total Strength: 100

MARKET
3 x Freed Slaves: Strength 20
1 x Reformed Pirates: Strength 30
Total Strength: 90

UPPER QUARTERS
1 x Light Artillery: Strength 20 Bombard
1 x Freed Slaves: Strength 20
Total Strength: 40

LOWER QUARTERS
1 x Private Guard: Strength 30 Charge
2 x Freed Slaves: Strength 20 [Hit 1]
1 x Reformed Pirates: Strength 30
Total Strength: 100 (+20)

HANGAR
2 x Srum Pirates: Strength 30 [Hit 1]
1 x Srum Pirates: Strength 30 [Hit 2]
1 x Scout Walker: Strength 20 Armored [Hit 2]
Total Strength: 110

MAINTENANCE
Total Strength: 0

-

Now the freedom fighters are on the offensive!

The Seat is very important to them, I'd have been surprised if they didn't throw their all into this.

The lack of Hanza being reported yet worries me most.

-

Okay, so on the offensive. This means that I just instruct my forces to re-arrange or attack as I see fit, correct?

Or is there anything else I'm required to do?

Indeed, he has not been spotted yet.

Nope, that is pretty much the gist of things!

Okay then!

No re arrangement yet.

I want my forces in the Lower Quarter to attack the pirates in the Hangar.

Can I have Vlad fix it roll on the energy shield?

Yes! But it will take him the round.

Anyone being deployed this turn? Any time your heroes pull back, they rest in the command center and can remove double their Medicine rating with the meager supplies the reformed pirates have gathered.

Ummm, same people, Myself, Altar and Loj'oon again. We're all still pretty healthy. I also want the 2x auto turrets and another energy shield deployed this time.

I don't mind having Vlad being busy with fix it this round.

Okay!

The pirates have been rebuffed from the stairwell they tried to fight you on; they have abandoned that route and are focusing on other means of ascending to fight you.

As you are on the offensive, you are taking advantage of the gap you have made in their assault teams. Loj'oon suggests leading forces down the stairs you held in order to flank the Srum attacking another staircase. At your insistence, the slaves are bringing equipment to help hold off any counter-attack.

-

Also, I have forgotten... where did you deploy your mines?

I had 1x of the mines deployed in the Hangar to break up their landed forces and the other 1x in the Cargo, in case they decide to head towards Maintenance.

(D'oh! I typed up everything and then the window closed...)

In that case, there has been a series of explosions in the hangar area as the Srum trigger the mines that you laid down for them. Every unit of theirs in the area takes a hit! Including the walkers, who have trouble getting around them.

-

Loj'oon is taking point with the Jedi and his Guards just behind, while his forces organize and take up positions in the corridor behind.

Following Loj'oon's lead, you have descended the stairs you held and are exploiting the gap left in the Srum assault. Moving through the wide corridors of the hangar level, you come upon a Srum resupply point, where the pirates have organized their supplies for easy distribution. It is heavily defended. If you defeat them here, it will be an important blow to their attacks.

They are jumping on their guns and taking up cover as you are noticed- hard to ambush anyone in these open hallways.

"Take them out!" Loj'oon orders.

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DEFENSE OF THE SEAT (Skirmish Two), Start of Turn 1

Resupply Point

Taskmaster A: 0

Taskmaster B: 0

Srum Gunners (HW5) x4

Srum Pirates (G5) x10

Srum Pirates (G5) x10

Srum Pirates (G5) x10

Far Hallway

Clear

Middle Hallway

Loj'oon (G12): 1(1PR)/6 [BB ES] (3F)

Wentar (LS11): 3(1P 1A)/7 [OGu RF BL] [BG FcGu] (4F)

Altar (LS10): 3(1A)/23 [OGu BL] [FwGu RF CL 3] (5F)

Guards (G7) x12

Near Hallway

Pirates (G5) x10

Slaves (G5) x10

----

The slaves will not be firing this turn- they will be setting up the auto-guns and the energy shield.

Okay then!

Swap Block for Bodyguard.

Wentar will stay close to Loj'oon and the guards this turn. Tap Bodyguard to blunt the Srums opening Volley.

5-2 means Loj'oon twirls his pistols out of their holsters and guns down one of the gunners before anyone can react. They are placed behind barricades and lightly armored. Loj'oon still kills him.

His Guards do not roll as well despite their higher pools, only claiming a few as they jump for cover behind their barricades. The reformed pirates exchange fire with the last group of Srum.

The slaves have lugged their gear into position and are setting it up for use!

Altar and Loj'oon press ahead.

The Taskmasters decide to engage the Jedi! Wentar rather comfortably Reflects back into his. Altar comes close but ends up botching it, taking 2 damage.

The Srum mainly concentrate their fire on the forward group! Fortunately, Wentar goes bonkers with his deflecting, using his lightsaber and shield to intercept as much incoming firepower as he can. Only one Guard is wounded! The rest hazard shots at the reformed pirates and claim a couple.

Then the Gunners! Their cannons are energy-based heavy weapons, and they start blatting blobs of energy into the corridor, not wanting to contend with the crazy Jedi at the front. One rolls particularly well and there is a massive explosion that rips through your pirates as the shot strikes home.

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DEFENSE OF THE SEAT (Skirmish Two), Start of Turn 2

Resupply Point

Taskmaster A: 2

Taskmaster B: 0

Srum Gunners (HW5) x3

Srum Pirates (G5) x6* (cover)

Srum Pirates (G5) x7 (cover)

Srum Pirates (G5) x6** (cover)

Far Hallway

Altar (LS10): 3(1A)/25 [OGu BL RF] [FwGu CL] (5F)

Loj'oon (G12): 1(1PR)/6 [BB ES] (3F)

Middle Hallway

Wentar (LS11): 3(1P 1A)/7 [OGu RF BG] [BG FcGu] (4F)

Guards (G7) x12*

Near Hallway

Pirates (G5) x4

Slaves (G5) x10

----

Your equipment will be online at the start of Turn 3.

"Take out those Heavy Weapons!" Wentar shouts, after seeing the pirates get torn apart.

-

Swap Bodyguard for Block.

Advance to Far Hallway.

Let me know how many kills I'd get from a Reflect tap, retro active tap if it nets me two extra kills.

Evens leaves initiative in your hands!

Altar swiftly moves in. He appears to go after the Taskmaster that fired on him, then instead turns and runs through one of the gunners. It fires off its gun as it dies, the bolt going wide and blowing open a stretch of wall.

Loj'oon guns for another gunner. He doesn't quite get the kill on four successes, so a Both Guns Blazing tap is necessary to finish it off.

Wentar moves up! The Guards advance with him and roll much better this time, with two getting outright blasts through their targets. Despite the better rolling, the barricades prevent it from being as much of a massacre as it would have been.

The reformed pirates are largely ineffectual, scoring one kill.

The final gunner and the first group of pirates rake the Guards with well-placed shots, dropping them around you, while the next group split their fire between you and Loj'oon. Wentar gets his full Reflection tap and Loj'oon is missed.

The Taskmasters concentrate on Altar. Neither rolls a single success and Altar taps Reflection to get them back with their own shots.

Your reformed pirates all drop in a final volley in their direction.

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DEFENSE OF THE SEAT (Skirmish Two), Start of Turn 2

Resupply Point

Taskmaster A: 4

Taskmaster B: 2

Srum Gunners (HW5) x1

Srum Pirates (G5) x4 (cover)

Srum Pirates (G5) x2

Srum Pirates (G5) x5* (cover)

Altar (LS10): 3(1A)/25 [OGu BL RF] [FwGu CL] (5F)

Far Hallway

Loj'oon (G12): 1(1PR)/6 [BB ES] (3F)

Wentar (LS11): 3(1P 1A)/7 [OGu BL RF] [BG FcGu] (4F)

Guards (G7) x7

Middle Hallway

Clear

Near Hallway

Slaves (G5) x5

Slaves (G5) x5 (shield)

Auto-Gun A (G6): 0 [CC] [10B]

Auto-Gun B (G6): 0 [CC] [10B]

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There is a crackle behind you as the energy shield goes online and offers cover to half of the slaves. They have installed the auto-guns as well.