USH'S STAR WARS GAME- CAMPAIGN II EPISODE V (LIGHT SIDE)- Harmony

Started by Jazzman_78328 pages

(Looks like we may have to end us escortign the Senators back to our ship.)

The fact the fuel tanks are empty is no coincidence- the locals took it all, precisely to prevent en escape. They took all possible spares also.

So we would have to sneak back to our ships, and then basically give them one and tell them to give it back when they get home. But I don't really trust Nebb that much. He probably isn't so foolish to do something like steal our ships, but he definitely has an ulterior motive, and I don't want to give him the freedom to do whatever that motive is.

So, my advice for the course of action is to contact the Union leader and arrange for a meeting. Diplomacy. Perhaps it'll work?

"The Senator has no intention of leaving this ship! That is an unacceptable danger!"

(Well, it's the diplomats that we're here to save, but yeah, I guess we better at least try to talk ourselves out of this one. We're negotiators after all... Still a back-up plan wouldn't hurt.
Also, Roan, don't forget your message from the Chancellor. It may even have a positive effect on Mr. Personality over there.)

As I see it: either people go fix-it and go Qui-Gon Jinn on getting the spare parts or we have to get our ships close to him

(sorry guys, work has taken over, this week is quite busy)

I'm thinking we just talk the union into letting them go, and then they can refuel like normal.

I will assure Nebb that he does not have to leave the ship, that we will keep him secure here and that we are working on getting him safely home.

I will then go to the bridge and attempt to contact Vodon.

"We should inform the Senator of the chancellor's message. Gage his reaction."

Just to point out how boned we are:

We can't get the senators off the ship.
We can't fight our way to our ships.
They have laser turrets aimed at the ships.
We don't appear to have any cards to Play with!

I fear we have just given the Union half a dozen Jedi captives to add to the Senators!

Nebb will accept you guarding him- but he is very displeased to see you came unarmed! He demands to know who is responsible for that decision.

There aren't any laser turrets currently aimed at the ship though! It all checks clear around.

-

Contacting the authorities from here is not a great idea- they could trace it.

And in any case, they have refused any negotiations until their demands are met, so contact like that gains you nothing.

Are the two guards still outside the ship? We should call them in and stun 'em.

No, they left.

This is rather less good than I had hoped it would be...

What about having Iffa sneak back to one of our ships and coming in for a pick-up? It's all I can think of at this point...

Iffa could try that - if someone gives him their keys!

can we slip through the backdoor and get picked up there? Otherwise landing the craft/hoovering it won't be easy: the crowd will know something went wrong

OH, and Iffa does do that he'll bring the lightsabres back with him.
:-)

(Yeah, I guess at the same time we planned on how to get in, we should have given some thought about how to get out. 20/20 hindisght there. I don't suppose the senators can swim? No, didn't think so. Between a rock and a hard place, which is the softer spot? I'm up for Iffa sneaking back and getting our gear, though there must be a dozen places where that can go wrong, getting there, getting back, carrying all that, not damaging or losing anything... What if someone went with Iffa?)

At the very least Iffa could try and get our sabres.

That he could. Bringing the ships back though- assuming you can fly them- is very risky indeed as it would alert the authorities. You really want to keep the fact you have the Senators quiet!

Time is your enemy. You had better get going with the rest of the mission ASAP.

My other idea is that we could get our lightsabers and be as intimidating as possible while our social types encourage the rioting crowd not to riot, but I have a feeling that wouldn't work.