USH'S STAR WARS GAME- CAMPAIGN II EPISODE V (DARK SIDE)- The Prisoner of Datura

Started by Ushgarak438 pages

Rah can't act- he's lost his action.

We do have some teamwork issues here... letting your beat-up guys get beat up further is a sure way to cock up the story. No point coming out a fight safely yourself if your team is knackered- and you guys are meant to be about the team, which is what makes you different.

Can Gallador use his Staredown power on the Ears?

while Rah can't fight this turn, and it takes a turn to prepare to use Balance can he do this to enhance his defense and attacks for the next turn?

Balance doesn't need to be prepared; no worries there!

Gallador- yup!

Then I will do so to help Rianna.

Could Rand come out of the defensive ring and get in Rah's way to distract the big Girder guy? That way I don't have to blow all my points here...

Swap S

Swap SF for IM. Relle kicks down one of the unarmed.

After having used a vicious round kick against another knife guy, breaking his neck, Con is going to balance himself again and use a swift open hand attack at another knife wielder's face!

So Ush there are no named characters Xavier can attack this turn?

Also Gallador is one turn behind so he can make another action right?

And perhaps we should decide a teamwork based stratagem for the next few rounds if possible?

I think you should bear in mind that I never said anything about not being able to attack them

I would just have to disengage right which gives them free attacks?

Originally posted by Newjak
So Ush there are no named characters Xavier can attack this turn?

Also Gallador is one turn behind so he can make another action right?

And perhaps we should decide a teamwork based stratagem for the next few rounds if possible?

That sounds good, but what exactly would the right strategy be? I thought perhaps we kill the mooks again first, which is why I only targeted them, like usual, but I am not sure if that's correct in fist fights. What do you think?

Well from the looks of it we have two problems. One is that some in our group are in danger of being taken out or severely injured because they have been engaged with named characters.

So I think we need to find a way for them to get safely disengaged and or have less injured people switch spots or get named characters to fight them instead.

Also Slingshot person has been a real pain and needs to get taken out.

We have the force so a power I thought maybe useful is combat push in making sure we can still attack supermooks and mooks because people with twirl can use it to attack multiple mooks.

Originally posted by Newjak
I would just have to disengage right which gives them free attacks?

Yes- and I think people sometimes fear to do that even though you could probably take it in favour of a good payoff.

Initiative is yours again! Bloody handy, that.

A reminder please that all swaps should be put at the start of your action, else they are liable to not be processed. Your thinking should likewise be that all swaps take place BEFORE you act.

Rianna makes a Force attack! Swordsman-types aren't actually bad at those, and Rianna rolls four 6s to make the point. She then goes stabby with her knife with a Striked Feint of Doom! She can use Strike barehanded, incidentally, so I'll just leave it like that.

She rolls, therefore, 15 dice on this attack,and shet gets an extra three from her feint, missing on 2s and 3s. She gets 12 successes! That's 15 damage- a good hit by any reckoning.

Dak also goes for the Oush option and still gets a reasonable 3 successes. With Streetfighter swapped in, Dak is in a far better position, as Spiky's armour is not being generated by his schticks so Streetfighter ignores it. His attack is not all it might be though- three successes is six damage.

Galder brings his man down, with a heavy blow! Before you ask, an action to retrieve an axe.

Xavier makes a solid kill.

Azarl starts another grip!

Gallador steps forwards and fears the hell out of Rianna's now badly wounded foe- he does not attack!

Then, rather unusually, Rand steps in to protect Rah. A Master is not the best damage sponge, but there you go! He could have made an attack, actually. And/Or tapped Dodge and Weave.

Relle takes care of an unarmed foe and, finally, Con gets a straight kill on a knifer.

Their turn! Rand might be stopping the girder guy taking Rah, but the unarmed guys he faces (who would otherwise have run inside the circle if Rand was not there) kick away at him.

Spiky just is not landing those killer blows on Dak, though it all adds up. Girder only gets a glancing blow on Rand, and he is irritated!

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PROVE YOUR WORTH- Start of Turn 7

Outer Ring

Relle (C11): 3 (3A BH)/26 [MA IM DU] [FE SF FA] (6F)

Xavier (C7): 2 (1A)/47 [MA DW FE] [FB AS SF] (5F)

Galder (C9): 3/39 [DU FB SF] [PA DW IM] (5F) (Knife)

Rah: (C9): 1/65 [FA FE WS] [SF DW] (Knife)

Rianna (C11): 3/46 [MA FE DU] [DW FA AS] (4F)

Dak: (C9): 2 (1A)/43 [DW SF WS] [DU FE IM TW] (3F) (Knives)

Con (C8): 2 (1A)/45 [MA DW FA] (7F)

Haron (C8): 2 (1A)/47 [DW MA] (8F) (one turn behind)

Rand (C4): 2 (1A)/12 [DW] (5F)

Unarmed thugs x19 (C5)

Knife thugs x2 (C5)

Spiky (C9): 1(2A)/11 [SF] (Dak)

Ears (C8): 1/15 [FB] (Rianna)

Girder (C7): 1/23 [PA] (Rah, Rand)

Inner Ring

Gallador (C4*): 1/23 (5F)

Azarl (C5): 1/34 [MA] (7F)

Other side of room

Slingshot (C6): 0

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If someone would be willing to keep sling shot person at bay Xavier will disengage and bring in FB for Feint and tap FB and MA on Girder to keep him from way laying Rand.

Xavier sees that Rand is going to fight the big guy so he instead makes aquick move and a hard kick to the side of Girder's head connecting with his temple.

Edit: Xavier will also use Strike this turn.

Con having killed two guys in a row, prepares to launch a strong kick right into another knifewielders chest.

Couldn't Azarl or Gallador take out the Slingshot guy with Grip?

Probably which would be very helpful as I think that has been the person doing the most damage to Xavier.

I was going knifey there, Ush, for the slightly higher base damage 😛

Swap FE for FA, and then attack Ears again (using FA), and use Evade as well to keep him from doing too much damage.