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

Started by Ushgarak438 pages

NO defences work during a disengage unless you are using a safe disengage power.

If Azarl Grips a mook attacking Rianna, does that mook stay in the way of other attackers replacing him, so that Rianna only gets 3 attacks?

I must have read bombard wrong then because I thought it said it can be used like twirl as long as there is enough debris around not that you needed twirl to do so.

No, it reads that way to me, too.

"Bombard: Throw bits of the scenery at your enemies! A Force attack with a damage of 5* and is Unstoppable. Use the total of Defence or Force Defence to defend against this. Depending on available debris, Bombard may allow you to split your pool to attack multiple targets as with Twirl (see below)."

Reads to me as if it works like Twirl, not that it requires Twirl for multiple targets...Ush, what is correct here?

Maybe I read it wrong... rules check on isle five, what's the verdict on Bombard, Ush? Do you need Twirl to attack multiple targets with Bombard?

I know that you need Twirl to do that with Combat Push, but that's a little different I guess.

It depends on the environment. It has no multi-attack potential here.

Azarl- that is indeed so.

Then Azarl will do that for Rianna. Grip one of her attackers.

If you Psychos do not make defensive taps, you will be pointless.

Rianna will tap DW, attacking another defender.

Rah drops his shield and runs towards the fight using DW to avoid any arrows coming his way

Oh you guys (and girl)...

Take out Martial Artist, bring in Impervious.

Relle will drop the slingshot, spend a point on Dash to blur across the trench with a leap (since she got rid of her shield), and tap Impervious and Street Fighter as she jumps into the defenders.

Oh, quiet you 😛

Tap DW and attack a Defender.

Con - Lift Bridge in Place, advance forward, use co-ordination

Galder - Swap out Impervious (not sure for what if anything), tap Dodge and Weave, attack defender

Azarl - Grip one of Rianna's attackers

Rianna - Tap Dodge and Weave, attack defender

Rah - Drop shield, jump over trench, attack defender

Relle - Dash over trench, tap impervious and street fighter, attack defender

Dak - Tap Dodge and Weave, attack defender

Rand - [] should continue lifting the block though, I suppose

Xavier - []

Xavier taps Dodge and Weave this turn. He also brings in MA for SF. Attack a defender.

2-1 keeps initiative with you; like for the Jedi this is good news.

Kills for: Xavier, Dak, Relle, Galder and Rianna. Let's not pretend this is not impresive, but I shall have to stylistically veto Galder's description- you cannot perform a roll whilst carrying a metal girder as large as you! You are fighting Sauron style or nothing here; your Dodge and Weave tap likely involves you using the girder to intercept incoming attacks...

At this point, Chunn has climbed up, bitten his way through the barbed wire and pulls a leg off one of the defenders as he gets up. Oh yeah, he's serious...

Azarl begins his grip...

The bridge is in place at the trench!

Kai pulls out some bolt cutters from his waistcoat.

Ok, their turn! Things are looking much better already over the trench and your taps cover you guys this turn. Turns out Chunn has natural armour, and Relle picks up a Street Fighter tap kill!

The defenders at the door are suddenly alarmed about how close you guys are getting, with the trench now bridged, and move forwards. The archers, though, drop a couple of your thugs waiting for the bridge to be in place.

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ASCENT TO RED, Start of Turn 6

Junction

Rand (C4): 2 (1A)/0 [DW] (5F) (Knife)

Azarl (C5): 1/6 [MA] (7F)

Gallador (C4*): 1/0 (5F)

Almir: 0

Ranto: 0

Ramp South)

Con (C8): 2 (1A)/25 [MA DW FA] (7F) (halfway to trench area)

Trench Area

Rah: (C9): 2(1A)/36 [FA DW WS] [SF FE] (5F) (Axe)

Det: 4

Kai: 0

Orikan: 4

Thugs x6 (C5)

Shielded Thugs x5 (C5)

Ramp North

Galder (C7): 2(3(BH) 1A)/30 [DU DW] [SF DW FA IM PA] (2F) (Girder of doom)

Rianna (C11): 3 (1A)/30 [MA DU DW] [FA FE AS] (2F)

Dak: (C9): 3/31 [DW WS DU] [IM SF FE TW] (2F)

Xavier (C9): 1/46 [MA DW FE] [FB AS SF] (3F)

Relle (C9): 3/2 [IM SF DU] [FE FA MA] (5F)

Chunn: 3

Floating door block

Defenders x8** (C5)

Improvised Fortifications

Defenders x12 (C5)

Archers x4 (C5)

Door Area

Archers x6 (C5)

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Doors close in: 4 turns

I'd suggest Rand and Azarl help attacking with the force and Con hovers the door block in the same place for now, no point to advance it right now, is there? Ush if we get to the door are with the block is that it or do we need another turn to install it?

Depends on the situation at the time and the rolls made.

Rianna will swap DW for FE and go smashy on another Defender.

Smashy smashy.

Who should we have advance of our army? The named fighters perhaps?

Swap out Dodge & Weave, swap in Focused Blow.

I believe Kai is coming over to cut the barbed wire. Det should go with him. Rah is jumping over this turn. Rand, Azarl, and the civilians should start moving up. Con, move door block up if Rand isn't doing it. Rand and Azarl should strangle archers.

And fair enough, Ush, Galder will keep on smashing defenders into the air a la Sauron, a whirling menace of girder that none can oppose!

Just to make sure, the murder holes are inside the improvised fortifications area or the door area?