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

Started by Ushgarak438 pages

That's my mistake,; I'll correct it.

Rah- having a tapped WS would be useless! You have to tap it at the point you make the escape. As you haven't made such an escape, it is not tapped.

Oh okay, cool. How about the tapping, could that make sense?

For his move Con will attack the White Stripe again.

Originally posted by Ushgarak
Rah- having a tapped WS would be useless! You have to tap it at the point you make the escape. As you haven't made such an escape, it is not tapped.

Rightio, I think I'll go with the tapped feint to make the better use of his offensive against the nearest white stripe

As it happens, though, Con's re-roll with Flying Attack in is a miss, so I'll have to take that damage away...

Initiative back to you!

Rah gets a decent axe hit in for eight damage after his feint.

Looks like Gallador has got his move in across the bridge there; a shielded guy crosses more slowly alongside him.

Relle gracefully leaps out of the engagement as Con goes in against her attacker. He does better this time, and although his FA tap only nets him two extra successes, it is still enough for a kill!

Well, things are not looking so smart for the enemy now. Good job Rah is a tough sod, though, as he takes that blow from a White Stripe!

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ASCENT TO RED, Start of Turn 15

Trench Area

Rand (C4): 2 (1A)/0 [DW] (4F) (Knife)

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

Ranto: 0

Thugs x4 (C5)

Shielded Thugs x1 (C5) (halfway to Ramp North)

Almir: 0

Ramp North

Shielded Thugs x2 (C5) (halfway to improvised fortifications)

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

Improvised Fortifications

Galder (C7): 3/34 [DU PA DW] [SF IM FB] (2F) (Girder of doom) (halfway to door area)

Shielded Thugs x1 (halfway to door area)

Relle (C11): 1/45 [FA MA IM] [DU SF FE] (3F)

Door Area

Dak: (C9): 3/54 [FE IM DU] [DW SF WS TW] (2F)

Rah: (C9): 2(1A)/61 [DW WS FE] [SF FA] (5F) (Axe)

Con (C8): 2 (1A)/30 [MA DW FA] (7F)

Rianna (C11): 3(1A)/45 [MA DU DW] [FA FE AS] (2F)

Det: 6

Kai: 19

Orikan: 33

Chunn: 36

Archers x6 (C5)

Defenders x2 (C6)

White Stripe (C7): 8

White Stripe (C7): 8

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Gallador you should probably pick up Xavier.

Why is Rah in italics, btw?

Con's going to swap out his tapped Flying Attack and attack one of the archers.

Indeed, Gallador will pick Xavier, after looking around and grinning at the approaching victory. He will order the thugs near him to advance as well.

"You did well in your recklesness."

Just a formatting error!

Swap MA for Feint.

If we get initiative, Relle runs back in and clocks an archer.

If not, Relle uses Coordination.

Tap Impervious either way.

Galder announces his arrival to the fighting by slamming into the White Stripe attacking Rah with his shield and then joining Rah in bludgeoning the Stripe to dead with the girder.

Tap DW.

"Azarl, Almir, cross!" Rand orders. As he waits, he uses the Force to pull an axe from a fallen Stripe to himself.

"You talking to us Gallador?" Xavier not fully aware of his surroundings.

Rianna's going to attack the other White Stripe, being a bit flashier than Galder and kicking him with a swift kick. Swap DW for FA, tap FA.

(I'd also tap MA, but...don't think I'll really need to 😛)

Sticking with his current trend of feint, except this time Rah taps DW to avoid white stripes counter to his next vicious axe strike

TW in for IM. Balance instead of attacking this turn... as well as Coordination if I can.

6-1; very much your initiative!

Gallador gets Xavier, and Rand gets his axe!

Rah hurts the White Stripe hen is fighting... and then Galder finishes him with a sickening blow from the girder.

The FA rolls have not gone well lately; Rianna gets just one success on her target. though that is increased to five for a total of nine damage. It's Chunn that finishes him, messily.

The four remaining archers... run back through the door, being just out of your melee range by default. This means your defensive taps are not necessary this turn.

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ASCENT TO RED, Start of Turn 16

Trench Area

Rand (C4): 2 (1A)/0 [DW] (4F) (Axe)

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

Ranto: 0

Thugs x3 (C5)

Almir: 0 (halfway to ramp north)

Ramp North

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

Shielded Thugs x1 (C5)

Thugs x1 (C5)

Improvised Fortifications

Shielded Thugs x2 (C5)

Door Area

Dak: (C9): 3/54 [FE TW DU] [DW SF WS IM] (2F)

Rah: (C9): 2(1A)/61 [DW WS FE] [SF FA] (5F) (Axe)

Con (C8): 2 (1A)/30 [MA DW] [FA] (7F)

Rianna (C11): 3/45 [MA DU FA] [DW FE AS] (2F)

Relle (C9): 1/45 [FA FE IM] [DU SF MA] (3F)

Galder (C7): 3/34 [DU PA DW] [SF IM FB] (2F) (Girder of doom)

Shielded Thugs x1

Det: 6

Kai: 19

Orikan: 33

Chunn: 36

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Uh-oh... looks like the door pressure is bigger than you thought. Your door block is starting to crumple...

Seven people per action can get through the door (not that it is seven people wide, but that;s how many could get through in that time).

Can we stabilize the door with Lift?

Not easy, but possible.

We (Azarl, Rand and I) should try that then, I think. What do you think?

For scene setting reasons, I should probably point out the dozens of dead or crippled people all around you.

Originally posted by Ushgarak
For scene setting reasons, I should probably point out the dozens of dead or crippled people all around you.

Are you implying we should use their corpses to block the door better?

Con's all for that.