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

Started by Baylin438 pages

Originally posted by REXXXX
Rah, you've tapped Feint and Dodge & Weave. Make sure you swap one of them out this turn because they're not active!

Galder will beat down the White Stripe he attacked last turn. Swap Impervious for Power Attack.

Uh, having a dense moment - does that mean I need to use something else until things are refreshed?

If so Rah will tuck the axe in his belt and start using Street Fighting instead of Feint.

Yes - when something is tapped, it no longer works until a refresh point, and it will not refresh unless you swap it out.

2-1 brings initiative back to you.

You'll have to drop the axe I am afraid, Rah; it takes an action to sheathe a larger weapon. If you drop it, you can go on fighting at once, which is what I assume you want.

The fight goes on up front. Galder finally kills his white stripe foe, as Relle nimbly backflips out of there. Con continues his Grip, with a DW tap to keep him out of trouble... not quite sure how to visualise that, but well live with it. The rest of you drop several people, and at last more support is coming through.

(Note that whilst it is too far for me to focus attacks on mooks exclusively, mooks ALWAYS take a share of incoming firepower if possible. Hence they die a lot but take a lot of attention away from you).

Rand fishes out Ranto, minus the shield.

As the enemies fire back, the shielded thugs that just got through lose their shields and then their lives from gunfire and then archers- seems the bad guys have clocked onto the threat those shields provide.

The other WHite Stripe goes for Dak. a sideswipe from the axe leaves the reptile very close to collapse.

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ASCENT TO RED, Start of Turn 21

Trench Area

Ranto: 5

Ramp North

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

Improvised Fortifications

Almir: 0 (halfway to door area)

Thugs x1 (C5)

Door Area

Relle (C9): 1/47 [SF FE] [DU FA MA IM] (2F)

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

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

Shielded Thugs x1 (C5)

Upper Ramp South

Galder (C7): 3/39 [DU PA DW] [SF IM FB] (2F) (Girder of doom)

Rianna (C11): 3 (1A)/47 [MA DU DW] [FA FE AS] (2F)

Con (C8): 1/30 [MA DW CC] [FA] (6F)

Dak: (C9): 3/58 [FE TW WS] [DW SF DU IM] (2F)

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

Thug x2 (C5)

Kai: 26

Det: 16

Orikan: 45

Chunn: 45

Defenders x6 (C6)

Archers x4

White Stripe (C7): 0

Upper Ramp Middle

Gunner (G7): 10

Gunner (G7): 0

Upper Ramp North

Defenders x12 (C6)

Gunner (G7): 0

Gunner (G7): 0

White Stripe Leader (C8): 0

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With a loud sound, the door wedge cracks. It won't last much longer.

Is Galder completely free to move or is he still somewhat blocked in by the defenders?

You now outnumber their melee fighters there, so go for it.

Galder is going to swap Duck for Impervious. Tap Impervious.

Galder charges forward and closes with the Gunner that Con is strangling, wanting to get a gun in his ally's hands quickly. He raises his girder against the choking thug and brings it down on his head.

Fling can be used simply to move people around, yes? Could Rand move Ranto through the door with a Fling, drop his shield, and move up himself all in one go?

Azarl moves up onto the ramp, through the door. If possible, Azarl Grips an archer.

Con will continue his grip, stay back from the fight though, behind the others as he has no defenses beside the shield, and swap out Dodge and Weave for Eye of the Storm.

Originally posted by General Zink
Fling can be used simply to move people around, yes? Could Rand move Ranto through the door with a Fling, drop his shield, and move up himself all in one go?

No, it always hurts them.

But it could be done?

Only if you want to hit everyone in the doorway. Ranto's health maximum is also low; you might kill him.

Probably don't want to try that, Randy.

Gonna go gunning next round, Con?

I would, but if Relle and Rah want to stay out of the fight they may be more use, though they are far better fighters.

I figure it's better to have the schticks ready though anyways.

I'm struggling to visualize character vs enemy positions at the minute so a couple of options here if that's ok.

If surrounded by mooks Rah will use SF skills feinting a right hook but really launches a vicious left straight at his nearest adversary following up with a right upper cut to take them off their feet.

If near a white stripe he'll use Flying Attack to pound a hammer fist strike straight on to the top of head followed by a knee to face as they crumple downwards.

Rianna is going to smash the White Stripe at Upper Ramp South.

Tap WS to get the hell out of there.

Swap out Street Fighting.

Relle will hang back, using Coordination to avoid the archers this turn.

Rand is still going to drop the shield and advance. Ranto is on my side of the trench, yes?

Nope, else he would be in your location.