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

Started by Ushgarak438 pages

2 all is a draw from initiative... so it switches back to you!

Galder goes for the big kill! He only rolls three successes, but two of them are 6s so he stuns his opponent. Not that that makes a large difference, because the Power Attack tap also causes a knockback, smashing the gunner to the ground! Nine damage, too. He doesn't last much longer after that as now everyone else turns up; Chunn likely gets the kill whilst the gunner is downed.

Con opens fire! It's a two damage weapon without any other possible;e benefits- not even pistol-sized- but it IS a gun. Or it is until is first shot misses and rolls a triple two. It instantly fails to work. Seems your force pull was too much for it...

Almir is through the doors in time, but it seems only Azarl's mighty effort can keep the doors open long enough for the others! A heck of a lot of effort this, Azarl!

Not much good rolling from the two enemy gunners there...

-----

ASCENT TO RED, Start of Turn 24

Door Area

Gallador (C4*): 1/0 (5F) (halfway to upper ramp south)

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

Ranto: 5

Upper Ramp South

Rianna (C11): 2 (1A)/47 [MA FE DW] [FA DU AS] (2F) (halfway to ramp middle)

Con (G8): 1(1PR)/30 [EE ES CC] [DW MA FA] (6F) (Blaster)

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

Azarl (C5): 1/6 [MA] (5F)

Almir: 0

Shielded Thugs x1 (C5) (halfway to ramp middle)

Upper Ramp Middle

Galder (C7): 2 (1A)/48 [FB PA DW] [SF DU IM] (2F) (Girder of doom)

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

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

Thugs x1 (C5)

Kai: 29

Det: 22

Orikan: 45

Chunn: 47

Upper Ramp North

Defenders x12 (C6)

Gunner (G7): 0

Gunner (G7): 0

White Stripe Leader (C8): 0

-----

Well, well, bit of a let down that. I take it it malfunctioned for the round, not generally? In which case Con will do the same thing again, shoot at the gunners with CoC. He'll tap Eagle Eye if he's successful though, if that's possible. He'll also start advancing, since he takes two rounds with the shield anyways.

No, this thing is knackered in perpetuity.

I see, swap in DW for eye of the storm then. Move up and Grip another gunner.

Take two!

There's a second gun available already, btw, if you dare nab it.

Sorry, what do you mean with "Take Two"?

And Relle called that one, so I don't dare 😛

Take two as in second attempt.

Swap Power Attack for Impervious, tap it.

Galder is going to stride forth and smack one of the Gunners with the girder.

Relle is going to swap in Eye of the Storm for Impervious and snatch up a gun. She will shoot one of the gunners and tap both EE and ES (though only tap ES if shot at of course).

Rianna will move up, Coordination protection.

An action to pick it up, I am afraid, Relle!

Rand runs through the door as Azarl holds it for him, giving a nod of thanks. Start a Grip on a Defender to clear their ranks.

I almost feel like we should save the guns for later so we can make them not suck.

Originally posted by General Zink
Rand runs through the door as Azarl holds it for him, giving a nod of thanks. Start a Grip on a Defender to clear their ranks.

I almost feel like we should save the guns for later so we can make them not suck.

Yeah, I thought perhaps our pirate can help with that.

Oh, besides gripping, can I also put away the blaster and take out the slingshot? If so, I'll do that.

Rah follows the others and still using SF he'll concentrate on wiping out mooks as they appear.

Okay. Relle will just arm herself then. Swap in Eye of the Storm for Feint.

Originally posted by b1plusb2
Okay. Relle will just arm herself then. Swap in Eye of the Storm for Feint.

Con can then take the gun?

Arm herself with the gun, so no.

Oh right, I thought draw a weapon or something, lol

Azarl will keep the doors open just long enough for everyone to get through them, straining to do so with his powers.

Staying back, Co-ordination in full effect.