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

Started by Lord Melkor438 pages

Gallador will focus on dodging the trog near him, he will strike back if attacked.

Rah lashes out with a thrust kick, crushing the chest of the nearest Trogs. Then using DW he gets around to the next nearest and snaps its head back breaking its neck with a nasty upper cut to the chin.

Also I'm going away till late monday so till then Rah will advance when possible and punch/kick his way through any trogs stupid enough to get within reach.

Relle turns and kicks the trog behind her to clear the path onward. Tap Duck if more than one trog attacks her.

1-6; initiative very much theirs!

I would say that two people in the way makes a push impossible, three in the way rules out s Grip (as by then you can't even see them).

Note it is only your force senses allowing you to get a proper update; if this was an OT game I wouldn't be telling you where everyone was, basically. Which might be cool in a gameplaying sense, but still- good to have Force powers!

Con performs a Defensive Leap- indeed allowed; you can do it straight upwards! rRUles out an attack, of course.

Xavier gets a SF tap kill on his attacker!

Azarl starts a grip, but then Rianna slams the darn thing into a wall anyway. Chunn eats one and Relle downs one, but causalities amongst Trogs are lower than in some rounds.

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THE HIGH CORRIDOR, Start of Turn 22

Corridor 7

Clear

Corridor 8

Trogs x1 (C6)

Con (C7): 1/39 [FA EE DW [CC] (4F) (1 cylinder, blaster, slingshot)

Relle (C11): 3C/34 [MA DU FE [SF FA IM] (2F) (rope)

Trogs x1 (C6)

Corridor 9

Chunn: 28

Ranto: 4 (rope, 4 cylinders)

Trogs x1 (C6)

Corridor 10

Xavier (C9): 2(1A)/60 [MA DW SF] [FB FE AS] (0F) (2 cylinders)

Gallador (C4*): 1/6 (5F) (2 cylinders)

Rah: (C9): 2(1A)/41 [SF DW WS] [FE FA] (5F) (2 cylinders)

Almir: 2

Wider area

Rianna (C11): 3/38 [MA DU FE] [FA DW AS] (1F)

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

Azarl (C7): 1/10 [MA] (3F) (2 cylinders)

Galder (C7): 3BH(2ABH)/52 [PA DU IM] [DW FB CC SF] (2F) (2 cylinders)

Dak: (C9): 3/45 [TW IM WS] [FE DU SF DW] (2F) (1 cylinder)

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Crossing fingers for initiative...

Relle kicks down next trog beside her.

And swap DU for FA.

Oh I should specifiy I want to swap out the tapped DW. Con will attack one of the trogs next to him.

Xavier will try and advance if he can.

I'll just wait for a couple more responses.

Waiting on Gallador and Rah, I think.

Everyone needs to move before Rand and Azarl can Grip anyone in the back.

Rah will be moving forwards when possible.

I think it's not possible for Relle and Con to move forward without the trogs getting a free attack, if it was possible though, Con would like to do that, if not what he said before.

3-1; it is yours!

Well, you clear the field, but there's a gap opened now- and it seems a whole lot more trogs are coming from behind...

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THE HIGH CORRIDOR, Start of Turn 23

Corridor 7

Trogs x5

Corridor 8

Con (C7): 1/39 [FA EE] [CC DW] (4F) (1 cylinder, blaster, slingshot)

Relle (C11): 1/34 [MA [FA FE [SF DU IM] (2F) (rope)

Corridor 9

Chunn: 28

Ranto: 4 (rope, 4 cylinders)

Corridor 10

Clear

Wider area

Xavier (C9): 2(1A)/60 [MA DW SF] [FB FE AS] (0F) (2 cylinders)

Gallador (C4*): 1/6 (5F) (2 cylinders)

Rah: (C9): 2(1A)/41 [SF DW WS] [FE FA] (5F) (2 cylinders)

Almir: 2

Rianna (C11): 3/38 [MA DU FE] [FA DW AS] (1F)

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

Azarl (C7): 1/10 [MA] (3F) (2 cylinders)

Galder (C7): 3BH(2ABH)/52 [PA DU IM] [DW FB CC SF] (2F) (2 cylinders)

Dak: (C9): 3/45 [TW IM WS] [FE DU SF DW] (2F) (1 cylinder)

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Still too many in the way for Rand and Azarl to choke the trogs.

There are plenty more trogs behind that lot so I'd forget about that if I were you.

Any way for the Force-users to collapse the narrows once our slowpokes are through?

In theory- throw enough Force Points into Master Lift and have a good FOrce rating, then yes.

However, that's a limited gain at high risk. Almir might have a few things to say about the consequences of collapsing tunnels in a mine, and it will only delay the Trogs who seem to have no trouble finding approahces.

What about use of Dash for those in the back (assuming they have it) to guarantee getting clear?

They can do that with a clear path, yes.