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

Started by Peach438 pages

Yeah, don't do anything to get yourself killed, okay? I'm not going to rescue you 😛

I think I'll take the chance.

Xavier's loadout looks fine. Xavier will head towards the same section as Con that way we aren't as split.

Planning on doing any fighting?

If Xavier can he will attack any guards on his way.

You'd be attacking at point of arrival, so maybe pick a target to attack when you get to Con? Guards or pikemen...

Guards

Relle is going to attack a guard with her lightsaber, following Rianna and Dak. I will be surprised if we don't kill them all really fast.

Use Block for increased defense please.

Let's see where Galder lands...

Azarl is not even going to attempt a crash landing when it comes time, seeing how well Xavier did and Galder may be doing. Can he set the speeder steady and aim it in a direction and jump out with everyone else onboard?

And I mean jumping with them, not leaving the speeder with everyone else on board...

Could Gallador use Pilot too to help me keep it steady?

Rand is so not excited for our arrival...

The rule is that jumping if no-one is holding the vehicle steady is always harder than if someone is Piloting it. You have to either Pilot or jump, there is no middle ground.

Azarl will hold her steady as everyone else jumps, then.

Right then!

Initiative roll goes... 1 for the players, 2 for the bad guys. Bad guys go first!

One person at the North gets shot at by the laser tower. The other two will have pikemen attack. Laser tower goes for... Relle! Two successes on four dice is six damage (yeah, a hard hitter, that thing).

Pikeman A goes for Rianna, for five damage, whilst B goes for Dak, for 3. The shooters stay out of melee range and hence I have to abort Rianna and Dak's actions, as they are locked into melee with the pikemen- give me replacement ones (and your following move) ASAP please.

One of you gets one fewer attacker than the others... and it is Relle! Two shooters at Dak and Rianna, one at Relle. Relle takes the most damage though- life ain't fair.

C and D Pikemen move in and attack Con. One hits him for seven, and the other for 5. The Laser Tower, luckily, misses due to Con's parry. Then he has five shooters, who do another 13 damage. Con 9is being absolutely ravaged and is now pinned into melee.

(A bit nuts to have stuck there, hence my warning. You shpuld never stay isolated- fight as a team; always a good idea to do everything possible to get to your friends. A use of Co-ordination and a tapped guard would have nullified most of your damage, whilst having Charge in would mean you could have moved safely whether the Pikemen got to you first or not)

On the bright side, Con kills two guards with his CoC tap. He can try and run if he wants; the pikemen will get free attacks on him if he does.

Xavier gets the same treatment, and hence I have to abort his action. Spectacularly, though, one of the pikemen totally fluffs his attack and rolls no successes, meaning Xavier parried it with his sabre, meaning that pikeman now has two useless halves of a force pike- and takes six damage too. The other gets him for three damage. The laser tower gets him for another 3, whilst the other shooters get him for 9 (and they weren't rolling badly, which goes to show the power of Balanced Guard, which saved Xavier precisely 14 damage that round)

Relle then kills a guard- as dead as can be!

Galder rolls well enough to only take 5 damage, but not to land north side. He crashes down on the west, taking 5 damage. I shall rule that everyone there fired at him this turn, to bring down his speeder. His crashed speeder forms some cover there- though those pillars could cover you for a bit, too.

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'TAX EVASION'- Start of Turn 2

North Side

Laser Tower

Pikeman A (C7): 1/0
Pikeman B (C7): 1/0

Taxation Guards (G6) x4

Rianna (LS12): 3/8 [OGu CL PS] [FGu RI]

Dak: (LS11): 1 (2A)/5 [BGu CL CH] [FGu]

Relle: (LS13): 2/10 (FGu/BL]

East Side

Laser Tower

Pikeman C (C7): 1/0
Pikeman D (C7): 1/0

Taxation Guards (G6) x3

Con (G11): 1 (1P ranged)/30 [CC ES OGu] [EE BL CH]

West Side

Laser Tower

Pikeman E (C7): 1/0
Pikeman F (C7): 1/0

Taxation Guards (G6) x5

Galder (LS12): 2 (2A)/5 [BGu/CL/BL] [FGu]

South Side

Laser Tower

Pikeman G (C7): 1/6
Pikeman H (C7): 1/0

Taxation Guards (G6) x5

Xavier (LS12): 1 (2A)/25 [BGu PS CL] [OGu RI]

Centre

Nom

Pikeman I (C7): 1/0
Pikeman J (C7): 1/0
Pikeman K (C7): 1/0
Pikeman L (C7): 1/0

Taxation Guards (G6) x10

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I know you said you wanted your gun out, Galder, but you probably saw what happened to Con on the way in and you have no defensive gun powers at all. Still, you can make it a gun, taking cover behind the wreckage, if you want.

Con- largest single gun source damage this turn was 5. Tapping EOTS will nullify it. I also need to know if you ran for it.

Xavier, Rianna and Dak, I had to cancel your orders due to melee attack. Please say what you wanted to have done!

Azarl's vehicle arrives now. He has decided to hold it steady for you. Let's hope this ends up better for him than Xavier! The good news is, two of the laser towers will fire at him instead of you guys on the ground.

If I opt for the support rifle and go for cover, are the pikemen going to be able to close with me this turn? And how much cover are we talking here? What I do depends more on those pike fellas.

Also, I think I'm down two guards than I should be (unless my speeder landed on them). Don't want Con taking undue heat when he bagged a pair of kills.

Get rid of those pikemen, guys. First objective is to kill all mooks, but we kill whatever is stopping us from doing that first.

Yes they can close on you. And it is one point's worth of cover.

And oops, crossed off Con's kills in the wrong place...

Alright...

Dak and Rianna in the North- use your 'corrected' turn to wreak havoc on those pikemen. Relle, keep doing what you're doing.

Con in the East- get your lightsaber out! Tap Eye of the Storm to get some of that damage negated and bring in Block so you can have a bit of Armor with your defense from Orthodox Guard.

Galder in the West- I'll leave you up to your machinations...

Xavier in the South- use your corrected turn to attack the pikemen and kill the pikemen as quickly as you can, starting with G!

Everyone aboard Azarl's speeder- myself, Gallador, and Haron- jump now! I don't care where we land so long as we land and get into this fight. Azarl, Force be with you...

Rand will step to the door of the camper speeder and, at the first chance over the square, will jump out and down into the fight below.

Forget that, then. Galder is going to start things off as violently as possible. Swap Balanced Guard out for Forward Guard at the start of the turn, switching Block for Armor usage, and Galder is going to charge down Pikeman E and tap Forward Guard against him.

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When the speeder grinds to a halt, sputtering and burning after a barrage of lasers struck its underside and its engines, Galder does not hesitate. He jumps out of the burning wreck and his lightsaber snaps to his hand from the secret compartment in his arm, flashing blue as he charges down one of the pikemen before they can get the drop on him. With one powerful stroke, he relieves the pikeman (E) of his head.

"Head's up," Galder snickers.

Ok Con Galder I think maybe it would be better for you guys to head over to Xavier's spot that way we get three of us in the South side as opposed to 3 separate guys getting torn to pieces.

The problem is that we can't because of the pikemen. They've got us engaged in close combat, so if we split they get free attacks.

Get your two actions in and you'll probably have one less pikeman to deal with, no problem. Might want to tap something, maybe.