You have nine dice and five of them show successes.
Normally, this would be considered a decent shot.
Unfortunately, there are three things against you:
- Snap Sankra has Eye of the Storm.
- He is wearing a point of Armor.
- Being on his bike gives him another two points of Armor.
You do 3 damage to Snap Sankra. Boo.
He shoots back!
Seven successes is 8 damage to Galder as you dive behind a dumpster. Bolts from his gun blaze rapidly all over that area, leaving you in a haze of smoke and sparks.
With the tap, you get six successes. Snap taps Eye of the Storm and it misses as he swerves his bike to one side.
To your displeasure, he taps Gunslinger too and scores nine successes. A pair of bolts catches you directly in the shoulder for 11 damage, sending you flailing into the alleyway rather than running. You hit a wall before getting out of his line of fire- when you push off and keep running, the wall explodes behind you from more blasting.
You are in a maintenance alley for some apartment complexes, with water pumps and air/heat machines around the area for cover. He is not going to be able to bring his speeder in here and he pulls it to a stop at the mouth of the alley.
There is a particularly large heating unit that Galder can stuff himself behind.
Snap Sankra gets off his bike and flourishes his pistol.
"Don't think I don't know what you're doing," Snap says. "There, I'm off the bike. Congratulations."
He sends a volley down the alleyway, zipping past your cover harmlessly.
"You're injured. You can't win. Surrender and I'll take you in alive."
The fight is joined proper as you get initiative. Galder is starting this encounter in bad sorts, having crashed and been shot up after fighting the Rodians.
But Galder's super tap-athon gives him a good start. He rolls three successes on his first punch, showing two 6s to trigger Focussed Blow. Sankra takes 6 damage and is Stunned. When he tries to shoot back, Galder hits him in the side for another 5 damage.
Snap Sankra has his pool halved... putting it at 9 dice. But Galder's DW tap leaves him with four dice, and then he hits for 4 damage, minimized to 1.
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HUNTER ATTACK, Start of Turn 5
Alley
Galder (C7): 1/51 [SF FB DW] [GS PA DU IM] (5F)
Sankra: 14
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Sankra is more prepared this time, trying to shove his gun in your face at pointblank. He taps Close Quarters Gunman to get extra dice, but you blur around his shots. He still has ten dice but embarrassingly only rolls 1 success for 3 damage.
Galder goes berserk and rolls 14 successes on his Forward Guard tap. Sankra's armor proves to be sturdy and he can handle himself up-close in a fight like this, but that isn't going to stop the 19 damage he takes when your lightsaber crackles across his front.
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HUNTER ATTACK, Start of Turn 6
Alley
Galder (LS10): 1/54 [FwGu SF FB] [GS PA DW DU IM] (5F)
Sankra: 33
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Refresh turn! Pick two things.
Initiative is Sankra's again. You manage to not have your face blown clear off, but the bounty hunter fires rapidly just next to it. Five successes is 5 damage and Galder is left with one of his ears ringing and burned.
He retaliates for 9 damage. You don't take the hand, though.
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HUNTER ATTACK, Start of Turn 7
Alley
Galder (LS11): 1(2A)/59 [BGu SF FB] [FwGu GS PA DW DU IM] (4F)
Sankra: 42
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Galder pulls back and dives right back in. Sankra has refreshed Close Quarters Gunman and taps it again, but you scores six successes on ten dice. A piece of his armor comes off under your blade.
Sankra realizes that things are not going his way... he goes all out, tapping Marksman and Gunslinger on top of that CQG exertion. After reducing his pool for Defense, he still has twenty-four dice.
He pulls out six successes. Your overwhelming Armor rating negates everything down to a point of damage as he fails to land a critical shot.
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HUNTER ATTACK, Start of Turn 8
Alley
Galder (LS11): 1/60 [BGu BL FB] [FwGu DW DU IM GS PA] (4F)
Sankra: 53
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