STAR WARS: RETROSPECTION- Respite

Started by Digi69 pages

I like Vera's plan. It beats "RUN!" which was basically my plan. That's my new vote.

These guys are fanatics, taking Zarjab would likely just enrage them.

Well, only problem is that you guys would get stuck in melee with a ton of bad guys.

Plus we'd be leaving our blasters behind...

We might need those later. How about we fight until we're clear and then do my plan?

We don't know if that's going to be possible. We probably have to commit to one or the other.

We all brought extra weapons, yeah? I still like Vera's plan. Getting the blasters back could be tricky and unneeded, much as I hate deciding. Getting swarmed would suck, and we should think of our companions over our blasters, no?

I'm not sure how Rex would rule on extra weapons. Anything we left on my ship would be fine but our other stuff might be lost.

You have an action before you are set upon by the Maltites.

If you choose to take the roof route- it is feasible- you are leaving your other weapons behind. Additionally, anyone not jumping up in the first action would be caught in melee and suffer reflexive attacks even if Lifted out of the fighting.

I think that if we go for our blasters, it will be a roleplaying-game decision, not actual roleplaying. At least from my/Ti's perspective. She wouldn't give two ****'s about losing a blaster, but would want her companions safe and would want to get out quickly. I feel bad about the supplies, but we're clearly being forced to choose between them or facing a much tougher battle here.

I think most of us still have stuff on our ship as well.

I agree with that. Let's do Vera's plan.

Tilulla, did you have Leaping Mastered?

I thought you were the leaper. I'm guarding everyone with all my defensive whose-its.

Right?

I believe Xeth's concern is that you do not have Defensive Leap or Charge, which would allow you to leave melee combat safely.

Clock is ticking. Delay too long and your indecision will lose you the free turn.

Originally posted by Digi
[b]FORCE POWERS:
Push/Pull
Sense (+Mastery: Empathy, Scan)
Presence
Intuition
Swiftness (+Mastery: Strike, Evade, Dash)
Coodination [/B]

So it looks like no. Do your thing though, Xeth. I'll figure something out.

All my defensive stuff is cast on Vera.

Well... Vera-Kin and I can leave combat with those powers. So if you protect Vera while she lifts our friends, we can hang around and help fight.

Vera-Kin's first action, then, will be to lift Navir up and away from the fighting. She knows Barker can handle himself in battle, we don't know how Navir does in hand-to-hand.

Decisions have been made!

Navir is a little surprised when he starts levitating. It will take three turns to lift him up to the ceiling where he can grab hold of something. Until then, Vera-Kin is safely nuzzled between two Jedi and a Wookiee! She receives no attackers. As such, I'll put Ti's Bodyguard on Xeth as originally requested.

Tilulla, Xeth, and Barker, on the other hand, receive four each- the maximum number of opponents one can face in melee combat due to crowding. And there are dozens more. All are armed with knives and spears and clubs of low quality.

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ZEALOTRY TANGO, Start of Turn 1

Stage

Zarjab: 0

Floor

Vera-Kin (LS12): 3/0 [OGu CL BL] [BGu RF] (10F)

Xeth (LS10): 1(2A)/0 [BGu CH PS] (6F)

Tilulla (LS10): 3(1A)/0 [FcGu BL BG] (5F)

Barker: 0

Navir: 0 (being lifted)

Maltites (C5) x12

Maltites x?

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I guess since Vera is safe I cast Bodyguard on Barker. Xeth, let me know if you'll need it.

And, um, I wait for them to attack. Attacking might break our formation. I'll play defensive I suppose. Focused Gaurd, Bodyguard, and Block are being used by me.

Your opponents are in striking distance as they have charged in to kill you. You can hold formation and fight.

Xeth attacks! When the Maltites draw near, he stabs forward and skewers the first one in reach.

Same. I attack but maintain my position.

Initiative is not in your favor this turn as the Maltites fall upon you!

Tilulla is faced with four warriors, each of whom have a Combat pool of 5 and melee weapons. Using Focussed Guard, Ti has a Defense of 3 (and an additional Parry of 1 against one attacker), meaning their dice pools are reduced to 2 dice. They roll... 2 and 3, 3 and 4, 1 and 3, and 4 and 4. All misses!

The rule for fighting Lightsaber-wielders using melee weapons is this- if your weapon is not 'lightsaber proof' and you miss your attack, it gets destroyed. For Mooks, that is certain death.

Tilulla displays her remarkable swordswomanship by cutting down all four of her attackers with well-timed reflex attacks. This leaves her with no opponents and she can choose what to do this turn instead.

Barker is granted Tilulla's protection as well via Bodyguard, though with Duck in he already has a high Defense. One of his attackers misses thanks to Ti's Parry, but the other three hassle him.

Xeth is confronted with four attackers himself. He manages to disarm one of the warriors but takes some damage- Balanced Guard's Armor does him well here.

Your turn!

Barker rather viciously tears off the arm of a warrior and Xeth stabs one of his opponents.

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ZEALOTRY TANGO, Start of Turn 2

Stage

Zarjab: 0

Floor

Vera-Kin (LS12): 3/0 [OGu CL BL] [BGu RF] (10F)

Xeth (LS10): 1(2A)/4 [BGu CH PS] (6F)

Tilulla (LS10): 3(1A)/0 [FcGu BL BG] (5F)

Barker: 6

Navir: 0 (being lifted)

Maltites (C5) x3 (Barker)

Maltites (C5) x2 (Xeth)

Maltites x?

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Digi- you can choose to do something else with last turn, and feel free to describe Ti's display of cutting down all her attackers and protecting Barker.

Vera- Navir is almost there.