STAR WARS: RETROSPECTION- Respite

Started by REXXXX69 pages

Just need to hear from Ti and Xeth then.

Sounds good to me. Can I Force push something at street level in the direction Xeth leaps? I want to give the illusion of more than just one of us escaping that way.

Xeth being ridiculous and spraying sonic blasts at everyone should do the trick. Xeth's good to go if he can hop down into the street and then up the next building. We'll stick with lower structures if there are any so Xeth isn't stuck climbing around.

Okay! Xeth certainly can jump down and jump up again. It will take longer but it will certainly make the distraction you are looking for.

Navir sets things off by launching a grenade in the direction that Xeth intends to make for, taking out a wall and showering shattered glass (what little remained) down into the street.

Team Xeth is going to be zipping around through the shore-front warehouses near the radio tower, while Team Others is moving through the streets in the other direction. The effect of the distraction will be that Team Others can simply start their escape rather than fight their way through the entire time.

Also, an error on my part. Xeth had opted to wear a point's worth of his old Geonosian body armor. He can remove 10 damage, but remember that your Agility is reduced.

OTHERS

You get down into the streets, which I described as being in a section the infinite urban sprawl that covers Respite, all post-apocalyptic and burned out and the like. The streets themselves are normally rather empty and dusty, but right now many of Malteen's fanatics are making for the radio tower, which is blasting orders out over loudspeakers for the 'infidels' to be slaughtered in honor of the Great Malteen's Will.

You will be making moving section-by-section to stay ahead of the Maltites swarming out of the radio tower and fight through those coming at you from the alleys and buildings ahead and to your sides.

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STREET CHASE, Start of Turn 1

Streets 2

Maltites (C5) x4

Streets 1

Tilulla (LS15): 1(1A)/33 [FcGu BL BG] [FwGu] (5F)

Vera-Kin (LS12): 3(1A)/6 [OGu CL BL] [BGu RF] (9F)

Navir (G11): 1(1PR)/0 [CC EE ES] [CF] (2F)

Barker (G6): 1/13 [AS DW IM] [FB SF] (3F)

Radio Tower Entrance

Maltites (C5) x4

Maltites (C5) x4

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XETH

For Xeth, things are very similar, and if the Maltites were armed with blasters, this would be a lot more dangerous for him to go solo. Thankfully, they are not!

Xeth is breaking off toward the shore-front warehouses, which are dilapidated and rusted. While there may be less enemies, Xeth is going to be luring them away from the others into a dangerous area! Agility checks will be imposed.

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WAREHOUSE CHASE, Start of Turn 1

Warehouses 2

?

Warehouses 1

Xeth (G8): 1(2A)/26 [CC CG ES] (6F)

Radio Tower Alley

Maltites (C5) x4

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We wait for Xeth to draw off as many as he's going to, then sneak our way the opposite direction. We want to head toward the ship as soon as we're safely clear of pursuers. No sense making Xeth sweat.

Yes, that is the plan. Xeth has already left and you are in the streets, making for the ship. Presently, I need to know what you are doing in the above situation. You have opposition ahead and you are being chased.

Xeth will run ahead into the next row of warehouses while firing at the Maltites that pursue him.

Let's have Balanced Guard instead of Orthodox Guard, Block for Defense.

Vera-Kin will run forward and chop down two Maltites in Streets 2.

I thought we were being stealthy Vera. We're alone on Streets 1, yes?

Navir and Barker are with you at Streets 1, and they are hardly stealthy people.

Understood. I chop down whatever's left after Vera's attack. Forward guard, Bodyguard (Vera), Block.

Initiative is theirs! Not quite what you had hoped for. The Maltites charge down Vera and Ti from the front while some catch up to Barker and Navir.

Ti and Vera get two attacks each, with Ti taking 4 damage and Vera taking 1 while parrying and killing one of her assailants thanks to Ti's Bodyguard. On the offensive, it is a total wipe and your way on is clear.

Navir and Barker take some damage but Navir goes bonkers with a Carnival of Carnage tap, killing all four attackers with precise shots.

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STREET CHASE, Start of Turn 2

Streets 2

Clear

Streets 1

Tilulla (LS15): 1(1A)/33 [FcGu BL BG] [FwGu] (5F)

Vera-Kin (LS12): 3(1A)/6 [OGu CL BL] [BGu RF] (9F)

Navir (G11): 1(1PR)/6 [CC EE ES] [CF] (2F)

Barker (G6): 1/19 [AS DW IM] [FB SF] (3F)

Radio Tower Entrance

Maltites (C5) x4

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Xeth has less trouble. He easily passes his Agility roll as he fires backwards at his pursuers, claiming two of them with his shooting.

Rounding a corner brings a Champion into Xeth's sight.

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WAREHOUSE CHASE, Start of Turn 2

Warehouses 3

Champion: 0

Maltites (C5) x2

Warehouses 2

Xeth (G8): 1(2A)/26 [CC CG ES] (6F)

Warehouses 1

Maltites (C5) x2

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Xeth clears away the Maltites beside the Champion with a few bursts from his sonic blaster before moving into close quarters with the big guy.

"Stand aside or I'll throw you aside!" Xeth shouts.

Vera-Kin will push her way forward!

Need Ti to post!

I thought we were just moving in a general direction toward the ship. Sorry. Anyway, yeah, that. Bodyguard still on Vera. We seem to be the ones in the thick of it.

Also, can we Force push debris to clear a path? Seems like it might be quicker than just running and attacking.