STAR WARS: RETROSPECTION- Respite

Started by REXXXX69 pages

Xeth jumps up and cuts off something important from his target! It goes spinning in pieces to the ground and explodes, taking its rider with it.

Ti mans the guns just as STAP B starts strafing the Nexu with blasterfire. The stationary ship is a sitting duck and takes 6 damage as a few bolts strike the hull.

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I'll need a pitch, then, Vera.

I can't fly, Xeth. Come save your ship.

😉

Xeth will take a running leap at STAP B, trying to chop it out of the air as he did with the last one.

I think we can call that to a close. With Ti drawing bead on the STAP, she is able to pick it off when Xeth's chop removes something important but doesn't finish it off. There is one final explosion as your last pursuer is blasted apart.

You sense more patrols closing in on your area... time to leave!

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Waiting for Vera...

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As a note, any and all purchases with xp will be applied to the game.

Xeth will rush in and start the ship!

Vera-Kin will watch briefly to see if there is any change of guard or time that the door will be open.

If there is not, she will approach and use Mind Trick to gain access.

"You will let me into the bunker," Vera-Kin says, waving her hand subtly and hoping to gain access.

(So I get to use my new purchases?)

We'll have to go with your Mind Trick attempt as the guard does not appear to budge while you watch, and the more time you spend standing around, the more at risk you are of being discovered by a patrol.

Roll roll roll...

"I'll let you into the bunker," says the confused guard.

"What? Why?" the other guard asks. "Who are you?"

"I am an agent of your leader," Vera-Kin says. "He wants this facility ready to march. He is ready to make his move against Wazo Kell."

Lie lie lie!

One success... sadly, they don't buy that. It doesn't help that you're a small green alien and not human, like pretty much the majority of Respite.

"I'll give you a chance to start running," snarls the unbaffled guard.

"And I'll give you a chance to surrender," Vera-Kin says, drawing her lightsaber and pointing it at the guard who threatened her.

She'll try to Intimidate him.

Two successes... he hesitates, but you are fairly certain he is going to shoot.

Then Vera-Kin will wait until he fires to reflect the shooter's bolt into his accomplice, then jab him in the stomach with her lightsaber for a swift kill.

That handles the two guards rather neatly, then. The sound of gunfire, of course, puts the outpost on alert! A klaxon begins to blare and orders are shouted over a PA system.

Navir and Barker are going to run up to meet you, but you have some time to act before the patrols close in or someone comes out.

Vera-Kin will swiftly cut down the door into the pillbox.

"We're going to fight our way to the armory and blow it all up," Vera-Kin says to Navir and Barker once they catch up. "I'll go first. Cover the flank and follow me in."

Vera-Kin starts cutting in and you sense men getting into position on the other side of the blast door.

Once the door is down, Vera-Kin will immediately run in and start fighting!

Orthodox Guard, Cleave, Reflection, please.

Okay! Once Vera-Kin completes this fight, we'll press on with the plot.

Vera-Kin- you storm into the pillbox's main entry hallway. The hallway itself is vacant; it would be too open as a defensible position. So the soldiers have fallen back to a junction point.

A decent Observation check means that Vera-Kin notices the murder holes, too...

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PILLBOX BUST, Start of Turn 1

Entrance

Vera-Kin (LS11): 3/6 [OGu CL RF] [BGu BL CH] (7F)

Navir (G11): 1(1PR 1A)/7 [CF EE ES] [CC] (2F)

Barker (G7): 2(1A)/17 [SF DW AS] [FB IM] (3F)

Entry Hall

Murder holes

Junction

Soldiers (G6) x5 (barricade)

?

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You can sense more in the junction, but you cannot see them.

How are the murder holes going to effect Vera if she just walks through?

Mmm...murder holes. Sounds like a good time.

I will be waiting. See you soon, apparently, Vera.

Only one way to find out, Vera. Certainly not good things.