STAR WARS: RETROSPECTION- Respite

Started by Vera2169 pages

Vera-Kin will Dash through then, and jump right up onto the barricade.

Tap Reflection if I can get three kills from it.

Here goes nothing!

Initiative is yours.

Vera-Kin goes sailing past the murder holes before anything unfortunate can come out of them. That puts her on the barricade, alright. It will be another turn to jump past it, so she cannot attack this turn.

You can also see now that there are corridors branching to the right and left, where more men stand ready with blasters. Behind the barricade is a hallway that leads downward.

You can also see the access path to the cubbies behind the murder holes, where men wait with big stationary guns.

Navir starts rattling off his blaster at the troopers behind the barricade, lending you covering fire to lessen your peril.

At this range, Barker's shotgun is not as effective. He misses his blast on the barricade.

Incoming!

Vera-Kin certainly manages those Reflection kills, but things look pretty grim for her almost immediately. I'll allow a retroactive Orthodox Guard tap, if you so choose... otherwise, Vera-Kin just took 24 damage from waltzing into an ambush.

Without Covering Fire from Navir, you'd be down already.

---

PILLBOX BUST, Start of Turn 2

Entrance

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

Vera-Kin (LS11): 3/30 [OGu CL RF] [BGu BL CH] (7F)

Soldiers (G6) x2 (barricade)

Soldiers (G6) x3 (left)

Soldiers (G6) x3 (right)

---

Ouch!

Vera-Kin will definitely have tapped Orthodox Guard then.

This turn, swap it out for Balanced Guard.

Can she use the barricade for protection?

Or could I dip back into a cubby for cover?

It only protects against dead-on shooters, like those storming through the entry hall. Not much use against the sides.

With the tap... everyone misses. And actually, those men should all have pools of 5. They're more military and organized than the other factions of Respite, but they're still just raiders and thugs.

The cubby won't provide cover either, not from the angle your shooters are at.

Vera-Kin will stay at the barricade and finish off the two troopers there.

Initiative is (thankfully) yours.

It is a simple task for you to dice your way through two more.

Navir advances and, with Eagle Eye, blasts through one of the murder holes to take out the gunman there. The other gunner deems him dangerous and blasts at him, with a bolt striking his back dead-on. His blast armor drops it down to 6 damage.

Barker slips past. He has no targets, currently.

Vera-Kin takes 7 damage from the mass of shooters around her.

---

PILLBOX BUST, Start of Turn 2

Entrance

Entry Hall

Navir (G11): 1(1PR 1A)/13 [CF EE ES] [CC] (2F)

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

Junction

Vera-Kin (LS11): 1(2A)/13 [BGu CL RF] [OGu BL CH] (7F)

Soldiers (G6) x4 (left)

Soldiers (G6) x4 (right)

---

Swap Reflection for Block, Vera-Kin will head off to the left and cut her way through a pair of soldiers there.

Ahem...

Evens! Initiative goes to Vera as she goes running over. Seven successes takes apart two of the soldiers before they can do much about it.

Barker and Navir move into the junction and offer their assistance in clearing out the left side.

Which leaves just the shooters from the right! You take two hits for 4 damage.

---

PILLBOX BUST, Start of Turn 4

Entrance

Entry Hall

Junction

Navir (G11): 1(1PR 1A)/13 [CF EE ES] [CC] (2F) (barricade)

Barker (G7): 2(1A)/21 [SF DW AS] [FB IM] (3F) (barricade)

Vera-Kin (LS11): 2(2A)/17 [BGu CL BL] [OGu RF CH] (7F) (left)

Soldiers (G5) x4 (right)

---

Vera is going to duck down behind the barricade, examining that hallway she noticed. She uses Coordination if fired upon.

Initiative is yours... and a quick Carnival of Carnage tap from Navir appears to handle the situation rather neatly as he rakes the troopers with lasers. Barker blows open the murder hole gunner with a shell from his flechette launcher.

"Entryway clear!" Navir shouts.

Vera- the doorway is open as nobody expected that it should need to be secured. Beyond is a hallway that dips down slightly. You don't notice much more than that because there are two men at the far end that open fire and just narrowly miss you.

Vera-Kin will duck into cover and draw her pistol! Once she is prepared, placing both hands on the tiny grip and a finger on the trigger, she leans out and squeezes off a warning shot.

"Drop your weapons!" Vera-Kin shouts after. "We've taken the pillbox! Surrender and your lives will be spared!"

Lying and Intimidation please.

Two successes... considering the situation, they are not afraid of you. It must be your stature. They open fire, clipping the corner you've hidden behind and blowing away large chunks. Next time it will be you.

Vera-Kin will drop her pistol and lunge in with her lightsaber, then. She will try to disarm them rather than kill them.

You roll seven successes. Unfortunately, the first soldier finds himself split in two by the effectiveness of your lightsaber; you rolled too well for a simple disarm. The second, however, cries out when you remove the hand squeezing the trigger of his gun. He is down and no longer a threat.

The way on is clear but you sense more danger ahead.

Vera-Kin will leave the wounded man where he is and press on. She keeps her lightsaber raised in a high guard. She doesn't move cautiously but rushes ahead, not wanting to dally.

You sense immediate danger as you near the end of the corridor.

Vera-Kin will pull back cautiously!

Then the sense of danger dies down. You are not sure where it came from, other than the room ahead.