STAR WARS: RETROSPECTION- Holocron

Started by Peach95 pages

He's been trapped away in that holocron- not quite reality 😛

True perhaps he has relied on his ability to manipulate the Holocron so much that his actual skills with the lightsaber have decreased cause he hasn't had the chance or need to use them... but I doubt that's how it will play out for Rianna 😛

He can't bend everything to his will out here 😛

I am so doomed.

Point into Ward!

You're welcome to spend the point, Dak, but I was referring to Orthodox Guard! You seem to have forgotten that you bought it.

...oh hey.

Swap to OGu, then.

The Initiative roll was 3-3 and Evens, so Dak rather effortlessly turns the militiamen into cauterized confetti with some rapid slashes.

The Lieutenant fires into a console as he advances to the widnow and the blast shields open, flooding the command center with daylight.

From here you, can see a fight going on at the colony's wall... and the flash of a lightsaber or two?

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FALL OF THE COLONY (Starport), Start of Turn 3

Control Room

Dak (LS10): 3/8 [OGu CL CH] [BGu FwGu] (2F)

Lieutenant (G13): 1(1A)/11 [MK EE CF] (2F) (targeting rifle, harness) (at window)

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I'm holding Xavier for a moment to get Dak and Xavier on the same page; your actions are happening simultaneously.

-

Rianna- Galder doesn't fire this turn as he is focusing on a fuel tanker below the hangar. He makes a jump and neatly springs off of the tanker and up to a ladder below the hangar. He catches on and starts to climb.

Rianna follows him up, mildly amused at the sight of Galder doing something he normally couldn't in a million years do...or, at least, she would be amused were she not chasing him down while he's possessed by an ancient Sith.

Waiting on Dak, at the moment.

Dak will advance on the Lieutenant, slashing at him and keeping close to minimize the threat of his gun.

The Lieutenant has moved two turns' distance away from you.

So what does Xavier have to do now 😛

As a refresher, Xavier has just engaged the militia defending the spacer port on Vorkuta, returning the favor to the Nokros-An (the indigenous people of Vorkuta) for saving your lives even after you killed some of their warriors, who only wanted to stop you from entering the evil temple and getting sucked into the archaic mental prison apparatus.

Currently, Xavier finds himself wrapped in bolas, which the Captain, the big-game hunter and mercenary that leads the militia, shot at him.

We will call it highest combat skill to break out - in Xavier's case, this is Lightsaber. Feel free to describe Xavier cutting his way free, because he only delayed your vengeance for a turn after a very high success rate on your roll.

Xavier takes a breath before use his lightsaber to cut through the bolas.

" I am going to kill you for this Captain!" He then goes after the captain and attadks.

Xavier weakens the cords binding him a tap from his lightsabers and then impressively rips out of them with his peak human strength. He then snaps back into his guard as the militia then pour gunfire in his direction.

To bring you back into the swing of things, we will bring in Orthodox Guard and have Xavier count on Coordination to evade his eight shooters, since he took this action breaking out of the bola shot.

A militiaman close to you sneaks a shot past your defenses and you reflexively back it aside with little effort, taking 3 damage. The rest miss.

The Captain switches back to his rapid-fire mode and rattles off blasts your direction. You take 6 damage on the first 10K Bolts volley, but the kick from his gun throws off his aim on the second.

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FALL OF THE COLONY (Skirmish Two), Start of Turn 4

Beyond Wall

?

On Wall (Right) (Controls)

Xavier (LS12): 1(2A)/16 [OGu PS CL] [BGu RI] (4F)

Militia (G5) x2

Two-man repeater (HW5): 0

On Wall (Left)

Militia (G5) x6

Two-man repeater (HW5): 0

Behind Wall

Militia (G5) x10

Three-man mortar (HW7): 0

Captain (G11): 3C(1A)/0 [10K KB CG] (2F)

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"Bring him down! Bring him down!" the Captain hollers.

Xavier will cleave the militia men in his area and then dash to the next group hoping that being near them will allow him to keep the heavy fire off of him.

2-5, Xavier loses initiative as he fends off shots from all angles. Three militia goons get too close for comfort and Xavier must exert himself to keep up with the rate of fire coming his way. You take 9 damage.

The Captain keeps up his steady rate of fire on you, for 9 more damage, putting you quickly up to your halfway point.

You promptly roll eight successes and run your sabers through the two nearest militiamen, then knock them down and off the wall.

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FALL OF THE COLONY (Skirmish Two), Start of Turn 5

Beyond Wall

?

On Wall (Right) (Controls)

Xavier (LS12): 1(2A)/33 [OGu PS CL] [BGu RI] (4F)

Two-man repeater (HW5): 0

On Wall (Left)

Militia (G5) x6

Two-man repeater (HW5): 0

Behind Wall

Militia (G5) x10

Three-man mortar (HW7): 0

Captain (G11): 3C(1A)/0 [10K KB CG] (2F)

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You're taking a lot of heat, here. Remember your defensive options, or try to eliminate your shooters quicker!

Okay what is the layout of the area again?

One move to get anywhere. You can move along the wall or drop down behind or beyond the wall.