STAR WARS: RETROSPECTION- Holocron

Started by Newjak95 pages

Let's do that unless it will take me and extra round to get over there for doing it.

Yes, it will take three turns.

Screw it CHARGE!!!!!

In that case, Xavier takes a running leap toward the next roof. Before he makes the jump, everyone fires, but Xavier relies on the Force to guide his steps and his blades to avoid and intercept blasts with Coordination. He only loses 1 Cleave point and takes a hit for 4 from Officer C.

Xavier clears his jump with five successes out of six dice on his Leaping check. Rianna would be proud!

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

Rooftop

Xavier (LS12): 3/54 [OGu PS RI] [BGu CL2] (3F)

Rooftop 2 (one turn away)

Militia (G5) x4 (cover)

Officer B (G8): 0

Rooftop 3 (three turns away)

Militia (G5) x4 (cover)

Officer C (G8): 0

(Range penalty - 1)

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Xavier immediately attacks Officer B!

I will use a Force Point to use Ward.

4-6 means your use of Ward is a good call, and that you stay just out of range of the militiamen on Rooftop 3. You only lose one point of Cleave and take no damage from the Officers. Despite all the firepower pouring your direction, the Force guides your steps and you avoid it all.

Much to the chagrin of Officer B, who likely hoped you would go down before you got there. You do not roll great (we'll chalk it up to having to stay defensive this turn) and only roll three successes, but that's still 9 damage to Officer B.

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FALL OF THE COLONY (Skirmish Three), Start of Turn 6

Rooftop 2

Militia (G5) x4 (cover)

Officer B (G8): 9

Xavier (LS12): 3/54 [OGu PS RI] [BGu CL2] (2F)

Rooftop 3 (two turns away)

Militia (G5) x4 (cover)

Officer C (G8): 0

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No more range penalty applied to those on Rooftop 3 and still lots of guns pointed at Xavier.

Xavier will tap OGu this turn as he continues to attempt to take down Officer B.

It's a Refresh turn!

6-2 for Initiative sees Xavier act before the shooters surrounding him. With twelve dice, Xavier needs to roll ten successes to take out the Officer... and he rolls eleven! You cut Officer B down before he has a chance to defend himself.

The militiamen around you open fire. You lose your last Cleave points but promptly Riposte one of the militiamen responsible, running him through. Officer C misses his shot. You take 3 damage, all told.

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FALL OF THE COLONY (Skirmish Three), Start of Turn 7

Rooftop 2

Militia (G5) x3 (cover)

Xavier (LS12): 3/57 [OGu PS RI] [BGu CL] (2F)

Rooftop 3 (two turns away)

Militia (G5) x4 (cover)

Officer C (G8): 0

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Two Officers down! But Xavier needs to get out of here.

Why does Xavier need to get out of here? Because of damage?

Precisely. Or you can fight on, if you so choose. More or less, I just need your exit strategy for this to wrap up the skirmish.

Officer C is going to make a break for it either way but you hit your goal.

Well if I hit my goal then it is time to book it. I can kill Officer C later. User Coordination and break back to wear Officer A was and hit the ground running. Hoping to take less shots from location C as I move out.

Another plan executed to perfection hey Xavier

"But of course"

Timing works in your favor, as it has seemed to during this little bout. You flip down into the streets below the complex, taking yourself out of the line of fire of the majority of your shooters. Those atop the building lean over the side and shoot down at you, but you scamper off down the alley and out of range.

Which leaves you free to analyze the situation and decide where to act next...

You can rest for a moment and patch up some of your burns and blasts.

Otherwise, the walkers the militia employed against the Nokros-An have managed to hold them at bay. It has stunted their advance almost totally.

With the militias focus broken in trying to coordinate the evacuation, some of the Nokros-An want to take advantage and make straight for the Governor's Tower.

Well as much as Xavier wants to help it would probably do him some good to rest and patch up a bit before his next event.

Another twisted ideology from Xavier - wanting to prove himself helpful... in causing massacres and destruction.

Resting for a short period of time will allow Xavier to heal 10 damage for resting plus double his Medicine rating, since the Nokros-An have supplied some natural healing herbs to help their wounded.

Thus, Xavier is down to 35 damage.

Does Xavier want to rest more or join in the fray?

I say it is time to join the fray people won't massacre themselves after all!

In that case, those situations have moved on while you were patching up.

The walkers continue to hold their ground, and the Nokros-An have stopped trying to attack them due to the casualties. If you go after the walkers, you go it alone.

The Nokros-An who wanted to break past them by flanking have gotten caught up in the crowds and the fighting.

Of course where were the Walkers deployed again? I don't suppose the Nokros-An could just go around them?

If not Xavier should probably head there. He feel they need to get that group moving again.

Also Xavier will curse Rianna and Dak for having it so easy right now. 😛

So you think...

Are you going to take on the walkers or assist the flanking group? The walkers are deployed on the main concourse leading to the Governor's Tower at the center of the colony.

Flanking group should okay now that the militia has been discombobulated so going after that walkers.

You decide to avoid the massive firefight occurring on the main concourse, then, hoping to even the odds another way. The Nokros-An tell you the direction their warriors took. You make your way through the alleys between the simplistic concrete compounds (by now many of which have been blown apart in the crossfire), following a path of dead militia fighters.

Eventually, you come upon the skirmish in a tight alleyway. The Nokros-An flanking party tried to commandeer a speeder, which they now use for cover against incoming fire from the militia on either end of the alley and on the rooftops above. There would have been more soldiers had you not picked off their commanders...

No opportunity to sneak in here. You almost run into the militiamen at one end.

Schticks please!