STAR WARS: RETROSPECTION- Holocron

Started by Newjak95 pages

OGu PS CL

It is almost impossible for Xavier to fail to kill his targets with two schticks converting dice to successes and Cleave running. You hack down two militiamen immediately...

The militiamen were not expecting you, so no attacks this turn.

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FALL OF THE COLONY (Skirmish Four), Start of Turn 2

Alley South

Xavier: 3/35 [OGu PS CL] [BGu RI] (2F)

Militia (G5) x2

Alley Center

Nokros-An (in full cover)
Speeder: 0

Militia (G5) x2 (on roof)

Militia (G5) x2 (on roof)

Alley North

Militia (G5) x4

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Xavier will kill the two remaining guards there and move up.

3-5. The two militiamen fire at pointblank and you narrowly deflect their bolts before cutting the rifles out of their hands and cutting them down with eight successes. You took 6 damage in the exchange.

The other militiamen pour blasterfire into the speeder that the warriors hunker down beneath. It ignores the Base Damage of their weapons but they rack up quite a few successes right away with their full pools.

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FALL OF THE COLONY (Skirmish Four), Start of Turn 3

Alley South

Xavier (LS12): 3/41 [OGu PS CL] [BGu RI] (2F)

Alley Center

Nokros-An (in full cover)
Speeder: 9

Militia (G5) x2 (on roof)

Militia (G5) x2 (on roof)

Alley North

Militia (G5) x4

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While difficult to get a solid glimpse with all the sparkling bursts of laserfire ripping up the ground around it and taking chunks out of its armor, you can tell that the speeder has weapons on-board.

Xavier wastes no time and getting the speeder pointed at the miltia men to open fire on them!

It will take a turn to reach the speeder and another turn to get it going. Any particularly defensive measures Xavier wants to take?

Coordination for sure. Also he want the people on his side to lay down covering fire!

That will take the Leadership skill to motivate them properly; right now, they are pinned down.

Well I guess Xavier will just use Coordination. While trying to get the speeder armed and turned on the militiamen.

1-1, Evens, so Xavier makes a run for it to the speeder. He reaches the armored vehicle before the militiamen can draw bead on him, so benefits from cover, meaning they never had a chance of hitting him in the first place.

Instead, the militia keep pouring blasterfire into the speeder, intending to wreck the thing before you can make use of it.

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

Alley South

Clear

Alley Center

Nokros-An Warrior A (G8): 0 (in speeder)

Nokros-An Warrior B (G8): 0 (in speeder)

Nokros-An Warrior C (G8): 0 (in speeder)

Xavier/Speeder (P6): 23

Militia (G5) x2 (on roof)

Militia (G5) x2 (on roof)

Alley North

Militia (G5) x4

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Pilot check to get things started here, Xavier, but your arrival and drawing-of-fire away from the Nokros-An has given them a chance to fight back.

Now in the speeder, they cannot hit you, but the speeder can only take so much blasterfire.

Oh Xavier is ready for this!!! Xavier will start up the speeder and began firing at the Militia. If eh can he would also like to run them over 😄

Initiative goes to the militia, who split their fire as the warriors emerge from the safety of the speeder to return fire. They take limited damage thanks to the speeder's armor plating... which doesn't help you, of course, as the missed shots fizzle on the speeder.

Four successes on your Pilot roll and the speeder roars to life after some fiddling with the controls! Engines on, armor integrity falling... oh, and weapons online!

The Nokros-An shoot poorly with their needle-guns, so you've got the same amount of firepower coming at you next turn.

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

Alley South

Clear

Alley Center

Nokros-An Warrior A (G8): 0 (in speeder)

Nokros-An Warrior B (G8): 3 (in speeder)

Nokros-An Warrior C (G8): 3 (in speeder)

Xavier/Speeder (P6): 29

Militia (G5) x2* (on roof)

Militia (G5) x2* (on roof)

Alley North

Militia (G5) x4**

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The cannons on your speeder whine as they power up...

Xavier will shoot at the most visible targets as he guns down the miltia.

6-6 shows Evens again, meaning the militia pound the speeder as much as they can before you can open fire.

You then roll two successes as you angle the speeder toward the militia blocking the alley and annihilate two of them, sending them flying down the alley away from you.

Your needle-gunners take down two of the militia on the roofs above.

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

Alley South

Clear

Alley Center

Nokros-An Warrior A (G8): 3 (in speeder)

Nokros-An Warrior B (G8): 3 (in speeder)

Nokros-An Warrior C (G8): 3 (in speeder)

Xavier/Speeder (P6): 36

Militia (G5) x2** (on roof)

Alley North

Militia (G5) x2

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The Nokros-An shout at you and motion forward.

Xavier will look forward to where his fellow warriors pointed him. He will then head that way trying to blast any people he can with his speeder.

Unless there are more obvious targets he needs to take care.

Evens once more on a set of 4s, but this time Xavier manages to floor it before the militiamen get their shots off. You roll three successes on your Pilot check and run the remaining militiamen over, before jetting off down the alley.

Having now commandeered a speeder, the Nokros-An seem to be urging you in the direction of the walkers.

Xavier plans on engaging the walkers now with his speeder of doom. He will try and stay mobile and shoot at the walkers.

The speeder has taken some damage, but time is of the essence with the walkers advancing on the primitive warriors. Do you want to take a moment to make repairs or do you want to fly in like a bat out of hell?

Will the walkers be able to shoot at them if I take a turn fixing the speeder?

If not then I will fix the speeder for a round. If so then it is bat out of hell time!!!!

It will take longer than a turn to make significant repairs to the speeder.

The longer you take, the more successful the walkers are in driving back the warriors, and the more alone you will be in fighting them.