USH'S STAR WARS GAME- CAMPAIGN II POST EPISODE V RENEGADE INTERLUDE- Payday

Started by Craft27 pages

Orthdodox Guard, Bodyguard and Reflection as my schticks please.

If Gun Schticks can apply to what Xeth is using, then Carnival of Carnage, Eye of the Storm, and Balanced Guard.

If not, then Balanced, Charge, and Perfect Strike.

Balanced Guard, Block, Riposte
...and I have Coordination when I'm not in combat.

Do we have an estimate on the number of turns before I'm in melee combat? I might be better off with a gun out for now, which still wouldn't reveal my Jedi-ness.

You could certainly start safely with a gun, so long as you can take being fired at!

Fair enough. I will use my light blaster.

Combat schticks don't apply to blasters, do they?

Indeed not, but if you don't fire for a turn you can use them. Basically using one type of skill or schtick limits your turn to that concept.

So, for defensive purposes? An offensive schtick wouldn't do anything if I'm not attacking.

Indeed true.

They may not target me at first. Dodge & Weave, Focused Blow, Feint, but no taps at the moment.

Fight starting in the New Year!

Ok, new year of roleplaying starts now... but this fight will take a bit to set up so I shall do it tomorrow!

Fine by me!

No worries! Starting the New Year with a fight, I like it!

Ok, the vehicles use the starship rules- when hit, if the successes rolled are twice the remaining Structure of the vehicle or higher, it blows up. If not, it loses a point of structure (and so if one is reduced to 0 structure, the next hit will destroy it). The pirates are not aiming to destroy your cargo vehicles but as fire is exchanged it cannot be avoided, and you have to consider that the more hits you take on the carrying vehicles (anything that is not a two person vehicle), the more cargo it loses.

(if you are driving it, your structure just goes down when you get hit and you are out on zero)

Keeping it simple- the number of men a vehicle can hold indicates how fast and manoeuvrable it is, so a two man is more so than a four man, with the super-tanker being the least manoeuvrable of all. However, the better technology of the pirates means they are more manoeuvrable on ties. Relevant Pilot shticks will work to make your vehicle handle better!

Small arms fire finds it much harder to damage the vehicles, but Lightsabres can be used just fine, so long as you are on them. Heavy Weapons also work but get a pool penalty to hit at driving speed.

Agility rolls to jump between vehicles in reasonable range; Force points spent on Great Leap might get you further but there's a limit!

Stats are attack pool/Structure, with as mentioned above speed and manoeuvrability built into how many men it takes.

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GOLD CONVOY FIGHT, Start of turn 1

Convoy Front

Convoy 2-man A: 6/3

Convoy 2-man B: 6/3

Convoy 2-man C: 6/3

Convoy 2-man D: 6/3

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Xeth/Wentar: P8 G8/60

Convoy Front-middle

Convoy 2-man E: 6/3

Convoy 2-man F: 6/3

Convoy 2-man G: 6/3

Convoy 2-man H: 6/3

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Convoy Middle

Convoy 2-man I: 6/3

Convoy 2-man J: 6/3

Convoy 2-man K: 6/3

Convoy 2-man L: 6/3

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Supertanker: 6 (x3)/30
(Tilulla (LS10) 2(2A)/0 [BGu BL RI] [ForGu] (5F)

Convoy Rear-middle

Convoy 2-man M: 6/3

Convoy 2-man N: 6/3

Convoy 2-man O: 6/3

Convoy 2-man P: 6/3

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Convoy Rear

Convoy 2-man Q: 6/3

Convoy 2-man R: 6/3

Convoy 2-man S: 6/3

Convoy 2-man T: 6/3

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Left flank of convoy

Pirate 2-man A: 6/3

Pirate 2-man B: 6/3

Pirate 2-man C: 6/3

Pirate 2-man D: 6/3

Pirate 6-man grappler A: 0/6

Pirate 6-man grappler B: 0/6

Right flank of convoy

Pirate 2-man E: 6/3

Pirate 2-man F: 6/3

Pirate 2-man G: 6/3

Pirate 2-man H: 6/3

Pirate 6-man grappler C: 0/6

Pirate 6-man grappler D: 0/6

Rear of convoy

Pirate 2-man I: 6/3

Pirate 2-man J: 6/3

Pirate 2-man K: 6/3

Pirate 2-man L: 6/3

Pirate 6-man grappler E: 0/6

Pirate 6-man grappler F: 0/6

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The above is what you can see; more pirates may come.

Sorry, who is driving and who gunning out of Xeth and Wentar?

Crap, that's a lot of vehicles.

I will fire my blaster for starters. I'd like to stay with the main cargo...I feel like they'll probably come to me. I'm trying to divert attention from myself as much as possible, scattering shots between enemies instead of focusing on a single one. I'd rather not have too many lock onto me.

Xeth is going to be the gunner here. The gun can be operated with either Guns or Heavy Weapons, and Wentar has neither. He's the better driver anyway.

Is there any way to communicate with the pirates and give them a warning? Kessler did say he wanted to avoid fighting if possible.

If not, Xeth is opening fire on one of the grappling vehicle to the left flank. Grappler A looks like a good target there.

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Wentar- here's what I want you to do, since you've got the skills for this. We need to fall back in the convoy so that we can get closer to the flanking pirates, since they're coming in at our sides and to the rear.

I also want you to coordinate the column. Tell all gunners to concentrate on one part of the pirate attack force at a time, so that we eliminate them quickly. Probably left or right flank first.

Will we be participating in the focus fire or are we going to just try to draw fire away from the convoy?

Note that I've changed the structure values down as I made a cock-up of that at first.

Who are you firing at, Tilulla? As you have no Gun schticks loaded you have no defence with a gun out.

Okay! So what I want to do is order Convoy 2-man A and B to follow me.

Convoy 2-man E, F, I and J to start moving towards the rear.

All other vehicles should open fire on the left flank, splitting their fire between 1 grappler and the rest of the 2-man's.

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Wentar will start maneuvering his buggy down the convoy towards the rear of the convoy as he gives out these orders.

Leadership rolls to get people to follow you!