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

Started by Digi27 pages

That's partially what the Forward Guard tap was for. But I get that I'm getting wrecked out here. Not much I can do though. I either take the most likely slower route of taking out mooks, or go for the vehicle. I may have to play it safe after this, but I'm going to take some lumps the next couple turns.

{edit} nevermind

I think you're thinking of Ward?

Yeah, I just had to look at the power descriptions more closely. Took me a minute, but I came to the same conclusion.

I'd like to use Ward this turn.

Oh dear, things aren't looking good.

Is the Supertanker to bulky to get out of the way of the Juggernaut in time? And if the Juggernaut hits is it game over?

What if I commandeered the grappler vehicle...could I divert the Juggernaut?

Those are issues for you to consider, Wentar.

Divert how?

Hmmm, is it possible to take out the Juggernaut's tires if Tillula or Xeth got a good enough shot off?

No in any case, but even less so when the pirates use hover vehicles.

I'm talking about using the grapple to pull it and divert its course.

Anyway, for the immediate turn, I'm still:
Forward, Riposte, Block
tapping Forward
Force Point - Ward
Attacking the vehicle itself.

Holy heck no, not with a dozen lines on it!

Initiative switches to them, at an inopportune time for Tilulla (though I overdid her damage by two points last turn, having forgotten Block). In fact, her Ward spend covers her very well and she gets away with ten damage- and as a bonus, in this confined fight they are all close enough for Riposte to trigger, and it does once, killing a boarder.

The four boarders not committed yet on D fire at Xeth as he exposes himself. They do not roll well. Xeth lands ably and cuts the line, which kills one of them still on it, and the single man who reached his target won't be able to take control himself!

Tilulla nearly doesn't make it, but like RIanna on the Dark Side she rolls 5 for 5 on her last few dice and that gets her 14 successes, lowering the structure of the Grappler by 7... which dooms it. It overturns, out of control; Tilulla must make an Agility roll to save herself, but it is at the standard Jedi doubling. She lands hard on the ground, rolling over and over, with the convoy moving past her...

Holding Wentar's action!

REAR FIGHT

The pirates finally nail it 5-2 Another defender goes down and the boarding continues.

REAR-MIDDLE FIGHT

A 2-2 draw continues this firefight! Wnetar is taking hits...

MIDDLE FIGHT

The last pirate fighter falls, and now the good guys can turn their attention to the grapplers... if they can do it in time.

FRONT MIDDLE ATTACK

No change in tactics here, and again the pirates pick off the outnumbered defenders with ease. Both 4-men are out of control, but the good news is that the one up front managed to stabilise himself, dropping back a location in the process.

Next turn is the big one!

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GOLD CONVOY FIGHT, Start of turn 6

Convoy Front

Convoy 4-man A: 6/6

Convoy Front-middle

Convoy 4-man B: 6/6

Convoy 4-man C: 6/6 (out of control)

Convoy 4-man D: 6/6 (out of control)

Juggernaut (0/30)

Pirate 2-man AA: 6/3

Pirate 2-man BB: 6/3

Pirate 2-man CC: 6/3

Pirate 2-man DD: 6/3

Pirate 2-man EE: 6/3

Pirate 2-man FF: 6/3

Pirate 2-man GG: 6/3

Pirate 2-man HH: 6/3

Convoy Middle

Convoy 2-man A: 6/3

Convoy 2-man B: 6/3

Convoy 2-man F: 6/3

Convoy 2-man K: 6/3

Convoy 2-man L: 6/3

Convoy 4-man E: 6/6

Convoy 4-man F: 6/6

Supertanker: 6 (x3)/24

Pirate 6-man grappler A: 0/5 (one casualty) (boarding 4-E)

Pirate 6-man grappler B: 0/6 (boarding 4-F)

Pirate 6-man grappler H: 0/6 (boarding tanker)

Convoy Rear-middle

Convoy 2-man I: 6/2

Convoy 2-man J: 6/2

Convoy 2-man M: 6/2

Convoy 2-man O: 6/2

Convoy 2-man P: 6/3

Convoy 4-man G: 6/6

Convoy 4-man H: 6/6

Wentar: P8 G0/48 (action in hand)

Tilulla (LS10) 2/28 [ForGu BL RI] [BGu] (4F)

Pirate 2-man E: 6/2

Pirate 2-man F: 6/2

Pirate 2-man G: 6/2

Pirate 2-man H: 6/2

Pirate 6-man grappler C: 0/6 (one casualty)

Pirate 6-man grappler D: 0/6 (one casualty, one committed)
(Xeth (LS10) 1(2A)/2 [BGu PS CH] [CC ES CQ] (6F))

Pirate 2-man P: 6/3

Pirate 2-man Q: 6/3

Pirate 2-man W: 6/3

Pirate 2-man X: 6/3

Convoy Rear

Convoy 2-man R: 6/1

Convoy 2-man S: 6/2

Convoy 4-man I: 6/6

Convoy 4-man J: 6/6

Pirate 2-man I: 6/2

Pirate 2-man J: 6/2

Pirate 2-man K: 6/2

Pirate 2-man L: 6/2

Pirate 2-man M: 6/3

Pirate 2-man Y: 6/3

Pirate 2-man Z: 6/3

Pirate 6-man grappler I: 0/6

Pirate 6-man grappler E: 0/6 (boarding (1) 4-I)

Pirate 6-man grappler F: 0/6 (boarding (1) 4-J)

Rear of convoy

Pirate 3-man in black: P8 G8/60

Pirate 2-man II: 6/3

Pirate 2-man JJ: 6/3

Pirate 6-man grappler G: 0/6

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And now from the back comes the pirate command party- an enlarged 2-man with what seems to be an upper deck, currently empty, all painted out in black, its two escorts, and another grappler.

Xeth will take out another pirate, flipping from one side of the 6-man speeder to the other and slashing off his arm in mid-air.

Command vehicle in the rear sounds like a nice place for me to aim for. Cut off the head. Suggestions on how I should approach it, boys? If I just jump on, the entirety of that rear guard will start shooting at me.

You'll get shot to pieces if you try going back there right now. I think it might be best to keep jumping up onto 2-man pirate speeders and taking them out to even the odds with our men.

Wentar- start ramming the pirates so that they take damage and can't fight.

Yeah, I'll ram Pirate 2-man E with my held action.

As for this turns action, does Tillula need a lift?

I still have no idea how to take care of that Juggernaut, I almost want to have Wentar just drive up and jump on it to try take out the driver.

I'm free right now. Maybe combine those two thoughts and give me a lift to the Juggernaut?

I still want to blast the leader...put debris in his way or something. Bah!

If possible, I'll hitch a ride with you guys to the Juggernaut. If not, I'll take your advice and speeder-hop (2-mans though...they seemed not to shoot at me so much)

Well Xeth's left my buggy so I have a free spot. 😛

Initiative is theirs again!

Let's look at Wentar's ram first- he rolls one success to his opponent's one on the first attempt; no result! But he rolls 2-0 on the second. That's a two success hit; not a kill I am afraid but his structure goes down as you two Ben-Hur it. A two point hit now would destroy it...

Not a naturally tenable position, of course, being on the ground in a vehicle fight. Tilulla hasn't swapped a defence back in (Xeth! Look after the kids!) and promptly gets blasted by 2-J; those guns have a four point base damage against you guys but luckily it only rolls one success. Still, she makes another Agility roll to hop onto Wentar's vehicle!

Meanwhile, Xeth finds himself under fire. All but one attacker make a complete cock of it, but that one rolls well.

REAR FIGHT

5-2 again, and the pirate leader moves in to get a personal kill. The rear is virtually lost!

REAR-MIDDLE FIGHT

The pirates have the numbers edge, but one is distracted lockinh horns with Wentar and another was shooting at Tiululla. A 2-2 drae emerges

MIDDLE FIGHT

This turns into chaos as the head-on attack arrives. The defenders are not quite as scattered this time; they lose a 3-2 fight but are far from annihilated.

But the juggernaut goes right for the tanker as H detaches its line- a decoy. The tanker swerves to avoid it... and goes out of control. It's too big to be able to recover from that... this is going to be messy!

C and D regain control, back at the current disaster.

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GOLD CONVOY FIGHT, Start of turn 7

Convoy Front

Convoy 4-man A: 6/6

Convoy Front-middle

Convoy 4-man B: 6/6

Convoy Middle

Convoy 2-man A: 6/2

Convoy 2-man B: 6/3

Convoy 2-man F: 6/3

Convoy 2-man K: 6/3

Convoy 2-man L: 6/3

Convoy 4-man E: 6/6

Convoy 4-man F: 6/6

Convoy 4-man C: 6/6

Convoy 4-man D: 6/6

Supertanker: 6 (x3)/23 (out of control)

Pirate 6-man grappler A: 0/5 (one casualty) (boarding 4-E)

Pirate 6-man grappler B: 0/6 (boarding 4-F)

Pirate 6-man grappler H: 0/6

Juggernaut (0/30)

Pirate 2-man AA: 6/3

Pirate 2-man BB: 6/3

Pirate 2-man CC: 6/3

Pirate 2-man DD: 6/3

Pirate 2-man EE: 6/3

Pirate 2-man FF: 6/3

Pirate 2-man GG: 6/3

Pirate 2-man HH: 6/3

Convoy Rear-middle

Convoy 2-man I: 6/2

Convoy 2-man J: 6/2

Convoy 2-man M: 6/2

Convoy 2-man O: 6/2

Convoy 2-man P: 6/2

Convoy 4-man G: 6/6

Convoy 4-man H: 6/6

Wentar: P8 G0/48
(Tilulla (LS10) 2/33 [ForGu BL RI] [BGu] (4F))

Pirate 2-man E: 6/1

Pirate 2-man F: 6/2

Pirate 2-man G: 6/2

Pirate 2-man H: 6/2

Pirate 6-man grappler C: 0/6 (one casualty)

Pirate 6-man grappler D: 0/6 (one casualty, one committed)
(Xeth (LS10) 1(2A)/6 [BGu PS CH] [CC ES CQ] (6F))

Pirate 2-man P: 6/2

Pirate 2-man Q: 6/3

Pirate 2-man W: 6/3

Pirate 2-man X: 6/3

Convoy Rear

Convoy 4-man I: 6/6

Convoy 4-man J: 6/6

Pirate 2-man I: 6/2

Pirate 2-man J: 6/2

Pirate 2-man K: 6/2

Pirate 2-man L: 6/2

Pirate 2-man M: 6/3

Pirate 2-man Y: 6/3

Pirate 2-man Z: 6/3

Pirate 6-man grappler I: 0/6

Pirate 6-man grappler E: 0/6 (boarding (1) 4-I)

Pirate 6-man grappler F: 0/6 (boarding (1) 4-J)

Pirate 3-man in black: P8 G8/60

Pirate 2-man II: 6/3

Pirate 2-man JJ: 6/3

Pirate 6-man grappler G: 0/6

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I think perhaps you forgot something about the pirate objectives here, especially when you asked if it was over if the juggernaut hit the tanker. They've out-psyched you there; the solution was to tell the tanker not to blink. A Leadership roll would have done it.

(The other solution was to watch Mad Max 2 and suss out that someone decent needed to be driving the tanker...)

Oh darn...

Xeth is going to jump off of Grappler D (though it doesn't look like my attack went in last turn) and onto 2-man P. No spends this time, Xeth will just get himself on-board.