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

Started by Craft27 pages

Alright! Wentar will ram Pirate 2-man H this turn.

Still wanting the convoy to focus their fire on the Pirate 2 man cars. Mostly because, thankfully, the grapplers don't have guns.

Originally posted by Craft
Nice work Tillula! Feel free to give us a yell if you need advice here.

Thanks. I should ok for at least a few turns though. I figure I have 2 more Force points, and 1 relevant defensive tap...at that point, I may need advice and/or a miracle. But we'll cross that bridge when I get there.
{edited - see below for this turn's actions}

You only think you will be ok Digi

Don't you have an escape plan you should be working on Darkie? 😛

... Hang on a sec Tillula, you have Dodge and Weave. You could swap that in and tap it this turn for some defense, instead of spending a force point. The Dark Siders used that trick to great effect in their thread. You'd have to make a combat roll, instead of a lightsaber roll, for your attack though. Which could be risky, but with 8 dice... It should could be doable.

With only 2 force points left I'd be really careful about spending them, until you get into serious trouble anyway. But it's your call, the combat roll has a higher risk of not killing the mook you attack.

I did my part and killed the emperor its up to everyone else to work out the rest.

I like that Newjak still wears a avatar I made like 3 years ago.

Originally posted by Newjak
You only think you will be ok Digi

I need to start trolling darkie threads. They deserve it.

😐

Originally posted by Craft
Don't you have an escape plan you should be working on Darkie? 😛

... Hang on a sec Tillula, you have Dodge and Weave. You could swap that in and tap it this turn for some defense, instead of spending a force point. The Dark Siders used that trick to great effect in their thread. You'd have to make a combat roll, instead of a lightsaber roll, for your attack though. Which could be risky, but with 8 dice... It should could be doable.

With only 2 force points left I'd be really careful about spending them, until you get into serious trouble anyway. But it's your call, the combat roll has a higher risk of not killing the mook you attack.

I considered that, but forgot exactly how it worked. Truth is, I may need that PLUS all the things I'm planning on doing now.

But it's good advice. Ush, I'd like to swap to combat roll this turn and tap Dodge & Weave. D&W, Feint, and Whirling Strike if I get to choose others (but I don't think I do, iirc).

You can only swap in one Combat Schtick at a time.

Yeah, thought so. D&W it is!

And what are you swapping out?

Wait, so I swap in a combat schtick but I can keep two saber schticks? Or am I getting this wrong entirely?

Also, sorry every time I ask a newb question. I'm getting better though!

Yes, it is three schticks maximum of all types at once that you can have in, and then the only ones that actually function are the ones that relate to what you are armed with that turn. So if you have three sabre schticks in and bring in a Combat one, one of the sabre ones has to swap out.

I will swap Riposte out. So:
Balanced, D&W (tap), Block

Can I contact the guys on the tanker and ask just what is that stuff rolling out of the tanker?

Or am I too paranoid and it's just the containers the gold is stored in.

Hard to tell in the panic Wentar- you think they are saying something about black gold?

Tilulla goes dodge-tastic as she beats the odd curves and drops a mook with five successes form an unarmed blow. Quite a kick she has! She takes one damage in return.

Wentar needs just one success over H to finally destroy it... and one success over him is what he gets. Xeth, exasperated, can't quite drop E though. The shunt spoils your shot!

The irates have a good edge now but can't seem to translate it into domination; a 2-all draw starts to cause hits on both sides as the intensity of the firelight goes up. That destroys E< anyway!

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GOLD CONVOY FIGHT, Start of turn 12

Tanker

Wentar/Xeth: P8 G8/27

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Convoy 2-man B: 6/2

Convoy 2-man F: 6/2

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: 6/4

Supertanker: 0/16 (crashed)

Convoy 2-man M: 6/1

Convoy 2-man O: 6/2

Convoy 2-man P: 6/2

Convoy 4-man G: 6/5

Convoy 4-man H: 6/5

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

Pirate 6-man grappler D: 0/6 (four casualties)

Pirate 2-man Q: 6/1

Pirate 2-man W: 6/2

Pirate 2-man X: 6/3

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 (attached 4G)

Pirate 6-man grappler H: 0/4 (attached 4H)

Pirate 6-man grappler A: 0/3 (two casualties) (attached 4A)

Pirate 6-man grappler B: 0/4 (two casualties) (attached 4B)

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: 6/2

Pirate 2-man Y: 6/3

Pirate 2-man Z: 6/3

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

Pirate 6-man grappler E: 0/6 (attached 4F)

Pirate 6-man grappler F: 0/6 (attached 4C)

Juggernaut (0/30) (three casualties)
(Tilulla (C8) 1/35 [BGu BL DW] [ForGu RI] (2F))

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

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The 4-men are all being boarded now! However, the pirate's plan to board the tanker from the juggernaut seems to have hit a snag.

Okay, time to take the fight to the Grapplers.

Can Wentar try and break the grapple lines with his car?

Xeth, I recommend shooting Grappler H.

Keep up the good work Tillula!

No, the grapple lines are exceptionally tough and designed for this kind of work- you'll slice your car before the lines break.

Balanced Guard, Block, Riposte, back to traditional saber die. Tapping Balanced.

Would Whirling Strike potentially let me take out more than one at a time?

Grappler A looks like it might be a better target. It's weakened.

Xeth will put a few laser bolts into Grappler A, hoping to disable it or at least draw it off of the 4-man convoy vehicle it has attached to.

Afraid not, Tilulla! You are still on top this round, easily cutting down another foe.

You put a dent in Grappler A, Xeth, but their armour is pretty darn thick! You guys come under fire, and take a hit. The pirate leader destroys one of your defenders! They edge this round 3-2.

The 4-men won't suyrrender, so now there are fights on them Depleted grapplers C and D are going for the tanker, as no-one is emerging from the juggernaut.

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GOLD CONVOY FIGHT, Start of turn 13

Tanker

Wentar/Xeth: P8 G8/25

Convoy 4-man A: 6/6

Convoy 4-man B: 6/6

Convoy 2-man F: 6/2

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: 6/4

Supertanker: 0/16 (crashed)

Convoy 2-man M: 6/1

Convoy 2-man O: 6/2

Convoy 2-man P: 6/2

Convoy 4-man G: 6/5

Convoy 4-man H: 6/5

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

Pirate 6-man grappler D: 0/6 (four casualties) (boarding tanker)

Pirate 2-man Q: 6/1

Pirate 2-man W: 6/2

Pirate 2-man X: 6/3

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 (boarding 4G)

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

Pirate 6-man grappler A: 0/2 (two casualties) (boarding 4A)

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

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: 6/2

Pirate 2-man Y: 6/3

Pirate 2-man Z: 6/3

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

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

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

Juggernaut (0/30) (four casualties)
(Tilulla (C8) 2/36 [BGu BL RI] [ForGu DW RI] (2F))

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

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Can I try to draw the fire of the leader by strafing him or something similar?