Swap in Forward Guard:
Forward, Riposte, Block
No taps
Using a Force point on Ward, which should leave me with 1 Force point left after this turn.
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Guys, if I don't get a refresh here, I'm going to be getting pounded on soon, and I'd like to save my last Force point. If anyone has another trick that I might find up my sleeve, I'm all ears. Otherwise I might leap out of the Juggernaut next turn to stall. Ush, can I leap out of the J-naut to the roof without a Force point?
With something like Ward, I tend to allow retrospective actions only if if was hard for you to know how much fire you were gong to take that action. Tilulla knows exactly ow much is coming at her!
It's only a small hole you made here, Tiulla, so an Agility roll to exit. You'll also need a defensive leap (or other safe disengagement power) to do it without taking free hits as going out that hole will be in melee range of someone.
Nonetheless, you are in luck, as turn 14 is a refresh (you could have cheated and checked the Dark Side fight there...)
Wentar- yes they are, and it is a delicate process. Except on the tanker, which is stationary.
Tilulla gets a kill, and Ward is well played, turning three hits into one, for three damage.
Xeth has a clear shot on GRappler A... and destroys it! But that's really not helping with the fight at large. The pirate leader is certainly helping his side as he whittles away the defenders. You guys take another hit!
3-2 again in the fight; you've lost another vehicle.
Something goes wrong with the boarding action on 4G; the vehicle overurns and crashes, burning. Three pirates go up with it.
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GOLD CONVOY FIGHT, Start of turn 14
Tanker
Wentar/Xeth: P8 G8/22
Convoy 4-man A: 6/6
Convoy 4-man B: 6/6
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 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: 6/2
Pirate 3-man in black: P8 G8/60
Pirate 2-man II: 6/2
Pirate 2-man JJ: 6/3
Pirate 6-man grappler G: 0/6 (three casualties)
Pirate 6-man grappler H: 0/4 (boarding 4H)
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) (five casualties)
(Tilulla (LS15) 2/39 [[ForGu BL RI] [BGu DW RI] (1F))
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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Moving on- banking Tilulla's actions, so remember to act twice, Digi!
A very good roll from Xeth is a dead-on kill- and this turn the leader misses! Wentar attracts trouble from two vehicles this turn, one of which misses, oner of which gets you for three. Part of the instrumentation blows up, Wentar- this thing won't hold forever!
Well, your side is still holding its own. 4-3 is only a slight edge to them, and your 4-men are taking some of the fire.
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GOLD CONVOY FIGHT, Start of turn 15
Tanker
Wentar/Xeth: P8 G8/19
Convoy 4-man A: 6/5
Convoy 4-man B: 6/6
Convoy 2-man K: 6/2
Convoy 2-man L: 6/3
Convoy 4-man E: 6/6
Convoy 4-man F: 6/6
Convoy 4-man C: 6/5
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 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 X: 6/2
Pirate 3-man in black: P8 G8/60
Pirate 2-man II: 6/2
Pirate 2-man JJ: 6/2
Pirate 6-man grappler G: 0/6 (three casualties)
Pirate 6-man grappler H: 0/4 (boarding 4H)
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) (five casualties)
(Tilulla (LS15) 2/39 [[ForGu BL RI] [BGu DW RI] (1F)) (one turn in hand)
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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Okay that means we need to start dealing with the grapplers heavily... I'm not sure where it went wrong but man did we screw the pooch on this one.
I'll ram a 2-man with 2 hp this turn and hope Xeth rolls well enough to take out Q
Xeth, next turn we're abandoning car and hoping onto the grapplers, to cut the lines to free up our 4-men cars.
You lost a lot of stuff when the juggernaut came through- that went as well as it could do for the pirates; you had stripped the front parts of their defences (though left just enough behind to get instantly killed) and they ran down the tanker as planned.
Heroic though what Tilulla is now doing is, after that point the far greater problem was not from the juggernaut.
It will take several turns to deal with the grapplers, and if you lose the main fight it doesn't matter how many 4-men you save.