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

Started by Ushgarak27 pages

That's engaging the leader which is on the same terms as described before.

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.

___

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?

Well you have Twin Weapons. You'd be going back to your combat score, but you'd get the +2 defense. No defense bonus for tapping it though.

Ush! Could she retroactively spend a point on Ward or does she have to declare it before the dice roll?

-

Are the pirates rappelling across the grapple lines?

Things are looking bad in that regard, Ti. Might be time to bail out of there. You've certainly delayed them!

-

Xeth will try finish off Grappler A, now that he's roughed them up.

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.

---

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

---

Xeth is going to turn his sights on 2-man W.

"I'm going to focus on the attack speeders," Xeth says. "We need to turn things around, here."

"I agree," Wentar says. "I'll see what I can do about those boarders."

Can Wentar hit the men rappelling from the grapplers while they're on the line?

Only by hitting the line, dangerous for all concerned.

And it'll probably mess with Xeth's guns score again...

Damn, this is looking bad. Wentar will try to draw fire from the 2-man cars this turn. Buzzing by the Pirate 2-man cars.

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.

---

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

---

Xeth lines up his gun with 2-Q and blows it apart since it looks primed for that to happen.

"We're going to have to abandon this vehicle really soon I think, Xeth," Wentar warns. "Be ready to jump when I say so."

I'm going to try draw more fire from the Pirate 2-mans this turn.

Bear in mind that's really making no difference to the combat rolls as the pirates have a significant number advantage anyway; it's just getting you more shot up.

Ah. Damn.

I'm trying think of something else useful I can do here.

Xeth, reckon we should engage the leader and/or abandon ship at this point?

I'm kinda tempted to order all cars to fire on the leader, but I think it's too late in the day for that idea.

They can't; the engagement rules in stuff like this forbids mass targeting of personalities if there are other targets around. They only mass fired at you when you literally sent everyone else away.

Oh right! Fair enough. It'll probably be smarter to keep trying wear down the pirate 2-mans anyway.

The 4-mans are unable to fire when being boarded aren't they?

Indeed.

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.

Hmmm. Guys, what if next turn we ditch our current position and start hoping from pirate 2-man to 2-man disabling/destroying them?