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

Started by Digi27 pages

Originally posted by Ushgarak
...

You're not a Dark Sider you know.

Argh, they still want to kill me and take our stuff. There's a difference. Blargh, ok, I see your point, they're defenseless and could possibly surrender. I'll take a different tactic.

Originally posted by Bespin Bart
Try Intimidating them into surrendering and running away, since you have them at your mercy!

Possibly. Give me a bit to think.

Hah, except you don't have it. Maybe you could use the turn to butcher the juggernaut controls so that they can't use it any more if you bail out yourself.

He's not in the control cabin.

Have it or not, it would be a bonus to the Charisma roll if Tilulla demands surrender.

Originally posted by Bespin Bart
Try Intimidating them into surrendering and running away, since you have them at your mercy!

Xeth's action depends on what Wentar wants to do. We can either try a last ditch effort to help the fight (attack 2-L and 2-Z respectively) or Xeth can unstrap himself while Wentar plays evasive, then next turn we just full-on ram the leader's speeder.

They're both very good ideas... We only have one 2-man up...

You fire on L and I'll ram Z, if we get shot down I have Soft Landings to minimize any damage we might take in the crash.

-

Wentar spins the wheel, coming out of an evasive turn as laser fire skims the side of his already knackered vehicle. He lines up one of the more damaged looking (2-man Z) pirate cars and makes a charge at it, hoping to bring it down.

Whoa! Soft Landings is for out of control crashes, NOT your vehicle blowing up!

Oh! Really?

Damn... Better not risk it then, cancel my last order. Wentar will unbuckle himself and prepare to abandon car.

I've got to go so I don't have time to ask any more questions.

If we can leap out of this car this turn then Wentar would like to jump at the leader car.

If it takes a turn to unbuckle and get into a position to leave I'll be full evasive this turn instead.

If it's possible, when we're about to make our jump, I'd like to set my car to crash into Pirate 2-man M and hopefully take it out.

Xeth will unbuckle himself, then, and prepare to jump ship!

Hmmm, after reading about what Digi is doing I'm starting to wonder if it's feasible for me to hijack the Juggernaut and cause some chaos with that.

You can jump in one action- if not intending to return you do all carry handy emergency unbuckling devices, if you get what I mean.

So I'll need a target for Xeth.

However, you may not pilot the vehicle in the turn you jump, and you will need to take an additional turn to Pilot close enough to the leader to jump onto his.

There's nothing I can possibly think of the juggernaut being useful for. It handles like a whale; the only thing on the battlefield it was actually capable of ramming was the tanker, and that was a bluff. It was the fear it caused that was its main use.

Xeth will give 2-L a light tap with his gun, since that it is all it will take.

Ah! Okay then, thanks.

In that case I will move my car closer to the leader's, being evasive as I go.

All in! Xeth gets his kill, and Wentar's pilot roll is successful... you are closing in, but can you make it to him?

The leader scores four hits on you, and four others firing at you... score only another four. You are through on your direct run!

And with your 4-men still firing, somehow the pirates conspire to lose this round 2-3. However, 4-C has been taken...

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GOLD CONVOY FIGHT, Start of turn 21

Tanker

Wentar/Xeth: P8 G8/5

Convoy 4-man A: 5/4

Convoy 4-man B: 5/3

Convoy 4-man F: 5/4

Convoy 4-man D: 5/4

Supertanker: 0/15 (crashed)

Convoy 2-man O: 5/0

Convoy 2-man P: 5/1

Pirate 6-man grappler C: 0/6 (three casualties) (boarding tanker)

Pirate 3-man in black: P7 G7/57

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

Pirate 6-man grappler H: 0/4 (one casualty, two in captured vehicle)

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

Pirate 2-man Y: 5/2

Pirate 2-man Z: 5/1

Pirate 6-man grappler I: 0/6 (one casualty, two in captured vehicle)

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

Pirate 6-man grappler F: 0/6 (boarding 4C) (one casualty, two in captured vehicle)

Juggernaut (0/30) (six casualties)
(Tilulla (LS15) 2/39 [[ForGu BL RI] [BGu DW RI] (1F)) (two turns in hand)

Pirate 2-man AA: 5/2

Pirate 2-man BB: 5/2

Pirate 2-man CC: 5/3

Pirate 2-man DD: 5/2

Pirate 2-man EE: 5/2

Pirate 2-man FF: 5/2

Pirate 2-man GG: 5/2

Pirate 2-man HH: 5/3

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Tilulla still has actions to make up!

"Surrender your weapons if you want to live!" I demand. Intimidate or not, I'm going to try it. I can take them out if not. There's only 3 left by my count.

I'm happy to hand the Juggernaut off to someone with driving skill. I wasn't planning on destroying it, so feel free to come on over.

+2 to your roll, one success (a 6 required) allk you needed... and six is what you got. They drop their weapons, unwilling to be hacked to pieces! You disarm them.

What next? An action to emerge still leaves you an action in hand, then you can take this round's action.

Can Xeth take a shot at 2-Z while they're coming in?

Ti- I think it's time to hop out of there and destroy some other speeders. Great job disabling the juggernaut!

You took a shot last action. You can take a shot this action as well but only instead of bailing.

Nope, bailing it is. Xeth is going to jump directly onto the leader's speeder, snapping out his lightsaber as he does so!

BGu PS CH

Well, I need to gather their weapons so that their surrender wasn't for nothing. Either that or have them exit.

I personally don't think we should leave the J-naut behind. Any takers?

...

As for official actions, I round up their weapons and yell at the to leave the vehicle. Then I'm getting out myself. I guess I'm going to continue my slow destruction of individual vehicles. I jump to the nearest:
Forward (tap), Block, Riposte

Consider them disarmed- better than gathering, a few seconds' work with your sabre ensures there's no going back on that one. I've combined that with the Intimidation roll to disarm them; do you want to make the leaping attack last action and then act again for this one?

Actually remembered that it's a separate action to jump onto a vehicle then attack, so that actually covers Tilulla. Jest Wentar then!