USH'S STAR WARS GAME- CAMPAIGN II EPISODE VI (DARK SIDE)- Enemy

Started by Ushgarak227 pages

Well, you can know in advance that the car park is interior and can be locked down in a crisis. It's an easy place to get stuck.

Might be that we have a team hold the car park so that our escape goes off without a hitch. Like with the Citadel, except we need to not storm off and leave it open in favor of killing all the people.

Do we know what the internal security is composed of?

Nothing special- no laser death traps and the like. You imagine the doors cna lock down and there are a lot of security guards. You've hacked your way past worst before.

But a tower is a horrible place to get stuck in as they can concentrate their whole force on what they know will be your exit point, and it won't take them long to suss out the star port is where you are fleeing to. And how long before the Bureau is on-scene?

Not long enough, generally. Though they don't have a main office here like they did on Newhaven, right?

They'd lock down our ships and we'd have a whole new fight there, in addition to getting out of the tower and a chase from the tower.

I don't want to split up the group too much but it sounds like we'd need to, if we want to hold those three points.

No, the Bureau is not stationed there by default.

How strong is starport security, compared to that of the tower? Is it something we could blow through if we move fast enough, or would we need someone there to keep the ships open and accessible?

You can't imagine that being a huge problem.

However, you guys may wish to remember some of you are already a tad beaten up.

We're not exactly in the condition for slugging it out in the long run.

Rand is against isolating anyone in more than one place. Holding the car park could prove to be vital, however. It wouldn't give them time to mount the full strength of their defenses there, as opposed to smashing into it when we get there.

It would mean not having to get as many people up into the top floor, maybe?

Relle has probably heard a bunch about how the Ghost Citadel went from Rianna and is not all that excited about splitting up the team, at least more than once. Three groups is stretching us thin, and if the Bureau shows you'll just find dead Darkies at the starport instead of a way through.

Yeah, we don't want to split too much. That never goes well for us...

The car park gambit does mean that those in the tower have to face the full strength of security in the tower without the car park guys.

Which I don't entirely like the sound of, if not everyone is at full strength. Like Galder.

Why was it we couldn't pick them up from the roof again?

Or Rianna, since I go down way too fast...

Originally posted by Newjak
Why was it we couldn't pick them up from the roof again?

The defence shield and anti-air guns.

I could see that being disastrous if we don't get those defenses down, if we opted to take that route.

Well, yes...

Time is passing folks, and this is now in-game time going by, with the location of your base floating around out there...

Okay, time to make a solid plan.

- Arrive on Robine and take speeders to Merik's tower, so that our getaway vehicles are nearby. Get inside the tower casually as if we mean to partake.

- Locate gamblers that we want to use for our means, at least two, probably three. Divide into groups to build relations with each one and become part of their retinue, give them credits to gamble with, help them cheat their way up to the one million credit mark. Do this subtly and try not to draw attention.

- Gain access to the top floor of the casino via our gamblers. They can live for their usefulness, but Galen Merik will be interrogated and murdered. We want to find out how he knew where we were and why he sent the Jovano hitmen. Then he dies.

- Make our way out of the tower as quickly as possible, since dallying in the tower will result in us being trapped. Deal with security as we go but avoid it as often as possible to prevent prolonged engagement or unnecessary damage-taking. We can take the lifts down to the base of the tower, either by hijacking their programming or by just descending the lift shafts.

- Make it to the car park and bust our way out of there, again trying to do so as quickly as possible to avoid getting trapped or stuck in a lengthy fight. Escape on our speeders and throw off/shoot down any pursuit.

- Get to the starport, repeat instructions for avoiding lengthy fights. Blast our way out of the starport in our ships, throw off/shoot down any pursuit, get away from Robine as quickly as possible before the Bureau knows what's up.

If I am missing anything, feel free to point it out. I want a complete plan.