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

Started by Ushgarak227 pages

Well the day proper hasn't begun yet- you can't go looking for marks before the casino's running properly.

What's going on with the ships?

The plan is for all the ships except for Xavier's to get dropped off planet right?

I believe so. I am guessing that Azarl and Galder will have to fly their ships off and that Xavier will have to pick them up and come back?

Rand is going to start developing seed money at the roulette tables with some cheating wins. He'll try to do it inconspicuously, trying not to win too often to hide his activities but enough to start raising money.

Okay, so is Azarl leaving his player to go for the ships? I can replace him then.

Unless Azarl is needed for his ruse, in which case you could fly his ship.

But you'd probably work better, seeing as you can actually speak Basic and are not a terrifying alien creature.

Okay, while Relle is waiting for business to pick up, she is going to scout security inside. She wants to see what the guards are armed with, what kinds of numbers we are looking at, any traps or security pieces, etc.

I know it won't probably be the same as the top floors but it gives us an idea.

Also she wants to see if she can steal pistols from them at some point.

Is there a second weapons check at the way up to the upper floors?

Yeah Galder is going to want to move his ship.

Well I am going to need as many pilots as you want to hide ships, as you have to fly them out there. It's a relatively complicated operation.

I guess we just need to see if it is going to see who is picking us up. I'd assume Xavier.

If Gallador could fly my ship for me that would be great because I need to keep talking to my gambler. Unless this can be done before meeting with the gambler for the day.

Ush- Can that be done?

Yes, the ships can be moved in the morning before things get going.

However, Azarl, you just made a Force roll. You are having an instinctive worry. You are considering the difficulty of space-borne transfer into small ships (which can basically only be entered by the cockpit, not being designed for this sort of thing). It's a fiddly thing to do even just as a straight task. Your worry is- if you are under fire, this would be impossible.

We might be banking too much on the Bureau not having used fighters to pursue us before.

Really we probably shouldn't have brought all three ships on this venture but we have them now.

I was originally thinking we could hide it on a nearby planet but they're probably all Republic worlds that will lock down once we have to deal with the Bureau.

That does complicate things...

It wouldn't have to be fighters- their transport ships are armed. You can easily outrun them, but that's no good during a ship transfer.

This is a civilised system- you can't hide your ships on another world; traffic control wouldn't let you. You have to use the starports, and that being so you are really just transferring the issue from this world to another doing it that way.

Maybe our better option would be to station our pilots with their ships for the pick-up, then. The other option would be to double back to the ships for a pick-up after things are already getting locked down.

It reduces our number inside the casino but that's the complication we get for bringing our "starforce."

Okay, so here's our plan so far:

We are (unfortunately) going to have to split into two teams here, due to the fact that we have brought three ships and do not want to abandon them or complicate things by leaving them in the starport while we kick things off in the casino.

Team Chips will be in the casino. Once we have gathered enough chips for the big play, we will make our tremendous winnings and proceed up to the higher levels. It might be that we need to play another batch of games to entice Merik into coming out from his private quarters, so that we do not have to fight our way in completely. The longer we put off fighting, the better.

We will find the casino's security systems and make use of them. Our aim is to shut down the anti-ship batteries and shields and whatnot on the outside of the casino so that we can get our pick-up. We also want to lock out any additional security from coming up from the rest of the casino. We don't have the manpower or strength to take on an army right now. If we can turn anything else in the security system against security personnel, we'll do that too.

This includes the Bureau, should they turn up at the casino. We don't want them coming up the elevator to us. The Osokans are durable and won't be delayed long, I'm sure.

Once we have Merik, we will signal the other team and find a suitable pick-up points.

Team Ships will be the other team, and their sole purpose is to come and get us. If we have some sort of trouble getting the security systems down, those in the starfighters (because we have two) can strafe the casino and try destroying the batteries/shields so that the freighter (Xavier's) can come pick us up.

Once we've got the pick up, we flee Robine.

And honestly, if we have the opportunity, I wouldn't mind if we destroyed a Bureau transport on the way out...

I need three volunteers for Team Ships that have the Pilot skill. If I do not get volunteers, I will choose.

Also, in order to get the chips needed for the big play, I want everyone in the casino working toward that goal. Play the slot games and cheap stuff if you have to.

Relle and anyone else who wants to try being sneaky or mugging, just be subtle and don't cause too much trouble.

Double also, we kill the Jovano jet-pack warrior if he shows up.

Remember, we need Merik alive to figure out how he found out where we are. We can't let the Bureau get to him either!

The plan sounds good.

As a reminder, though, the other option- admittedly with some risk- is that those who need to fly the ships only head out to the ships when you are nearing a possible crisis point. If only you had some means of sensing coming danger!