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

Started by General Zink227 pages

Rand reels from the firm hit from the Captain, now off his stride. But he notices that the Captain, despite that last crack of his whip, is losing his momentum as well.

"Finish him!" Rand yells to Gallador and Relle, before taking another swipe at the Captain.

Swap MA for SF.

Rather than waste her efforts on the Captain, Relle rounds on Osokan F and finishes him off with a precise blow from her lightsaber.

And Focus on the Captain for me.

Rand-Kahn demands a fatality...

That I do!

Galder flies the Paladin.

I don't think I ever named my ship. How about the Spearhead (from Space)? Ha ha ha...

We'll call it the Spearhead.

So, wouldn`t Rand finish the Captain this turn anyway, so maybe i should focus on Osokan that engaged me?

Well that depends on how many hits he can take!

We appear to be forgetting the rule "clear the mooks first." The Captain is probably a Named Character.

Though the Captain doesn't have defenses up right now.

Yes, I wondered why there is so much on the Captain when I joined the fight. But now, let's just finish him..

Gallador will try to finish the Captain and once more use Staredown to defend himself against enemy attacks.

I blame it on Rand being a megalomaniac psychopath.

Fine, since we're all doing it... Relle will tap Orthodox Guard and attack the Captain. She races to the Captain before the other Osokans can join in and runs her saber into the backs of his legs while Gallador and Rand assault his front.

Relle, this may be overdoing it... we need to have something left for all the other opponents.

You think I should tap against a different target this turn? I need the defense from the tap for sure, and I'm planning on going at range shortly now that those pistols are on the ground.

Well if you try to attack the Captain and it;s already down, I'll hold your action.

Cool. I'll leave an alternative that if the Captain goes down before I hit him, I'll put my Orthodox tap attack into Osokan E.

Flanked by two opponents, a double-thrust does indeed bring down that Captain! Relle lands a blow on E that would kill pretty much any humanoid being she can imagine, but the damn pig stays up.

That leaves us with a stabilised melee- without disengaging, you can only attack your own opponents (as ever, only safe disengage moves will avoid a vicious bonus attack)

Rand takes the punishment this turn as two Osokan opponents hit him- his neuropenalty is now racing up.

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CASINO ENGAGEMENT, Start of Turn 10

North Area, west section

Clear

North Area, centre section

Casino Security (G6) x3

North Area, east section

Rand (LS10) 1/32 [FocGu RF] [DW OGu CL3] (0F)
(Neuropenalty 3)

Gallador (LS8) 3/25 [OGu CL] (3F)
(Neuropenalty 1)

Relle (LS9) 1/31 [SF DU OGu] [GS EE DW RI FA MA] (3F) (Standard blaster) (Neuropenalty 1+)

Osokan C (NW9) [DW FB]: 0 (Engaged with Rand)

Osokan B (NW9) [DW FB]: 0 (Engaged with Gallador)

Osokan D (NW9) [DW FB]: 0 (Engaged with Rand)

Osokan E (NW9) [DW FB]: 23 (Engaged with Relle)

Osokan F (NW9) [DW FB]: 19 (Engaged with Gallador)

Osokan A (NW9) [DW FB]: 0 (Engaged with Relle)

(Stairs down)

South area, west section

Agent Ezra (G8): 0

(Stairs up)

South Area, centre section

Clear

South Area, east section

Casino Security (G6) x5

Agent Nielsen (G8): 0

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By this point, the room is on fire from the rush of blaster fire and general soft furnishing and curtains being thrown about. As the melee is concentrated in one area, the crowd is mostly staying safe now. Movement in the centre and western areas is now clear.

Ok, for the fight outside:

Thrust is no use here unless you are trying to escape.

Manoeuvrability (in brackets) will act as your defence against the surface guns.

You will accumulate successes against the ground defences; the more you score, the more you suppress. You don't know- not really having scouted these out- how much you'll need to suppress them to be able to sit by the tower for a safe pickup. Mind you, no-one said the pickup had to be safe...

Your score successes via Piloting rolls. You may reduce your Pilot by up to three points in order to increase your Manoeuvrability by the same amount for the turn. Your enemies attack each of you five times a turn with a dice pool of 8. This may reduce as you suppress more.

You may try a torpedo run. This takes two turns, during which you may not use Pilot to increase manoeuvrability. No successes on your run leads to double damage that turn. Two successes inflict ten times your payload level in damage. Three or more inflicts twenty times your payload level.

Your current ship armour is the second number; it counts down on a 1-per-enemy success basis.

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CASINO DEFENCES ENGAGEMENT

The New Beginning: 100

Paladin: 60

Spearhead: 40

Casino defences firing: 15

Casino defences suppression level: 0

Swap Orthodox Guard for Feint.

Relle keeps it going against Osokan E. After driving her lightsaber through the swine, she performs a kick that launches it off the blade sideways, tearing out something important.

She then rounds on the other Osokan attacking her and punches it solidly in the face.

Tap SF DU FT.