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

Started by REXXXX227 pages

I vote we try to knock it out. Depends on Xavier and Azarl.

Rand will rule that we should at least try.

I'm not opposed, I just wish I had Deadshot.

How about Xavier picks up the squid the other two fliers go and have fun on the cruiser it might take heat off me a little bit then I can join!

Well getting Rand only takes a few seconds- doesn't rule you out the attack. Just a Force roll from Rand and a Pilot roll from Xavier needed for that- then Agility rolls from all to get in the ship.

Let's try going after the cruiser...

Now point to discuss is should we share information about Katai and Kuylen with Seer and/or Kir Ascar? We want at least Ascar on our side, but coordinates we should keep to ourselves...

Okay Xavier picks up Rand so let us attack the cruiser! May the Force finally be with us!

Are you sure you want to go after him? Galder's got a jumper seat of sorts in his fighter.

You can have the squid I guess 😛

So, Pilot roll for Galder, Agility rolls for those trying to get into Xavier's ship, yes?

Sounds right.

Well, then I shall make the rolls- and for once, all goes well! Successes all around! Everyone is on board and ready to go!

Rand breathes heavily as he pulls himself into Galder's open hatch and into the cockpit of the warrior's heavy fighter. He flops into the gunner chair and takes a moment to appreciate not falling out of the sky.

"Take out the Bureau cruiser and take us out of here," Rand says to Galder. "I am quite done with Robine."

Are you going to try and blow it up- which involves a more sustained engagement- or are you going to try a surgical strike and move on? If the latter, what will you try to disable?

Surgical strike seems wiser with our current condition. We should try to take out their comms relay so they can't transmit any information out, or the power generator so they can't chase us. They've got our transponders at this point but nothing short of destroying the thing will stop that from being a problem, and it might be too late anyway.

At this point the only reason I feel to attack the cruiser is to stop them from compromising our transponder codes.

Maybe the engines to slow them down but they have already been sending out a distress signal so I don't think taking out their comms will be beneficial to us.

Slowing them down doesn't make much difference; you're in faster ships anyway.

What other parts of the ship could we target for a surgical strike? Maybe something to knock down their weapon turrets?

What would be the benefit of knocking out the comms?

Well it's more a logical thought of what you are trying to achieve rather than me giving a technical list. So, for example, what do you achieve by knocking out its weapons that you could not also achieve by, say, never going near it in the first place?