Star Wars The Broken Empire

Game Master Shanosuke

Our group of "Heroes" are attempting to aid The Emperor's Daughter Mirianna Palpetine in rebuilding the broken empire to it's former glory.


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Arana and Taggard:

Following the spinning armadillos as they careen through the enemy, Arana tries to avoid any blaster bolts coming her way. Once at the enemy lines she joins Taggard and the other Malakai in engaging the troopers in a savage melee.

Vibro rapier
Attack 1 1d20 + 4 ⇒ (8) + 4 = 12
Attack 2 1d20 + 4 ⇒ (16) + 4 = 20
Attack 3 1d20 + 4 ⇒ (4) + 4 = 8

I assumed you wanted 3 attacks by Arana personnally


Male Mandolorean Soldier

Command Centre:
'This might take a bit of time, but so would going up the stairs and this is less deadly. And it allows us to take the creatures with us... if they fit the lift.' Karval thinks. First he orders a couple of troops to check out the shaft visually for traps and explosives; trusting to their sharp eyesight honed in the jungles - if not their technical skill.

Then Karval orders troops to access the stair-case, keeping behind cover and if there's any shooting to return fire. - provided there's no heavy weapons fire. "Create a diversion, however survive. Suppression fire is all we need. Keep them looking to you whilst I work on this - they're already prepared anyway..." the Mandolorean orders.

He then quickly over-rides the controls and sees if he can get power to the lift.

Repair: 1d20 + 7 ⇒ (15) + 7 = 22
Hopefully a Force-point might help speed it up.
Force Point Repair: 22 + 1d6 ⇒ 22 + (5) = 27


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

En Route to Medical Center:

"Charge!" Janitor shouts, knowing that the Malaki and their beasts are not skilled in ranged combat. "Beasts to the front!" Firing a shot before the warriors close, the dark trooper grabs one and asks, "What are those things called?"

Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 3d8 + 4 ⇒ (4, 1, 7) + 4 = 16


Both Martian Level 20 invader

Darius:

You split your team and make for the airlock.
Your team begins to hack the airlock door. It takes some time for your people to crack the system and open the door. The door opens.

Your team pours into the chamber. There are two Chiss warriors. It is a simple task to dispatch them. Now you have a choice, left or right. Both directions lead to the center.

Left:The longest way to the central command center but runs by the hanger.

Right: Leads directly to the central command center. The fastest route.

Karval:

You spend some time on the wires and attempt to rewire the system so you can have direct control over the lift. You spend a lot of time pulling out wires and trying to get this system working.

The other warriors call out to you. "Commander Karval! The enemy has used explosives to push us out of the stair well and they are beginning to counterattack. They're slaughtering us!What do we do?"

You need another 10 minutes to get the lift working.

Zaleos:

You find only that Tavoes was correct. The destroyers flank one side together. You can make me a Charisma check

Arana:

You are pushing forward and battling as best you can. You get the butt of a rifle to your nose and take 9 vitality of damage.

You can make another 3 attacks

[Spoilers=Janitor]
Your shot strikes a Chiss warrior.
"They are Hadors and they are the smallest blaster proof creatures we have. The houlguls are the attack dogs we use."

You push on. You can either take another shot or push into melee and make three attacks.[/spoiler]


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

GM Questions:
Which hangar does the left side run by? How much longer does the left route seem like it would take?


GM:
Charisma check: 1d20 + 3 ⇒ (7) + 3 = 10


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Med Center route:

"Good to know." With that, Janitor moves into the fray, swinging his carbine into Chiss heads.

Gun Club: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Gun Club: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Gun Club: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 6 ⇒ (3) + 6 = 9


Arana and Taggard:

Stunned mometarily when one of the troopers tagged her with his rifle butt, her reatliation was inturrupted when he when down under one of the Malakai's viscious creatures.

Patting it affectionately on the shoulder, Arana leapt back into the fray "Keep moving forward! "

Attack 1
1d20 + 4 ⇒ (3) + 4 = 7
Attack 2
1d20 + 4 ⇒ (2) + 4 = 6
Attack 3
1d20 + 4 ⇒ (13) + 4 = 17


Male Mandolorean Soldier

GM:
"Fall back, you..." Karval stops himself for admonishing them for not following orders. "You were not meant to enter the stairwell landing... fall back to the corridor - and create a kill zone upon the landing. As they get over-confident and head towards the landing they'll be destroyed." He pauses calling loudly... "If the door is off, then they'll walk into a kill zone. Use blasters and cover, not hand-to-hand."

'Bloody fools, disobeying orders - at least this way if the enemy are over confident we can use our animals.' he thinks.

Turning to the remaining troops; he asks if anyone has any technical expertise and if so he'll give a few instructions how to get the lift operating. However, the gladiator then takes a segment of the men and starts to climb the shaft.


Both Martian Level 20 invader

Darius:

You are on the other side of the station from the main hanger. The personal hanger is the one i was referring too.

The difference in time is minutes but in this kind of battle minutes matter. If you have a hunch that the personal hanger is a good place to go to then you had best make it worth the loss of time.

Otherwise you can take your team directly to the centeral command center.

How you chose and handle this assault determines success or failure of your team. Make the wrong choice or fail to win where you must win, and the battle for the whole station will suffer.

Zaleos:

Your orders come of a overbearing or misunderstood and as a result the Star Destroyers hesitate firing on the Chiss cruiser giving the enemy ship the first strike.

The bridge rocks under the pressure of the enemy ships firepower.

One of the officers calls out to you. "Commander Zaleos, our fighter squadrons are uncoordinated and they are letting enemy bombers pass their defenses. The bombers will be striking us soon but we also have the Chiss cruiser firing on us again soon. Should we divide the attacks between the two or focus on one or the other? Your orders sir?"

Janitor:

You rush the medical center laying down attacks. A stray bolt catches you for 15 vitality but you shrug it off and push on.

The assault goes well and you make it to the center with minimal casualties and excellent speed. The medical staff and security in the center surrender to you. You now hold the medical center.

Your orders and next move?

Arana:

A swarm of Chiss security push into your path and they are soon joined by the purple striped stormtroopers identified as clones.

They fight with expert presicion and manage to avoid shooting at the armadillos to target the animals rushing in.

There are a few stun grenades thrown. Taggard uses the forcce to push a few back at the troopers. As the grenades go off, they seem to have little effect on the clones.

The battle pushes but you are stuck. The clones have superior position and are thwarting your initial cover tactics to keep the battle at range. Thanks to Taggard, the Malaki are holding well against these devious tactics and are gaining some ground without being thrown off their game.

You have two choices. Push to make a single attack against a Chiss soldier or attempt three rounds worth of attacks with a gun at the clones setting up a barricade.

Then pick a mobile action:
Rush the Clones,
Move to melee more Chiss
Position in cover and hold
Or come up with something original i.e get creative.

Sorry for no map but you are in a large mall like cooridor with many stations and lots of cover.

The Clones are a good several meters ahead of you setting up a barricade on a small but multimeter wide stairway.


[/spoiler]

Karval:

You issue the orders but you hear blaster fire from down the hall. You are currently in the lift working on it soon you cannot see the action. You then hear some strange clanking sounds amid the blaster fire.

A small object rolls past the lift entrance and then goes off. You make your save. I rolled for you to save time. A stun grenade went off but you manage to shake off the effects in time.

Soon you realize several have gone off and have completely throw the malaki into disarray. The enemy has come out of the stair well and is now moving in on your position.

A glance beyond the elevator lift allows you to assess the situation. Stormtroopers bearing the purple stripe come barreling out the the stair well into the main corridor guns blazing.

In the wake of the stun grenades, many of the animals are writhing in agonny or have fled and it appears the malaki too are suffering from the effects of the grenade. There isn't much return fire at all from your people and with the loss of the beasts, there is not much cover for your warriors.

You see the Clones exercising deadly precision as they begin methodically picking off the malaki one at time.

You now have the following options:
1. Order your men to hold until you can get the lift working. This will have MANY casualties but will allow you to get a large group of your remaining troops up closer to the main part of the command center and you would be able to bring any animals you recover with you.

2. Withdraw from working on the lift and you and your men rally and launch a counter offensive to push the clones back up the stairs. This may have casualties but it will give you better momentum un taking the stairs if it works.

3. Withdraw. Abadon the lift and stairs completely and try and find another way. This has the fewest casualties and will give you the option to try something else. However, doing so will lose a lot of time and allow the enemy to better fortify itself for any further assaults. May even give the leader the time they need to escape.

4. Creativity. Get creative. At this point scaling the shaft is not worth doing and at this current point the lifts and the one stairwell are the only way to proceed from your current location.

It is your call, the wrong choice could cost you.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Exterior Assault:

We should cut off the route to the escape hangar as part of taking the command center. Cutting off a leader's escape route could be fundamental.

Darius signals for his team to take the path to the left, to ensure that they can clear and secure the hangar as well as the route to it.


Arana and Taggard:

Arana flings herself into cover beside Taggard. Breathing quickly she says "I will try to create an illusion of another force of Malakai coming from behind the defenders. Hopefully, enough of them will be fooled to allow you a strong opportunity to break them."

At Taggard's nod, Arana situates herself behind a bulkhead and closes her eyes. Calming herself, she reaches out to the Force, bending it to her will. In her mind, she pictures a small force of Malakai and their creatures ; not a huge force but big enough to give the defenders no option but to turn and face them. Reaching out she twists the reality in the corridor behind the Chiss defenders, having it appear that the illusory force is emerging from a side corridor.

Illusion 1d20 + 7 ⇒ (12) + 7 = 19
Will Save DC 20. Since to disbelieve the illusion, it needs to be studied closely or interacted with, this is mainly a distraction to focus the attention of some of the Chiss force away from the real force, we won't give them a chance to disbelieve :)


Space Battle:
Zaelos nearly falls to his knees as the bridge is rocked by the explosions. Realizing his ship could not withstand more barrages like that, he orders "Concentrate your firepower on that cruiser! We HAVE to take it down!" Almost as an afterthought, he adds "See if you can COORDINATE some of those fighters to get those bombers off us!"


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

The trooper spends a moment collecting himself, reviewing the strategy... and curses as an oversight comes to him.

*crackle* "Karval, Janitor! You need to be ready to pull back! I just realized, the path to the Command Center is a death trap, full of bottlenecks and easy kill zones, especially for trained clone warriors. You need to be ready to get out of there fast, our best hope is for you to distract them while Darius gets in there. Darius, Janitor--double-time it to the Command Center, your squad has the best chance of capturing it. Karval, I'd suggest getting back to the hangar and holding it for us--we're gonna need that, it's a major area to hold. I've captured the Medical Center, got to get moving--Janitor out." *crackle*

Medical Center team:

Finishing on the comm-link, Janitor looks at his group. (How many are there?) He leaves some behind, ordering them to set up kill zones and cover doorways and hallways and otherwise maintain control of the area, while taking the others with him toward the Reactor.

Knowledge (tactics): 1d20 + 10 ⇒ (2) + 10 = 12
To help direct troops into position to hold the area. Also, I don't know if this was ever settled--does Janitor actually have explosives with him, or is he going to have to bluff?


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

*crackle*"Darius here. Keep pressure on the Command Center! Make sure they think they are at risk of losing the station and being captured! I'm in route to secure the passageway between the Command Center and this personal shuttle. If they think they are going to lose the Command Center, the only logical play is for their leader to attempt to escape to the personal ship. We can capture their leader and force a surrender. If we get to the Command Center before their leader attempts to escape, then we'll continue as planned to take the Command Center and we'll have secured their escape route. If you pull back before we arrive at the Command Center then they will have no reason to attempt to flee! Darius Out!*crackle*


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

GM:
GM, I may have misunderstood the plan. I thought my team was going to the outside of the command center and attempting to cut a hole from the command center to space. Thus suctioning the entire command team out of the ship, leaving the command center empty. Then we move in, reseal the command center and take control.

Is the plan that we are assaulting the command center by sneaking on board through the airlocks from an unexpected approach? Then we actually attack the command center personnel?


Male Mandolorean Soldier

*crackle*"We are getting massacred here. However we will continue our attack." Karval relies fatalistically. *crackle*

GM:
Karval looks dourly upon the scene as it goes from worse to horrific. With moments to decide what to do a few options spin through his mind.

  • #1 Well if we try to hold here, until the lift works we'll loose 90% of our troops and the enemy will know our exit point. Thus no-one will get out of the lift, as they'll set up a firing squad or drop explosives down on us.

  • #2 This is the most promising, if we can use what's left of the beasts to attack and provide us cover (even after their deaths). Maybe momentum can force them back, then as they flee up & down the stairwell the troopers will not fire upon their own troops.

  • #3 If we completely withdraw, they'll dig in. We saw the plans and picked the best route - there's no better route. The enemy will set up ambushes and choke-points. Unless there's anyway to break through the floors and bulk-heads? I take it the beasts couldn't have pulled down any ceilings and we have no explosives to do this?

    "Fall back to position delta." he calls out, giving the troops a definite place to regroup so that he can stop any panicked flight. He says to the men, a rallying cry in his most inspiring tones."Remember, who we are. We are the Malakai tribes:
    We are fighting for our honour - to show the Aristocracy our power and ability.
    We are fighting so that they will not attack the tribes - we are fighting for our freedom.
    We are fighting to keep our children and families safe - we are fighting for our future."
    We are fighting for the stars."

    So #2, however can Karval either overload the elevator (quickly) to cause an explosion?
    Or can he take out the light's (I believe the Malakai have good night vision)?
    Or set something on fire to fill the corridor with smoke and debris to enable the Malakai to get in close without being picked off.

    Are any of these feasible? As otherwise it looks really really tricky.

    Karval will try to be in the rear-guard for the retreat and near the front for the assault


  • Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

    Med Center Update:

    Having left about three-hundred men to hold the med center, as well as a comm-link and orders for them to contact him if attacked, Janitor moves out with his team, which he has ensured has a fair number of the Hadors to defend the group as they move forward. The dark trooper pats the explosives he has in a pack, reassuring himself that they're there, but ready to toss them aside if a firefight breaks out--so as to make sure they don't blow him, and the group, and the station, to pieces.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle*"Darius here! I misjudged the size of this command deck. Karval, if they have as much of a tactical advantage as Janitor thinks they do and you are taking heavy casualties then you aren't going to force them out anyway. Fall back and I'll push on from this side. Darius out!*crackle*


    Both Martian Level 20 invader

    Darius:

    You chose left and make for the personal hanger from the inside. You are surprised to find no resistance of any kind. Only when you reach the hanger do you hear the sounds of blaster fire.

    The hall door is open wide and no one is guarding in. It seems they were not expecting anyone to make it this far. Glancing into the hanger you see only a bit more than a dozen Chiss warriors, no clones. They are shooting at the team that you sent from the outside. None of them are facing in your direction so they do not know you are there.

    You can hear the Chiss shouting into the commlinks and your best guess would say that help will be coming soon. You need to clear out this hanger quickly so you can prepare for the reinforcements.

    You have three rounds to act. Take all three rounds worth of actions and we will move on. Issuing orders and guiding your team is a swift action. There is some cover in the hanger beyond but it is being used by Chiss.

    There is a single ship docked here. Picture of Ship

    Your turn

    Arana:

    For your illusion to do any real good it needs to last three rounds. Therefore, you will take 15 vitality per the rules to maintain it. The distance is over 10 meters and I read the rules as "Up to but not over". This will however, result in the survival of many of your comrades so I assume you are fine with it.

    You present an illusion to the defenders that another shock wave of Malaki are coming from chambers at the enemy's flank. Many of the defenders react as Taggard sounds the charge.

    The Malaki follow Taggards lead and charge with him. After about two rounds half the defenders realize their bolts aren't effecting the illusion quite right or some such nonsense and disbelieve it. However, they still waste time trying to convince their friends it isn't real.

    As a Result, the Malaki take few casualties storming the stairs and cut deep into melee with the defenders. The advantage is yours.

    You spent the last three rounds maintaining your illusion and keeping up with your brothers and sisters. You join the charge three rounds after that.

    You make now make three additional rounds worth of actions. You can either join the grand melee on the stairs making simple attacks for three rounds, or try something different. Your choice.

    Zaleos:

    The captain shouts back. "We cannot coordinate anything! The Wing Commander is the only one who can do that and he seems incompetent! Best we can do is call them back to defend us and hold they can keep the bombers off of us!"

    The two destroyers move along side the Chiss cruiser hammering it with every turbo laser and missile launcher on board. The damage is impressive and the return fire is diffused trying to pick which of your two ships it wishes to destroy and instead fires at both dividing it's power. Good for you.

    However, the bombers break past your fighters and begin dumping their payloads into your hull. The destroyer you are in rocks violently and the alarms sound with each volley of Proton Torpedoes.

    The commander calls back. "We count 30 enemy ships Commander. They are so small they are evading our turbo lasers!"

    The damage isn't too bad yet but it is bound to get worse. Without your fighters doing their job well, you are at the mercy of these bombers and your only hope is your gunners on the ship. Most of whom are focusing on the Cruiser and not on the bombers.

    If the station manages to launch it's fighter compliment, you are as good as dead.

    Janitor:

    You find several good choke points and passages along the way. With the amount of equipment and man power you have at your disposal, you could riddle the entire underbelly of this station with defensive set ups.

    This area alone could allow you to control traffic from the barracks and armories without having to invade either of them. You would need more men and would not be able to move, but it might thin out the enemies reserves and control their ability to deliver reinforcements to key points.

    Alternatively, you could lay off the barracks and push for the reactor setting up defensive bases along the way. You wouldn't restrict enemy movement much but you would be able to increase your own and take the reactor without worry of too much trouble. You would not be able to thin or control the enemies movements though.

    The call is yours to make. Which will you chose?

    Karval:

    The Clones have set themselves up well in the cooridor leading to the stairwell. With repeated concussion, stun, and flash grenades, the animals have either gone mad and started attacking their handlers, or have simply fled.

    The animals are no longer a tactical choice in this matter as they are no longer under control. This allows the clones to focus on the Malaki. They are precise enough to pick on the brave leaders and animal handlers.

    As a result, your group is getting further and further unorganized and messed up. Bodies of dead Malaki are littering the floor and the clones have taken few casualties and are continuing to push towards the lifts.

    The clones will be on you before long you need to make your choices now or be over taken.


    Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

    Reactor Route:

    "Set up defensive barriers on the way to the reactor! That's our main target!" Janitor orders, jogging through the station's underbelly with his carbine at the ready.


    Zaelos' voice crackles over the secure comlink, "Attention assault leaders. We are taking heavy damage here from the Chiss bombers. It is IMPERATIVE you capture and maintain the military hangar otherwise we will be overwhelmed by their reinforcements! We will attempt to keep the Chiss cruiser from interfering with your assault. Zaelos out."

    Space Battle:
    Zaelos cuts the communication with a curse. He orders, "Recall all the fighters to protect us, and concentrate your fire on those bombers! If they get through then this battle is lost!"

    Is there any way I can influence the Wing Commander to improve his performance here?


    Arana & Taggard:

    Staggering a bit from the strain of maintaining the illusion for so long, Arana looks up, pleased to see the ruse worked; for the moment the Malakai have the advantage.

    Striding forward to join the battle, she pulls the Force to her again allowing it to energize her limbs

    Battle Mind 1d20 + 5 ⇒ (6) + 5 = 11 +2 to attack for 10 rounds

    She the runs the rest of the way, joining her Malakai brethren in the melee.

    Attack 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
    Attack 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
    Attack 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

    Yeesh! Ignore the last roll if you consider the battle mind one of my actions.


    Male Mandolorean Soldier

    GM:
    So as I am in UK, you pm'd me just as I went to sleep and when I wake up most of the troops are dead - without giving me a chance to do anything to help them?

    So Karval, quickly assesses what he has left. Some disorganised, poorly-equipped troops: The Mandolorean tries to rally the troops, he quickly twists some cables to overload the lift capacitors. Hoping that the resultant explosion will create some disarray amongst the elite storm-troopers.

    Demolitions, plus Fate Point: 1d20 + 7 + 1d6 ⇒ (16) + 7 + (1) = 24

    Holding a glow rod aloft, he tries to shout to all the remaining troopers, to rally them and encourage them.
    "To the Hanger! We'll secure the Hanger! Follow me! FOLLOW ME!" the explosion punctuates his speech. Bathed in a the green illumination, he tries to lead them away towards the hanger. Not as a rout, but a considered withdrawal - since there are so many ambush sites around her, the Malakai might as well use them to their own advantage - especially since that's their speciality.

    CHA check + Fate Point: 1d20 + 1d6 ⇒ (3) + (2) = 5 +3 if he could use Profession Gladiator to encourage them, or +2 if it's Entertain Fighting. And +4 if Reputation could help?

    Knowing that this makes him a target for the troopers, but hoping that his instincts will help him survive the volley fire and that it'll help the tribesmen under his command.

    There that's all my fate points used, hopefully it should help

    *crackle*"We cannot hold it, we're falling back. We'll try and take the hanger - but... we'll try...." *crackle*


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    Comm. Deck Team:

    If we are defending against reinforcements, does it appear that there are more areas of cover in the hangar or in the passageway?

    My general plan is to use hand signals to get all troopers to move in to position, then assign 3 to 4 troopers to simultaneously fire at each of the dozen Chiss. Then, if there are more positions of cover in the hangar, to move in to positions of cover to fire on reinforcements who may be bottle necked while trying to enter the hangar.

    Alternatively, is there any way to unseal the hangar to space and let everything in the hangar be sucked out in to space? If so, I would try to draw reinforcements in to the hangar. While we are all still wearing our space suits, we could try to flush everyone else out of the hangar and in to space.

    Lastly, I don't know how space ships work. Would you need a key to turn this thing on or could someone with some piloting skill just hop in it, turn it on and fly it out of here? Could the ship by activated in the hangar and used to fire on enemies?

    If my alternative plan would not work, then I assume it would take us one round to move in to position, followed by two rounds of heavy fire on the Chiss. If this is the case, let me know and I'll roll out my attacks.


    Male Mandolorean Soldier

    GM:
    After setting the lifts capacitors to blow, Karvals' speech tries to rally the troops. Those that can hear that is, he slaps some on the back to get going. Those that are stunned he grabs, physically throwing them to others.

    Trying a more aggressive and physical leadership, Karval moves down the corridor - using however he can to cajole and persuade the tribesmen to move. At certain junctions, he instructs some men to hold position in ambush and choke-points. Attempting to use the narrow corridors against the storm-troopers.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    Command Deck:

    Darius orders his men to enter the room and engage the Chiss warriors, ideally at a rate of about 3 to 1.

    Once inside the hangar, he attempts to seal the entrance to the hangar while his team attacks the Chiss. He hopes to buy additional time to prepare for the reinforcements.

    To close and lock entrance to hangar: Use Computer: 1d20 + 8 ⇒ (1) + 8 = 9

    He then attempts to hack the computer on the hangar to attempt having it ready to trigger remotely, if possible.

    To prepare the hangar seal: Use Computer: 1d20 + 8 ⇒ (10) + 8 = 18

    Once they have cleared the Chiss in the hangar, he tells his men to set up tactically in positions of cover to prepare to bottleneck and engage the reinforcements that come through the door. He does require them to keep a clear line between the door and the ship.

    Orders for setting up the best positioning: Profession(Soldier): 1d20 + 4 ⇒ (3) + 4 = 7

    If he can set the seal so that he can trigger it remotely and they have cleared the Chiss, then he will attempt to board the ship and activate it, pointing it toward the entrance to the hangar and arming the weapon systems.

    Firing up the ship and weapons: Use Computer: 1d20 + 8 ⇒ (16) + 8 = 24

    He'll have his datapad as the connection to remotely trigger the seal.

    This is the order of his process, if something doesn't go as planned or gets interrupted, just let me know. If doesn't think he can set the seal trigger up remotely, he wouldn't go to the ship, he'd stay by the seal trigger hoping that the hangar will be flooded with men and he can flush them out.


    Both Martian Level 20 invader

    Janitor:

    The Malaki set themselves up quickly. It doesn't take too long for the Path to be set up.

    You can either rely on the Malaki screen and head straight to the reactor without worry, OR you can battle it out at each of the 9 defensive points it would take to get there and ensure the Malaki are well entrenched.

    One choice gets you to the Reactor FAST

    The other choice will aid in preventing reinforcements and making sure you can use the same path to leave. The drawback is you will take a LONG time to reach the reactor doing this.

    Zaleos:

    You call all fighters back and order full defensive. The maneuver is keeping the fighters from destroying the destroyers. However, the cruiser is beginning to move and takes this opportunity to re-position itself.

    The maneuver will take several rounds to complete but so will fending off the bombers for you.

    After such time, most of the bombers are gone. However, the Chiss cruiser is in a better position to attack.

    You have choices now.

    You can meet the cruiser head on, this can end the fight quickly but is no promise that you will walk away with both destroyers in tact. Risky but fast.

    You can withdraw. Your destroyers are faster than the cruiser and could pull away and attempt to regroup but this will take several rounds to do and give the enemy time to regroup as well.

    There is also the option to get creative. I haven't thought of everything, PM me if you have any ideas.

    Arana:

    You join the melee but do poorly. None of your attacks land and instead you take 21 points of Vitality and are grappled by one of the clone troopers.

    This is going to go round by round now due to the complexity of the current situation. The assault team is heavily intermingled and you have to battle for at least 5 rounds with 2 clone troopers.

    You are grappled by one of them and the other has his fists out.

    Karval:

    The explosion from the lift is not as impressive as you had hoped and it does not delay the well trained clone troopers at all. You withdraw the best you can. The Clones keep the pressure on leaving you little to no room to breathe. They are far superior to your normal stormtroopers. These are the guys trained to kill Jedi masters after all.

    It is not until you return to the hanger that you have a reprieve and a chance to reassess the situation. It seems the command deck is HEAVILY fortified and there is no way to go other than around. You do not have such an ability at the moment.

    If you attempt the command deck again without a REALLY good strategy, (I am not telling you to come up with one okay) you had better find another area to hit and hope that Darius can handle his end.

    You can follow any of the groups that have head out and reinforce them.

    You could board a ship and take to space and join the fight out there.

    You could position yourself as a threat to the command deck to keep the enemy's focus away from Darius.

    Lastly you could bunker down and aid in holding the hanger.

    There may be other options I have not thought of. I can't think of everything you know.

    Darius:

    I still needed 3 rounds of actions from you but I took liberty and rolled them all out for you.

    The battle for the hanger goes well, in fact, aside from several injuries, you suffer only ONE casualty. Well done.

    The escape hanger is yours.

    It seems the reinforcements are taking a while to arrive giving you the chance to set up.

    Aside from the hanger bay entrance, there is only one door that leads in. You need to make another comp use check, DC 25 or a Repair, DC 15 to set up a remote for the seal. You know how the controls work for both the ship and the hanger seal, I just need the remote rolled for.

    The big question is, how are you going to get enough of the enemy into the hanger for your traps? You could clear out a LOT of enemies with this tactic of yours, you just need to get them all into the hanger.


    Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

    *crackle* "Alright, things aren't going as planned, it sounds... But I'm moving to the reactor as fast as I can. If it comes to it... You'll need the hangar to get out." *crackle*

    The Route:

    "Set up defenses, and hold the path if nothing else!" Janitor calls to the Malaki, running as fast as he can to the Reactor. We need to end this.
    Running to the Reactor fast. Normally I'd set up the defenses, but with the other parties in trouble, Janitor needs to take at least one main point quickly.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle* "Darius here. Janitor, my men would have no way to evacuate the station. I have a single man ship that I can gain access to but I'm going to disable or discard it shortly to avoid the enemy having use of it. If we need an escape plan, I need to know NOW! There is no way we could get to the main hangar. We have access to the exterior of the ship and could move for a pick up, if needed. That assumes a transport could even get to us. I can fly this ship out of the hangar and assist in the space battle but its a one man ship. The enemy knows we are on the command deck. We are prepping for the reinforcements they are about to send to our current position. Zaleos, tell the folks in the space battle not to engage the ship, if it leaves from the personal hangar I sent you the coordinates for. Darius out! *crackle*

    Command Deck:

    I thought the checks I was making were my three rounds of actions. I didn't know if I would have enough time to engage the enemies before the reinforcements arrived.

    To set up remote hangar seal: Repair: 1d20 + 8 ⇒ (2) + 8 = 10

    Does the character realize the remote will not work with the current check? If so, he'll probably try again. If not, can I use force points to add to the roll? I'm at work and I don't have the books in front of me.

    Do I think my men could stick to the surface of this ship while it was flown through space? If so, how many of them? I'm just trying to think ahead to escape contingencies.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle*Darius here. I just climbed inside the ship. It was deceptively small from the outside. It can carry 4 people inside and I could potentially attach 6 men to the outside in our suits. It wouldn't be much for battle that way but it could be and emergency escape ship if we take heavy casualties. Darius out!*crackle*

    Command Deck:

    Darius takes a 10 on setting up the remote.

    He attempts to identify the 3 best pilots among his men. He boards the ship with them to assist in handling the weapons systems. Alternatively, if there doesn't seem to be much of a difference among pilots, he looks for anyone whose suit is damaged and could not handle the vacuum of space.

    He moves the ship to point the weapons systems at the single door.

    If the door is the most dangerous place to be in the room, the only place they can engage us is by coming in the room.

    He orders his men to make sure their suits are fully functional and to turn on the magnetic anchoring systems.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    Command Deck:
    Can I grab the comm that the Chiss was yelling in to, to see if I hear any communications?


    Male Mandolorean Soldier

    *Crackle*"We've been pushed back to the hangers, however I do have reinforcements. Most of my officers are down as are all the beasts. I have enough troops to harry them and keep their attention on me - if that's any help Darius?" Karval calls.*crackle*

    GM:
    Karval positions his troops to hold the hanger and be in some position to threaten the command centre.

    Computer Use: 1d20 + 10 ⇒ (13) + 10 = 23 To check to see if there is another route to the command deck from our position. Some ventilation ducts, or other overlooked routes? Or is there even power cables, that we could move to and cut? Thus isolating the Command

    As you said without us the troops will fail or capitulate, so I will alter my plans and actually do something once I get some feedback from the others.


    Arana & Taggard:

    Leaping into the fray, Arana is dismayed when none of her blows land. She finds herself on the defensive against some clone troopers,when one of them comes from the side and grabs her.

    Seeing another bearing down upon her, Arana struggles in the troopers iron grasp.

    Escape Grapple
    1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15

    As she strains again the trooper, she cries out to any nearby Malakai "Help, I'm outnumbered!!"


    *crackle*"Roger that Darius. We will be on the lookout. Zaelos out."*crackle*

    Space battle:
    Zaelos knows the battle must be won here else all their efforts here will have been in vain. He calls to the captain of the other Destroyer explaining his plan. "Captain, I want you to retreat behind the Station and simulate an engine failure, which prevents hyperspace travel. Hopefully the cruiser will take the bait. Recall all fighters out of range to the other side as well. Once he moves to finish you off, we will ambush him from around the station using it as cover to prevent his counter attack." He then turns to his own bridge crew, "Ok, this will be a tricky maneuver so I want you to do me proud here...For the Empress!!"

    Profession, Officer: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 coordinate
    CHA check: 1d20 + 3 + 1d6 ⇒ (16) + 3 + (1) = 20 Force point


    Both Martian Level 20 invader

    Janitor:

    You make it to the reactor's entrance with all speed and little interference. You find the door is sealed and you need to break through either with explosives, repair, or comp use to get through. Otherwise, you simply won't get into the reactor.

    You can guess there is a fight waiting beyond that door but with the speed in which you have arrived, the barracks has yet to unleash it's compliment yet and the numbers defending the reactor should be relatively few.

    Darius:

    You take the hanger and set up with much success. The comm chatter ceases when the other side of the conversation realizes their men are dead. You are able to ascertain you have a few moments before the reinforcements arrive.

    What you need to do is tell me where your 49 men are going to be stationed. Who has the seal remote. I already have one man in the pit of the escape ship ready to fire, though it would be a lot better if a PC was doing it.

    Lastly, the seal going down will only be effective if you can get a good number of enemies into the actual hanger. You could keep them pinned at the door but they won't enter until they are sure you have the advantage.

    On the bright side, the comm conversation did let you in on that, then enemy has no idea how many men you actually have. You can guess they believe there are only ten of you, not fifty. You can use that to your advantage.

    Lastly, to do this quickly and effectively, you need to somehow get as many of the enemy reinforcements into the hanger as possible. It's big enough for a good 100 men total.

    Karval:

    You begin preparing defenses and scout the schematics using a nearby terminal. You don't get much but you can follow some movements around the station.

    First of all, there are no clear routes to the Command Center. They are all heavily fortified or too narrow to allow for enough warriors to pass through and still be effective. The enemy has the command center heavily locked down.

    The only good way to reach the center without heavy casualties is the way Darius got in. The capture of the command deck rests squarely on his shoulders.

    You do however find that the barracks is packed with enemy reinforcements and they will be joining the fray soon. It appears their destinations are the Hanger and Command deck. The bulk is making it's way to the hanger.

    If Janitor secured the med bay, it will give him the best chance to fortify and bottleneck ANY reinforcements coming from the barracks which should keep the fighting light on light. That is, if Janitor set up strongly and properly.

    If he has not, then you are going to have one hell of a fight here at the hanger soon and Darius will have more issues as well.

    Arana:

    You are not quite able to break the hold. Your shouts are drown out by the sounds of battle and you can only hope one of the others sees you in peril before it is too late.

    The one trooper struggles to hold you while the other punches you square in the stomach dealing 8 vitality.

    It is now your turn, you are still grappled.

    Zaleos:

    You missed a few details in your post like where your destroyer will be hiding exactly. and why the cruiser should ignore you but I'll make it work out for you because your still a fun player.

    Under your coordination and leadership, your destroyers break formation. You start to wrap around the station first to get out of sight of the cruiser.

    The other destroyer follows soon after luring the cruiser with signs of injury. Once both destroyers are out of sight of the cruiser, you order your destroyer to fire up it's engines and put all speed into them.

    The result is a quick wrap around the station that should bring you on the rear of the cruiser. You can then focus on the engines here.

    The enemy figthers are still being pests and the cruiser continues to lay it heavy on the "wounded" destroyer. When you come up on their rear, you have a clear shot at their engines. The second benefit is most of the enemy fighters are focusing on the decoy destroyer and not your ship.

    You come in guns blazing hammering the rear end of the cruiser catching it with it's pants down. Several of the massive engines flicker out and the ship immediately returns fire causing some minor hull damage for the moment.

    The tactic worked and the mobility of the cruiser has been halved as a result but the other destroyer is taking a hard beating.

    You have a choice, you could risk the loss of your other destroyer and focus on the engines, or you could fire up your own engines and rush to the other destroyers aid.

    Neither choice can guarantee the destruction of either the destroyer or the cruiser, you might have to make a gut call on this one.


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle*"Darius here. Karval, hang back for now. I have a plan. I want them to send as many men after me as they can. Once we clear this plan, if we are going to continue pushing on for the command deck I might need you to put some pressure on them to keep their forces divided. As mentioned previously, if we need an escape plan. Let me know ASAP. Darius out!"*crackle*

    GM:

    I was debating two approaches. Just to clarify, you are saying they would not enter unless they think I have the advantage not that they have the advantage?

    Both options involve: Having Darius board the ship ready to operate the weapons. Have three other men in the ship with good piloting and weapons skills. Have the remote trigger with one of them ready to hit it on my command. The other two can either assist with the piloting or weapons and in case we start taking heavy casualties, we can attach 6 men and fly out with 10.

    Option 1) all the men hide behind cover as far back in the hangar as possible in the hopes that a large team comes rushing in trying to search the place looking for out team with maybe 10 of our team shooting at them, making them think they have the advantage.

    Option 2) All the men set up behind cover as far back in the hangar as possible and we try to blast the crap out of anyone coming through the door including using the ship's weapons. My hope is that they realize standing in the doorway and shooting in will only get them killed and their only option will be to rush the room with a large force that could push through the bottleneck of the door.

    In either option, the plan would be to hit the seal as soon as we have as many men as we think we can fit in here.

    I also wondered how well this ships weapons could damage the walls between the hangar and the passageway. If they start hiding in the passageway, could I destroy the wall they are hiding behind?

    Would Option 2 be the most consistent with my character's military experience and training?

    Profession(Soldier): 1d20 + 4 ⇒ (6) + 4 = 10

    My only concern with option 2 is them deciding not to enter the hangar since they are taking heavy casualties trying to enter. They just wait outside thinking we can't go anywhere without going in to the passageway.


    Arana & Taggard:

    Unable to free herself, the trooper holding her turns her so that she presents an easy target for the other.

    The fist that plowed into her belly forces the air from her lungs; a momentary panic settled over her mind -- she has to free herself or she will soon be very , very dead.

    As she wrestles with the trooper, she tries to reach out and pull the Force to her, but fails, the pain from her injuries seems to have drained all of the energy from her mind; her connection with the Force in tatters....until she digs deep within her, seemingly to draw from her very essense, striking out at the trooper holding her, causing him to choke; hopefully enough to soften his grip.

    Force Grip
    1d20 + 7 ⇒ (8) + 7 = 15
    Damage 3d6 ⇒ (1, 5, 6) = 12 Will save DC 15 for half damage
    Uses 2 wounds instead of 4 Vitality

    Also wondering. She's wearing stun gloves. Does she need to "attack" in order to use these, since she's in a grapple and her hands are already touching him?


    Male Mandolorean Soldier

    *crackle* "There are alot of troops in the Barracks, most coming here (the hanger) and the Command Deck. Janitor, I hope you have secured the Med-bay, as that is the bottleneck they are coming through. Our best chance to hold them up - or Darrius and I have a lot of enemies approaching." *crackle*

    GM:
    Karval is going to order those troops who were bloodied to get some injury treatment, whilst the reserves come to the fore and hold off any more attacks from the command corridor. Providing a distraction to Darrius' attack.

    He then sends some more men to set up a kill-zone for any approaching troops from the barracks, keeping a fall back area - in case of grenades.

    Is there other area's of the hangers that we have to take? To stop the bombers that are harassing Zaleos?


    Both Martian Level 20 invader

    This one is to help Arana keep up as she is in a round by round situation

    Arana:

    The choke seems to effect but the trooper on tightens his grip on you rather than worry about his own neck. "She's a force user! Take her out quickly!" He shouts. He friend obliges by taking another swing. This time you manage to twist yourself enough to "dodge" the attack and the punch goes wide.

    You are still grappled and even though the trooper holding you is being gripped, he seems highly resilient to its effect. Your turn


    Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

    *crackle* "Karval, Janitor. I left a group of Malaki at the Medical Center to fortify and hold it--hopefully they haven't broken. I'm at the reactor now, and it looks like it'll take a controlled explosion to blow the door and get in there. Hold on--hopefully this'll give some leverage to demand surrender." *crackle*

    Reactor Door:

    "Right!" the trooper calls, looking at the Malaki around him. "Get in position while I rig the explosives--as soon as this thing blows, we need to get in there fast! Your brothers and mine are all counting on us." With that, Janitor begins setting up the explosives, directing a few Malaki to help. He uses as little as possible, but doesn't hesitate to plant what it takes to blow it open.

    Demolitions: 1d20 + 10 ⇒ (4) + 10 = 14
    Ouch.

    Once he's set up the explosives, Janitor gets to cover along with his troops and detonates them. Hope this works...


    Male Mandolorean Soldier

    GM Shanosuke:
    Would it be possible to get to the medical bay, with a detachment of 50 troops before the reinforcements from the barracks arrived?

    (Since as you said without our leadership the Malakai would probably fall back with unfamiliar tactics from the Stations' forces.)

    (If I did this; do I think the remaining troopers under my command could hold the hanger against and movement from the Command Deck elites? I know the pressure they put on would be less - but if I could trap reinforcements in a kill-zone then that'd help?)

    Do I need any roll?


    Male Mandolorean Soldier

    GM Shanosuke:
    Quickly Karval gives the orders for the troops to take up defensive formations in the hanger. Trying to see if there are any heavy weapons to cover the exit points for the troopers. Otherwise he;ll have to rely upon a heavy hail of fire as they exit and the Malakai assaulting from nearby cover.

    Moving any vehicles, loaders, walkers to over the open area's. Karval tries to use them for cover and/or to assault the enemy.

    The plan is to make them pay to enter the hanger, then ambush them from cover to close assault (hopefully to the tribesmen advantage).

    Can any of the ships munitions be used as explosives/ traps, Karval consults the Malakai quickly to see if they set up rudimentary traps (ala Battle of Endor, but with potentially scavenged parts)


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle*Darius here. Zaleos, keep me posted on whether we have a transport that could pick up my team if we need to blow the reactor. Janitor, I'm going to be doing some heavy damage to the command deck shortly. Between your threats with the reactor and what I hope to achieve up here, we should have them hurting or at least believing we will blow the reactor. Darius out.*crackle*

    Command Deck:

    Realizing time is of the essence, Darius orders the three best pilots and and gunmen in the ship with him. He hands one of the men in the ship the remote trigger and tells him not to break the seal until he gives the order.

    He orders five men outside the hangar to watch for any assaults from the exterior. They are ordered to radio in any unusual activity or concerns. Should anything unexpected approach from the exterior, it may hasten the torpedo part of the plan.

    He Orders the other 40 men to set up and take tactical positions behind cover throughout the hangar, with multiple lines and they should keep the pathway between the ship and the station clear. Each line is going to be ordered to fall back to defensive positions closer to the exterior of the station as more enemies start to fill the hangar.

    Their goal should be to prevent any enemies from making it through the door alive.

    The team is instructed that the final command will be for them to exit the hangar and remain on the exterior surface of the station, until ordered to return.

    Darius is going to activate the and shields as soon as the first enemies begin breaching the door. He is going to provide laser fire from the ships weapons, with anyone else in the ship assisting as they can.

    His hope is that the realization that the ship is being used against them will lead them to send a larger number of reinforcements.

    If the hangar is flooded with enemies then he will begin firing torpedoes at the command deck. Alternatively, if they stop trying to enter the hangar and just try to hold the door then he will begin with the torpedoes. Once he has created as much open space between the hangar and the command deck that the weapons on this ship make possible, then he will order triggering the air seal in an effort to cause maximum damage throughout the torn up command deck. Darius assumes that if the openings in the deck are created by torpedoes, then there will be no systems in place to seal them from the vacuum of space, once he breaks the hangar seal.

    Just let me know what rolls or information you need from me.


    *crackle*"Roger that Darius. I can get a transport ready, however be advised things are hot and heavy out here. Zaelos out."*crackle*

    Space Battle:
    Zaelos nods in satisfaction. "I think we got their attention. Fire up the engines and take us in. We can't let them have ALL the fun, can we?" He adds rhetorically.


    Arana & Taggard:

    Arana begins to panic a bit when the trooper doesn't seem affected by her Force attack. Mind swirling as she's tossed from side to side, she presses her hands against the trooper and activates her stun gloves.

    Not sure if an actual attack is needed her as it would nearly impossible for him to avoid her grasp.
    Here's one anyway
    Attack 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

    Stun Fort Save DC 14


    Both Martian Level 20 invader

    Darius:

    Your preparations are complete and you only have to wait a few moments before the enemy arrives. The first few clone troopers peak into the hanger bay and begin shooting at your commrades.

    The gunfight breaks out but the enemy seems a bit hesitant to enter the hanger bay. They seem to be waiting on something.

    Then you get the report. "Commander Darius, we have bogies on the exterior inbound. Only about a dozen or so. Over."

    The hanger fight is continuing at the moment but you do have enemies approaching from the outside. Not too many from the sounds of it.

    Karval:

    Unfortunately there won't be much of a hail of firepower, few of the Malaki actually have skill with a gun. Those that do have little practice. There are enough droids and cargo to create plenty of barracades leading to the military hanger's enterances. There are a lot of opening but only about six that would come from the barracks.

    You establish yourselves as best you can. Soon, through all six entrances you see the clones spilling into the hanger. Your men muster and move to engage. Thanks to all the cover you have littered the field with, your men take few casualties rushing into melee.

    The loud blaster fire is soon replaced by shouts and clanking of mettle and cries of battle. The Malaki left in the hanger join your forces and add their beasts to the frenzy and within the massive hanger is a mass of bodies engaged in a grand melee.

    You can either stay at the forward command post and try and monitor and direct men or join the fray. Neither option holds too much importance at this point. It is simply a fight that needs to be won.

    Janitor:

    Actually according to the rules, I roll the demo check in this case. So I did.

    You set the charges and a few seconds later, the door is open. You and your men spill into the chamber of the reactor core of the station. There are a good number of Chiss soldiers defending it but you outnumber them 10 to 1.

    It is an easy task to finish claiming this reactor though you take 18 vitality from the firefights that came.

    Now you have control of the reactor. What do you do?

    Zaleos:

    Curse you Zaly! You don't post for much of the weekend and when you do, it's not even a clear post! I shake my fist at you sir! Whatever, I'm not that upset. I am going to assume you mean to rescue the other ship. I will make rolls on behalf of you but next time, please be more thorough and clear with your actions.

    You race into the fray to aid the other destroyer. Rather than focus on the engines, you perform a strafing run on the enemy craft. You do damage but damage is returned in kind. The destroyer you are in rocks violently and the lights on the deck flicker on and off for a moment.

    You feel each impact and realize that some vital systems may have been damaged. As a result, your speed had been reduced considerably. You are now moving at half the normal speed as you are crawling pass the cruiser. Your ship is still under heavy fire.

    The Captain calls out. "Commander, the we just lost our starboard engines and we have reports of a reactor leak! Things are getting bed! We are returning fire as best we can. Do you have any orders sir?"

    Arana:

    You touch him but he resists the stun. He tightens his grip on you and his friend slugs you again for 6 vitality.
    2 rounds left till help comes to you.


    Arana & Taggard:

    That last blow hit Arana hard, causing her vision to fade a bit at the edges. Shaking her head and with strength borne of desperation, she struck at the trooper, trying to dislodge his grapple.

    Escape Grapple
    1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

    OMG....what's this? A decent roll ? :)


    Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

    *crackle* "Janitor here! I've taken the Reactor. I'll rig some explosives just in case, and see if I can't contact the Bridge from here, but any of you lot may want to try and use this to your advantage. What's each of your situations?" *crackle*

    Reactor:

    Janitor begins directing Malaki about the area to defend entrances and has several guard him while he begins rigging the explosives to the Reactor, though he isn't ready to blow them. (Two questions--one, how many Malaki do I have left, and two, what kind of detonator do I have for the explosives?)

    Janitor then looks for any way to contact the station's leaders, starting with a search for an inter-comm in the room (he gets some Malaki to help with this), and then moving to his own personal comm-link, scanning frequences. (Not sure what to roll for this, so let me know)


    Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

    *crackle*Darius here. Janitor, give me a minute and I'll be able to provide a better status update. If you are going to try communicating with the bridge, you may want to do it sooner rather than later. I'm not sure what systems will be functioning up here in a few moments. If they agree to surrender, tell them to send all military and security personnel, unarmed, to the personal hangar at this location. Also, let me know as soon as possible, if they agree to terms. Darius out.*crackle*

    Command Deck:

    If there is a time to make a move, its now. If we want them to believe the reactor threat, we need to make them see that we will destroy this place.

    Darius orders all forty men in the hangar to the exterior and to engage the enemies. "Keep me posted via radio as to how many of them there are and how many casualties each side has taken as the battle progresses."

    Forty-Five to Twelve should give us pretty good odds.

    Once his men clear the hangar, he fires up the ship and its shields. He launches the first torpedo at the entrance between the hangar and the passageway, hoping to blow open that opening and cause heavy damage to the clone troops using the doorway for cover.

    From there, he attempts to turn as much of the command deck as possible in to swiss cheese.

    Once he thinks he has laid heavy damage to the command deck, and that he won't be able to do much more, then he will unseal the hangar.

    If Janitor radios him back with news of a surrender or anything of that nature he reconsider what to do next depending on when he gets that word.

    As always, let me know if I need to make any checks or rolls.

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