
Game Master PvP |

Just so I am clear, I was heading back to the base correct?
That is up to you, you believe that Garrett does not see you as the Force Power worked without a hitch. Considering you are the closest pursuer to Garrett and he did not fire at you, you would have no way to know that the power did NOT work.
You could encounter him, which would of course negate the power you just used, speed part him to where the transport just stopped, or head back to the HQ for some CSA reinforcements.

Errin Khass |

"Come on, Rennah, we've got to get in there and back them up!" Errin says. "That Jedi must be mind-controlling Kaldo, he wouldn't stop like that otherwise. Garrett, tell us what you see -- we're shooting our way in."
When she's able to act Errin will shoot one of the two perimeter guards (at 50 m, should be well within her range. I'll use my earlier rolled shot if possible, but will reroll if needed. Then she's going to jet-pack down and make her way toward the compound at top speed, read to blast any guards or mind-controlling Jedi she sees threatening her friends.

Game Master PvP |

Gunnar you cannot make a full stop as you moved an all out movement last turn. You can opt to leap off of the bike and onto the ground or the transport but the speeder may well crash if you do so, if you wish to do eitehr of these actions, let me know and I will give the DC for each.
In fact, the transport carrying the spice is not fully stopped either as it needs a round to slow down first.

Game Master PvP |

Endregaard - Evening 2 - Rennah and Errin - Outside of the CSA Compound
Erin's shot burns down one of the CSA guards holding the perimeter. His companion hits the deck. Errin, how far can that jetpack bring you?
Rennah you begin to run at full tilt behind the mob and towards the CSA perimeter. It'll take a few rounds to get there and at the moment there is only 1 guard left. The others guards on foot are farther away than you are and will not be able to stop you from gaining access to the perimeter.

Game Master PvP |

Endregaard - Evening 2 - Rennah and Errin - Inside of the CSA Compound
Garrett, one of the speeders heads back towards the HQ, a second one continues to pursue the now slowing down transport, the last breaks off and heads in your direction. This speeder is manned by a Droid.
The Droid calls out to you, as the damn things ignites a lightsaber!
"There is still time to discuss this rationally unless you are some sort of swoop gang, in that case, you will likely be sent to the Zygerrians as slave labor. We certainly would not want to see that".

Game Master PvP |

Gunnar tries to stop on a dime but flies past the now almost stopped transport. From the north, a flash of blaster fire catches his eye, it seems these transport thieves are not alone, in fact there appears to be an entire mob of several townsfolk running in your direction though it will take them time to arrive on foot!

Game Master PvP |

Endregaard - Evening 2 - Rennah and Errin - Inside & Outside of the CSA Compound
Note to both groups, remember your missions here, it was certainly not to get into a battle over spice. The spice was a means to an end... Jedi Team, head to the Recruitment thread for a link to the original missions as I know almost the entire group has turned over since we started!
Round 6 -
Garrett GO!
Caleb
Kaldo & Quen
Gunnar & AJTD1
Errin & Rennah
CSA Security Guards

AIU-066; "Garrett Liantin" |

"Kaldo? Kaldo!" Garrett calls into his commlink, cursing when their pilot doesn't respond. "Errin, Rennah, I'm not getting a response... I don't have a good visual on Kaldo, can you see what's going on?" Garrett stays low to the ground and keeps his rifle trained towards the other group, but doesn't fire again just yet. "It's too exposed out here, I don't have any way to get a better viewpoint. There's a droid headed your way, though, wielding a lightsaber... for some reason. Assuming they don't attack on sight, keep them busy until I get there; I've got a shot on them if things turn nasty. If Kaldo's being held hostage, give me the signal and I'll take their head off." Garrett then stays low to the ground, approaching while keeping his rifle trained on Caleb, or whomever's closest to Kaldo's last known position.
Garrett is currently taking a move action in the direction of the skiff.
Attack Roll: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 4d10 + 5 ⇒ (3, 9, 1, 7) + 5 = 25

Caleb Rook, Jedi |

Caleb opens the door to the skiff and climbs in, his lightsaber deactivating as he does. The door closes behind him.
If it's needed, i.e. Garrett takes that nat-20 shot on me:
UTF Deflect: 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 23
Meh.
Otherwise, I think getting into the cab would be a move action, turning off the lightsaber a free. And yes, there'd be a moment there where the lightsaber's off that Garrett could shoot him. (Not that he needs it with that sad Deflect roll, but hey.)

AIU-066; "Garrett Liantin" |

Garrett isn't shooting (at least not at you), since you mentioned Caleb deactivated the blade as he got in the cab. As far as Garrett's concerned, that's a ceasefire (especially since you know Garrett is still out there, a sniper rifle still likely aimed at your head). He will, however, continue to watch for any other aggressive activity and fire on them if needed.

Kaldo Vantai |

Kaldo looks at Caleb weirdly. Distribution was our original plan...we had no intention of putting it on the black market. He notices that Garrett is watching %$$#! Act like you're using a mind-trick on me

Caleb Rook, Jedi |


AIU-066; "Garrett Liantin" |

"Wait a minute... the droid's breaking off, heading towards me. I'll deal with him." Garrett instead trains his rifle on the droid as he approaches, the barrel set on his speeder's engine. "Stop! Get off the speeder, or I'll blow your engine and watch your scrapped chassis go flying. Now get off, and walk away slowly. And de-activate that damned lightsaber, while you're at it. If you've got contact with your friends at that skiff, tell them if they make a move I don't like, or they touch my pilot, I'll blow their heads off one at a time. Understand?" He gestures with the rifle again, his eyes looking through the scope. His finger rests on the trigger, ready to fire if he makes any sudden movements.
I didn't notice you said the droid was headed towards me. Also, I forgot to roll the critical hit damage (if I have to shoot).
Damage; Critical Hit: 4d10 + 5 ⇒ (8, 7, 1, 5) + 5 = 26
So, 51 damage total.

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Gunnar sees those approaching and knows that Caleb has the speeder so he will continue to slow to a stop and take cover and concealment from the two coming out and wait to handle them to slow them down until the speeder is returned

Caleb Rook, Jedi |


Kaldo Vantai |

Oh yeah...I'm an idiot
Kaldo sighs and slowly looks ahead. After a few seconds, he seems to make his decision, and the transport swerves, before heading back the way it came and performing a few evasive moves
Pilot: 1d20 + 12 ⇒ (16) + 12 = 28
The cab slowly begins to turn back the way it came, before picking up speed and swerving from side to side, in what looks like evasive maneuvers

AIU-066; "Garrett Liantin" |

"What the--" Garrett says, his attention leaving the droid for a second as the skiff starts to turn around and head towards the CSA base. "Hey! Stop the skiff! Now!" he yells, swiveling his rifle to face the truck cab. "Don't try anything funny," he says to the droid, his face still pointed towards the truck. "Hey, you listening to me? Stop the skiff, or I'll leave a smoking hole where your head used to be!" He calls again, making sure they hear him. His head looks so slightly towards the other droid, his eyes still trained on the skiff. "If they can't hear me, I suggest you tell them or it's gonna get real bloody here in a second."
Persuasion; Intimidate: 1d20 + 10 ⇒ (12) + 10 = 22

Rennah Mars |

Rennah activates her commlink and starts off with an obscene amount of swearing before finishing with:
"Caleb, what the Hutt do you think you're doing? Snap out of it! Get out of there!"
Picking up speed and heading there as fast as she can, Rennah makes sure that her blaster is set for stun.
As she gets closer she thinks to herself:
I really don't want to kill these guys. They're just guards and likely not the problem with the distribution... I need really to get a second lightsaber, preferably with a stunner crystal... Damn it.
Can I reach the first set of guards with blasterfire mr. GM? Realistically I'd like to have them stunned and down and out by the time I get there.

Game Master PvP |

Endregaard - Evening 2 - AJTD1 & Garrett - Inside the CSA Compound
As you level your rifle at the Droid Garrett he deactivates his lightsaber and slows to a halt 20 meters away from you and responds in his cold Droid voice, "This appears to be a misunderstanding. It would be best if we could discuss this and not resort to violence. Though I believe the CSA agents may wish to deal with you harshly for the damage you caused thus far. Perhaps if you can verify that you are not mere street thugs and have other purposes for doing what you are doing we can overlook the death of these Corporate agents".
No Quen, you do not as you head back plus Garrett does not shoot.
Garrett, note that Kaldo continues to pilot the transport and it is winging wide away from you and back towards the compound.

Errin Khass |

Seeing more jackbooted corporate thugs running to do the bidding of their mind-controlling Jedi puppet-masters, Errin sights down her rifle. Before pulling the trigger, she tries to determine whether they pose a threat to Rennah or the citizens rushing the gate.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18 Not sure what distance, and resulting modifier, would apply.
Errin watches for the CSA thugs to make any aggressive move -- pointing guns, etc. -- toward Rennah or the citizens. If they do, she spends two swift actions to aim then a standard to fire at the closest aggressive target, which gives her the following benefits: +2 to hit (Careful Shot and double-trigger), +1 die of damage (Deadeye), targets move an extra step on the condition track if hit (Hunter’s Mark), reduce range from medium to short, so -2 penalty (targeting scope), ignore cover (aiming).
Aimed shot to hit: 1d20 + 11 + 2 - 2 ⇒ (19) + 11 + 2 - 2 = 30
Damage: 3d8 + 4 + 1d8 ⇒ (2, 3, 8) + 4 + (7) = 24
The target will also move one step down the condition track, or two steps if the damage exceeded their damage threshold.

AIU-066; "Garrett Liantin" |

"If you don't want to 'resort to violence', I suggest you tell them to stop that skiff. I'll turn the thing into a smoldering wreck if I have to. Now, if you have any way of contacting them, I suggest you tell them to stop the damn skiff." He levels his rifle in the direction of the skiff, aiming to take out its locomotive systems. "You have three seconds."

AIU-066; "Garrett Liantin" |

GM, I'll leave it up to you if the refusal to stop the skiff represents an 'overtly threatening action' and trigger his readied action. If it does, he'll fire specifically on the skiff; he's trying to damage it enough to make it stop or convince Caleb (who he assumes is the one really in control) to stop the skiff, without actually damaging him or Kaldo. If it doesn't trigger, I'll let it expire for now.

Game Master PvP |

Endregaard - Evening 2 - AJTD1 & Garrett - Just Outside the CSA Compound
Erin sees two guards running towards the mob looking to cut them off and back up their compatriot. None fire weapons though they do level them towards the crowd threateningly.
The minute the first lowers his weapon, Errin's shot brings him low. The shot galvanizes the mob surging forward giving Rennah cover among them.