
Sl'P St'Reme |

oops, sorry about that...even had to look it up
Stun: 3d6 + 2d6 ⇒ (6, 3, 6) + (6, 4) = 25 2d6 cause the wild die came up a 6 on the reroll
Stun: 3d6 + 1d6 ⇒ (6, 2, 3) + (4) = 15
YES! wild die on both shots! The force is with me tonight!

Por Kandino |

Resist: 3d6 ⇒ (4, 2, 5) = 11
Resist: 3d6 ⇒ (2, 6, 6) = 14
One trooper drops to SI'P's stunner, but the other is barely phased.
Resist: 3d6 + 1d6 ⇒ (6, 5, 6) + (5) = 22 Milady's shot wounds him!
Initiative Party: 3d6 ⇒ (6, 4, 3) = 13
Initiative Troopers: 2d6 ⇒ (3, 6) = 9
The party will act first here against the last trooper.

Sl'P St'Reme |

"Nighty night, pal."
REF to shoot: 4d6 ⇒ (4, 3, 3, 5) = 15
STUN!: 3d6 ⇒ (4, 6, 3) = 13
Shoot him again: 3d6 + 1d6 ⇒ (6, 2, 5) + (2) = 15
STUN!: 3d6 + 2d6 ⇒ (6, 6, 2) + (6, 5) = 25 Sl'P feels the force flow once more...
"Shrug that off."
If the trooper goes down, Sl'P begins moving them into the facility where they can strip their armor and proceed onto the next phase of the mission.

Por Kandino |

Three more shots and the trooper crumples to the ground.
Searching them, one carries a heavy plaster pistol, the other a sporting blaster rifle, and both are wearing scout trooper armor.

Sl'P St'Reme |

"Alright folks, lets get these two inside and get into their armor so we can move on to the next phase."
After the troopers are secured and the armor has been donned, Sl'P asks, "Lady's choice, you want the blaster or the rifle?"
Alright, lets head on over to the prison and get this fella.

Por Kandino |

To clarify- we now have SI'P and Milady in Scout Trooper Armor (page 358 in the REUP book), Braxen in Imperial Officer uniform- what about Qot?

Miladγ |

Milady returns her pistol to her hollow leg and nods at the heavy blaster as she hurriedly undresses, rolling up her gold dress and stashing it in another hidden compartment on her body, this one in her forearm. She slips into the Scout Trooper's body glove and wracks her thoughts for what to do about Qot. "Someone get the girl in here so we can plan."
Has Qot given her name to us yet? I don't believe she has but I don't remember for sure. Also, can I safely get back into the terminal to add a like, last minute request or would I have to roll Security to get back in past my virus?

Por Kandino |

Since that isn't the thrust of this scene I'm fine with you just still having access- like in Shadowrun there may be a time when a complex security schematic that IS the thrust of the scene exists, but this is not that time

Qot La'Jal |

So, I have no idea where Qot would be, but is it fine for them to "come and get me"?
As far as I know: unless there is more armor laying around, Qot is still using her standard blast vest. She will also keep R2C0 behind and go by herself.

Por Kandino |

You had moved back to the woods so you would see them come back out, blast the troopers, and start stripping the armor. . . or "see" I guess

Qot La'Jal |

Please assume you guys know her name. At some point she'd probably have introduced herself officially, although doubtfully she'd given any other details
As Qot sees her team back and dealing with the troopers, she rushes back. If in a first moment she doesn't seem too concerned with the men down, it's all mostly a façade - internally, she was fighting the urge to check them, see if they're still alive, or how could she make their passage more comfortable. She limited herself to silently pray.

Miladγ |

"I honestly prefer them the other way." Braxen says, as he nudges one of the troopers with his foot.
"Then shoot them." Milady taps away on the terminal, checking a few last things before they leave. "I think I can send out a prisoner transfer, claim one of us is a high profile criminal or dangerous terrorist, hence the troopers being accompanied by an escorting officer. That solves the problem with the limited number of disguises pretty well, I think."
If Qot is down to be the prisoner, my last desire was to send this fake transfer out. She's also going to look up viable Scout Trooper operating numbers for the prison detail in case they need to sell their role at all.

Qot La'Jal |

Finally back here, guys! I saw the tip on clearing the cookies. It was way harder on the phone. Anyway... I'm okay playing the prisoner - she's actually a good "liar" so I guess it's fit.
I'm okay with this plan... But we should probably not write down as a dangerous prisoner. We can still set it up as "high value", but include information that it's more like a captured frail engineer with intel useful to the Empire, or something of the sorts. This way, they don't get too extra worried about dealing with the package. - completes Qot, already imagining she's the right candidate to play the role.

Sl'P St'Reme |

"Milady, check the system before you disconnect and see if they have a manual covering the subject. If they do, download it so we may get acquainted before we need to use it."
Sl'P pats the bag with the demo in it to remind himself one of them must learn to use the charges before the time comes to employ them.

Por Kandino |

There is not information regarding explosives in the computer
You use the Imperial troop speeder to cover the kilometer to the main prison and as you pull up to the front gate, two fully armored storm troopers with blaster carbines bar the way.
"Sir," one says to Braxen in the officer's uniform, "What brings you here?"
Looking for a con check-- Target number 15.

Qot La'Jal |
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Con: 5d6 ⇒ (4, 4, 2, 2, 5) = 17
I will pay you! More than the Empire ever would! Release me! - says Qot towards the troopers, shaking to pretend she's a prisoner under Braxen's control.

Sl'P St'Reme |

Oh, crap
Sl'P watches the two guards for sign they are not buying the act...
italics are for thoughts and bold is for out loud, dropping a post as there is nothing Sl'P can do in this situation that will not make it worse, or so he thinks...

Por Kandino |

Round 1
Party Initiative: 5d6 ⇒ (5, 3, 2, 3, 4) = 17
Trooper Initiative: 3d6 ⇒ (5, 3, 5) = 13
The troopers aim their rifles at you, intent on firing, but you recognize it and have the opportunity to act before they can get off their shots.
Party is up

Sl'P St'Reme |

Oh nuts! "Get down!"
Sl'P fires at the closest trooper trusting in Milady to take care of the other one:
blaster carbine: 5d6 ⇒ (1, 1, 4, 3, 6) = 15 Well, my luck was bound to drop off sooner or later. Should this still hit somehow:
damage: 5d6 ⇒ (1, 2, 4, 1, 6) = 14 pfft
second shot?: 4d6 ⇒ (1, 1, 5, 4) = 11 I mean really?
damage: 5d6 + 1d6 ⇒ (6, 6, 2, 3, 1) + (4) = 22 if by some miracle...

Qot La'Jal |

Qot pulls her vibrodagger and tries to attack the closest trooper.
Melee Combat: 4d6 ⇒ (6, 2, 1, 5) = 14
Damage: 5d6 ⇒ (5, 4, 1, 3, 1) = 14
Can I also activate Combat Sense? Or, would I be able to activate it and maybe draw the vibrodagger or a staff and try to hide behind one of my companions, instead of attacking? I don't really wanna pull the lightsaber unless the situation is *really* dire, as this will raise all red flags.
Combat Sense: 3d6 ⇒ (3, 3, 4) = 10

Por Kandino |

Round 1
SI'P misses with two quick shots, but Braxen and Milady both hit, Qot follows through with a vibroblade, but the heavy storm trooper armor mostly protects them from all three wounds!
Resist: 4d6 ⇒ (3, 5, 2, 6) = 16
Resist: 4d6 ⇒ (4, 1, 5, 1) = 11
Resist: 5d6 ⇒ (3, 5, 4, 6, 4) = 22
Both troopers are stunned for -1D to rolls
The troopers respond with blaster fire at Braxen and Milady!
Blaster Rifle: 4d6 ⇒ (3, 3, 1, 1) = 8
Blaster Rifle: 4d6 ⇒ (2, 5, 6, 1) = 14
The shot against Braxen goes wide, but Milady is hit!
Damage: 5d6 ⇒ (6, 6, 3, 4, 5) = 24
Milady needs to resist 24 with STR
Initative: 5d6 ⇒ (4, 1, 4, 2, 5) = 16
Initative: 3d6 ⇒ (6, 1, 1) = 8
The party will act first in round 2 as well, pending Milady's resist

Por Kandino |

Yes, if I'm reading it correctly it starts out as basically hard two hard 6's for 12 and then you roll, but once you take two wound levels they are degraded to rolled dice until repaired

Miladγ |

STR, Droid Armor, Scout Trooper Armor: 1d6 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Difference of 6 is a wound?
Milady falls prone, armor pierced by the blast. Perhaps surprisingly, or perhaps not, through the hole in her armor, there is no blood, simply exposed wiring.

Qot La'Jal |

Qot started to tire from the charade - and changed her tactics. Breathing deeply, she focused on her Control and Sense. Letting the vibroblade fall, her hand quickly extended on the staff, and from the strange tip of it, she activated a double blade lightsaber! A faint green, almost white light, illuminated the Miraluka's face, as her focus went on her defenses to try to have a way to parry or dodge the attacks from the enemies.
Control: 3d6 ⇒ (2, 3, 4) = 9
Sense: 2d6 ⇒ (5, 2) = 7
Hopefully doing it correctly - I can't attack this round, right? However, it looks like at least I'll be able to activate my Lightsaber Combat (I think?) - Also, I think I need to have the lightsaber in hands form the Control and Sense rolls, right? Hoping to get the +5 to parry with the weapon, as Qot's style is more around defense than offense.

Por Kandino |

Yes 6 is a wound
Two actions is -1 dice to BOTH actions, it doesn't scale action by action, so 3 actions is -2 dice to all three actions which would have you rolling 1d on control and sense

Sl'P St'Reme |

What is a pilot to do but blast more stormtroopers before they do the same to the rest of us
2 shots again
Blaster Carbine: 4d6 ⇒ (5, 4, 5, 4) = 18
damage if hit: 5d6 ⇒ (2, 5, 5, 4, 5) = 21
Blaster Carbine: 4d6 ⇒ (5, 4, 6, 1) = 16
damage if hit: 5d6 ⇒ (2, 5, 5, 2, 5) = 19
hallelujah, where were those dice in round one?
Sl'P will hold his remaining dice for reactions if needed.

Qot La'Jal |

@GM: It's not 3 actions, right? Or am I missing something? I was going with the rolls you sent me by PM when I joined the game, but I think I misread (I confused the multiple rounds with 2 in a round etc.). Maybe I can activate Control now (just it), then next round I can either activate Sense and attack (-1D in each) or just activate sense and dodge (if they attack me) with -1D in each as well?

Por Kandino |

Its two actions to activate; adding an attack makes it 3 actions if you activate just control that's 1 action; activating Sense + keeping up Control is two actions (-1D), then its 2 actions to keep up- so 3 to take an attack with the bonus in the next round, but remember physically drawing the lightsaber is ALSO an action
For the purpose of this round, I'm going to rule that you've successfully activated Control but not sense currently
Resist: 4d6 + 1d6 ⇒ (6, 4, 6, 2) + (5) = 23
Resist: 4d6 + 1d6 ⇒ (6, 5, 1, 1) + (3) = 16
Resist: 4d6 ⇒ (3, 6, 5, 4) = 18
Three blaster shots ring out, but the trooper's armor proves to be incredibly resistant and one of the troopers takes a stun only.
Pending Milady

Por Kandino |

Ooph! I forgot about that!
And I missed the quick draw! So yes, that part is not an action
The troopers take stock and fire a SI'P and Braxen
Blaster Rifle at SI'P: 4d6 + 1d6 ⇒ (6, 1, 3, 2) + (6) = 18
Blaster Rifle, stunned at Braxen: 3d6 ⇒ (1, 6, 1) = 8 1
Braxen again is completely missed, but SI'P is hit.
Damage: 5d6 ⇒ (4, 4, 6, 2, 4) = 20 Remember the +1d for the scout trooper armor
Init Troopers: 3d6 ⇒ (3, 1, 3) = 7
Init Players: 5d6 ⇒ (6, 5, 2, 2, 1) = 16
Players will again act before the troopers for the next round

Miladγ |

Milady pulls herself across the floor and behind anything she can find in the way of cover, firing out again at the stunned Trooper.
HBP, To Hit, Wound, Wild: 5d6 + 1d6 ⇒ (6, 3, 3, 5, 4) + (1) = 22
Dodge, Wound: 4d6 ⇒ (2, 1, 4, 1) = 8
Damage: 5d6 ⇒ (2, 2, 3, 2, 6) = 15

Sl'P St'Reme |

Sl'P will attempt to dodge as a reaction:
Dodge: 4d6 ⇒ (3, 4, 4, 4) = 15 (dodge is originally 6D and this is my third action this round, so reduced by 2D
That is still going to hit, so I will chance a character point (delusions of grandeur, I cannot believe a stormtrooper can hit me!):
Character point: 1d6 ⇒ 6
Wow, I did not even know I could bend like that in this armor!