Participants: Unlimited
Timeslots: LM
Description: The camp receives a holocall from the Mandalorians. “We have decided to release some prisoners today,” Eralynn Varad announces, the malice thick in her voice. True to her word, a massive amount of captives are seen shuttled over by droids from the mountains. The trials of their imprisonment are clear; their clothes are little more than rags, their bodies beaten, lacerated, and malnourished. Attached to each of them is a back banner listing their name and affiliation. Enlisted soldiers, resistance fighters, and even civilians are included in the crowd.
However, the transports stop short and the prisoners are forced onto their feet to march across the open desert. “Make haste, 'heroes' of the Republic,” she advises before the slow, methodical blaster fire begins, sourced from the advantageous mountains. Many miss on purpose, the bolts impacting with the ground nearby to get them to flee.
A few charge out without thinking of the danger and others argue that they have to go before charigng out of their entranced positions. When enough are drawn in by the bait, the true barrage of blaster fire begins...
Rules: There are three bold options listed below. You may only choose one of them.
The Trap is Sprung: Charging forward into the open field is near suicidal. Mandalorian marksmen have their scopes trained on the outskirts and the dead are already starting to pile on. You may choose only one of the options in the list below. If you fail the first attempt, you can have a second one, but increase the difficulty. Force Abilities, for the second attempt, will be reduced by 1 Pip in effectiveness.
- Stand your Ground: Order everyone to stay in position. Make a Leadership (Presence) Check at Hard Difficulty with Three Setback, two from the noise and one from being an outsider. You may remove One Setback Die if you have equipment to convey orders.
- Hold them Back: You may physically drag people back. Make a Brawl (Brawn) Check at Average Difficulty with One Setback due to the amount of them. Whether or not you succeed, you will take 5 Wounds to represent them struggling to break free. Soak does apply and each Advantage/Threat increases/decreases this amount. A Triumph makes you ignore this damage.
- Provide Covering Fire: You may open fire at the snipers to distract them. Make a Ranged Attack Roll considered at Long Range with Three Setback Dice.
- Use the Force: You may use the Move or Influence Powers to keep the troops from leaving.
Hero Time: You can move out of cover to aid the prisoners get back. However, this is near suicide, as the snipers will begin targetting the actual heroes in the group. Unlike the first category, you may take five actions from the list below, repeats allowed.
- Carry them Back: You can carry them back with your own might. Roll an Athletics (Brawn) Check at Average Difficulty with One Challenge Die and One Setback Die due to the heat. You may choose to increase the difficulty to carry one more prisoner to a maximum of Challenging Difficulty.
- Counter Sniping: Returning fire at the snipers could take one out but will also make you a priority target. Make a Ranged attack at a target with Adversary 2 at Extreme Range with three Setback Dice. For every success, you will rescue a prisoner due to the distraction and perhaps incapacitation of a sniper.
- Emergency AId: You may attempt to administer triage to the wounded. Roll a Medicine (Intellect) Check at Hard Difficulty with Two Challenge Dice and Two Setback Dice due to the sand and patient's condition. For every success, you will treat one prisoner.
- Use the Force: You may use Move to lift a prisoner (Silhouette 1) and gently lift them back. You may target multiple prisoners if you possess the ability to target multiple people. Due to the sight required and watchful eye of the snipers, you are still left exposed to a shot. In addition, you may use Heal for a 1 to 1 prisoner ratio per target, assuming successful use.
The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. Threat will give you a Boost at a 2 to 1 ratio on your rescue attempt or restore Strain and a Despair for them will jam their gun to remove one incoming shot for your next action.
Duel in the Sand (Heroic Opportunity): Any character (regardless of training) can decide to call for a Mandalorian Ritual Duel against a highly skilled combatant. Make a new thread and post a link to it here. The thread should be titled (D4 LM) Mandalorian Ritual Combat - [Insert Character Name]. In exchange for your duel, you will secure ten prisoners' safe travel.
Rewards/Outcome: Rewards are based on both individual and group effort.
Trust Modified: Baseline -0.5 Trust. For each participant that chooses the latter two options, gain +0.1 Trust. This bonus will cap out at +0.5 Trust.
Power Modified: Power loss as noted above for not stopping others. For every seven prisoners saved, gain 1 Power.
Duty Earned: Increase Duty by 5 for participants. Gain an additional 5 if you chose options two or three.