by Nekoinu » Fri Jun 22, 2018 12:14 pm
Event Type: Operation Defiant Nexu, Combat
Power Cost: 0
Participants: 4
Timeslots: Late Night
Description: One squad of the spearhead is sent in to tackle the defense grid. It is guarded by one Malto Brin, a former Hutt enforcer from Nar Shaddaa out for blood. Intelligence reports him being extremely dangerous, his primary weapon being a disruptor rifle. Without taking out those turrets, though, the casualties from the operation will surely rise.
"Right. Let's squeeze them between us, boys!" Malto leveled his disruptor rifle and smiled underneath his helmet.
"I'm a woman, thank you very much." The sniper turned to fire a shot at other invading forces. "You should be able to handle this, right?"
Rules: Please post your Wounds/Strain, Soak, Defense, and Crits. when you post in this thread. Roll Cool (Presence) for Initiative.
You will start at Long Range from the console, Malto Brin, and a minion group of four Hutt enforcers. At Medium Range from the strike team, there is a minion group of three turrets on the ceiling, meaning melee weapons will not be able to reach them.
Bring your Slicers: There are two rolls that need to be passed once a teammate gets to the console. First they will need to roll a Mechanics (Intellect) Check at Hard Difficulty with One Die Upgraded and Three Setback if there are any enemies not engaged with an ally. Take an additional Two Setback if you do not have tools to break into wiring. A Despair on this check will mean that any tools break (repairable after the mission.)
Afterwards, one must pass a Computers (Intellect) Check at Daunting Difficulty with One Die Upgraded and Three Setback if there are any enemies not engaged with an ally.
Once both rolls are passed, remaining enemies around the station must be cleared.
Reinforcements: At the end of Round 2 and every round after, one more group of four Hutt enforcers will arrive at the player's starting position. If things are particularly clear for you guys, I may flip a destiny to make it two groups.
Sniper Support: Once the team makes it to Short Range with the console, a sniper will join the initiative order. She is at Long Range from the console and have a clear view of anyone interacting with it. She will prioritize anyone interacting with the console. A teammate can spend their action if they are engaged with a technician to force the sniper to shoot them first.
If the console is hacked and the sniper is the last enemy standing, she will retreat and the Republic will have secured the area.
Rewards/Outcome: If the squad succeeds in shutting off the defense grid, then Eralynn will not have turret support against the team coming for her. A Triumph on the final roll for control gives the turrets one turn to fire upon her. Two Triumphs or more will put them in the fight against her until they are defeated. There are three turrets in this minion group.
Shutting down the turrets gives 1 Victory Point.
Trust Modified: N/A
Power Modified: Failing to shut down the turrets will cost 2 Power. A Triumph on the last roll will give 1 Power. Double Triumph or more will give 3 Power.
Duty Gained: Participants receive 10 Duty.
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