A space station in high orbit, used primarily for moving goods from the surface via turbo-lift sky elevator.

[Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Tue Jul 03, 2018 4:02 pm

Event Type: Campaign Objective, Combat
Power Cost: 0
Participants: 4
Timeslots: Late Afternoon
Description: Jace is leading the charge of the assault on Vantage Core Station, your squad has been given the task of taking out the control station of the Mandalorian super weapon. Take it out at any cost. especially since the system is gearing up to shoot the city of Uthan Mil!

Rules: This is a combat encounter; the characters begin at Medium range of the Mandalorian defenders. Two sets of automated turrets, one Blooded Mandalorian shocktrooper and a Devastator droid. The Controls are behind the Mandalorians, If the automated Turrets are taken out they will repair themselves and return to combat at the end of the following round.

The squad is given two thermal detonators to use In breaking into the Control center to access the control system, to break in they must deal 30 damage and it is shielded with Soak 8. For targeting the Control Center, reduce Difficulty by one to a minimum of Easy. Once inside they can either simply destroy the controls by dealing 10 damage, this will disable the system but not stop the current launch! To do that they will need to make a daunting Computers check with two setback due to the complexity of the system and Mandalorian protocols.

The players will have six rounds to disable the system before it fires.

Rewards/Outcome: If the weapon controls are Disabled gain 5 Victory Points but Uthan Mil is destroyed, if the System is completely Neutralized gain 12 Victory Points.

Trust Modified: N/A (If Uthan Mil is Destroyed lose 2.0 Trust)
Power Modified: 10
Duty Gained: 15
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Tue Jul 03, 2018 4:46 pm

OOC: Roll Cool for Initiative.
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Hacha Tsuko » Tue Jul 03, 2018 8:49 pm

"What's that one saying again?" Hacha mutters to himself. "The reward for good work is more work?" After another long night of slogging through repairs, and an even longer rest, Hacha had been approached for another mission on the ground. It seemed that the Maniac Mandos were looking at building a giant superweapon...and well, how could he resist taking a chance to look at what they were building. Maybe he could take notes.

Hacha straps on what little armor he has, and his military park with stims. He isn't burdening himself with his usual tool set this time, he's focusing more on survival...and his gun. Hacha checks his trusty flechette launcher, nodding to himself in satisfaction.

D11-The Boom Gun-Initiative-Cool: 2eA 1 success, 1 advantage
ImageImage

Hacha Tsuko
Soak: 2
Defense: 0/0
Wounds: 0/14
Strain: 0/12
--------------------
Hacha Tsuko | Tech Modder | Cyberbrain Implant | Flechette Rifle | Turtle's Mechanic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Arali Zian » Tue Jul 03, 2018 11:04 pm

There is no emotion... there is peace...

Eh, that never worked for me anyways.

Arali advanced with her allies, her oversized saber lit in a deep, deadly blue. If she couldn't get lost in philosophy or meditation, maybe "field testing" would do.

((Cool: 1eP+3eA 2 successes, 3 advantage
ImageImageImageImage
Soak 4
No defense
0/13 wounds
0/14 strain))
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Rav Devaroo » Tue Jul 03, 2018 11:47 pm

Once again Specialist Rav Devaroo was ready for action. This time he was down a regular arm but up a fully operational suit of armour and a shield drone. The odds were against them but he had faith in his team.

"Alright everyone, let's kill that cannon."

----

Soak 7
Ranged Defense 1
WT: 0/20
ST: 0/13
Crits: 0 (Durable 2)
Shield drone (0/6): will activate Bodyguard on Rav in round 1

Day 11. LA. The Boom Gun. Initiative (Survival): 2eP+1eA+1eB 0 successes, 1 advantage
ImageImageImageImage

Guess I found all the blank dice...

Rav has 2 Detonite charges and a Thermal detonator.
Last edited by Rav Devaroo on Wed Jul 04, 2018 8:11 pm, edited 2 times in total.
Republic | Shistavanen | Gearhead | Military Specialist | Greasy Mechanic | Serious Sapper | Tough

Equipment: Huge collection of assorted tools stuffed in to Utility Suit, Utility belt, Load-bearing gear, Datapad, Hunter's Goggles
Combat carry: Heavily modified Pulse Rifle, Extra reload, Stimpacks, Grenades, Tech-glove

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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Hacha Tsuko » Wed Jul 04, 2018 2:31 am

Hacha looks over and recognizes a familiar face. "Hello there, more brawny version of me! We always seem to get lumped into these types of missions don't we?"

Hacha suddenly squints, as if he's noticing something for the first time. "You lucky son of a nerf herder! You got a new arm! And here I am, trying to make basic requisitions. I guess being a mainstay in the Republic has some benefits!"

Hacha pats his pouch. "Ok gentlepersons, I have two stimpacks in here. They are primed and ready to go, but color code triage will be in effect...and I include myself in that'."
--------------------
Hacha Tsuko | Tech Modder | Cyberbrain Implant | Flechette Rifle | Turtle's Mechanic
"You got something that needs fixing? No? Haha, that's adorable. Stand back and let me work."
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Sabine Kelborn » Wed Jul 04, 2018 7:48 pm

"Everyone ready?" Asked Sergeant Kelborn, Mandalorian friend and trooper.

OOC:
Wounds: 0/22
Strain: 0/12
Soak: 5
Defense: 1
Crits: 1

Init:
D11 Init: 3eA+1eB 0 successes, 5 advantage
ImageImageImageImage
Republic * Sergeant * Soldier * NCO * Confident * Tough * Mandalorian * Human
Carries: Ritual dagger, command insignia, electronic manual
Combat gear: Ritual Dagger, Mandalorian Armor, MK II Paladin, ammo, stimpacks
Languages: Basic, Mando'a
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Thu Jul 05, 2018 8:01 pm

The Mandalorian lowered his visor and readied himself for combat as the Devastator droid whirred to action on it’s massive four legs, standing at nearly two and a half meters in height with each arm sporting a built in blaster cannon.

On the wings of the room sets of automated turrets spring out of the walls ready to greet the Republic with their greeting protocol.

OOC: Mandalorian is Adversary 1, Devastator Droid is Adversary 1, both have Defense 1, the Turrets are a squad of 2 apiece, and all are at Medium range. They are all spread out, at least short to each other. Turret #1, then Mandalorian, then Devastator droid, and then the last set of turrets in a broad curved line.

Cool - Devastator Droid: 1eA 0 successes, 2 advantage
Image[/url

[url=http://orokos.com/roll/639659]Cool - Turrets
: 2#1eA 2 successes 1 success
Image
Image

Cool - Mandalorian: 1eP+2eA 0 successes, 5 advantage
ImageImageImage

Initiative
Republic
Mandolorian
Republic
Mandolorian
Republic
Republic
Mandolorian
Mandolorian
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Arali Zian » Thu Jul 05, 2018 10:13 pm

Arali's eyes flash back to the last time she faced a droid like that. Best to take that one down immediately.

She lowers her stance and charges, ending in one clean thrust for the head, aiming to fry its central processor in a single blow.

((Double maneuver to engage the devastater.
Lightsaber: 4eP+1eB+1eC+1eD+1eS 1 success, 1 advantage
ImageImageImageImageImageImageImageImage
+1 advantage from fine-tuned emitter makes 1 success, 2 advantage. Both advantage to damage. 18 damage, with breach against the devastator.
Soak 4
No defense
0/13 wounds
2/14 strain))
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 1:07 am

The droid was grievously injured by the lightsaber as it sprung back from the Jedi and fired the twin blasters landing with devastating effect on the Jedi!

OOC: The droid suffered 17 wounds from the attack. but still stood. It moved back to Short and then fired as an attack. Hits for a total of 12 wounds, activates Linked for the Triumph and deals another 12 wounds. Boost the next ally. Next Republic slot goes.

Devastator Droid Ranged Heavy Arali + Short: 2eP+1eA+1eD+1eB 3 successes, 1 advantage, 1 Triumph
ImageImageImageImageImage

Initiative
Republic
Mandolorian
Republic
Mandolorian
Republic
Republic
Mandolorian
Mandolorian
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Rav Devaroo » Fri Jul 06, 2018 1:34 am

"Well shit. I'll cover you Hacha, let's take out that door." Rav leveled Big Salli at the Mandalorian blooded, intending to split his fire between targets, but the droid was surprisingly nimble and avoided the hail of energy.

Maneuver to move to Short.
Maneuver 2 to aim (1 strain).
Action to shoot.

Day 11. LA. The Boom Gun. Short range Ranged (Heavy). Big Salli, Autofire+. Targeting Mandalorian and Devastator droid (same difficulty). 3 Boosts: Trust, Accurate, Aim. Superior adds one Advantage. Setback from defense. Destiny flip. Clever Man re-roll.: 1eP+2eA+3eB+1eC+1eS 2 successes, 1 threat
ImageImageImageImageImageImageImageImage

Jesus Toboga Orokos. Final roll: 2 successes.

Mandalorian blooded takes 16 damage.

Incidental: Shield droid activates Bodyguard on Rav.
I'll flip Destiny to upgrade if targeted (so 2 upgrades).
Republic | Shistavanen | Gearhead | Military Specialist | Greasy Mechanic | Serious Sapper | Tough

Equipment: Huge collection of assorted tools stuffed in to Utility Suit, Utility belt, Load-bearing gear, Datapad, Hunter's Goggles
Combat carry: Heavily modified Pulse Rifle, Extra reload, Stimpacks, Grenades, Tech-glove

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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 2:56 am

The Mandalorian gritted his teeth under his helmet and fired back at the republic soldier! The aim was accurate as he scans the scene. The Jedi was done, the droid had stolen his kill, but tactically they were in a good spot.

OOC: Mandalorian took 10 wounds! He Aimed and fired back at Rav and scored 14 wounds. Republic slot is go.

mandalorian Autofire + Short + Aim + Commander Bonus: 2eP+2eA+2eB+1eC+1eD+1eS 3 successes
ImageImageImageImageImageImageImageImageImage

Initiative
Republic
Mandolorian
Republic
Mandolorian
Republic
Republic
Mandolorian
Mandolorian
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Hacha Tsuko » Fri Jul 06, 2018 3:42 am

"Well, this ain't a great start." Hacha hadn't expected the Jedi to go down that fast. He weighs his options, and wish a grimace he drops his grip on his gun, letting the weapon harness hold it.

Hacha turns and bolts toward the fallen Jedi, his hands reaching for the conveniently slung bag. He charges closer, sliding at the end as he sticks the auto injector into her neck.

Maneuver 1: Medium to Short
Maneuver 2: Short to Engaged
Action: Aralai heals 5 wounds

Wounds: 0/14
Strain: 2/12
--------------------
Hacha Tsuko | Tech Modder | Cyberbrain Implant | Flechette Rifle | Turtle's Mechanic
"You got something that needs fixing? No? Haha, that's adorable. Stand back and let me work."
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Sabine Kelborn » Fri Jul 06, 2018 9:02 am

Sabine aimed her gun at the huge droid, and let loose a volley!

OOC:
Maneuver: True Aim
Maneuver: Take Cover
Action: PEW

D11 LA Boom Gun, Ranged (Heavy), Droid, Trust,True Aim, Destiny, Autofire, Adversary 1, Defense 1, Maimed, Custom Grip: 1eA+4eP+2eB+1eC+1eS+2eD 5 successes, 4 advantage
ImageImageImageImageImageImageImageImageImageImageImage

13 damage, Pierce 1, adv from Superior and Bantha eye

2 adv used for Autofire
3 adv used for Crit
1 adv used to add setback to droid's next roll

Crit:
D11 LA Crit: 1d100 61
Republic * Sergeant * Soldier * NCO * Confident * Tough * Mandalorian * Human
Carries: Ritual dagger, command insignia, electronic manual
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 7:50 pm

The droid crumpled under the onslaught of the Republic as Sabine puts it down with a precise shot!

The turrets focus on Hacha and decide to activate greeting protocol, shower him with greetings and say in Binary, “Hello friend.” Unfortunately their hellos are accompanied with blaster bolts!

OOC: Hacha is struck for 8 wounds and 7 wounds respectively by the turrets. Second Turret will also give Hacha setback on his next check. Devastator droid is down.

Turrets#1 Firing on Hacha + Aim + Commander Bonus: 2eP+2eD+2eB 2 successes
ImageImageImageImageImageImage

Turrets#2 Firing on Hacha + Aim + Commander Bonus: 2eP+2eD+2eB 1 success, 2 advantage
ImageImageImageImageImageImage
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Sabine Kelborn » Fri Jul 06, 2018 8:52 pm

Sabine took aim and her pinpoint accuracy killed the Mandalorian soldier.

OOC: Boost die to Rav directly, hit for 11 wounds and Pierce 1, this removes the Mandalorian from play. Her weapon runs out of ammo.

Sabine vs. Mandalorian + true Aim x2: 5eP+3eB+1eS+1eC+1eD 3 successes, 2 advantage, 1 Despair
ImageImageImageImageImageImageImageImageImageImageImage
Republic * Sergeant * Soldier * NCO * Confident * Tough * Mandalorian * Human
Carries: Ritual dagger, command insignia, electronic manual
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 8:53 pm

Initiative
Republic
Mandolorian
Republic
Mandolorian
Republic
Republic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 8:55 pm

The turret tried to greet hacha again but somehow the greetings were not accurate!

OOC: Turret missed Hacha, let me know what to use for the 1 threat. Boot die to anyone that targets Turret #1, next.

Turret #1 vs. hacha - hello! + Aim + Commander Bonus: 2eP+2eB+2eD 1 failure, 1 threat
ImageImageImageImageImageImage

Initiative
Republic
Mandolorian
Republic
Mandolorian
Republic
Republic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Hacha Tsuko » Fri Jul 06, 2018 8:58 pm

(OOC: How about a Boost on whoever targets it next?)

Hacha winces as being drawn out of position puts him in a direct line of fire.

"That's what I get for sticking my neck out, isn't it." There are some nasty scorch marks on his armor, and it's pierced in a few places, but it likely saved him from a lethal shot. Hacha quickly reaches into his ready bag and quickly stims himself before slinging his large cannon back out. Part of him dimly remembers that he ought to target the one that hasn't fire, that the other turret likely had a recharge time, but it's a rather close thing. He's a bit rushed as he fires, and doesn't get a perfect shot off.

Hacha vs Turret #2, Setback Die, Gunnery: 1eP+2eA+2eD+1eS 2 successes, 2 threat
ImageImageImageImageImageImage

[OOC: 10 Damage, Pierce 6. 2 threat to be spent]

Incidental and Maneuver 1: Stimpack to reduce 11 wounds to 6
Maneuver 2: Prepare
Action: Gunnery vs turret
Wounds: 6/14
Strain: 4/14
--------------------
Hacha Tsuko | Tech Modder | Cyberbrain Implant | Flechette Rifle | Turtle's Mechanic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 9:23 pm

The lone turret fired back with a thunderous hello and, and it was a precise greeting that kept the Duros off-balance!

OOC: 2 out of 3 turrets in Turret group #2 are destroyed! 2 Threat used to give Turret #2 a chance to Aim on Hacha for free. Hacha is struck for 9 wounds and a setback to Hacha's next check.

Turret #2 vs. Hacha + 2 aim + Commander: 2eA+2eD+3eB 3 successes, 2 advantage
ImageImageImageImageImageImageImage

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Mandolorian
Republic
Mandolorian
Republic
Republic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Arali Zian » Fri Jul 06, 2018 9:45 pm

Arali rolled back onto her feet after the blast, "Sorry for the trouble."

Then, she was in motion again, charging through the pain. Stimulants and adrenaline would keep her going for now. Actual recovery could happen after the battle ended.

She flanked around the turrets' arc of fire, then leaped along their line, going for all of them with a single stroke.

((Maneuver to move. Attacking Turret Group #1.
Lightsaber: 4eP+2eD+1eS 4 successes, 1 advantage
ImageImageImageImageImageImageImage
+1 advantage for fine-tuned emitter makes 4 success, 2 advantage. Spending 1 advantage on crit, 1 advantage on damage.
Result: 20 damage, breach, crit.
Edit:
Boost: 1eB 0 successes, 1 advantage
Image
Using that advantage to give the next person a boost. Because advantages can apparently do things other than more damage.))
Last edited by Arali Zian on Fri Jul 06, 2018 9:48 pm, edited 1 time in total.
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 9:48 pm

OOC: Turret Group #1 is gone.
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Rav Devaroo » Fri Jul 06, 2018 9:49 pm

(OOC: I'd rolled and was posting)

Rav grind as things started to go their way. Leaning back slightly he assumed at the groups of turrets and unleashed a maestrom of blaster fire into all of them.

"I really need that cigar. Alright, let's take that door out, then blow this thing and go home."

Maneuver to Aim.
Action to shoot.
Maneuver to Stim (1 strain, recover 5 wounds).

WT: 2/20
ST: 2/13

Day 11. LA. The Boom Gun. Short range Ranged (Heavy). Big Salli, Autofire+. Targeting Turrets 1 (primary) and Turrets 2 (same difficulty). 5 Boosts: Trust, Accurate, Aim, turret 1 boost, Sabine boost. Superior adds one Advantage. Destiny flip.: 1eP+2eA+5eB+1eD 1 success, 5 advantage
ImageImageImageImageImageImageImageImageImage

Heh, that was close. Success, total of 6 advantage. Use all advantages for 3 extra hits with Autofire.

Three hits on Turrets 1 (45 damage) and one hit on Turrets 2 (15 damage).
Republic | Shistavanen | Gearhead | Military Specialist | Greasy Mechanic | Serious Sapper | Tough

Equipment: Huge collection of assorted tools stuffed in to Utility Suit, Utility belt, Load-bearing gear, Datapad, Hunter's Goggles
Combat carry: Heavily modified Pulse Rifle, Extra reload, Stimpacks, Grenades, Tech-glove

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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Dapper Dog » Fri Jul 06, 2018 9:57 pm

Rav eliminated the last turret and savaged the door, but it held.

OOC: Turrets are gone and the door is has taken 21 wounds. End round, Turrets come back at the end of the next round.

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Republic
Republic
Republic
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Re: [Day 11 - Late Afternoon] The Boom Gun

Postby Arali Zian » Fri Jul 06, 2018 10:04 pm

With the enemies down for the moment, Arali turns her attention to the damaged blast door. It took some impressive fire, but was still standing.

She could fix that.

Carving a blast door was nothing new. But with her new saber, its power output flared up in response to the resistance, burning bright and making easy work of the damaged door, clearing the way for the mission to continue.

((Lightsaber: 4eP+2eB+1eD 3 successes, 4 advantage
ImageImageImageImageImageImageImage
18 damage with breach. 5 advantage.
Boost to next person. Boost to Rav. Boost to Hacha.
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