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StarWars: Approaching Impact
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Message #36294
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Topic: StarWars: Approaching Impact (Read 40702 times)
StevenO
Global Moderator
Grandmaster of the Jedi Order
Posts: 4973
Dark or Light? Why choose when neither is right?
Re: StarWars: Approaching Impact
«
Reply #255
on:
March 07, 2022, 10:34:54 pm »
"An entire platoon from the looks of it and it sounded like there were two Jugs filled with troops on the way to back them up."
Spoiler: situation
(hover to show)
You'd here there is a platoon in the settlement on on the way from the spaceport. I'm using a platoon as four squads of eight troopers each (broke down into two SWSE "squads") and a probably command element. Jugs = Juggernaut = big wheeled transport combat vehicles each capable of holding a platoon of troops each.
Time element: This is/was set based on various earlier interactions. Played "perfectly" you should have been able to get away before the Imperials show up. Played where everything failed your "warning" would be "roll for Perception".
I figure it may take a few minutes for the sleeping crews to rise and prepare to leave; if played out once read a crew "squad" would be available in the "camp" area on the map for the players to direct to their speeder. Default action would be double move unless enemies are seen which then becomes move/total defense. Once adjacent to their speeder the crew would need a Move Action to enter the vehicle; I guess it's only a swift action to Activate the vehicle although when it comes to moving there there's much room to maneuver. There is one "crew" for each vehicle plus a spare and two minor security guards; it's best if the extra people are also evacuated (escape through tunnels may be best option.)
When it comes to "setting up roadblocks" you really don't have time anymore to make those kinds of arrangements. (Part of why you were given a bunch of down time.) As far as anyone knows the roads in town should still be clear (but you could pick up pursuit) although it is worth noting that "the guy" who was going to help you quietly slip out of town wasn't going to be on duty for several hours yet so you may need a way to open some outer gates (and I believe I've provided some if you take a good look at that equipment box.) When it comes to vehicles you have the eight trucks, combat speeder, and an unarmed bike (the other was loaded on a truck already!).
Besides thinking for your own characters if you've got any group suggestions I'm interested in those seeing how we may not be getting everyone back to the game.
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Message #36294