D 11 The (Actual) Last Stand (Open - up to 4 players, combat)

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GM Nicha
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D 11 The (Actual) Last Stand (Open - up to 4 players, combat)

Post by GM Nicha » Tue Mar 14, 2023 4:19 am

The (Actual) Last Stand

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Location: Kandra’s Run. The small town has grown into a formidable and well defended base complete with a wall and weapon emplacement. Usually a hive of activity, it is unusually quiet as the main force has left for the final assault.

Perhaps, too quiet. All at once sirens start blaring as jetpacked Mandalorians soar towards the town, rockets raining down on the defences as panic ensues. Those few left are the only ones capable of stopping this surprise attack!

Premise: Survive.
Players roll vigilance for initiative.

Opposition: (Depending on number of participants)


Player Notes: While there is a small guard of professional soldiers remaining, most of the base is occupied by non-combatants. Facing the Neo-Crusaders would be a foolish move, but they might yet be beaten with a little Republic ingenuity.

The following four attacks are available to every PC and each may only be used ‘once’ per PC. These represent you using your own skills and knowledge of the base to turn the tables on the Mandalorians.If you describe exactly how you make the attack (calling on a friendly squad, luring someone into a gas explosion, jabbing a Mando with a needle), add a boost dice to your roll!

Ingenuity (Intelligence)/mechanics, computers, knowledge warfare, education or medicine. Base damage 8, pierce 5. May spend a triumph to upgrade the next player character’s roll three times.

Guile (Cunning)/Deception, Skullduggery, Streetwise, Perception. Base Damage 6, Pierce 3, Blast 6. May spend a triumph to upgrade the difficulty of the next enemy NPC’s roll three times.

Resolve (Willpower)/Discipline, Vigilance. Base damage 6 Pierce 2, on a successful check the targeted NPC(s) cannot act this turn. May spend a triumph to prevent an addition NPC acting this turn.

Magnetism (Presence)/Leadership, Charm, Negotiation or Cool. Base damage 10, ensnare 2. May spend a triumph to remove up to 5 wounds or strain from yourself or an allied PC in the scene.

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In addition, the defences you built at the start of the campaign now pay dividends.

At the start of the combat select one hostile NPC or minion group. They cannot move this round as they have to scale the basic walls.

At the start of the combat select one hostile NPC or minion group. They must pass a hard piloting planetary check or suffer 10 stun damage with no soak from an anti-vehicle mine.
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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