D11 A Walk In The Park (Open - 4 players, combat)
Posted: Tue Mar 14, 2023 1:39 am
A Walk In The Park

Location: The destroyed main street of Obroas City, a huge road decorated with statues and memorial that runs from the city outskirts to the Council Building at the city centre. Buildings on both sides have partially collapsed, spilling rubble onto the street while various wrecked and abandoned speeders litter the asphalt. Because of the clear sight lines every ranged attack roll at long or extreme range can be made with one additional boost dice ■.
Premise: A massive quadrupedal war walker is storming down the street towards the Council Building. The formidable war machine is heavily armed and armoured, shrugging off the defender's anti-vehicle attacks and spitting back lethal return fire. You must board the walker and take it down from the inside.
Opposition: walker starboard forelimb, walker port forelimb, walker starboard hindlimb, walker port hindlimb, walker command centre.
Player note: Every PC will start hidden in a partially ruined building along the walker's route. To begin the event, roll your choice of an average with one setback ◆◆ ■ athletics, coordination or skulduggery to board the limb of your choice (the command centre may not be boarded directly). Characters with equipment or weapons that rappel (such as an ascension gun or integrated ascension gear) may use them and make the appropriate checks listed under that gear.
It is possible (and even encouraged for those who might have trouble going from limb to limb) for players to board different limbs initially.
On a success you catch the Mandalorians in your limb by surprise, upgrade you initiative roll twice. On a failure you end up sprawled on the floor, start the combat prone.
Once everyone has boarded roll your choice of cool or presence for initiative.
---------------
Each limb has a different garrison of Crusaders that is hidden until you board. You will begin at short range to this garrison. Every garrison must be defeated to unlock access to the command centre and its final garrison. After boarding, moving from one limb to another will require a hard athletics or coordination check ◆◆◆, or the use of rappelling equipment or attachments and their relevant checks to move between them with the appropriate rolls. Failure will leave you stuck on your current limb.
Limbs are considered to be long range from one another and the occupants of each limb may fire at occupants of other limbs. Mandalorians in limbs with no Hopers present will automatically replenish one minion per turn unless that garrison is completely wiped out.
---------------

Location: The destroyed main street of Obroas City, a huge road decorated with statues and memorial that runs from the city outskirts to the Council Building at the city centre. Buildings on both sides have partially collapsed, spilling rubble onto the street while various wrecked and abandoned speeders litter the asphalt. Because of the clear sight lines every ranged attack roll at long or extreme range can be made with one additional boost dice ■.
Premise: A massive quadrupedal war walker is storming down the street towards the Council Building. The formidable war machine is heavily armed and armoured, shrugging off the defender's anti-vehicle attacks and spitting back lethal return fire. You must board the walker and take it down from the inside.
Opposition: walker starboard forelimb, walker port forelimb, walker starboard hindlimb, walker port hindlimb, walker command centre.
Player note: Every PC will start hidden in a partially ruined building along the walker's route. To begin the event, roll your choice of an average with one setback ◆◆ ■ athletics, coordination or skulduggery to board the limb of your choice (the command centre may not be boarded directly). Characters with equipment or weapons that rappel (such as an ascension gun or integrated ascension gear) may use them and make the appropriate checks listed under that gear.
It is possible (and even encouraged for those who might have trouble going from limb to limb) for players to board different limbs initially.
On a success you catch the Mandalorians in your limb by surprise, upgrade you initiative roll twice. On a failure you end up sprawled on the floor, start the combat prone.
Once everyone has boarded roll your choice of cool or presence for initiative.
---------------
Each limb has a different garrison of Crusaders that is hidden until you board. You will begin at short range to this garrison. Every garrison must be defeated to unlock access to the command centre and its final garrison. After boarding, moving from one limb to another will require a hard athletics or coordination check ◆◆◆, or the use of rappelling equipment or attachments and their relevant checks to move between them with the appropriate rolls. Failure will leave you stuck on your current limb.
Limbs are considered to be long range from one another and the occupants of each limb may fire at occupants of other limbs. Mandalorians in limbs with no Hopers present will automatically replenish one minion per turn unless that garrison is completely wiped out.
---------------