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Bloodletting Options
corranhorn
Posted: Thursday, August 23, 2012 8:49:14 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/14/2009
Posts: 1,728
Alright I'm getting sick of typing Inspired by FlyingArrow on these lol, if you've been following these you know that by now, if you haven't I would go back and read The Serum, and FlyingArrow's various excellent scenarios. :)

Bloodletting
As the battle in space ended with the Valiant's destruction, Republic reinforcements came in time to launch a sole shuttle from a Venator-class capital ship and land it on damaged flight deck of the Bloodletting, the Recusant class destroyer which was about to jump to hyperspace, carrying some very valuable cargo.It had also recently arrived to the battle and General Greivous was on board, ready to interrogate the prisoners. "Bring me the one they call Vos" he growled in his metallic rumble of a voice as he stomped down a barren corridor with his bodyguards at his side. As the prisoners were disarmed two super battle droids pulled Vos away before a neural inhibitor could be put on him, and one of the supeers grabbed his lightsaber. The other prisoners were taken to a prison cell and the Jedi were fitted with neural inhibitors. Meanwhile, Plo Koon and his squad of clone commandos drew ever closer to the prisoners....
Squads;
Republic
(These are not intended to be the real Sev, Boss, Fixer and Scorch. In the playthrough I will refer to them as such but they are really generic clone commandos).
Plo Koon, Jedi Master
Republic Commando Sev
Republic Commando Fixer
Republic Commando Scorch
Republic Commando Boss
Quinlan Vos (Special)
Roron Corobb (Mini only, prisoner)
Elite Clone Trooper Commander (Mini Only, prisoner)
General Kenobi (Mini Only, prisoner)
Seperatist
General Greivous, Supreme Commander
4x Sper Battle Droid
4x Battle Droid
2x Bodyguard Droid
2x Security Droid
Destroyer Droid





Setup:
Use the startship map printed on cardboard from the RotS starter. These directions assume you are on the long end of the map, the side with the blast door passage. The conference room should be to your left. The Republic Commandos and Plo Koon start out in that lower right hand corridor with the blast door. Quinlan Vos starts out immoibilized by two of the super battle droids, place the 2 super battle droids in the chamber with 4 tall pillars (Too tired to check out the map now lol but I think they are reactors). Place Quinlan Vos in between them and adjacent to both. General Greivous and his two Bodyguard Droids start out in the Airlock corridor in the northwest, and the rest of the droids, inlcuding the destroyer droid, start out in the conference room or within 2 squares of it. The area to the northwest with the escape pods is treated as a prison area, set up the three prisoners (Roron Corobb, General Kenobi, and the Elite Clone Trooper Commander) in that area, all adjacent to each other..

Special Rules:
Saving Quinlan Vos:
Quinlan Vos is not under your control, although he is considered a friendly character for line of sight, until he is rescued from the two super battle droids guarding him.The super battle droids guarding him activate as one character, and they can only move two squares until one of them is fired upon, at which point they can move normally . Quinlan Vos moves with them. Once both of those guard droids are destroyed or move away from Vos, any Republic character may move up to Quinlan Vos and free him, this replaces attacks. He then can act normally for the rest of the game.
Saving the Other Prisoners:
The other pirsoners have been disarmed and their weapons taken by security battle droids, and the two Jedi have had neural inhibitors attached to them to prevent Force use, A Republic character may end its move next to these three characters to free them, this replaces atacks. The prisoners can then take their turn and move up to 6 squares for the rest of the skirmish, they cannot attack or move more then six squares on one turn.
Retrieving the Serum Sample:
The serum sample remains top-priority. It is contained in the small console in the northeast corner of the conference room. If a Republic character ends his turn next to the serum, he can pick it up. If that character is defeated, the serum falls to the ground in the quares where the character was when they were defeated until another characte ends their turn on that square and chooses to pick up the serum. No Seperatist character may pick up the serum before it has been picked up, if another character drops it they can pick it up however.
Victory Conditions:
The Seperatist player wins by defeating all of the Republic characters.
The Republic player wins by moving the prisoners off the edge of the battlemat through the blast door hallway in the southeast, and by having a Republic character carrying the Serum move off the edge of the battle map through the blast door hallway .in the southeast.

My playthrough:
Round 1.
Boss and Scorch move up to secure the hallway while Sev and Fixer hang back by the blast door with Plo, eventually moving up with the others. The droids begin to fan out.
Round 2.
Boss opens fire, destroying one of the droids guarding Vos. The other droid returns fire while marching Vos up towards a rendevous with advance droids from the main force in the conference room. Sev moves up to a position behind the cooling towers to get a good view of the battle while Scorch, Fixer and Plo Koon hang back. The droids continue to fan out as they advance.
Round 3.
An excursion along the southern flank in an attempto to reach the serum by Koon and Fixer was quickly met by an unrolling destroyer droid. Sev and Boss both destroy a droid, but a lucky shot catches Boss in the faceplate, and Scorch moves into the doorway to take his place, missing the droids with his blasterfire.
Round 4.
Plo Koon and Fixer beat a hasty retreat after a shot from the destroyer droid injuies Koon, although a return shot from Fixer managed to partially penetrate the droid's shields. General Greivous and many of his droids move in to the jail area to take cover from the clone blasterfire, leaving only a few battle droids in the conference room with the serum and a destroyer droid outside of the confernce room. Further blasterfire is exchanged and two more droids fall, including Vos' captor.
Round 4.
Scorch moves out frees Vos while Sev and Fixer provide covering fire.Vos makes it to a doorway next to him, happily fidning no droids inside, Scorch makes it back it one piece and Koon repares to sprint through a hail of blasterfire to join Vos.
Round 5.
Sev moves along the southern flank in an effort to snatch the serum as the last of its guardians move across the wide-open- area to fire on the clones. Koon and Vos rush the Seperatist position, however unlucky timing and swings rendered their first slavoes of lightsaber blows ineffective. Fixer and Scorch unload onto the droids outside the prison area. Greivous' bodyguards move up in the tight confines of the jail and attack Master Koon.
Round 6.
Sev fires from across the way at the droids surrounding his Jedi allies, as do Fixer and Scorch from a different position from Sev. Vos destroys the destroyer droid and Koon cleaves the bodyguard droid in two, bringing the full might of Greivous upon his head.
Round 7.
The ide is cast as Scorch and Fixer move up to aid Vos and Koon in their battle against Greivous and his droids. Sev slips over and opens the door to the serum room,
Round 8.
As Master Koon blocks a swing of an electrostaff from greivous' surviving bodyguard droid, Greivous catches him in the head with a savage kick, knocking him deep into unconsciousness. Vos strikes back, slicing apart the bodyguard droid. Scorch destroys a battle droid who was behind the lines of battle and was moving up. sev sneaks in and grabs the serum sample.
Round 9.
Scorch moves in, firing point-blank at Greivous but to no avail. Fixer also dashes in, freeing the prisoners just before Greivous' blades catch him. Vos sweeps his lightsaber clean through the remaining two battle droids block him, Scorch and the prisoners' escape route.
Sev makes it nearly to the waiting ship in the hangar.
Round 10.
Scorch falls to Greivous, and Greivous chases after Vos and the prisoners like a madman. Sev makes it to the shuttle and preps it for launch, hoping the prisoners will arrive safely.
Round 11. Vos suffers a terrible wound across his chest from Greivous's blades, nearly dying, but Greivous can only watch as the prisoners make it to he shuttle, flying out and escaping into hyperspace.......
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