G
Grothnor
Guest
Original poster
The Acolytes' shuttle approached the landing pad and as expected, there was a welcome party waiting for them. As they landed, they began to notice that something was off, a fact confirmed when they disembarked. A half-dozen thugs were waiting at the end of the causeway along with their leader, all armed and not at all pleased to see them.
"I don't know who you are or why you're here, but if you wanna live, you'd better get your filkin' arses back onto your shuttle and filk off," their leader shouted over the dying engines, waving his hand cannon towards the Acolytes menacingly.
Battlefield Setup
Note: Most of the following information would be revealed through an Awareness Test and in normal play I'd give you guys the opportunity to try to talk your way out of the situation. However, as we're testing the combat system here, I'm railroading this encounter a bit.
There is about 30 meters between the thugs and the Acolytes, with no cover in sight. The six thugs are standing alert, but idle, stub revolvers in their hands. They're clearly expecting the Acolytes to comply with their leader's orders. Their leader has (somewhat unconsciously) prepared a Standard Attack action against the first person to make a move against them. Going by the amount of spittle flying from his mouth during his intimidation tactics, he's clearly on something and cannot be reasoned with. As the thugs are waiting for the Acolytes to make a move, the Acolytes get to go first.
'Map'
Acolytes start on the bottom right platform, Thugs start on the one across the walkway.
We won't be using initiative, so just go in whatever order you want. Once you all go, I'll do the enemies' turn and we go again until one side is done. Any late comers to the fight can come out of the shuttle.
Don't forget to consult the full moves list on page 219. There's plenty of things you can do to try to even the odds.
"I don't know who you are or why you're here, but if you wanna live, you'd better get your filkin' arses back onto your shuttle and filk off," their leader shouted over the dying engines, waving his hand cannon towards the Acolytes menacingly.
Battlefield Setup
Note: Most of the following information would be revealed through an Awareness Test and in normal play I'd give you guys the opportunity to try to talk your way out of the situation. However, as we're testing the combat system here, I'm railroading this encounter a bit.
There is about 30 meters between the thugs and the Acolytes, with no cover in sight. The six thugs are standing alert, but idle, stub revolvers in their hands. They're clearly expecting the Acolytes to comply with their leader's orders. Their leader has (somewhat unconsciously) prepared a Standard Attack action against the first person to make a move against them. Going by the amount of spittle flying from his mouth during his intimidation tactics, he's clearly on something and cannot be reasoned with. As the thugs are waiting for the Acolytes to make a move, the Acolytes get to go first.
'Map'
We won't be using initiative, so just go in whatever order you want. Once you all go, I'll do the enemies' turn and we go again until one side is done. Any late comers to the fight can come out of the shuttle.
Don't forget to consult the full moves list on page 219. There's plenty of things you can do to try to even the odds.
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