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[SWSE] Dawn of Defiance
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Traitor's Gambit (Game Thread)
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Topic: Traitor's Gambit (Game Thread) (Read 173777 times)
LordBlades
Hero Member
Posts: 914
I'm new!
Re: Traitor's Gambit (Game Thread)
«
Reply #1040 on:
July 29, 2014, 03:54:33 PM »
Kel steps forward, reaching to study one of the explosive chargers closer
So it's us and a couple of those against a few squads of stormtroopers in a fortified base, an AT-ST or worse and if we're lucky a bunch of armed shuttles too. Sounds like suicide if you ask me. Normally I wouldn't consider taking on something like that unless it's for a very hefty fee...
(click to show/hide)
I assume since Mechanics is used to set up explosives, maybe I can get a general idea how powerful and well-made these are
1d20+7=22
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McPoyo
Legendary Member
Posts: 1086
Re: Traitor's Gambit (Game Thread)
«
Reply #1041 on:
July 29, 2014, 05:12:56 PM »
"except you might get an AT-ST toy out of it..."
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Melblen_Cairn
Honorary Mod
Posts: 3593
TPK's are my business, and business is good.
Re: Traitor's Gambit (Game Thread)
«
Reply #1042 on:
July 30, 2014, 01:52:34 AM »
(click to show/hide)
The charges are cobbled together efficiently of barradium, ytterbium, and several other explosive materials. With their volatile compositions, they can be a little touchy, best not to be too rough with them.
Depending on the size of the facility they should be enough, if placed well, to bring down the structure.
"If you are thinking of hijacking an AT-ST, you may be a little braver or vastly more foolhardy than I thought. These new walkers have a more impressive loadout than their predecessors, it might be tough even for a capable group such as yourselves."
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Wisdom has two parts; having a lot to say, and not saying it.
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Min/Max Boards
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Retired PbP Games
[SWSE] Dawn of Defiance
(Moderator:
Melblen_Cairn
)
Traitor's Gambit (Game Thread)