So tonight at NAGA we ran our monthly Star Wars Imperial Assault campaign. Alan was GMing and playing Imperial Forces, Mitchell, Dave, Ed & I play Rebel heros.
Having had a small measure of limited success recently following my hiatus from gaming I returned to play Imperial Assault. The scenarion didnt look or sound too bad and even Alan was complaining that it sounded like a cakewalk for the Rebels. We had two objectives;-
1) Rescue a Rebel Captive and escort them from the facility (not timed)
2) Prevent a transmission of some sensitive Rebel data being made and disclosing the location of Rebel spies throughout the Empire. (4 Turns)
There were a number of locked doors between us and the location of the terminal for the Transmission but we could walk relatively unobstructed through the corridors to the location of the Captive. Only 1 door stood between us and him. Given my relative handiness with engineering based tasks I accepted the mission of stopping the transmission. As luck would have it I have just bought some new gear that would allow me to re-roll a dice when performing an engineering check, my “Slicing Tools”. So being the fastest Rebel and the best at Engineering checks I would race ahead and attempt to get through the sealed doors and stop the transmission whilst the heavies took out the Imperial forces and made their way to the Captives cell. Sounds like a plan until the Empire got involved. The two Royal guards advanced into the doorway between us and the rest of the facility and blocked it off. They’re tough hombres to begin with but two together buffing each other makes for a really difficult to overcome obstacle. This trapped me behind our lines for a turn making it difficult for me to get to the door i needed to get past. Once Ed’s jedi had thrown one of them aside I could sneak past and make a run for it. The coast was clear.
Ed’s Jedi, Dave’s Sniper and Mitchell’s Soldier fought off the two Royal Guards and got caught by an exploding Probe Droid before the Imperial reserves arrived. An E-Web was stationed at the far end of the corridor and bitter experience has shown us to get rid of these horrible things as quickly as possible. Luckily it was badly positioned and couldn’t do us much damage for now. By the end of turn two I had made it to the doorway and performed my first engineering check, needing two “boons” to successfully override the doors locking mechanism. I failed and used up my “Slicing Tools” to re-roll just about managing to open the door. I could now take a shot at stopping the transmission but it would have to wait until next turn, giving me two full turns to stop the message. The rest of the team were getting bogged down in the corridor facing the seemingly indestructible Royal Guards. As the door opened within the room stood two Transdosian Mercenaries with their devastating shotguns and an Imperial Officer, who now activated got turns before any of us could respond.
Sensing the threat from my Smuggler our GM Alan’s nefarious plan sprung into motion and I was targeted by both Transdosians. I took a lot of damage from point blank shotgun blasts and was forced backwards into a corner where my “moonwalking” dancing skills would be wasted as they had penned me in.
Thankfully I had only flipped but was bleeding quite badly and this was stopping me achieving too much. I was stressed and desperately needed a med-pack and rest. We activated my Smuggler first and I had an attempt at stopping the transmission…..taking damage from a harmful effect for doing so. Another smuggler fail as I failed to stop the message. Again both Transdosians targeted the Smuggler and blasted her to pieces in the corner as the Imperial Officer joined in for fun. I hastily applied a med-pack to remove the harmful effect and hopefully grant me a fourth turn to have another attempt at stopping the transmission. Ed’s Jedi was badly beaten and stressed, Mitch’s Soldier had already flipped and was badly wounded and Dave’s Sniper was injured but doing ok. It was looking bad for the Rebels.
Turn four began and I was fairly confident that I would not last the round unless some small miracle occurred. I attempted to stop that transmission again and this time exhausted every re-roll I had trying to scrape a partial win but still to no avail as I failed again. Unable to run away or dodge I had to simply stay put and let the Imperial Officer and Transdosians kill me. Two shotgun blasts later a seriously wounded and unplayable Smuggler fell and crawled away into an air vent. I was out of the game. Mitch’s Solider followed suit rather quickly being taken out by some Imperial Reserves in the form of an E-Web….yes another bloody E-Web!!!
Dave and Ed forced onwards attempting to rescue some measure of success from an already failed mission. The trasnmission had been sent and we couldn’t possibly win. Now all that was left was to save face and escape with the Rebel Captive.
The Jedi and the Sniper managed to evade and get past the Imperial forces and sneak around to the corridor where the Captive was located. Having eventually forced their way into the cell they realised that escaping would not be easy as the captive could not help them attack in any way nor did he move very fast. His move of 2 was almost half of my Smugglers normal movement of 5 and it wouldn’t take long for the Empire to close in around them and block the corridors making escape almost impossible. Slow progress would have been better than no progress at all except that the Imperials blocked our Rebel heros into the cell and proceeded to beat and shoot them to death slowly. Eventually both succumbed to the weight of imperial troops and died heroically, crawling off to fight another day.
Well its appears our celebrations in March were short lived as the Empire came back with a vengeance this month. They certainly gave us a good kicking and taught us not to be so cocky. We shall be back though! Watch out Alan!!!!!