[Day 6 - Early Evening] Dance in the Desert

Event Type: Campaign Objective, Combat
Power Cost: 0
Participants: 3
Timeslots: Early Evening
Description: Jace is leading the charge as the Republic launched a surprise attack on Yunda’s force as they pulled back into the desert! It is a bitter battle with the Mandalorians giving little ground, the Resistance moving in to pincer the Mandalorian forces but the crafty Yunda is prepared as his forces cut through the Resistance and retreat into a cave network in the sand blasted hills just as a sandstorm arrives taking the Republic by surprise, the conditions changing quickly for the unexpected weather event.
Jace had the Republic hunker down while squads deploy into the cave networks to flush out Yunda and his forces, before they can escape!
Rules: Players roll Vigilance for Initiative. Initiative will only matter when normal combat is joined.
This begins as a Chase with Yunda Kryze and his team at Long range, each round all participants in the tunnels will make an Athletics at Easy difficulty and compare to Yunda and his squad who due to their training move as one.
The Guide: One member of the team can make a Perception or Survival check at the end of the round at Average with a setback due to the darkness and twisting passages to track Yunda Kryze. Doing so increases the difficulty of their Athletics check by one, but if successful it grants a boost die to all players for their Athletics check. Triumph on this roll upgrades one die on the check for their allies, meanwhile Despair will upgrade the Difficulty by one.
Shoot and Chew Bubblegum: Players can take a shot at Yunda Kryze’s group if they are within range of them with their weapon, they can shoot on the run which increases the difficulty by 1 so a Medium range shot is Hard instead of Average. His Honor Guard, two total, have Adversary 1 and Defense 1, Yunda himself has Adversary 2 and Defense 1. They can also stop running and take a normal shot but will be moved back one Range band automatically at the end of the round, no need to make the Athletics check. Taking a shot on the run also increases the difficulty on the Athletics check in the race by one. This applies if they wish to use Force powers as well, same rules.
If a player can get within Short range of Yunda Kryze or his Honor Guard is put down then Yunda will join normal combat and the Chase ends. The players have five rounds before Yunda Kryze escapes.
Again Chase rolls are made first, this is when you decide if you are guiding, shooting, or using an ability make the Competitive Chase rolls. Then Perception check is made, then combat checks and then range bands are assessed. Yunda cannot be shot as along as one of his Honor Guard is alive. Yunda Kryze will take a shot each round and this will be figured into the enemy Athletics checks.
Athletics checks in the Chase, two advantage can be used to give an ally a boost die or grant the enemy a setback die. Threat will grant an ally a setback die or at the GM’s discretion give the enemy a boost die on their check. The rest of the rolls unless noted do not benefit from this rule unless normal combat is joined.
Finally if a character drops beyond Extreme range then they are out of the chase and have fallen too far behind.
Rewards/Outcome: If Yunda is captured or killed gain 6 Victory Points.
Trust Modified: N/A
Power Modified: 10
Duty Gained: 10
Power Cost: 0
Participants: 3
Timeslots: Early Evening
Description: Jace is leading the charge as the Republic launched a surprise attack on Yunda’s force as they pulled back into the desert! It is a bitter battle with the Mandalorians giving little ground, the Resistance moving in to pincer the Mandalorian forces but the crafty Yunda is prepared as his forces cut through the Resistance and retreat into a cave network in the sand blasted hills just as a sandstorm arrives taking the Republic by surprise, the conditions changing quickly for the unexpected weather event.
Jace had the Republic hunker down while squads deploy into the cave networks to flush out Yunda and his forces, before they can escape!
Rules: Players roll Vigilance for Initiative. Initiative will only matter when normal combat is joined.
This begins as a Chase with Yunda Kryze and his team at Long range, each round all participants in the tunnels will make an Athletics at Easy difficulty and compare to Yunda and his squad who due to their training move as one.
The Guide: One member of the team can make a Perception or Survival check at the end of the round at Average with a setback due to the darkness and twisting passages to track Yunda Kryze. Doing so increases the difficulty of their Athletics check by one, but if successful it grants a boost die to all players for their Athletics check. Triumph on this roll upgrades one die on the check for their allies, meanwhile Despair will upgrade the Difficulty by one.
Shoot and Chew Bubblegum: Players can take a shot at Yunda Kryze’s group if they are within range of them with their weapon, they can shoot on the run which increases the difficulty by 1 so a Medium range shot is Hard instead of Average. His Honor Guard, two total, have Adversary 1 and Defense 1, Yunda himself has Adversary 2 and Defense 1. They can also stop running and take a normal shot but will be moved back one Range band automatically at the end of the round, no need to make the Athletics check. Taking a shot on the run also increases the difficulty on the Athletics check in the race by one. This applies if they wish to use Force powers as well, same rules.
If a player can get within Short range of Yunda Kryze or his Honor Guard is put down then Yunda will join normal combat and the Chase ends. The players have five rounds before Yunda Kryze escapes.
Again Chase rolls are made first, this is when you decide if you are guiding, shooting, or using an ability make the Competitive Chase rolls. Then Perception check is made, then combat checks and then range bands are assessed. Yunda cannot be shot as along as one of his Honor Guard is alive. Yunda Kryze will take a shot each round and this will be figured into the enemy Athletics checks.
Athletics checks in the Chase, two advantage can be used to give an ally a boost die or grant the enemy a setback die. Threat will grant an ally a setback die or at the GM’s discretion give the enemy a boost die on their check. The rest of the rolls unless noted do not benefit from this rule unless normal combat is joined.
Finally if a character drops beyond Extreme range then they are out of the chase and have fallen too far behind.
Rewards/Outcome: If Yunda is captured or killed gain 6 Victory Points.
Trust Modified: N/A
Power Modified: 10
Duty Gained: 10