
Participants: 5 players
A Republic unit has been pinned down out in the contested zone, with several members killed and wounded. They need evac quickly if the wounded are to be saved. Unfortunately, they have been pinned down by the elite Mandalorian sniper Tera Ordo. Several attempts to rescue the team have already failed, leaving more in danger.
An elite group of volunteers is needed to eliminate the threat and allow the team to be rescued. Will you be able to save the team and defeat Tera Ordo? Or will you just be more notches on her sniper rifle?
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The players have a total of 21 actions to defeat Tera Ordo in order to evac the survivors in time. These 21 actions are divided into 4 rounds with each player acting once, and then, if the event is not yet successful, one final action from one player.
However, taking actions generates Heat. Each action taken will generate one point of Heat after the action is completed. When a character has generated 3 Heat, they are shot, taking 13 Damage Pierce 2, and a crit. After that, they lose 1 Heat.
Entering the Scene
First, each player must choose a location, and may make a roll to skillfully make their way to location. Each location has rules for what rolls you are allowed to use to enter it, as well as what benefit you are granted on a successful roll. All rolls are made at Hard (◆◆◆) difficulty.
Allowed Skills: Athletics, Cool, Coordination, Discipline, Piloting (Planetary), Stealth
Edge of Killing Zone: Another step means death, but you’re safe in this spot of cover. With successful entry, add 1 Success to all Draw Fire rolls taken here.
High Ground: The hill overlooking the zone gives an undeniable advantage. With successful entry, add 1 Boost to all Gain the Advantage rolls here, as well as 1 Boost to Shoot Her.
Ruins: These old burnt-out buildings have greater cover. A successful entry roll will allow 4 points of Heat instead of 3 before getting shot.
Thick Bushes: The cover is extremely thick here, which is a challenge to move through, but a skilled combatant gains significant advantages. A successful entry roll adds 2 Setback and 2 Advantage to all rolls made here.
These entry rolls do not take actions. Advantages and Disadvantages become Boost or Setback on the roller’s next roll at a rate of 2-1, Triumph or Despair turn into Upgrades to the roll or difficulty as appropriate at a rate of 1-1.
Clever Girl
After everyone has completed Entering the Scene, the countdown begins. Each round, each player may take one action, in any order. Once every player has acted, a new round begins. The permitted actions are listed below.
Gain the Advantage: Trying to get a better line of fire, flanking or otherwise improving your team’s position. A successful roll here can be used to affect the roll of Shoot Her as follows: Downgrade the Difficulty by 1, remove a non-Challenge Difficulty, or remove a Setback.
Allowed Skills: Stealth, Coordination, Survival, a Ranged Combat skill capable of attacking at least at Medium Range. Difficulty is Hard, upgraded once (⬟◆◆.)
Draw Fire: Getting the attention of the sniper can help allow others to do their job better. A successful roll here can remove 1 Heat from any other character.
Allowed Skills: Athletics, Discipline, Cool. Difficulty is Hard (◆◆◆).
Relocate: The character can move to another location, making a new Entering the Scene roll. This also causes the character to lose 1 Heat. Finally, they may interact with one character at either location, exchanging or using gear, such as trading weapons or applying medicine or stims.
Take Aim: It’s almost time to take the shot. This action uses no roll. If the next action the character uses is Shoot Her, that roll will gain the benefit of the Aim maneuver. Please note, Take Aim still does cause the character to gain 1 Heat.
Disadvantages become Setback on the next roller’s roll at a rate of 2-1. Advantages become boost to any roller’s next action at a rate of 2-1. Triumph can either be used to Upgrade any roller’s next action, or to gain the benefit of any one of the actions they didn’t take. Despair causes the roller to immediately gain 1 Heat.
Any action with a lit lightsaber gains 1 additional heat. However, if this causes you to be shot, you can use Reflect to reduce the damage you receive.
Shoot Her!
At any time, a character may spend one of their actions in an attempt to shoot Tera Ordo using a weapon in their possession capable of firing at Medium or further range, rolling the appropriate weapon skill. Difficulty for the shot begins at ⬟⬟⬟⬟⬟■■■■■. However, this can be changed by the results of rolls in Clever Girl. Additionally, besides the usual sources for reducing setback, please use the following:
Each reduced penalty for firing at distance you can receive removes a setback.
Any Stealth boosts reduce setback.
Each rank of True Aim reduces setback.
On failure, the character is shot, taking 13 Damage Pierce 2, and a single crit. This hit can be canceled with 2 Advantage. Threat increases the severity of the crit at a rate of +5 for every Threat. A Despair increases the severity by 10. Threat and Advantage do nothing on success, while a Despair on success causes the shooter to be shot, as above.
If the roll succeeds, Tera Ordo is badly wounded. She has to flee the field, leaving her rifle behind, and allowing the Republic team to be saved. If the roll succeeds with Triumph, she is additionally captured.
On a Failure with Triumph, the shooter can choose between canceling the shot as with Advantage above, or getting shot but your shot causes Tera Ordo to flee. She does not, however, leave her rifle behind.