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You watch as the barrels of your cannons raise into the air, ready to unleash a destructive storm of fire upon their target. You recognise the possibility that there still might be friendly forces there, holding out in a building or just hiding from the patrolling droid forces, but you know that if you don’t destroy those defences then Shade and Fisher’s men will suffer the consequences. Even though they’re not under your command you still have a responsibility to them too. And, there is always the possibility that there isn’t anyone left.
Your captains are standing with you, each of them awaiting your order. They’re all perfectly calm, ready to commence the battalion’s first entry into combat. The men have trained for this. You know they’re ready.
>Open fire!
It takes only a few seconds for them to relay the order to their men. As soon as they do, flashes of light appear, immediately followed by a thunderous boom that shakes you to your very bones. The ground you’re standing on shakes, and items on the table next to you vibrate suddenly. There’s few weapons in the Republic arsenal that can match the AV-7 cannon. The power of artillery.
Your captains bring up their macrobinoculars to their helmets again, watching for the effectiveness of your artillery. It should only be a few seconds for the shells to start landing.
<span class="mu-s">Roll 2d100 for the effect of your artillery. Bo3.</span>
-10 from Shinies.
DC 50/70/90