Re: Chapter 1: Wanderings In the Dark
Posted: Mon Nov 23, 2009 8:49 pm
OOC:
@will- its a standard com satellite in orbit (one shot disables it) and as far as you know there is a 2nd HS 2 craft on the ground with men and robots both engaging Streel security and searching cargo containers waiting shipment.
@ Inigo the effects of taking out the white noise broadcaster and the com section are:
1. any command and control I would have ruled the pirates had is probably out the window till its repaired.
2. no one needs com lasers to communicate any more the videocom is operable again
3. you can counter jam the bad guys if you want with the Pelican's white noise broad caster.
As for a squad on the Hind we didn't formally discuss it but it was a prudent measure I'll assume you have Ventura, Slayerian, Ajax, Niss- all NPCs plus your flight engineer Dudd (NPC) and Savrax are all available. Ventura and Slayerian have trained as a weapons team together. Ventura likes to lug the Hvy laser and Slayerian backs him up with field crusher missiles to take out albedo screens for him, Ajax had medic and scout training, Niss is a medic with standard fighting skills she brought along one of the robots that's programmed to retrieve down marines under fire and bring them back for medical aid she also has her combat harness with the full up medical programs to monitor and do some limited treating of marines via com link (range is standard chronocom range 3000k since the com relay towers on the surface have been shot out by the pirates so she has to deploy to do her medic mission) to activate your med inject implant. If you drop off Dudd you lose the engineering subskills he brings to the battle namely Damage control. and if you deploy Savrax you'll have to operate the pod lasers via computer control meaning your fire wont be quite as effective as Savraz's.
You have the option to enter the planet's hex and strafe the parked shuttle, you'll only get to fire the pod laser once/turn instead of twice like in space but strafing ground targets grants a targeting bonus, orbiting and shooting from orbit is a bad option as you can only shoot when directly over the site and that would be 1/orbit at speed 1 that's 1/6 turns. Strafing limits firing opportunities a little as you have to maneuver in relation to the ground but grants a shooting bonus. Lets say a combat drop can be done in 2 turns: 1 turn to approach the ground close enough for the squad to jump with the standard KH rocket packs from the ships armory and give them time to get clear while in a stall climb with the rocket then 1 turn to apply full thrust and overcome the planet's gravity and resume normal operations from that point (no real firing opertunities during a combat drop).
@will- its a standard com satellite in orbit (one shot disables it) and as far as you know there is a 2nd HS 2 craft on the ground with men and robots both engaging Streel security and searching cargo containers waiting shipment.
@ Inigo the effects of taking out the white noise broadcaster and the com section are:
1. any command and control I would have ruled the pirates had is probably out the window till its repaired.
2. no one needs com lasers to communicate any more the videocom is operable again
3. you can counter jam the bad guys if you want with the Pelican's white noise broad caster.
As for a squad on the Hind we didn't formally discuss it but it was a prudent measure I'll assume you have Ventura, Slayerian, Ajax, Niss- all NPCs plus your flight engineer Dudd (NPC) and Savrax are all available. Ventura and Slayerian have trained as a weapons team together. Ventura likes to lug the Hvy laser and Slayerian backs him up with field crusher missiles to take out albedo screens for him, Ajax had medic and scout training, Niss is a medic with standard fighting skills she brought along one of the robots that's programmed to retrieve down marines under fire and bring them back for medical aid she also has her combat harness with the full up medical programs to monitor and do some limited treating of marines via com link (range is standard chronocom range 3000k since the com relay towers on the surface have been shot out by the pirates so she has to deploy to do her medic mission) to activate your med inject implant. If you drop off Dudd you lose the engineering subskills he brings to the battle namely Damage control. and if you deploy Savrax you'll have to operate the pod lasers via computer control meaning your fire wont be quite as effective as Savraz's.
You have the option to enter the planet's hex and strafe the parked shuttle, you'll only get to fire the pod laser once/turn instead of twice like in space but strafing ground targets grants a targeting bonus, orbiting and shooting from orbit is a bad option as you can only shoot when directly over the site and that would be 1/orbit at speed 1 that's 1/6 turns. Strafing limits firing opportunities a little as you have to maneuver in relation to the ground but grants a shooting bonus. Lets say a combat drop can be done in 2 turns: 1 turn to approach the ground close enough for the squad to jump with the standard KH rocket packs from the ships armory and give them time to get clear while in a stall climb with the rocket then 1 turn to apply full thrust and overcome the planet's gravity and resume normal operations from that point (no real firing opertunities during a combat drop).