EVENT D2 - So Anyway, Here's Wonderwall (All Day Event)
Posted: Mon Dec 19, 2022 6:14 pm
So anyway, here’s Wonderwall
While the crackling blue energy of the shield overhead has kept the Concord Dawn and Kandra’s Run safe from bombardment, it will be hardly sufficient to repel a Mandalorian ground assault. Recognising the risk General Novar has asked Captain Borintus to coordinate the construction of defenses around the length of the town and wreck. Borintus knows that you don’t have the time for real fortifications, but something is better than nothing.
This All Day Event is open to all PCs, each PC who participates must roll for both steps.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1. Despair removes one build point from the PC’s total earned build points (to a minimum of 0) Triumph adds a build point.
For this event PCs will generate build points they can then spend towards various defenses to protect the encampment. Players are encouraged to coordinate spending towards the following possible defenses:
10 points - A basic prefab wall that will keep out most beasts and require attackers to bypass or destroy it. (Only one wall may be selected)
20 points - A heavily reinforced prefab wall with inbuilt firing positions that will keep out all beasts and make bypass or destruction difficult. (Only one wall may be selected)
10 points - A comms array from a shattered troop transport. If properly calibrated it will be able to provide the encampment with warning of any impending attack.
5 points - Two rows of shock wire rolled around the perimeter which will dramatically slow any foot assault (but which will not slow vehicles)
5 points - Vehicle traps from the 640th Colony Garrison supply. These large caltrop shaped constructions prevent the passage of most vehicles and generate a significant electromagnetic field that disrupts unshielded speeder technology. They will not slow a conventional foot assault though.
15 points - Basic turrets salvaged from the wreck of the Concord Dawn. Slow firing but powerful, they will struggle to hit fast firing targets but will deter anything of a reasonable size and slow speed.
20 points - Refit point defense turrets salvaged from the wreck of the Concord Dawn. Fast firing and accurate, but with a limited firing arc these turrets can abley defend the encampment from aerial assault.
Step 1 - It’s all going to Plan
Before any real work can be done land needs to be cleared and plans drawn up. Ciph has grudgingly, at Mayor Evevos’ urging, made some of his industrial equipment available while those of a more academic bent have been invited to assist the Captain’s planning efforts.
PCs can opt to use the industrial equipment (a mix of logging exo-skeletons, land rollers and one very battered drone digger) to prepare the land. This is a piloting (planetary) check at average with one setback from unfamiliarity with the equipment ◆◆■. Alternatively, PCs can make a Knowledge (Warfare) check at average to assist Captain Borintus in planning the defenses ◆◆.
Success on the roll and every two further successes adds one build point.
Step 2 - The Hard Work
Now that preparations are finished it's time to actually erect the defenses. Borintus mucks in with the troops, leading by example. It’s hard work in the freezing cold as a strong wind starts to gust, but that’s all the more reason to warm up with a little hard yakka.
PCs can choose to setup defenses manually, digging holes, putting up walls and so on. This is an average athletics check with one difficulty upgrade from the freezing winds which might cause accidents ⬟◆. Less physically inclined heroes might be able to put their knowledge of traps and the wild to use in tweaking the defenses. This is an average survival check with one difficulty upgrade from the freezing winds which might cause accidents ⬟◆. Success on the roll and every two further successes adds one build point.
While the crackling blue energy of the shield overhead has kept the Concord Dawn and Kandra’s Run safe from bombardment, it will be hardly sufficient to repel a Mandalorian ground assault. Recognising the risk General Novar has asked Captain Borintus to coordinate the construction of defenses around the length of the town and wreck. Borintus knows that you don’t have the time for real fortifications, but something is better than nothing.
This All Day Event is open to all PCs, each PC who participates must roll for both steps.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1. Despair removes one build point from the PC’s total earned build points (to a minimum of 0) Triumph adds a build point.
For this event PCs will generate build points they can then spend towards various defenses to protect the encampment. Players are encouraged to coordinate spending towards the following possible defenses:
10 points - A basic prefab wall that will keep out most beasts and require attackers to bypass or destroy it. (Only one wall may be selected)
20 points - A heavily reinforced prefab wall with inbuilt firing positions that will keep out all beasts and make bypass or destruction difficult. (Only one wall may be selected)
10 points - A comms array from a shattered troop transport. If properly calibrated it will be able to provide the encampment with warning of any impending attack.
5 points - Two rows of shock wire rolled around the perimeter which will dramatically slow any foot assault (but which will not slow vehicles)
5 points - Vehicle traps from the 640th Colony Garrison supply. These large caltrop shaped constructions prevent the passage of most vehicles and generate a significant electromagnetic field that disrupts unshielded speeder technology. They will not slow a conventional foot assault though.
15 points - Basic turrets salvaged from the wreck of the Concord Dawn. Slow firing but powerful, they will struggle to hit fast firing targets but will deter anything of a reasonable size and slow speed.
20 points - Refit point defense turrets salvaged from the wreck of the Concord Dawn. Fast firing and accurate, but with a limited firing arc these turrets can abley defend the encampment from aerial assault.
Step 1 - It’s all going to Plan
Before any real work can be done land needs to be cleared and plans drawn up. Ciph has grudgingly, at Mayor Evevos’ urging, made some of his industrial equipment available while those of a more academic bent have been invited to assist the Captain’s planning efforts.
PCs can opt to use the industrial equipment (a mix of logging exo-skeletons, land rollers and one very battered drone digger) to prepare the land. This is a piloting (planetary) check at average with one setback from unfamiliarity with the equipment ◆◆■. Alternatively, PCs can make a Knowledge (Warfare) check at average to assist Captain Borintus in planning the defenses ◆◆.
Success on the roll and every two further successes adds one build point.
Step 2 - The Hard Work
Now that preparations are finished it's time to actually erect the defenses. Borintus mucks in with the troops, leading by example. It’s hard work in the freezing cold as a strong wind starts to gust, but that’s all the more reason to warm up with a little hard yakka.
PCs can choose to setup defenses manually, digging holes, putting up walls and so on. This is an average athletics check with one difficulty upgrade from the freezing winds which might cause accidents ⬟◆. Less physically inclined heroes might be able to put their knowledge of traps and the wild to use in tweaking the defenses. This is an average survival check with one difficulty upgrade from the freezing winds which might cause accidents ⬟◆. Success on the roll and every two further successes adds one build point.