Because we're heading toward the cloud of Sentinels, and thus will be somewhat protecting the Percy during the charge through them, which the Percy really needs?
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Yeah...we definitely need whatever help we can get in this...
That sounds like a good idea to me. Okay Barb, we're switching. I'll take the front gun, you take the top. Barb can shoot anything coming from behind, San can try and get whatever gets past the Shez, and Melis can help either of us, depending on the situation.
I'm assuming that we can switch places during the fight, right?
Yeah, because simply making a run for it will really work with that many sentinels after us...
Okay, so it seems to me as though it's settled; San will be on the front gun, Barb the top, and Melis the bottom one, and Cloud will be checking to make sure that sentinels don't break through the hull (and definitely keep your plasma gun/calamari cooker on hand for that).
Well, if he has a gun skill, unless he has a really crappy gun skill and really crappy dexterity, then he's likely going to be a better gunner than we are.
And with how we're positioned, getting people who are decent on the top and bottom turrets is more important than the front, since we'll be getting more attacks from the back, and they can fire front and back.
Melis and Barb both seem pretty determined to blow stuff up here, so Barb will stay where he is on the top turret, and then Melis, I want you to move to the front. And then Finn shall go on the bottom turret. And I guess San's not shooting things for now!
The playing card deck, minus Jokers, is full for this scenario. Each turn I draw two cards, one each for Shez and Percy. The card dictates where the next attack comes from- which o'clock (12, 3, 6, 9 and maybe a surprise or two), which elevation (high, mid, low) and how many. Anything drawn Shez rear or Percy front gets split between the two ships as logic dictates. At the start of the scenario I will make four draws for each ship to show the starting situation.
Don't worry about ammo, you have loads of it. DO worry about overheating guns. Each time you fire a gun, its temperature increases by one. You can fire the gun up to three times each turn.
Once the temperature reaches ten, the gun is liable to malfunction when fired; the hotter, the more likely. Guns cool by one point in a turn they are not fired.
The amount of cards drawn for each ship may well increase as the situation changes.
All clear?
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