USH'S MATRIX GAME 2006 FOURTH ASSIGNMENT (COMBAT)- 'The Real'
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Breach confirmed
Situation must be contained.
Eliminate all humans in the breached area.
System units will concentrate on eliminating the source.
Humans must be eliminated by external means.
Re-deployment of all forces confirmed by supervising unit as correct strategy.
Strike initiated.
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Welcome, then, to the special Combat Path Episode!
Holy Crap! 3000 sentinels in the real world! SLIGHTLY different to last time then...
As we are in the real world, let's remind ourselves of a few things-
1. Your powers don't work. Doh!
2. Your stat boosts don't work. Doh!
3. Your skill boosts DO. They work in the real world. if you had a super-skill boost (that brings a skill past 4), that wouldn't work, but none of you have that. Less doh!
Martial Arts in the real world kinda becomes more like brawling. You just don't have that ridiculously good timing you have in the real world. Still, those with higher MA values sstill have a certain skill when it comes to a punch up. Trouble is, trying to punch a sentinel to death doesn't work well.
Guns works just fine, and will fire the energy weapons you carry also, as well as manning the ship guns.
If you lack a Gun skill, the ship guns alone can be fired on Dex + Hoverpilot also, but not the energy weapons.
If you lack everything it is down to Dex only for these things. Well, that's how it is; some are better than others at this real world lark.
So... how do we manage a fight against 3000 sentinels? Good question, and there is in fact a unique system for this. But we'll come to that soon (and I still need to get all the details togteher anyway). basically, the job of the ship gunners is to keep sentinels away from the ship as long as possible. The two ships are dvided into parts, each of which can take a certain amount of damage before falling away. So problem one is that sentinels cause enough damage to wreck the ship; problem two is if they get inside and try to eat you from there.
Sentinels come from different angles; different guns can cover different areas. Sheer random factor will tell us what sentinels come from where.
We also need pilots for those tricky rolls. Sequel will do the job on the Shez; Marduk will fly the Percy if no-one else can, but that derpives you of a gunner.
In case Captains are not avilable to deal with the strategic situation, Info: Sewer System may also be very useful.
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In the last game the Combat Path was about straight success/failure for the whole group. Not so this time. There is no arbitrary success/failure. There is simply one question for each ship- how many of you live?
This is your most dangerous situation yet and casualties are extremely possible. Work hard, work well, and things may go well.
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Meanwhile...
The Shez has five guns
It has two top turrets. They can fire in all directions but cannot hit anything below the ship. Also, the left turret cannot fire past the right turret directly to the right of the ship and vice versa.
It has two lower turrets. They can also fire in all directions but cannot hit anything above the ship. The two turrets again block each other's sight.
It has one front gun. This is very flexible and can fire up and down in any direction save directly forwards the rear of the ship.
The smaller Percy has three guns- one top, one lower, one front. As the more nimble ship it may be able to avoid trouble in other ways though.
So my first question is... who is going where?