Sorry guys, I got cast in The Avengers yesterday, so I'm dealing with a trip of Cleveland for shooting all next week. BT will be on hold until I get back.
Whoa! You got
cast, or did you get hired to do fight choreography? Either way, nice job!!
Mission rewards:
30 XP per participating PC
100 WP from salvage
700 WP from warehouses
You have a Jackrabbit that can be salvaged and a Griffin. Other Mechs are effectively beyond repair. These Mechs may be assigned to PCs or NPCs as you see fit.
I'm going to assume that Brett wants the Griffin.
You may refuel Areospace Fighters for 10 WP per fighter. All other WP costs remain as published. You have time to choose up to TWO (2) Mechs for which you can make Engine and/or Gyro repairs, due to the short time you have before enemy units airdrop on top of you in Battalion+ strength (you need to be gone by the time they get there).
Refuel all the ASF's.
Mike, can you provide us with a list of mechs that have either engine or gyro hits so that we can prioritize/cannibalize where needed?
Rob, are there any other time-related restrictions on spending our WP for repairs, other than the two Engine/Gyro repairs, and one potential weapons modification?
You may make modifications to either the Griffin or the Jackrabbit. These modifications may only involve weapon swaps. A weapon swap may involve a weapon or ammo bin only. The cost will be x3 the WP cost of the new weapon or weapons (so adding a large laser would be 15 WP), and adding or subtracting an ammo bin would be 5 WP per ammo critical modified. This may be done on ONE (1) Mech only (also due to time). You have access to pretty much any TW-tech SLDF weapon equal to or under 10 tons.
Let's face it, as much as I like that Jackrabbit, it's basically a Savannah Master w/legs. The obvious choice here is to modify the Griffin, if Brett desires.
Mike, please let us know what model Griffin that was. Obviously, modifying a ride takes second place to getting everything else as healthy and repaired as it can be, so let's wait on spending these points until we know we've got a surplus.
Finally, you can ask questions of the prisoners. Due to time constraints (I'm assuming you don't want to take them with you...if you do there'll be less food and water room for everyone else) you can ask one question per Interrogation roll. The TN will scale upwards per question (and be modified based on the question...so asking extremely detailed questions right off to take advantage of a low TN is right out) until you miss a roll. You'll then be out of time to question that prisoner. You have, I believe, two prisoners available...a Lieutenant (LT Melissa Kim) and a Sergeant (SGT James Mardsen). The lieutenant is mildly wounded, the sergeant is heavily concussed. I'll do the interrogations the week after next once I'm back in town.
I don't intend to take the prisoners with us, but it's a shame we don't have more time because it's entirely possible that one or the other has more loyalty to the SLDF than to Amaris. If, in the course of questioning, you find out that a prisoner has some
extremely valuable skill, and also seems loyal to the SLDF, we might need to consider making use of those skills and taking that person with us (under guard). I'm guessing the Kanga crew could probably handle it. As to the nature of the interrogation, these people are soldiers and PoW's, and will be treated as such.