Is there way to get something like a
Portabox that can be activated/deactivated remotely?
And, in case of breach, magboots?
Also, is that top part of the map the actual airlock connection?
Daryen, Yes I agree that the vacuum is a threat but I want to give you this piece of info, just so you can make a decision based off it.
Pg103 says:
Ground Weapons vs. Ships
On rare occasions, PCs will have to deal with small arms fire against their spaceship, or evade ground guns when trying to escape a port or land safely on a hostile world. As a basic rule of thumb, hostile TL3 small arms fire does no damage, TL4 small arms fire does 1d6 damage per ten minutes of persistent gunfire, and Heavy weapons do half their rolled damage, minus the ship’s Armor. Multiple Heavy weapons blazing away at a grounded free mer- chant can reduce it to unflyable scrap in short order, but a peppering of mag rifle fire is unlikely to do serious damage to a ship that decamps with sufficient speed. It is impossible to miss a grounded ship. The Armor Class of a ship in flight will vary with the situation; AC 10 for hovering nearby, AC 15 for close-to-earth flight, and AC 20 if the ship is sim- ply flying within weapon range. Active ground-placed anti-ship defenses are a different matter. These massive lasers and ener- gy projectors are absolutely lethal at atmospheric ranges. Avoiding them is a Pilot skill check at a GM-chosen difficulty of 8 to 10 for each round the ship is exposed, suffering 2d10 damage with AP 20 on each miss. A desperate ship can get outside the gun’s firing angle if it can survive three rounds of this peril.This is why I'm more worried about dying than the void, it would take 10 minutes of constant fire to do anything.
Not that something else is impossible, but if I haven't solved it in the 30 min of air the
Icarus Harness has internal, then I probably wont.
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I'm not sure what question you mean to ask, but if we're talking anything, the pirate's weakness would be great. (But TBH I'm missing the context of what question ?)
PS I have my Loadout ready.(Yes I know I'm over encumbered I plan on unloading some things before I have to deal with the movement penalty. )
Also I see this fight as the make or break of the campaign so far.
If we lose our stuff, I don't see a way forward, it feels like the end of the campaign to me. If we survive we may have an avenue of trading in the future. But giving up our cargo just is giving up the campaign. Which is why I don't see Mercer surviving this if we lose, I'm going to fight for the campaign to continue.
So this is my thoughts.
We set up the second barricade and two traps wherever we thing the attacking ship will dock.
Then I made a general plan of traps and barricade for where the
FreeMerchant will dock.
°Trap
—Barricade
-Collapsable or false Box Cover
Assuming
highlighted is airlock. We can shift if it's elsewhere
Last edited August 28, 2024 4:25 am