Away Team
In reply to Lewis Eugene Grey (msg # 15):
The Colonists tell you they will be at the top of the hill around the colony, and ask you to keep them informed of how things progress. They allow Natalie to go with them to talk about things with the colonists.
You have
1 APC (With a HMG and a sickbay)
2 Labrysians with 100 mm TML, Heavy Plasma Flamers, Hand Flamers
10 Labrysians with 15mm AM Rifles, Hand Flamers, Picks
5 Labrysians with 15mm AM Rifles, Hand Flamers, Picks
10 Labrysians with Heavy Plasma Guns, Gyrocs, Hand Flamers
3 Labrysians with Heavy Plasma Flamers, Hand Flamers, Picks
They will be commanded by Ronovan who takes orders from Lewis. He may pick any one of these configurations for himself, with the addition of a Hand Flamer if the configuration chosen does not have one already.
Presumably, the others will have
Duke, with Gauss Rifle, 2 x Gyrocs, Monowire sword, Powered Combat Armour (His own prototype)
Tanya with Laser Rifle with U/S 25mm GL, 64mm Mortar on her Grav bike, Space Biosuit
Marcus and Illiam will stay with the ships boat, flying it and manning the Turret as Illiam sees fit.
Listing Armstrong (Medical Assistant) will stay in the APC's sickbay. He is only armed with a Hand flamer and wears a space biosuit.
You will need to equip the security detail from the Armoury (including Ronovan, who may make requests)
-Security ('Joan' Hirikuri)-
-Security (Richard Thornhammer) - Skilled in LAW, GL, Pistol, Rifle, Shotgun, Beam Rifle and sword. May use the HMG in the APC's turret.
-Security (Private Tonkin) - Skilled with conventional Pistols, Rifles, Shotgun and Beam rifles, and Sword. May drive APC.
-Security (Ronny Redcoat)- Slightly Skilled in GL, LAW, LMG, Pistols, Rifles, Shotgun, Beam Rifles and Hand Flamers
You have left in the armoury
10 Heavy Laser Pistol
4 Laser Rifle
6 Laser Rifles with under-slung 25 mm PC Grenade Launcher
4 Storm Rifle, 10mm CLR
15 Hand Flamer
1 Limpit Mine Dispenser
15 x Shaped Charge Limpit mines
1 LAW 84mm
There are also a number of grenades available.
Hand Grenades, (use Throwing skill) 1 lb each
Note, explosion damage 2x damage dice range (include multipliers)
ex damage decreases by /3x range from blast, apply full DR
3 x Plasma, 6dx4 burn ex sur, 1 lb, fuse 2
10 x HE (frag), 8d+8 x2 cr ex [3d, 15 yard frag], 1 lb, fuse 2
10 x HEC (Concussion), 8d+8 x2 cr ex, 1 lb, fuse 2
10 x EMP, HT-8(2), 8 yard + 2d cr ex
25mm Grenades 0.22 lb each for launchers.
10 x Plasma, 6d burn ex sur
20 x HE (frag), 4d+4 cr ex [1d+1, 5 yard frag]
20 x HEC (Concussion), 4d+4 cr ex
10 x EMP, HT-8(2), 2 yard + 1d-2 cr ex
5 x Flare radius 250 yards
10 x Shaped Charges, (5d+5)x3(10) cr inc + 2d cr ex [1d+1]
Please give me a brief of your preparations. A successful Tactics roll will only come into play if I think you are doing something your character would know is a bad idea.