- This thread is for all players but it doesn't mean they're in contact with each other. We have one thread instead of many to have a precise understanding of timing of actions taken by members of each group. The group separation remains, they can't signal each other except for flares and explosions. Thopter comms go inactive both with the antenna and with each other at the operation-appropriate altitudes.
- Bernard's group is Group #1. They are at the pass.
- Razar's group is Group #2. They are in air.
- Efren's group is Group #3. They are by the lava tube.
- Duncan's group is Group #4. They are held hostage, and currently in their last drug dream. I'll notify if this changes and only then can they act in this thread.
- Whenever you post, please notify at the top of your post which group you're in. It should be pretty obvious by now, but it will still help us avoid confusion. Initiative orders are kept separate for each theatres.
- To keep the pace of the finale, we introduce 6-hour rule. This replaces the usual ghosting. It means that everyone has 6 hours to make a post since the last person in their group. If they don't, someone else from their team can take the Initiative slot. This includes me, with Dominic for Group #1, Paul for Group #2, Eileen/Sinsei for Group #3, Duncan/Xard for Group #4, respectively, but I'll avoid it if there are other active players from the group around. This means a group member can act twice (but no more) per round. If the group runs out of their initiative slots before someone acts, it means their turn is forfeit this round. By default, I'd be forfeiting NPC or inactive PC turns if someone has acted twice unless I have had to act with them earlier to keep the pace. I will still be announcing the changes of rounds so that one group doesn't bend time at the expense of another.
- At the start of the thread, only Group #1 (Vigilance) and Group #2 (Cool) roll Initiative. Group #3 and Group #4 will only do so if they engage the enemy. Until then, their posts of movements and non-combat actions aren't strictly regulated, they just have to be reasonable given the timing.
- This is an open-ended scenario in terms of outcomes. You can attack, defend or retreat at discretion and/or your understanding of plan/objectives. There are more mercenaries than you can reasonably kill with the force at your disposal, so the generic ones (not Marek, not thopters) are replaced in any theatre every 2 rounds. If there are no casualties within 2 rounds on the enemy side, their ranks increase by one more generic combatant every 2 rounds instead.
- To streamline air combat, let's assume one Piloting roll can be done as Manoeuvre so your Action can be for Gunnery. We still use HAET-221 as the thopter-equivalent, with the following reservation: dorsal forward weapon is standard explosive ordnance (counts as fore), turret is laser (counts as both fore and aft). All their other statistics remain the same. The shield can be angled fore or aft, not both. Indicate clearly if thopter shield is on and where. Angling shield is a manoeuvre. Weapons are calibrated to drop shield for the time needed for the shot. Despair on lasgun can mean it didn't work though...
- If any other clarifications for the scene are required which I have failed to think of, they will be edited into this post upon addressing them.
"We're coming, big man."
A red flare lit the evening sky...
Boom & Bust. Initiative.: 4eP+1eA+2eB 4 successes, 5 advantage, 1 Triumph








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