Wonderwall! The Geeat Building.
Posted: Thu Feb 16, 2023 7:26 pm
Just putting this up so we can coordinate how to spend out points. I figured it would be easiest to keep track and plan in a separate thread after all.
----------------------------------------------------------------------------
For this event PCs will generate build points they can then spend towards various defenses to protect the encampment. Players are encouraged to coordinate spending towards the following possible defenses:
10 points - A basic prefab wall that will keep out most beasts and require attackers to bypass or destroy it. (Only one wall may be selected)
20 points - A heavily reinforced prefab wall with inbuilt firing positions that will keep out all beasts and make bypass or destruction difficult. (Only one wall may be selected)
10 points - A comms array from a shattered troop transport. If properly calibrated it will be able to provide the encampment with warning of any impending attack.
5 points - Two rows of shock wire rolled around the perimeter which will dramatically slow any foot assault (but which will not slow vehicles)
5 points - Vehicle traps from the 640th Colony Garrison supply. These large caltrop shaped constructions prevent the passage of most vehicles and generate a significant electromagnetic field that disrupts unshielded speeder technology. They will not slow a conventional foot assault though.
15 points - Basic turrets salvaged from the wreck of the Concord Dawn. Slow firing but powerful, they will struggle to hit fast firing targets but will deter anything of a reasonable size and slow speed.
20 points - Refit point defense turrets salvaged from the wreck of the Concord Dawn. Fast firing and accurate, but with a limited firing arc these turrets can abley defend the encampment from aerial assault.
----------------------------------------------------------------
Current Total build points: 12
----------------------------------------------------------------------------
For this event PCs will generate build points they can then spend towards various defenses to protect the encampment. Players are encouraged to coordinate spending towards the following possible defenses:
10 points - A basic prefab wall that will keep out most beasts and require attackers to bypass or destroy it. (Only one wall may be selected)
20 points - A heavily reinforced prefab wall with inbuilt firing positions that will keep out all beasts and make bypass or destruction difficult. (Only one wall may be selected)
10 points - A comms array from a shattered troop transport. If properly calibrated it will be able to provide the encampment with warning of any impending attack.
5 points - Two rows of shock wire rolled around the perimeter which will dramatically slow any foot assault (but which will not slow vehicles)
5 points - Vehicle traps from the 640th Colony Garrison supply. These large caltrop shaped constructions prevent the passage of most vehicles and generate a significant electromagnetic field that disrupts unshielded speeder technology. They will not slow a conventional foot assault though.
15 points - Basic turrets salvaged from the wreck of the Concord Dawn. Slow firing but powerful, they will struggle to hit fast firing targets but will deter anything of a reasonable size and slow speed.
20 points - Refit point defense turrets salvaged from the wreck of the Concord Dawn. Fast firing and accurate, but with a limited firing arc these turrets can abley defend the encampment from aerial assault.
----------------------------------------------------------------
Current Total build points: 12