Mixed drone platoon or all robot platoon?

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Guy_LeDouche
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Unread post by Guy_LeDouche »

Hmmm. I'm not trying to sound like an ***, but with an all first level group, the situation is already overboard. The PCs are in for an extraordinarily bad day.

One Rook is certainly bad enough: 8 attacks, 4200 M.D.C. (counting force field), a main cannon that will devastate low level Host Armors in one or two blasts, and a load of missiles. Now, add in that the Rooks are accompanied by Popper Mines and most get a platoon of Bots, and it spells a world of hurt.

My advice: Ditch the Rooks entirely and replace them with just Bots or, better yet, just a few drones. Give the PCs a chance to get accustomed to their characters and what they can do. Half of the group are not really meant for front-line combat, so that's another strike against them.

At the bare minimum, drop the number of Rooks to only one. With the amount of firepower 4 Rooks could unleash, the group probably wouldn't last long.

As the GM, however, you have (almost) total control. If the you decide to keep the Rooks, who's to say the group can't receive outside help if needed? From a passing patrol or a recon/assault force from another House (great way to introduce new characters.)

Also, give them options. Since this mission is intel gathering, perhaps there is system of caverns they could use to bypass the Rooks? Or a river/lake they use to sneak in? Since its a geo-thermal plant, this isn't too far fetched. If they choose the direct approach, too bad. GMs shouldn't intentionally kill the PCs, but if the group doesn't make wise decisions, too bad. They have to live with the consequences.

One thing to keep in mind with the game setting: Splicers has one of the highest chances of PC mortality in the Palladium catalog. Players are always going to be outnumbered, outgunned, and often without reinforcements. More so than almost any other setting, PCs REALLY need to use wits and tactics to survive.
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demos606
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Unread post by demos606 »

In all honesty, power cores are things most full houses can't destroy because they're so painfully well guarded. Between the rooks for stationary defenses and the multiple patrols that will be with just a few rounds response time your scouting party is dead if they're discovered. Add the guaranteed command presence of a NEXUS persona (Kali if I were running and the group was discovered) and the the PCs are in even more trouble if it comes to a fight. You seriously need to rethink this plan if you don't want a dead party.

Guy is right about the Splicers mortality factor. If you're that worried about not developing a killer GM rep, Splicers is the wrong game to be running.
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demos606
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Unread post by demos606 »

No Splicers doesn't mandate a high mortality factor but yer guaranteed to have one if you attack a nexus installation. Most games I know of for Splicers focus on House conflicts and small encounters with minimal robot forces (bone yards work well for this). Attacking robot compounds might be the stuff of legend but it's a quick way to get dead.
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell
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Guy_LeDouche
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Unread post by Guy_LeDouche »

Splicers just seems to be a little more GM intensive when it comes to guaging what particular enemy to use when.


I know what you mean, Splicers can be a bit challenging. Unlike Rifts, playing Host Armors is a big difference (the Techno Jacker can still grab what he wants, but he may play heck hocking it!

Splicer PCs are quite different from other RPGs I've played. They are pretty powerful, but still somewhat limited in use. Unless outfitted with the right enhancements, many Host Armors don't fare very well in a prolonged seige/firefight. Most ranged bio weapons have a horribly small payload (Medium Bore Cannon: 18 rounds?!) and require hours to regenrate. Some weapons even require full meals before they can reload. A prolonged firefight is not going to offer too many chances to get your grub on. As Demos and I can both attest, there are few things better for a Host Armor then a Bio-E vent, or Spore Discharger.

Something I use when planning my Splicers campaigns (espeically low level ones): Whatever enemies you think you need, cut them in half. At least until the PCs get comfortable with their abilites.
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Guy_LeDouche
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Unread post by Guy_LeDouche »

Thankfully I didn't end up running Splicers last night

:( That sucks. I was curious as to how it went. However, no shows can crimp a gaming session.

Necros, Skitter Pods, Hunter-Probes, an occassional Steel Trooper, Slicer, or Scout Ship are all good low level foes.

Of course, don't foget other Splicers and Slappy's Waste Crawlers either. Makes for a pleasent change of pace.
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demos606
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Unread post by demos606 »

Yes, Slappy's creations add a decidedly evil element to the human encounters :)
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell
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