Posted: Fri Aug 10, 2007 11:17 pm
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.
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.