| ApesAmongUs |
So, first session, PCs are going to escape a secret facility where they were being experimented on. They will make their escape during a meteor storm which will provide the distraction, but also an obstacle to their escape.
They will be traveling constantly trying to get away, so it is unlikely they will want to stop in one place for long. So, while dodging big rocks and some drones chasing them, they will likely get damaged and will probably be out of spells by that point.
I was going to give the ship they will be able to steal a drone console and a Repair drone, thinking they would be able to deploy, repair, retrieve before moving on. Not as effective as keeping a drone out, but a small amount of healing as the ship moves.
But I was making cards with the different actions to hand out during the game and noticed repair was 2 actions. Now there's no chance to repair unless they either stall in a zone for multiple rounds allowing the enemies to catch up, pull some delay shenanigans to spend 2 round deploying, healing and retrieving the next round, or get off one good heal before losing it.
That seems like a waste of a battle station, so I'm thinking maybe a second gunnery? Current weapon is planned to be Hypervelocity macron accelerator as short range high damage and cone makes sense for something to fend off pursuing drones, but what would a good secondary weapon be if I give them a second gunnery? Is there an argument to be made for doubling up on a different station? Is there a better way to use the drone?