
Successfully conquering the weapons research site and the barracks both in one day was a major victory over the Akos Militia. It had directly caused them to withdraw from the southern part of the continent. However, it wasn't without cost. Obsidian Angels infantry were dead along with Mechwarrior Muraguri. Many more were injured. Then came the influx of wounded prisoners of war. That all greatly strained the unit's medical capacity. Yet it was more than that. Mechs had been lost or damaged. Many supplies and a great deal of ammunition had been used up. The Angels had to recover fast or the strain would only get worse. All available personnel are asked in the morning to lend a hand to various efforts to address the difficult situation. Medical procedures needed doing, the most difficult repairs had to be started and all the prisoners needed to be ransomed quickly - both to free up space and to limit resource expenditure. The actual monetary gain was far less pressing. The unit was already running out of space for where to detain all the vehicle crews and other Militia.
So, that's where you come in. You can lend your weight to one of these aims. Efforts would need to continue well past the morning of course, but a strong start would set the pace for the days ahead.
This event takes place in the early morning and late morning timeslots. Players need only use one of the two to participate, but the timeslot chosen should be clearly marked in your post. There are three aims - Repairs, Medicine and Ransoms. Players can pick one, and only one, area to contribute to. This will require a single roll. You can have your underlings assist assist in this as described below.
1) Repairs
Various mechs need repair work done. More than just replacing armour, this is fixing weapons, equipment and engines, putting replacement limbs onto mechs and repairing internal structure. It takes time and skill. It goes better if jobs can clearly be assessed and prioritised. This is a TN35 Technician: mechtech [intelligence] roll adding your Perception trait to the roll. E.g. A 4k3 skill character with Perception 3 would roll 4k3+3. Remember that underlings can assist you with this roll, adding their Technician: mechtech skill as a bonus number. Success on this roll will increase Strength by 0.1 and award you 0.1 fame. Successful raises increase the Strength gain by 0.1 each.
2) Medicine
Our people and captured enemy people need medical attention. Some are seriously injured and others merely in pain or discomfort. Most are in between. So, anything from surgery to issuing the correct standard painkillers and medicines is necessary. There is a triage system in place, but it is being overwhelmed. Hopefully you can step in. You'll need to talk to patients or the medical assistants that are caring for them. This is a TN30 Medtech [intelligence] roll adding your Awareness trait to the roll. E.g. A 4k3 skill character with Awareness 3 would roll 4k3+3. Remember that underlings can assist you with this roll, adding their Medtech skill as a bonus number. Success on this roll will increase Strength by 0.1 and award you 0.1 fame. Successful raises increase the Strength gain by 0.1 each.
3) Ransom
There are prisoners of war from three Akos Militia sites all taking up rooms on the dropships. The infantry are stretched looking after them. The medical teams are stretched treating them. The cooking staff are complaining. You get the idea. The CO hadn't expected to take in this many prisoners this quickly. Now that the enemy have withdrawn from the area it is a perfect time to negotiate with them. A message will go out in the afternoon, but a negotiation plan is needed and the details of every prisoner need to be collated. Can you help? This is a TN30 Negotiation [Awareness] roll adding your Administration skill to the roll. E.g. A 4k3 skill character with Administration 3 would roll 4k3+3. Remember that underlings can assist you with this roll, adding their Negotiation skill as a bonus number. Success on this roll will increase Impact by 0.1 and award you 0.1 fame. Successful raises increase the Impact gain by 0.1 each.