PreEdit: This post is gonna grow.
I have no idea what bugfix you're talking about.
...In addition, both her Core Crystal and Her Lift Crystal slots are only designed to fit (very?) small crystals. Her small lift crystal means a lot of the burden for vertical maneuvers is still placed on the power hungry trim crystals, which in turn puts more demand on her small core. As a result, her shroud is weak, and a single light cannon blast will knock a hole in it. It still takes two or three more shots before her shroud will buckle entirely, but if another shot comes in the same spot swiftly enough- that's the end of the skiff. Except in the most fortunate of circumstances, a single cannon blast to an unshrouded skiff will destroy it.
For some reason I saw this as "comes pre-buggy" because the ship is too big for the crystals, or some such.
Also
Will the Herbie be 'safe' if docked at Wreth?Realsies post: (Wow, computer is so much more handy, phoneposting this stuff is ridiculous.)
TurnInfantry
Flint-Lock Pistol: Cost: 2 ore to give one of either to every fireteam in a squad, 8 to give to every man. Inaccurate beyond spitting distance, incapable of dealing significant damage against hard armor, and liable to explode when used regularly even when given the most expert maintenance, the primary advantage of these weapons is that they can punch straight through shrouds like they didn't exist, and they're slowed by aethersilk officer's coats as much as by an ordinary silk shirt.
Flint-Lock Rifle: Cost: 3 ore to give one of either to every fireteam in a squad, 12 to give to every man. Reasonably accurate, but slow to reload and still incapable of dealing significant damage against hard armor or ship hulls. These weapons still require expert maintenance to keep them from being single-use weapons, and sustained use still makes these weapons terrifyingly unreliable as service weapons. Still, an excellent choice for shooting through silk shirts and ignoring shrouds.
Suppressor Repeating Crossbow: Cost: 2 wood+ 1 ore per fireteam, 8 wood + 4 ore to give to every man. | A repeating crossbow with a forty pound lever weight. Field modification allow it to operate has a standard repeating crossbow, or as a light crossbow using a goat's foot lever. The latter is underpowered, the former is inaccurate.
Pincushion Repeating Crossbow: Cost: 3 wood to give one to every fireteam, 12 wood to give to every man. | A lighter and nearly all wood version of the Suppressor. Limited draw weight and not terribly robust, but cheap.
Grappling Gear: Cost: 1 ore to give to every member of a squad. Standard issue ropes and hooks for boarding vessels or climbing the outside of spires. Cumbersome if you're not going to use it.
Aetheric Gauntlet*: Cost: 1 Ore, 1 crystal to give one to every fireteam in a squad, 4 of each to give one to everyone. A gauntlet (usually left handed to keep the right hand free) of copper and leather with a tiny weapons crystal locked into the palm. Capable of firing dozens of low energy blasts of aetheric energy at the user's discretion, but is difficult to aim and the copper cage used to draw heat from the crystal has the unsettling tendency to leave disfiguring gauntlet burns, melt, or set the user on fire if used too frequently.
---> A.G.I: Some small QoL changes have been made to the gauntlet, slightly increasing its sustained rate of fire and giving the user a bit more time before the gauntlet burns their arm.
Bronze Cutlass: Cost: 2 Ore to give to every member of a squad. A simple, heavy blade of bronze attached to a wooden handle. Simple, and brutally effective in close quarters.
Aethersilk Vest: Cost: 1 Silk to give to a squad's ranking officer, 5 silk to provide to ranking officer and team leads, 16 silk to give to every member of a squad. A double layer vest of dense aethersilk, capable of absorbing a considerable amount of Aetheric energy. Can stop multiple point-blank shots from a gauntlet, but doesn't cover the arms, legs, or head. Does nothing against physical weapons or projectiles.
We've got 4 marines at Spire Wreth and 6 cargo space on the Implacable.
They'll be bringing two skiffs (or Five!) to bear on whichever Spire they intend to attack, so we can potentially put 4 on one and 3 on the other to maintain the blockades, with the notable downside that both of the spires will be receiving one solitary ship which is a prime aggression target, and one skiff would likely be accompanying the Implacable which is a prime aggression target.
I'm assuming we can't refit/build a ship and send it out to combat in the same turn otherwise I'd suggest sending a super-skiff with the Implacable, and giving it a suitably ridiculous name.
Anywho,
Tactical brief BThree Captains- Implacable heads there with Marine (Tactic, Ambush) and Place Team Prototype (Tactic, Ambush) Cargo
- Is Escorted by one skiff (Tactic, Scout)
- The Three Skiffs (Tactic, Scout) at the Three Captains turn and meet the escort halfway, bringing them the rest of the way to support the Captains.
The Unfinished (Pending reply re: safety of WOSV Herbie when docked.)
- One Skiff (Tactic, Scout) head there (--potentially escorting an empty WOSV Herbie--)
- The Two Skiffs (Tactic, Scout) which are at Unfinished turn to meet the reinforcements halfway (and to help them if they come into contact with the three rogue skiffs behind our lines), and then return to continue the blockade at The Unfinished.
My suggestion would be to send all four marine squads in the Implacable (Although that could be risky), two with Gauntlets for every man (8o|8c) and two with Fireteam Suppressors (4w|2o)
Edit: Blanket edits thanks to Jilla pointing out huge glaring flaws in the plan.