Phoenix: Ground Party Rulebook |
Advantages and
Disadvantages Links to
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Ground partiesA ground party is the term for a collection of items in one location under the control of one authority. They are normally formed for a specific short-term reason and the composition invariably reflects this. A ground party set-up to survey a planet for example will consist of an exploration module and some sensors for the finding and prospecting of mineral deposits. Some shuttles or ground vehicles should be present, to allow relocation of the ground party to new sites, and finally crew are needed to operate all the items. A ground party set-up to attack a starbase on the other hand is unlikely to have much more than large amounts of ordnance and troops. Ground parties behave in virtually the same way as starships in most respects. As such they share most of the orders used by starships, including transactions, exploration and surveying. For more information on these subjects, see the starship rulebook. All that needs to be detailed here are the differences to ships. Advantages and DisadvantagesA ground party does not need maintenance or refits. Nor does it suffer integrity losses. It does not have minimum crew requirements or maximum cargo capacity. These can be defined by simply changing the quantity of items present. They are however much more susceptible to weapons fire than ships due to the lack of hulls. Most importantly however, ground parties cannot use naval weapons although they can use point defence and shields to defend. Also note that a ground party does not have an ISR field. Setting Up Ground PartiesGround parties can be set-up from any position except political positions and agents. The create ground party order produces a new position and an update is sent out to the creating player on the same day. On the following day, more items can be delivered to the ground party. As the ground party is a new position, it will only have 60TU’s available with its first update. It is important to remember this, especially if the ground party is being created in a hostile region. Ground parties are dangerous positions to be in as there is little or no protection offered. As a consequence, a creation fee of 1000 stellars is always charged and a further weekly fee of 100 stellars is incurred. This weekly fee is on top of any wages. Disbanding a Ground PartyDisbanding a ground party is easy, simply deliver or dispose of all items in a ground party and it will be automatically deleted. Make sure though that the component providing the crew factors is delivered last of all, i.e. deliver crew last. This will prevent the ground party from suddenly becoming inefficient, or worse, incapable of action. Hint: if the ground party is disbanding into an allied starbase and it has been around for a long time, then make sure that a recreation visit is performed towards the end. This will recover a few stellars. A starbase can effectively disband a ground party by picking up all items. This is not the same as embarking a position which will effectively keep the ground party intact.
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Stellar Fees There is a 1000 stellar set-up fee for any ground party created. This covers peripheral reasons such as insurance, danger money etc. This is really a game mechanic to prevent abuse of this flexible position and as such cannot be circumvented via special actions. The weekly fee of 100 stellars is also a game mechanic to prevent abuse and again cannot be circumvented. Together these fees ensure that multiple ground parties can be created to rapidly survey a world but doing so is costly. Creation Procedure 1.Issue “Create GP” order. Next day, issue delivery orders now that a position number is known. When sufficient TU’s have accumulated run the GP as normal. Spread The player should designate the spread of the ground party. This determines how effective the shields are but also how much damage they will suffer from a strike. This is covered in the combat rules. |