
We may need some personnel training time for 2 or 3 crew men to learn sensors as a skill. (Not sure if that is possible in this game - rules check: Bindoner)
How about getting some spray on adhesive. We glue the major to the outside of The 'Card's hull. Then we use spray paint and paint over her. Of course we gag before doing all this.
As to the liaison, he was about as effective, nevermind he was worthless. He should have been the soldier that lost his arm in the closing of the lift.
Before we leave, Doc needs to formulate a nerve toxin, air dispersion, that effects only stupid people, and we carpet bomb the entire planet.
Krakrefr; I was setting up one of several potential Enerii exits...
As regards Ruie - "Glass it over from orbit, it's the only way to be sure."
That Liaison is the weak link, for sure. We have to deal with him, in some way.
Learning skills is slow...
Of course the rules on learning skills, like other non-core mechanics, are modifiable. Another way around the problem is hiring an NPC. We could get a Steward/ess who also does Sensors. There is also the computer implant option:
Nice work there Njall.
I agree we do have A LOT skills amongst all of us.
Would have been nice to consider overlapping on some of the more crucial ones before we set sail, but we can figure a means to get around that. Who knows maybe Adaline has some mad sensor skills.
Well we don't get to pick and choose our skills exactly. The traveller group package is supposed to make up for deficiencies. That's how Enerii got se sensors.
We do in some aspects. Engineering, computers, piloting, mechanics all have some redundancy as well as some combat skills.
But we really need sensors and more people with drive .