OOC:
(All of these options assume similar competence in crews and that their ship is not largely different from the given stats)
Looking at the list of ship options if we're trying to escape the
Support Department +
Boost Engines Is our best/ only escape option.
If that doesn't work we have some combat combos ... but I feel like that is a worse idea than letting them board and fighting in person.
-Highest attack possibility
Defeat ECM. is a +2 to hit. 2D6 damage averages 7 damage. they have 5 armor and AC 14... and 25 health. An average of 2 damage takes ~13 rounds to take it down.
[ +- ] Defeat ECM (2 CP)
Roll an opposed Int/Program against a targeted ship. On a success, any attacks this round by your ship against the target get a hit bonus equal to twice your Program skill.
At one point I though
Target Systems was our best bet until I realized we needed to do 11 damage to take out a system (on 2D6)
[ +- ] Target Systems (1 CP)
A Fire One Weapon action you take this round may target a ship’s weapons, engine, or fittings the GM decides are vulnerable. Such targeted attacks take -4 to hit. On a hit, do half damage before applying Armor. If damage gets through the system is disabled or drive is degraded by 1 level. Disabled systems hit again are destroyed. You may take this action more than once to aim additional shots you may fire.
-Highest AC
Evasive Maneuvers +
Sensor Ghost if we succeed we get only +2 AC I believe (our
Bridge Pilot skill and
Comms Program skill)
--
Keep It Together only works 1/round to help with 1 hit and is our Captain action, replacing
Support Department
Note:
Fire All Guns is useless. We have 1 gun.
[ +- ] Evasive Maneuvers (2 CP)
Roll Int or Dex/Pilot against difficulty 9 to add your Pilot skill to the ship’s AC until its next turn. Usable once per round at most.
[ +- ] Sensor Ghost (2 CP)
Succeed on a difficulty 9 Int/Program check to gain your Program as an AC bonus until the next turn. Usable once per round at most.
[ +- ] Keep It Together (0 CP)
Nullify a successful enemy hit and roll a Crisis instead. You can use this action in Instant response to an enemy hit but you may only use it once per round.
TLDR: Even with some lucky hits, we cant fight this in ship combat.
I know we all kind of assumed but here's the numbers.