Chapter 4B: Asteroid Battle
If Douklan simply Does His Duty, then we have the 3CP to Fire All Guns and kill the Patrol Boat.
If the Captain Supports Gunnery, then we effectively have 2 more CP to Fire A Weapon and try to kill one of the fighters.
There are other variations we can do, but right now that probably makes the most sense so we can finish off the Patrol Boat and (hopefully) one of the fighters. I would imagine the other fighter will run if its two companions are now floating clouds of debris.
Captain Rael calls to Lt. Jr. Fu Chen and the rest of the Gunnery crew: "Good job, everyone. One more solid hit on that patrol boat and we can wrap up this fiasco. I have every confidence in you." (Support Gunnery Department).
Rolls
Plasma Beam - (1d20+4)
(9) + 4 = 13
Lt. Jr. Chen, his eyes alight with triumph, relayed the news to the rest of the crew. "Direct hit! Enemy patrol boat disabled," he announced, his voice ringing with satisfaction.
Ensign Alonso Carderas, monitoring the enemy's status from his station, confirmed the extent of the damage. "Multiple hull breaches detected, power systems failing.," he reported, his fingers flying across the controls as he kept a vigilant eye.
The Draco Separatist patrol boat was now out of commission. However, the crew of the Sentinel knew the battle was far from over. With the enemy starfighters still posing a threat, they remained on high alert.
In fact, Lt. Komarov, monitoring the situation, breathed a sigh of relief as the Sentinel's defenses held firm against the bombing run from the second fighter. "Armor holding, engines still functional" she reported, her voice steady despite the intensity of the battle.
Alex Mercer, piloting the A09 shuttle, seized that opportunity to completely escape from the chaos of the conflict. With a mixture of luck and skill on his side, Alex Mercer had managed to elude the clutches of the enemy and escape from the midst of the space battle unscathed. As he plotted his navigation course to Draco III, he allowed himself a moment of reprieve, grateful for the chance to live to fight another day.
Rolls
Strike Fighter 2 - Attack engines AC13 - (1d20-1)
(12) - 1 = 11
Alex Mercer - Speed check (Int/Pilot + shuttle speed) - (2d6+0+3)
(55) + 3 = 13
Strike Fighter 1 - Speed check (opposed roll) - (2d6+7)
(15) + 7 = 13
Fighters- Morale check ML9 - (2d6)
(14) = 5
"Enemy fighter attempting another attack run, but missed again," reported Ensign Alonso Carderas from his station.
Fighter 1 - 8 HP left (of 8)
Fighter 2 - 7 HP (of 8)
Rolls
Strike Fighter 1 - Attack engines AC13 - (1d20)
(9) = 9
On a success, repair a number of lost hit points equal to your Fix skill times 2 for fighter hulls, 3 for frigates, 4 for cruisers, and 6 for capital-class hulls
Rolls
Damage Control dc7 - (2D6+2)
(33) + 2 = 8
Basically, Engineering doing repairs is really a 4 CP move. It costs 3 CP to do and prevents 1 CP from being earned. It looks like the Captain and Bridge have two main options:
1) The captain supports gunnery. This by itself allows Gunnery to Fire One Weapon. Then Bridge Goes Above and Beyond to give Engineering the support it needs to actually do the repair. If it works, then the repairs are done. If it doesn't, the repairs get cancelled.
2) The captain supports engineering. This, combined with Comms' Do Your Duty allows the repairs to take place. At that point Bridge has to Go Above and Beyond for the guns to fire.
So ... the captain gets to decide what happens. I'm Comms, the lowest ranking bridge officer here. I don't make decisions.
Basically, Engineering doing repairs is really a 4 CP move. It costs 3 CP to do and prevents 1 CP from being earned.
It looks like the Captain and Bridge have two main options:
1) The captain supports gunnery. This by itself allows Gunnery to Fire One Weapon. Then Bridge Goes Above and Beyond to give Engineering the support it needs to actually do the repair. If it works, then the repairs are done. If it doesn't, the repairs get cancelled.
2) The captain supports engineering. This, combined with Comms' Do Your Duty allows the repairs to take place. At that point Bridge has to Go Above and Beyond for the guns to fire.
So ... the captain gets to decide what happens. I'm Comms, the lowest ranking bridge officer here. I don't make decisions.
Arthur12320 can leave a pre-selected target, if he has time to read this before spaceseeker19, and I can handle either Lt. Chen Doing Your Duty or Fire One Gun to streamline things.
Douklan extrapolates from the calculations that Ensign is feeding him, realizes that the Fighter 2 is going too fast to maneuver out of the way of an expected move by the Sentinel. He throttles back the engines, using mostly maneuvering jets to rotate the guns to bear on Fighter 2 as it passes by. Douklan is attempting to go Above and Beyond for the 2 CP that Lt. Chen needs to fire a weapon.
Edit:
Douklan provides +2 CP, enough for Gunnery to fire one weapon. Which weapon is fired is up to Lt. Chen's discretion.
Rolls
Piloting check to surprise Fighter 2 DC9 - (2d6+3)
(35) + 3 = 11