OOC:
To evade the ship, you need to be in combat or otherwise be able to see them. Unfortunately, Hank failed the sensors roll and the enemy succeeded. The 1 hour that I gave was prep time due to the distances involved.
But enough of prep, let's begin!
[ +- ] Pursuit (before/after combat)
A pursuer must be in the same region of space to pursue and must have a detection lock. Of course, if the pursued lacks a detection lock on the pursuer, they’ll have no idea that they’re being chased.
Both ships make Int/Pilot opposed skill checks, each adding their spike drive rating to the roll. If the pursuer wins or ties, they force an engagement and the ships are moved into combat range.
[ +- ] Escape combat
Escape Combat (4 CP): Roll an opposed Int/Pilot or Dex/Pilot skill check plus your ship’s Speed against the fastest opponent’s skill check plus their ship’s
Speed. On a win, all enemy ships gain one point of Escape. If an enemy ship gets three points, after three uses of this maneuver, your ship gets away from that ship and is no longer in combat with it.
Trade Era 1235, Day 167. 15:00 UTC
Bridge, Celestial Voyager
Douklan and Corbin tried to put some distance between the ship and the Celestial Voyager. They surged forward. But in the cold silence of space, speed was relative. Without seeing their pursuers, there was no way to know if they were truly escaping or merely delaying the inevitable.
Minutes passed, each one more tense than the last.
Hank kept a close watch on the sensors, scanning for any sign of the dark ship. The seconds stretched into minutes, each one filled with a growing sense of dread. The tension on the bridge was palpable, everyone straining to hear something from Hank, anything, that would signal their escape.
Suddenly, the sensors pinged again, louder this time. The dark ship had reappeared, closer,
and within weapon’s range. It was a
Maelstrom-class fast attack frigate
"They’re hailing us, Captain. No holograms, voice only." Hank reported, his eyes flicking to Valeria.
Valeria hesitated for a fraction of a second. This was a critical moment. Opening a line of communication could give them valuable information, or it could be a trap. She weighed her options quickly.
"Open channel," she ordered.
"Captain Zaytsev of the Celestial Voyager," the person on the other ship intoned, his voice a harsh rasp.
"I suggest you cut your engines and prepare to be boarded."
Valeria’s jaw tightened, her eyes narrowing at the audacity of the demand.
"Who are you?" she asked, her voice icy.
The male voice seemed amused.
"That is of no concern to you. Your cargo is valuable, Captain, and I intend to take it. Cooperate, and your crew might live to see another day."
"You’ve made a mistake," she said coldly.
"We are not a ship that’s easily taken."
The amusement in his voice faded, replaced by a sneer.
"We’ll see about that, Captain."
The transmission cut off abruptly.
"Prepare to engage, all hands to battle stations!" Using the intercom, Valeria’s voice rang through the ship, the calmness replaced with the hard edge of command.
The crew snapped into action, the air charged with a mix of fear and determination. Valeria’s eyes flashed with anger.
"They’re playing with us. Douklan, evasive maneuvers! Get us out of here!"OOC:
We are in combat. The CV won the initiative and Valeria is giving a 2 CP bonus for Douklan.
What do you do?
Departments may act in any order:
Ship | Action | CP left | Result
|
Celestial Voyager | Captain: Support Department (Bridge) | 0 | Next bridge action costs -2 CP
|
Celestial Voyager | Bridge: To be defined | ? |
|
Celestial Voyager | Gunnery: To be defined | ? |
|
Celestial Voyager | Engineering: To be defined | ? |
|
Celestial Voyager | Comms: To be defined | ? |
|
Celestial Voyager | Mercer (supernumerary): To be defined | ? | |