Main - Chapter 7.2: Neptunia
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Aug 14, 2024 12:39 pm
"Hank, I don't see anything in the data to help. Was that an active lock that gave them away? Heck, not that it matters. I'm adjusting power to the drive for now. We should run for the planet, it'll make getting backup easier and maybe they'll break off if we get close enough to help."
Aug 14, 2024 3:09 pm
OOC:
I thought we were already going to the planet as fast as we can."No. We detected them on passive. Since they were intentionally intercepting us, I figured they already see us, so I thought active sensors would give us a better view. Instead it just basically disappeared. I haven't been able to see them since. We probably won't get a better view until they get much closer."
Hank then tries to get in touch with the Sentinel.
Aug 14, 2024 3:33 pm
Heard Captain.
Just a thought, in the undercity when we had someone closing in through smoke or....
Long story short. If we don't have a scanner lock when we expect them in weapons range, we can fire of a spread of weapons.fire and try to detect any disruption in the energy dissapation.
Are we going to use a similar/the-same ship combat system from before?
If they try to board, can they get in just at the Section 2.E - Sensors + airlocks, or also places like: Section 5.C - Cargo bay with external doors (port + starboard) and elevator, Section 4.C - Cargo bays with elevator, Section 3.C - Cargo bays with external doors (port + starboard) and elevator, Section 2.C - Cargo bays with elevator, Section 1.B - Shuttle bay (Solaris) - opens to starboard, Section 1.C - Cargo bays with external doors (port + starboard) and elevator, , and Section 1.D - Cargo bays.(Yes for tbis question I am ignoring the 30minutes requirement for cutting in.)
If we have any Heavy Weapons, like say.. a rail gun (I justify the possibility by us having an armory that has "whatever amounts of TL4 military-grade weaponry and armor that a crew might require", though accept a fair GM veto. I set it up at the airlocks.
Other than that, Peter decides whose on the guns. Since they have to disable our engines before boarding I think we have plenty of time to get from guns to anywhere else they may be boarding, once that happens.
Just a thought, in the undercity when we had someone closing in through smoke or....
Long story short. If we don't have a scanner lock when we expect them in weapons range, we can fire of a spread of weapons.fire and try to detect any disruption in the energy dissapation.
OOC:
The goal of this is to give us a chance at/bonus to scanning, but at the last minute. OOC:
Are we having an NPC on guns(Sand thrower) or should I jump on them?Are we going to use a similar/the-same ship combat system from before?
If they try to board, can they get in just at the Section 2.E - Sensors + airlocks, or also places like: Section 5.C - Cargo bay with external doors (port + starboard) and elevator, Section 4.C - Cargo bays with elevator, Section 3.C - Cargo bays with external doors (port + starboard) and elevator, Section 2.C - Cargo bays with elevator, Section 1.B - Shuttle bay (Solaris) - opens to starboard, Section 1.C - Cargo bays with external doors (port + starboard) and elevator, , and Section 1.D - Cargo bays.(Yes for tbis question I am ignoring the 30minutes requirement for cutting in.)
[ +- ] Boarding tubes
Armored tubes equipped with laser cut- ter apertures can be used to forcibly invade a hos- tile ship, provided the target’s engines have been disabled. Ships without boarding tubes have to send invaders across empty space to either make an assault on a doubtless heavily-guarded airlock or cut their way in through the hull with laser cutters and half an hour of work.
If we have any Heavy Weapons, like say.. a rail gun (I justify the possibility by us having an armory that has "whatever amounts of TL4 military-grade weaponry and armor that a crew might require", though accept a fair GM veto. I set it up at the airlocks.
Other than that, Peter decides whose on the guns. Since they have to disable our engines before boarding I think we have plenty of time to get from guns to anywhere else they may be boarding, once that happens.
OOC:
PS. I am kind of excited for this combat.Last edited August 14, 2024 4:18 pm
Aug 14, 2024 3:45 pm
OOC:
Peter is (usually) at the guns. If arthur12320 says otherwise, Mercer can be there. Quote:
If they try to board, can they get in just at the Section 2.E - Sensors + airlocks, or also places like ...If they spent 30 minutes for cutting in (or have boarding tubes) them they can choose any section to board.
Edit: Once inside, unless there is opposition, it takes 3-4 combat rounds to get from one section to a neighboring one.
Aug 14, 2024 5:27 pm
OOC:
I am NOT excited for this combat because our ship's only weapon is ornamental. Unless they are just a little shuttle, they'll be able to rip us to shreds and we won't be able to do anything about it. Basically we are having this fight too early for us. We are not prepared for a fight and probably can't win one. Even boarding isn't a good thing for us because, unless they are stupid (always a possibility), our inability to fight ship-to-ship can easily be used against us. Honestly, if I am the attacker against a ship that can't fight ship-to-ship, I can guarantee we're not losing hand-to-hand. Which I am not explaining here for obvious reasons.
Aug 15, 2024 6:47 am
RB, you seem to have some technical knowledge and skill. I have some ideas. Gui Wang, if you have some time I'd appreciate the help too. Let's make his as difficult as possible if they end up boarding.
We could use some these grenades, and I know some very unfriendly chemicals, but I'd absolutely love some help.
Plus I think we can right up a mobile barricade with some of this repair supplies.
-Chemical bombs, something out suits can filter out, especially if we can have ours be especially useful to filter it. All rigged up at our most likely points of entry
-If not a grenade rigged to go off upon a door being opened, at least carrying them.
-A portable barricade, something that gives up full or partial cover, especially if it can be rigged up with a mounted weapon(either a heavy weapon, or a normal one that maybe has a bonus due to stabilization).
-(now this one I know someone who made this) anything equivalent of a car battery rigged up to a floor grate (you can insulate the grate from the rest of the ground with rubber and set it up with a little lift that closes the circuit when stepped on. Most armor won't insulate from this.
... Hey, these guys threatened Mercer's people, He did get a good reputation a security for a reason.
We could use some these grenades, and I know some very unfriendly chemicals, but I'd absolutely love some help.
Plus I think we can right up a mobile barricade with some of this repair supplies.
OOC:
in order I want to work on:-Chemical bombs, something out suits can filter out, especially if we can have ours be especially useful to filter it. All rigged up at our most likely points of entry
-If not a grenade rigged to go off upon a door being opened, at least carrying them.
-A portable barricade, something that gives up full or partial cover, especially if it can be rigged up with a mounted weapon(either a heavy weapon, or a normal one that maybe has a bonus due to stabilization).
-(now this one I know someone who made this) anything equivalent of a car battery rigged up to a floor grate (you can insulate the grate from the rest of the ground with rubber and set it up with a little lift that closes the circuit when stepped on. Most armor won't insulate from this.
... Hey, these guys threatened Mercer's people, He did get a good reputation a security for a reason.
Last edited August 15, 2024 7:16 am
RB (Repair Bot)
Aug 15, 2024 8:51 am
OOC:
You have access to heavy weapons, but they would surely rip the Celestial Voyager hull to shreds. They cannot be used to defend the ship, just to blow it.Traps and barricades are useful, though.
Unfortunately, Wang was busy, working with and for Corbin in damage control (drills for now, but who knows...)
OOC:
I will move on from prep time to spaceship combat tomorrow, even wihout Douklan's or Peter's posts.RB (Repair Bot)
Aug 15, 2024 12:54 pm
OOC:
Yeah, as PhoenixScientist mentioned, we need Douklan's rolls to avoid pursuit right now!Aug 15, 2024 7:42 pm
htech says:
"Sure thing, boss. I think we should combine the gas and the electricity in a single 'kabum', though. I can surely get one mobile barricade and 3 traps made every hour. Where should we put the first batch of traps? Section 2.E?" - said RB.
"That's an excellent idea, RB, I didnt know they could be combined; I don't know how to make them, I've just seen them in use." Mercer pulled up a layout of the Celestial Voyager. "There are no real structural changes in the Celestial Voyager from its base model. We can assume our attackers have access to our ship structure, or could have if they wanted it.
Yes, let's get 2.E trapped. Then let's look at 1.C, 5.C, 4.A and 3. C. Those seem to be the next most likely points of entrance. If we get a second barricade, one around the bridge makes sense. You have a better grasp of the technical specifications of this ship, what do you think the second most likely points of enterance is, if they were focusing on ease of access?"
Aug 16, 2024 3:25 am
"Well, this isn't a fighter," Douklan replies to Captain Zaytsev, "But let's still see if we can outrun them and avoid a confrontation altogether."
EDIT: If we are supposed to add the spike drive rating and not the Speed rating, then add two to the result (making for a 10).
OOC:
We're not in combat yet, but I will perform an escape action roll to keep it that way. The Celestial Voyager has speed 0, so there's no bonus other than skill keeping us ahead/away from the other ship.EDIT: If we are supposed to add the spike drive rating and not the Speed rating, then add two to the result (making for a 10).
Last edited August 16, 2024 3:32 am
Rolls
Escape combat DC9 - (2d6+3)
(14) + 3 = 8
Aug 16, 2024 3:26 pm
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.
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 | ? |
Rolls
Secret Roll
Initiative (CV) - (1d8+2)
(2) + 2 = 4
Initiative (pirate) - (1d8)
(4) = 4
RB (Repair Bot)
Aug 16, 2024 4:34 pm
Mercer says:
Yes, let's get 2.E trapped. Then let's look at 1.C, 5.C, 4.A and 3. C. Those seem to be the next most likely points of entrance. If we get a second barricade, one around the bridge makes sense. You have a better grasp of the technical specifications of this ship, what do you think the second most likely points of enterance is, if they were focusing on ease of access?"RB (Repair Bot)
Aug 16, 2024 4:54 pm
OOC:
This post is assuming that setup time is done and I should take ship actions. OOC:
Also, if we don't have lv2 skills, Above and Beyond makes no sense, right?Mercer is going to Do Your Duty to support the escape maneuvers Go Above And Beyond by motivating our pilot .
Last edited August 16, 2024 5:12 pm
Rolls
Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)
(436) + 3 = 13
Aug 16, 2024 5:10 pm
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 | Mercer (supernumerary): Above and Beyond | 2 | +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 | ? |
Aug 16, 2024 6:38 pm
On the bridge, Douklan attempts Evasive Maneuvers.
Success! So Celestial Voyager's AC gains +1 this round.
OOC:
CP cost: 0 (paid for by Captain's Support action)Success! So Celestial Voyager's AC gains +1 this round.
Last edited August 16, 2024 6:39 pm
Rolls
Evasive Maneuvers DC9 - (2d6+3)
(64) + 3 = 13
Aug 16, 2024 8:35 pm
OOC:
It would seem that we have two primary tactics:1) Double-down on Escape Combat and get those three points of Escape.
2) Play dead and entice them to board us and engage in hand-to-hand combat.
The first play is dependent on if we can gain those three points of Escape before they disable us. Getting hammered by two plasma beams doesn't help our cause.
The second play sounds good in theory, but depends on the attackers being careless. A careful attacker will mitigate our chances of success.
The one option that isn't going to succeed is a straight-up gun battle.
1) Attempt Crash Systems. But that would only cost them one measely CP. Not sure if it is worth us spending two CP to take one of theirs away.
2) Do Your Duty. That adds in a CP for use by Douklan to get us out of here. If Gunnery also does Do Your Duty, we'll have enough CP for Douklan to attempt Escape Combat.
Aug 16, 2024 11:21 pm
OOC:
I agree with Do Your Duty, in this case. I would rather fight in person, with this crew, than depend on our ship weapon.As attack goes, if we do it, I think Target Systems (Engines) is our best bet, if we assume they have armor.
Can we tell what kind of shipment is yet?
Aug 17, 2024 1:05 am
OOC:
Click on the link to see exactly what we're facing. Short version is that it would be a threat to the Sentinel. We're out-classed. Last edited August 17, 2024 1:08 am
Aug 17, 2024 3:56 am
As soon as the alert came down from the Captain Peter will first run to the armory and grab some extra ammo for his laser rifle, he will also get in to his assault suit and change it’s type b power cell.
After taking care of his own setup he will radio to Mercer while making his way to the gunnery position.
"Saw you preparing some defenses while I passed through the hall, keep at it and I will join you as soon as I see the ship guns are not useful anymore"
Once getting to the gunnery station Peter will Do his duty and keep the sandthrower ready, to shot if necessary when the ship gets on range.
After taking care of his own setup he will radio to Mercer while making his way to the gunnery position.
"Saw you preparing some defenses while I passed through the hall, keep at it and I will join you as soon as I see the ship guns are not useful anymore"
Once getting to the gunnery station Peter will Do his duty and keep the sandthrower ready, to shot if necessary when the ship gets on range.
Last edited August 17, 2024 3:57 am
Aug 17, 2024 12:17 pm
Departments may act in any order:
PS: Bridge can also act again or change its action, if there's enough CP left after all PCs act and spaceseeker19 wants to.
Ship | Action | CP left | Result |
Celestial Voyager | Captain: Support Department (Bridge) | 0 | Next bridge action costs -2 CP |
Celestial Voyager | Mercer (supernumerary): Above and Beyond | 2 | +2 CP |
Celestial Voyager | Bridge: Evasive maneuvers | 2 | +1 AC (12) |
Celestial Voyager | Gunnery: Do your duty | 3 | +1 CP |
Celestial Voyager | Engineering: To be defined | ? | |
Celestial Voyager | Comms: To be defined | ? |
PS: Bridge can also act again or change its action, if there's enough CP left after all PCs act and spaceseeker19 wants to.
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