Main - Chapter 7.2: Neptunia

load previous
Sep 4, 2024 7:57 am
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: To be defined ?
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 4, 2024 2:28 pm
OOC:
To be clear, we are now down to a single Escape Point, correct?
Sep 4, 2024 4:33 pm
daryen says:
OOC:
To be clear, we are now down to a single Escape Point, correct?
Yup. It's your turn again.
Sep 4, 2024 5:17 pm
Mercer will go Above and Beyond and tell the Engineering crew what an incredible job they did with repairs and keeping us going so long.
Last edited September 4, 2024 5:20 pm

Rolls

Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)

(624) + 3 = 13

Sep 6, 2024 6:04 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: Go Above and Beyond2
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 6, 2024 6:10 pm
Hank Does His Duty. He is busy encouraging and thanking Mariella for her efforts to move some stuff around.
Sep 7, 2024 4:42 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: Go Above and Beyond2
Celestial Voyager Comms: Do Your Duty 3
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 8, 2024 10:42 pm
Peter does his duty by helping the rest of the crew get armed and setting up his position for the possible boarding in case the scape does not work.
Sep 9, 2024 12:46 pm
OOC:
Just checking - Are we looking at a Boost Engines and then an Escape? As it looks like, with Peter's DYD, we have the CP for it.
Sep 9, 2024 2:32 pm
OOC:
I believe that's the plan.
Sep 9, 2024 3:48 pm
OOC:
Yes, that's the plan as far as I know it. The longer this whole chase takes, the better.
Sep 10, 2024 12:07 pm
"Engineering to Bridge - Engines restored, diverting auxiliary power to them. Let's move it."

Rolls

[SWN] Corbin McRogers: Fix - Boost Engines - (4d6h2+3)

(3546) + 3 = 14

Sep 10, 2024 1:00 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: Go Above and Beyond2
Celestial Voyager Comms: Do Your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Boost engines 2 +2 Speed
Celestial Voyager Bridge: To be defined ?
Sep 11, 2024 5:38 am
Douklan tries to capitalize on the Boost that Engineering has provided once again.

Edit: That actually should be a success, with a 15 (after all that, I forgot to add the +2 from Boost).
Last edited September 11, 2024 5:39 am

Rolls

Piloting check for Escape DC15 - (2d6+3)

(55) + 3 = 13

Sep 11, 2024 2:09 pm
OOC:
The piloting is actually an opposed roll... DC 15 was in another turn, this one (see below) the DC was 11. Anyway, you suceeeded nonetheless, so you have 2 out of 3 escapes. =)
Trade Era 1235, Day 167. 16:30 UTC
"Engines boosted, Captain," Corbin reported from the engine room. "We’re at full speed and it should be enough to gain some distance."

Valeria nodded, feeling the surge of acceleration as the ship sped ahead. "Douklan, push those engines as hard as you can. We need every second of separation."

"Aye, Captain," Douklan said, his focus laser-sharp. He increased their speed, the debris outside speeding as the Celestial Voyager pushed forward. The pirate ship gave chase, its engines flaring as it tried to close the gap. But this time, the distance began to widen.

The bridge filled with a quiet sense of hope as they watched the distance between the two ships slowly increase on the readout. The Raven’s Claw might have superior firepower, but with the Celestial Voyager no longer crippled, they had regained the one thing that mattered most—speed.
OOC:
Escape points: 2 out of 3!

Nothing has changed and, after this many rounds, I am actually pretty sure how you wanna roll the next one, so I will control the full CV crew for another round to streamline things. Continues in my next post!

Rolls

Pirates - Escape roll (opposed) - (2d6+2+4)

(23) + 6 = 11

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(5) = 5

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(3) = 3

Sep 11, 2024 2:19 pm
Trade Era 1235, Day 167. 16:45 UTC
Just as the gap between them and the Raven’s Claw began to widen, the ship jolted violently, throwing the crew off balance. A series of alarms shrieked to life, piercing the tense silence that had only moments before been filled with cautious relief.

"Direct hit to the engines!" Hank shouted over the noise, his hands scrambling over the controls. "They’ve locked onto us again."

Valeria gritted her teeth, gripping the edge of the console as she steadied herself. "Corbin, status on the engines!"

Corbin’s voice came through, thick with frustration and stress. "That last hit destabilized the main power conduits. The engines are only operating at half power, and I’m not sure how long they’ll hold if they shoot us again. I’ve got a team working on it, but we’re running on borrowed time."
Space Combat - Action Report (16:45 UTC):

Ship Action CP left Result
Celestial Voyager Captain: Support Department (Bridge) 0 Next bridge action costs -2 CP
Celestial Voyager Mercer: Go Above and Beyond (Talk)2
Celestial Voyager Comms: Do Your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Boost engines 2 +2 Speed
Celestial Voyager Bridge: Escape Combat 0 Failed. Escape points: Still 2 out of 3
----
Raven's Claw NPC round begins 5
Raven's Claw Fire all Guns 2
Raven's Claw Target system (CV's Engines) 1 Hit! Engines down to Spike 1 rating (50%). CV took another 7 hitpoints of hull damage
Raven's Claw Target system (CV's Engines) 0 Miss


See dice rolls below
OOC:
Continues in my next post

Rolls

Mercer Canaan Furio: Talk (Above and Beyond) DC9 - (3D6h2+3)

(245) + 3 = 12

[SWN] Corbin McRogers: Fix (Boost Engines) DC8 - (4d6h2+3)

(3233) + 3 = 9

Pirates - Escape roll (opposed) - (2d6+2+4)

(55) + 6 = 16

Douklan Paravides: Pilot (Escape) DC16 - (2d6+3)

(11) + 3 = 5

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(13) = 13

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(10) = 10

Pirates - Plasma gun damage with AP10 (results will be halved because of Target System) - (3d6)

(455) = 14

Sep 11, 2024 2:28 pm
OOC:
It's now 17:00. Next round! This one I am not so sure how you wanna play... @Esidrix - boost engines and risk it? Repair now and wait for the next round to Boost Engines and try again to escape?

Crew, what do you do?
17:00 UTC - Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next Engineering action costs -2 CP
Celestial Voyager Mercer: To be defined ?
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 11, 2024 2:35 pm
OOC:
Boost engines and escape again. We have to hope for a lucky roll. Repairing engines will just give them more shots. Repair when we are stopped. Run while we can move.
load next

Thread locked