Main - Chapter 7.2: Neptunia
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Aug 17, 2024 1:31 pm
Any Comms activity requires 2 CP and only provides a modifier of 1. So, Hank Does His Duty so Douklan can have the 4 CP required to make an Escape roll. To do his duty he tries to plot a good path away from the opponent.
OOC:
I wish I had Program-2, but alas I do not yet. I didn't expect a fight this soon. Last edited August 17, 2024 1:31 pm
Aug 17, 2024 4:14 pm
PhoenixScientist says:
Thete is an argument for Boost Engines and Escape Combat.OOC:
Thank you. I would definitely feel more optimistic about attempting an Escape Combat roll if Engineering can manage to perform that Boost Engines action for the +2 to Speed first. The CV is a rowboat otherwise.Last edited August 17, 2024 4:14 pm
Aug 17, 2024 6:25 pm
OOC:
Boost Engines - Got it :)Last edited August 17, 2024 6:25 pm
Rolls
[SWN] Corbin McRogers: Fix - (4d6h2+3)
(2143) + 3 = 10
Aug 17, 2024 8:35 pm
OOC:
Hold on. We now have a problem this round/turn.Douklan already spent 2 CP to improve our AC. Now Corbin has spent 2 CP to improve our speed. Escape Combat requires 4 CP to perform. The Captain effective gave 2 CP. Morgan gave 1 CP. Mercer gave 2 CP. That means we only have 1 CP left and we need three more to get Escape Combat. Another issue is that, from what I can tell, literally the only character with skill-2 in anything is Hank's Trade-2. Can anyone give me some excuse to apply Trade to this combat. If so, then I guess I will cancel Hank's Do Your Duty and instead Go Above and Beyond with his trade skill to get the needed 3 CP so we can also try to Escape Combat.
Going forward, we need to focus *only* on Boost Engines (2CP) and Escape Combat (4CP). That requires 6 CP. The Captain "gives" 2 CP. Comms, Gunnery, and Mercer can give 3 CP by just Doing Your Duty. But that only gives 5, not 6. But, if we try to Go Above and Beyond, and it fails, then we drop to 3 CP, which isn't even enough for the Escape Combat maneuver. So, we need to decide if just going for Escape Combat gives enough chance, or we have to carefully chain together multiple Go Above and Beyond attempts.
Aug 18, 2024 12:43 am
OOC:
htech says:
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 | Gunnery: Do your duty | 3 | +1 CP |
Celestial Voyager | Engineering: Boost Engines | 1 | +2 Speed |
Celestial Voyager | Comms: Do your duty | 2 | +1 CP |
Celestial Voyager | Bridge: Evasive maneuvers? Escape combat? | 2 | To be defined. |
Aug 18, 2024 12:53 am
OOC:
hank says:
Another issue is that, from what I can tell, literally the only character with skill-2 in anything is Hank's Trade-2. Can anyone give me some excuse to apply Trade to this combat.I can certainly understand Pilot, Fix, Program or even Shoot, but Trade? This has to be good.
Aug 18, 2024 1:10 am
OOC:
Yeah, if this Escape Combat doesn't work I think we're in trouble.It certainly may not work.
Also I know I have only so many applicable Talk rolls before I'm retreading ground. Which is why if we don't escape soon we may not, I will run out of applicable Above and Beyond actions.
Aug 18, 2024 1:13 am
OOC:
Only thing that comes to Mind on a trade roll would be something like, knowing what type of boxes expensive commodities usually are traded in and jettisoned some of those to try and change the attackers focus, or maybe being able to repackage some of our cargo and leave empty boxes for them.Aug 18, 2024 4:20 am
OOC:
Escape Combat is an opposed roll. So, Douklan rolls 2d6+3+0. The enemy rolls 2d6+2+3. So, they have an inherent advantage due to their speed. If we can do both Escape Combat AND Boost Engines, then the roll is 2d6+3+2 for Douklan and 2d6+2+3 for the enemy, i.e. an even test. So, that seems to be our best bet to get out of this alive. The question is whether we can consistently GAAB successfully and if they can disable us before we can get those three Escape Points.Also, if htech is going to allow for changing of minds, then I strongly suggest that Douklan drop the Evasive Maneuvers and just try the Escape Combat as he will have to +2 to the roll because of the Boost Engines that succeeded this round.
@htech, how many CP do they get?
As for using Trade, I have a couple ideas, but they are pretty wild and I don't even want to try them until I have to. Basically, If Mercer succeeds with his GAAB roll, then we get our 6 CP even if Peter and Hank just DYD. When Mercer runs out of ideas, then Peter can give them his tries. The time that Hank will have to pull out the Trade is if the GAAB roll fails. At that point the Trade is needed to overcompensate for the lost CP from the failed GAAB roll. Alternatively, Hank can do the GAAB roll more often as he has the 3d6h2 roll for Program.
GAAB = Go Above and Beyond
DYD = Do Your Duty
Aug 18, 2024 9:17 am
OOC:
Quote:
@htech, how many CP do they get?Daryen says:
Also, if htech is going to allow for changing of minds, then I strongly suggest that Douklan drop the Evasive Maneuvers and just try the Escape Combat as he will have to +2 to the roll because of the Boost Engines that succeeded this round.Aug 18, 2024 11:43 pm
OOC:
Sure, I'm willing to amend the action from Evasive Maneuvers to Escape Combat. As others have pointed out, Escape Combat is not a great option, merely our best one, given that we don't want to fight. A whole lot of dice rolling needs to be lucky with approximately even odds for it to succeed.Ideally, I'd like the roll I already made for this round (the Evasive Maneuvers) to apply to the Escape Combat, but in case you'd like a new roll, here it is.
Rolls
New Piloting roll for Escape Combat, with Boost - (2d6+5)
(32) + 5 = 10
Aug 19, 2024 11:11 am
OOC:
spaceseeker19 says:
Ideally, I'd like the roll I already made for this round (the Evasive Maneuvers) to apply to the Escape CombatDouklan's fingers danced across the console as he tried to coax every ounce of speed from the ship. The Celestial Voyager's thrusters roared, straining under the sudden demand for acceleration. They got some distance, but it was not a escape yet. Valeria could feel the oppressive presence of the Maelstrom-class frigate bearing down on them, a predator toying with its prey.
Down in engineering, Corbin's hands moved with practiced precision, adjusting the flow of power and rerouting systems to squeeze out every last drop of speed.
On the bridge, Hank's eyes were glued to the sensors, the tension on his face mirroring that of the entire crew. "They’re locking onto us!" Hank shouted, his voice cutting through the ambient hum of the ship's systems. "Brace for impact!"
A second later, the Maelstrom-class frigate fired its first salvo, energy bolts streaking through the darkness. Luckily, all shots missed.
Hank’s voice broke through the tense silence that followed. "Captain, I’ve got bad news. A second ship is nearby—looks like a Free Merchant class ship, but it’s transponder is off and they are close to the pirate's frigate. They might be working together."
Valeria clenched her fists, her mind racing. "And the Sentinel?"
"Just got through to them, distance is 17 light-minutes," Hank replied, his voice tight. "They’re departing from Neptunia to meet us half way, but they’re seven hours out, considering our current bearing and acceleration."
Seven hours. A lifetime in the middle of a battle. Even though they were able to put some distance from the enemy frigate and escape unscathed the first salvo, the odds were not that good.
OOC:
2 Escape maneuvers to go. Next round! What do you do?Ship | Action | CP left | Result |
Attack frigate | Standard NPC crew | 5 | Round begins |
Attack frigate | Fire All Guns | 2 | See below |
Attack frigate | Target system (Engines) | 1 | Miss |
Attack frigate | Target system (Engines) | 0 | Miss |
Ship | Action | CP left | Result |
Free Merchant | Small NPC crew | 4 | Round begins |
Free Merchant | Just tag along | - | Stays near the Attack frigate |
Rolls
Pirates - Escape roll (opposed) - (2d6+2+3)
(15) + 5 = 11
Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)
(4) = 4
Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)
(7) = 7
Aug 19, 2024 1:56 pm
Ok, the Captain gives 2 CP. Douklan and Corbin have to act for us to get outta here. That means Mercer, Peter, and Hank are responsible for generating the CP. We need the combined three of them to generate 4 CP, so someone has to GAAB. Mercer gets three dice on Talk and Hank gets three dice on Program. So, I'd say let's let Mercer keep trying GAAB with Talk until he runs out of ideas, the Hank can take over with Program.
As long as Mercer (or later Hank) succeeds, then the remaining two just DYD to get the 6 total CP needed. We then Boost Engines and Escape Combat. If Mercer (or Hank) fails, then Corbin DYD to compensate for the lost CP and we try the naked Escape Combat roll.
That would seem to me to be our best plan.
So, that means Peter and Hank DYD, Mercer GAAB. Then depending on Mercer's success, Corbin does either Boost Engines (if Mercer succeeds) or DYD (if Mercer fails). Then Douklan does Escape Combat.
When Mercer is out of ideas, Mercer and Hank switch rolls.
As long as Mercer (or later Hank) succeeds, then the remaining two just DYD to get the 6 total CP needed. We then Boost Engines and Escape Combat. If Mercer (or Hank) fails, then Corbin DYD to compensate for the lost CP and we try the naked Escape Combat roll.
That would seem to me to be our best plan.
So, that means Peter and Hank DYD, Mercer GAAB. Then depending on Mercer's success, Corbin does either Boost Engines (if Mercer succeeds) or DYD (if Mercer fails). Then Douklan does Escape Combat.
When Mercer is out of ideas, Mercer and Hank switch rolls.
OOC:
Side note: Yes, I know that the Captain really just reduces something by 2 CP, not generates 2 CP. However, the actions we need cost 2 and 4 CP, so the effect of reducing cost by 2 CP or providing 2 CP is the same and it makes the planning easier. So please forgive the simplification, but the math works the same.Aug 19, 2024 2:09 pm
Mercer is going to Go Above And Beyond, encouraging Corbin for dome great work.
Hmm.
I'm not sure... We'll see?
OOC:
A second ship?. .Hmm.
I'm not sure... We'll see?
Last edited August 19, 2024 2:11 pm
Rolls
Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)
(653) + 3 = 14
Aug 19, 2024 2:20 pm
Peter is going to do his duty and since the SandThrower is already loaded and the plans are not to enter combat at the moment he will turn down the power usage leaving the gun almost in stand-by.
Aug 19, 2024 3:41 pm
Hank performs DYD by monitoring this new threat to make sure it is properly assessed.
(Fortunately, Escape Combat applies to the entire force, not just a single ship.)Hank contacts RB and asks, "I know you were working with Mercer on explosives. Are you able to make a powerful explosive that is timed by chemical reaction?"
(Fortunately, Escape Combat applies to the entire force, not just a single ship.)
OOC:
As an aside, how many combat rounds must we survive for the Sentinel to make it here? If our engines are shot out, how many HTH combat rounds must we survive for the Sentinel to arrive? Basically, is fighting for time a valid approach?Last edited August 19, 2024 3:46 pm
Aug 19, 2024 4:24 pm
"Hank, are you just asking for a Demo Charge. We might have one somewhere. How much explosive are you thinking, and what use?"I don't know if it will be permanent, but it will buy us more than just counting rounds.
Like I said, we either Escape Combat, and buy ourselves much more than rounds, or finish this in HTH(one way or another).
In HTH combat they have a max of 20 pirates. I doubt they have that much. If we assume a generous 15, (which I doubt, it is probably 10, I say just guessing vibes) We take out a like three with traps, maybe reduce the effectiveness of a couple more. That leaves 12. That's just about 2 pirates each, I plan on taking out 3 (It's only a little bit of false bluster).
7 hours is 21 space combat rounds and 4,200 HTH combat rounds. But each space round is 150 HTH rounds.
PS. Considering Tsunami for HTH combat if we get into it.
OOC:
Anything we make that is Heavy Weapons equivalent will do half damage to a ship. Unless you're planning on using it against the enemy people somehow?[ +- ] PG103
As a basic rule of thumb, hostile TL3 small arms fire does no damage, TL4 small arms fire does 1d6 damage per ten minutes of persistent gunfire, and Heavy weapons do half their rolled damage, minus the ship’s Armor.
OOC:
I don't plan on counting rounds in HTH combat. I plan on wiping out the pirates.[ +- ] 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.
Like I said, we either Escape Combat, and buy ourselves much more than rounds, or finish this in HTH(one way or another).
In HTH combat they have a max of 20 pirates. I doubt they have that much. If we assume a generous 15, (which I doubt, it is probably 10, I say just guessing vibes) We take out a like three with traps, maybe reduce the effectiveness of a couple more. That leaves 12. That's just about 2 pirates each, I plan on taking out 3 (It's only a little bit of false bluster).
7 hours is 21 space combat rounds and 4,200 HTH combat rounds. But each space round is 150 HTH rounds.
PS. Considering Tsunami for HTH combat if we get into it.
Last edited August 19, 2024 5:56 pm
Aug 19, 2024 9:17 pm
Douklan mutters "Let's see if we can keep this up..." as he attempts to take advantage of whatever the engines (and Engineering) can provide.
Edit: I'm going to do the roll in a new post, as historically they get overlooked if I update an older post, even if I left a placeholder like this for it.
OOC:
Should I roll now, or (as I think) wait until we definitely have the Boost Engines action from Engineering? I don't want to create a situation where I roll poorly, and Corbin is stuck doing the Boost Engines action knowing that the combined total probably will not be enough to succeed.Edit: I'm going to do the roll in a new post, as historically they get overlooked if I update an older post, even if I left a placeholder like this for it.
Last edited August 20, 2024 10:51 pm
Aug 19, 2024 11:07 pm
"I want to booby-trap some of the cargo if we are stopped. If they are going to take our cargo, I want to make sure they get no benefit from it. If the trigger is a chemical reaction, then there are no electronics or other signatures to detect. But a standard timer could work, too."
EDIT:
"Thinking about the cargo we do have, I recommend that we move some of the cargo around. They are here for the vibroswords and the stunners. They'll take whatever else they can find, too, but that's what they're after. Their ships won't let them take the low-value freight. I recommend that we move the hoverbikes, storage drives, and gravitic plates to be hidden within the freight and completely away from the weapons. That way, even if we lose the weapons, perhaps we can avoid losing the other items."
EDIT:
"Thinking about the cargo we do have, I recommend that we move some of the cargo around. They are here for the vibroswords and the stunners. They'll take whatever else they can find, too, but that's what they're after. Their ships won't let them take the low-value freight. I recommend that we move the hoverbikes, storage drives, and gravitic plates to be hidden within the freight and completely away from the weapons. That way, even if we lose the weapons, perhaps we can avoid losing the other items."
Last edited August 19, 2024 11:39 pm
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