Main - Chapter 7.2: Neptunia

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Aug 20, 2024 1:05 pm
OOC:
I haven't seen an update from htech, but it looks like we have enough CP for a Boost Engines.

Rolls

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

(4145) + 3 = 12

Aug 20, 2024 7:15 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: Do your duty 3
Celestial Voyager Engineering: Boost Engines 1 +2 Speed
Celestial Voyager Comms: Do your duty 2
Celestial Voyager Bridge: To be defined ?
Aug 20, 2024 10:55 pm
"Thanks, Cor...I mean, Engineering!" Douklan continues trying to shake off pursuit.

Rolls

Escape Combat Int (Pilot) + Boost - (2d6+3+2)

(45) + 5 = 14

Aug 20, 2024 10:59 pm
Trade Era 1235, Day 167. 15:30 UTC
Douklan’s eyes widened as the Celestial Voyager suddenly surged ahead, the distance between them and the Maelstrom-class frigate unexpectedly growing. For a moment, the tension on the bridge lifted, replaced by a sense of cautious hope.

"Corbin, what did you do?" Douklan asked, his hands steady on the controls, ready for whatever came next.

In the engineering bay, Corbin was just as surprised. He had been pushing the engines to their limit, but nothing he had done should have caused such a sudden burst of speed. "I don’t know," he admitted, wiping sweat from his brow. "Maybe we rerouted something, or... hell, maybe we just got lucky."

Valeria wasn’t one to trust in luck, but she recognized an opportunity when she saw one. "Keep at it," she ordered. "If we’ve got an advantage, let’s use it."

On the sensors, Hank was frantically scanning for any explanation. "It’s weird," he muttered. "The Maelstrom’s targeting seems off... like they’ve lost us for a moment. They’re adjusting, but—"

The sound of weapons fire interrupted him, as the frigate unleashed another volley. The deadly beams of energy sliced through space, and again they all passed harmlessly by, missing the Celestial Voyager entirely. A ripple of disbelief passed through the bridge.
OOC:
Well... Disbelief describe my feelings as well, but, like Valeria said, you should keep at it.

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)

(53) + 5 = 13

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

(10) = 10

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

(2) = 2

Aug 20, 2024 11:21 pm
Hank says, "Let's keep running that play while we can!"
OOC:
Note he isn't committing his action yet. I want to see if Mercer has an other GAAB in him!
Aug 21, 2024 12:03 am
"RB, Alpha, get me those readings of when we surged ahead. Internal, external, anything. Compare against normal readings, I especially want anything out of range of normal. I'll get a readout reference sheet for engineering. Let's see if they can use that info to recreate our surge. "
OOC:
His plan it to help coordinate info from that burst of speed, more of a efficient conveyance of info that actually trying to diagnose it.
OOC:
I may only have a couple more creative uses of Talk for Above And Beyond.
Last edited August 21, 2024 12:04 am

Rolls

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

(442) + 3 = 11

Aug 21, 2024 12:44 am
OOC:
Mercer says:
His plan it to help coordinate info from that burst of speed, more of a efficient conveyance of info that actually trying to diagnose it.
Coordinate a group of people/robots is more a Lead skill check than Talk. Wanna try something else?
Aug 21, 2024 1:05 am
OOC:
I can try lead. It's ok odds...

Rolls

Mercer Canaan Furio: Lead - Usual roll - (2D6+2)

(45) + 2 = 11

Aug 21, 2024 1:07 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: 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 ?
Aug 21, 2024 4:51 am
OOC:
Ok, so now Hank and Peter DYD; Corbin BE; and Douklan EC to get us outta here!
Hank attempts to scan ahead and make sure our path is clear

+1 CP
Last edited August 21, 2024 4:53 am
Aug 21, 2024 12:24 pm
Alright, no pressure, press all the same buttons in the same order, hope for the same outcome. Corbin continues to work though the controls to keep the engine speed up.
OOC:
Ok, Boost Engines.

Rolls

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

(6112) + 3 = 11

Aug 21, 2024 4:28 pm
As planned Peter will power down the weapons leaving any free energy for the scape attempt doing his duty
OOC:
p.s.: it's being very difficult to come up with forms of doing my job that are basically: doing nothing related to my job lol
Last edited August 21, 2024 4:36 pm
Aug 21, 2024 4:43 pm
OOC:
A thought for Above And Beyond is to coordinate with engineering for when you can use the guns to fire at the ship, not trying to hit but make something they react to while chasing. Using Shoot, but that's admittedly risky.
There's also moving the lesser cargo like Hank was talking about for Do Your Duty.
Aug 22, 2024 2:01 pm
Douklan says "Whatever you're doing, Engineering, it's working!" and he tries to capitalize on the boost to pull further ahead of the pursuing ship(s)...
OOC:
I'm understanding it correctly, that all the firing has come from the frigate, and the second ship hasn't taken hostile action yet?


Edit: Shit. I knew that our luck could change, but I wasn't expecting to get the LOWEST ROLL POSSIBLE.
Last edited August 22, 2024 2:02 pm

Rolls

Escape Combat Int (Pilot) + Boost - (2d6+3+2)

(11) + 5 = 7

Aug 22, 2024 3:08 pm
OOC:
Well. ... That means we don't escape this round.
We can try again next round and hope to not take too much damage. Everyone good for another round?
I might have another Talk Above and Beyond if we can rationalize it, I don't know what else we could use for Above And Beyond.
My best rolls other than Talk are: Trade, Stab, Lead and Connect, but at that point we're just rolling near 50/50 odds (Stab is better than 50/50, i just cant use it) to get Above And Beyond. We can only survive a few rounds of getting hit.
OOC:
Have we seen any indication that the Free Trader is in league with the Pirates?
Aug 22, 2024 8:22 pm
OOC:
The reason Talk is important is because you roll 3d6h2 for it. I don't think you have that for any other skill. So, if you are out of ideas, then let Hank do GAAB with Program (since he does have 3d6h2 with it) and Mercer can just DYD. We can make that trade-off at any point you want to.

Yes, the Free Merchant is part of the Pirates. We have seen this demonstrated in two ways:
1) It is moving in concern with the Pirate attacker, but staying out of our way.
2) The Pirate has no cargo capacity. They need the Free Merchant to take our loot.

As an aside, this does introduce a new tactic if we need to: Fire on the Free Merchant. The Free Merchant only has armor of two, so any hit we get will likely do damage, and if we can kill it, then they have no ability to actually loot our ship like they want to. Kind of an indirect approach, but if we lose our ability to run away, it is an alternative. Also, we can shoot it while it approaches if we ever get to that point, too.
Last edited August 22, 2024 8:23 pm
Aug 22, 2024 9:47 pm
Trade Era 1235, Day 167. 15:45 UTC
The pirate ship's weapons fired in rapid succession, but each shot narrowly missed the Celestial Voyager, the searing bolts of energy streaking past them with terrifying closeness. Despite their evasive maneuvers, the Voyager remained locked in a deadly dance with the pirates, the distance between them stubbornly unchanged. Every time they tried to gain an edge, the pirates matched their speed, keeping them just within range, a menacing shadow that refused to let go.
OOC:
Next round! What do you do?

Rolls

Pirates - Escape roll (opposed) - (2d6+2+3)

(65) + 5 = 16

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

(4) = 4

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

(3) = 3

Aug 23, 2024 9:38 pm
OOC:
So we need an Above And Beyond, to make this system work. I think Peter can try it with Shoot next round. Maybe just making something the enemies have to react to, more than trying to do damage. Maybe the blasts will inhibit their sensors for a moment right before we try to accelerate?
I can try Notice to see if I can read anything off of the way the ship is moving or folllowing, or maybe something about what we're passing in space, that we can take advantage of.
If anyone can think of a way for me to use Talk next round I'll do that
OOC:
Edit: darn. Well maybe we focus on AC, unless others can get two Above and Beyonds off
Last edited August 23, 2024 9:39 pm

Rolls

Mercer Canaan Furio: Notice - Usual roll - (2D6+1)

(16) + 1 = 8

Aug 23, 2024 11:16 pm
OOC:
Again, please do NOT do any Above And Beyond unless you have a skill that gives you 3d6h2. Hank can do that with Program. So, please, next round, either use Talk or just let Hank use Program. Please do not do any more Above And Beyond attempts without having 3d6h2.

So, since the Above and Beyond failed, we have two options:
1) Do other things. Peter can take a shot at the Free Merchant and see if we can damage it. In fact, if Hank and Corbin DYD, then Peter can get off two shots if we want.
2) We still do the Escape Combat roll. If Hank, Corbin, and Peter all DYD, that gives us 3 CP. Remove one because of the failed Above and Beyond, and add in the Captain's bonus and Douklan can still make the Escape Combat roll. However, this time it will be at an effective -2 disadvantage instead of an even roll.

Personally, I think that with two Escape Points we should just try the Escape Combat roll anyway, even at the disadvantage. If we get lucky, we're out. If we don't, we still have to make the roll again, and that's OK. I recommend trying the Escape Combat roll.
No matter what we do, Hank is still DYD this round. So ...

Hank Does His Duty by attempting to gain a better resolution on the Free Merchant.
Aug 23, 2024 11:25 pm
Corbin does his duty to stabilize the power systems incase we have to shift from running to shooting.
OOC:
I agree with Hank, let's get 3 DYD and have Douklan make the escape roll. With the dice roller, he's just as likely to get sixes as the other guy is to get ones.
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