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 | ? |
Main - Chapter 7.2: Neptunia
Rolls
Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)
(624) + 3 = 13
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 | 2 | |
Celestial Voyager | Gunnery: To be defined | ? | |
Celestial Voyager | Engineering: To be defined | ? | |
Celestial Voyager | Comms: To be defined | ? | |
Celestial Voyager | Bridge: To be defined | ? |
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 | 2 | |
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 | ? |
Rolls
[SWN] Corbin McRogers: Fix - Boost Engines - (4d6h2+3)
(3546) + 3 = 14
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 | 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: To be defined | ? |
Edit: That actually should be a success, with a 15 (after all that, I forgot to add the +2 from Boost).
Rolls
Piloting check for Escape DC15 - (2d6+3)
(55) + 3 = 13
"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.
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
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
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
Crew, what do you do?
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 | ? |