002 Jenghe/Regina (1810) C799663–9 [056/1085]
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Donovan replied. "Load Gunner-Interact next." He spoke over the communicator. "We have a third missile inbound. Designate as Vampire 3."
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Now there's a callout that will mark your linen

Zaki removes the Generate cassette and loads Gunner-Interact. When it's ready, she keys her comm. "Gunner-Interact is running."
Joe Roberts (JR)
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Sigrún stared into the storm barely able to see even Gungnir's sleek deadly shape through the wall of rain. The storm stared back. She was coming back to herself but she knew some of her other Úlfhéðnar were still yet lost in their rage. She stepped out into the storm and the rain smashed off her armour illuminated into a bright nimbus by the facility lights behind her. The rain soaked her and ran red from Úlfs sára's blade. She watched with a strangely detached fascination as it seemed that a spreading red shadow crept forth from her entire body and slunk away down the ramp. Halfdan came up to report but his voice sounded wrong. Strangely he spoke to her over the ship's...
Sigrún fires at the inbound missiles:
(OOC: Miss. We might just need to jump! I believe our odds of shooting these missiles down and not taking damage when both ships can exchange laser fire are becoming vanishingly small!
).
In the "other place" there was a missile attack. Three incoming threats were plotted on her tactical display. Then the turret turned with her body, adjusted aim as she looked up. Now she knew what to do!
Sigrún fires at the inbound missiles:
(OOC: Miss. We might just need to jump! I believe our odds of shooting these missiles down and not taking damage when both ships can exchange laser fire are becoming vanishingly small!

Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Can Donovan shoot again? Once we have the interact program running the odds will vastly improve.
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
FWIW I think you can. My last was my roll for shooting for Round 2...
...annnd I'm cancelling our trip to Vegas!


However, you are right in that they're significantly better odds!
As the range drops in future rounds both the enemy and ourselves will do way better with lasers. However, as independent traders I don't think we should choose, if we can avoid it, to be trading broadsides with folk who will shoot us right in the wallet (let alone "sink" us!


Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Both Donovan and Sigrun can fire at the missiles this round. Sigrun has, I'm going to say Donovan did as well, as that appeared to be his intention.
Targets:
Flighty has finished the Generate program and Zaki has left Sigrun and run to the Computer Room to unload that program and loaded Gunner Interact. It is now active and the Gunners can apply it to your attempts to hit the targets in bound.
Two SDB's fire lasers at the Pirate: The first[2d6-1]=8-1=7 >= 8 misses! The second [2d6-1]=9-1=8 >= 8 Hits! Flighty and those in the turrets see a flash as a beam of light smashes against the Pirate's hull and a gush of air and debris flies out quickly trailing behind her. A third SDB will be in range of the Pirate next round. It is not going to survive long with three SDB's firing and maybe those other merchant ships taking pot shots at it, but it keeps coming at you!
This is immediately followed by two strikes on the 200 ton merchant ship that was traveling toward her jump point. A missile strikes aft and her maneuver drive goes dead and this is followed by a laser hit breeching her hull and flinging air and debris out. A distress call immediately starts transmitting! The Radio from that ship is also broadcasting, "What do you mean? We don't have anything that belongs to you!"
Another missile emerges from the Pirate heading toward that injured ship! It's like the Pirate wants to destroy 200 ton Traders...all of them!
Over the radio, Flighty hears, "That will be you if you don't give us what is ours!"
In Turret2, Sigrun fires at Vampire 1. She thinks the pulse may have skimmed the missile as there were what looked like sparks on its side, but it wasn't a clean hit and it keeps coming.
The shot from Turret1, manned by Donovan, [2d6]=7 fares even worse! There is no seeming effect at all as the laser pulse completely misses everything.
Space Combat Round 3 Begins
Bottom Line for Round 3:
With Gunner Interactive now running and the Missiles moving close to NEAR range and the Pirate now in Very Long range:
Flighty see that 2 more rounds of combat, after this one (that's 4&5), will occur before the ship reaches his new calculated Jump Point. Jumping earlier would increase risk of mis-jump, but the closer you get the less chance that will be.
Doug can get the systems prepared to switch to Jump at a moment's notice and he can turn off the fuel purifier now...do that while in jump...to preserve a little more power to make "inflating the jump bubble" a little faster and more stable to decrease mis-jump and damage risks.
Karcsi has the fire-control supplies ready and is prepared to deal with any damage from a hit on the ship...as best as can be done.
Zaki is still in the Computer Room, having just swapped the programs. She knows someone is going to have to swap out Gunner Interactive with the Jump1 program when Flighty wants to make the jump, and so someone needs to be in the Computer Room until then, though, she is free to move about the ship...just make sure you can get back here quickly.
Donovan feels sweat start to trickle down his back, tension, not heat, as he lines up another shot.
Sigrun is still half here and half elsewhere as she battles with her own mind and the calculations of targeting one of those missiles!
Targets:
Ship (what did you call it?): Out of Range, Very Long next round
Vampire 1: Long Range, Near next round
Vampire 2: Long Range, Near next round
Vampire 3: Very Long Range, Long next round
Computer:
Vampire 1: Long Range, Near next round
Vampire 2: Long Range, Near next round
Vampire 3: Very Long Range, Long next round
Maneuver
Navigation
Target
Gunner Interact
Space Combat Round 2 ResolvedNavigation
Target
Gunner Interact
Flighty has finished the Generate program and Zaki has left Sigrun and run to the Computer Room to unload that program and loaded Gunner Interact. It is now active and the Gunners can apply it to your attempts to hit the targets in bound.
Two SDB's fire lasers at the Pirate: The first[2d6-1]=8-1=7 >= 8 misses! The second [2d6-1]=9-1=8 >= 8 Hits! Flighty and those in the turrets see a flash as a beam of light smashes against the Pirate's hull and a gush of air and debris flies out quickly trailing behind her. A third SDB will be in range of the Pirate next round. It is not going to survive long with three SDB's firing and maybe those other merchant ships taking pot shots at it, but it keeps coming at you!
This is immediately followed by two strikes on the 200 ton merchant ship that was traveling toward her jump point. A missile strikes aft and her maneuver drive goes dead and this is followed by a laser hit breeching her hull and flinging air and debris out. A distress call immediately starts transmitting! The Radio from that ship is also broadcasting, "What do you mean? We don't have anything that belongs to you!"
Another missile emerges from the Pirate heading toward that injured ship! It's like the Pirate wants to destroy 200 ton Traders...all of them!
Over the radio, Flighty hears, "That will be you if you don't give us what is ours!"
In Turret2, Sigrun fires at Vampire 1. She thinks the pulse may have skimmed the missile as there were what looked like sparks on its side, but it wasn't a clean hit and it keeps coming.
The shot from Turret1, manned by Donovan, [2d6]=7 fares even worse! There is no seeming effect at all as the laser pulse completely misses everything.
Space Combat Round 3 Begins
Bottom Line for Round 3:
With Gunner Interactive now running and the Missiles moving close to NEAR range and the Pirate now in Very Long range:
Sigrun needs 10+ to hit a missile, 12 to hit the Pirate
Donovan needs 9+ to hit a missile, 12 to hit the Pirate
Donovan needs 9+ to hit a missile, 12 to hit the Pirate
Flighty see that 2 more rounds of combat, after this one (that's 4&5), will occur before the ship reaches his new calculated Jump Point. Jumping earlier would increase risk of mis-jump, but the closer you get the less chance that will be.
Doug can get the systems prepared to switch to Jump at a moment's notice and he can turn off the fuel purifier now...do that while in jump...to preserve a little more power to make "inflating the jump bubble" a little faster and more stable to decrease mis-jump and damage risks.
Karcsi has the fire-control supplies ready and is prepared to deal with any damage from a hit on the ship...as best as can be done.
Zaki is still in the Computer Room, having just swapped the programs. She knows someone is going to have to swap out Gunner Interactive with the Jump1 program when Flighty wants to make the jump, and so someone needs to be in the Computer Room until then, though, she is free to move about the ship...just make sure you can get back here quickly.
Donovan feels sweat start to trickle down his back, tension, not heat, as he lines up another shot.
Sigrun is still half here and half elsewhere as she battles with her own mind and the calculations of targeting one of those missiles!
Character Stats
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Doug turns off the fuel purifier. He then comes over comes and says I've shut down the fuel purifier to give the jump bubble a little more juice. I can shut down some other non essential things like lighting and life support if you want more to the jump. We can go a little while without life support without it effecting us the system will just have to work a little harder when we turn it back on. It might get a little warm though.
- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
“Do it,” Flighty said. “It’s all important.”trawets wrote: ↑Thu May 22, 2025 9:40 pm Doug turns off the fuel purifier. He then comes over comes and says I've shut down the fuel purifier to give the jump bubble a little more juice. I can shut down some other non essential things like lighting and life support if you want more to the jump. We can go a little while without life support without it effecting us the system will just have to work a little harder when we turn it back on. It might get a little warm though.
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
"Sorðinn!" Sigrún fires and misses again.
"This knarr is not built for battle! Depressurize the ship. At least we won't have to deal with explosive decompression or fire".
(OOC:
Swordy Trans Service:
).
"This knarr is not built for battle! Depressurize the ship. At least we won't have to deal with explosive decompression or fire".
(OOC:
Swordy Trans Service:

- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Once he as word everyone is in suits for sure, Flighty gives the order to depressurize.
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Doug depressurizes the ship and turns off everything not needed. He checks to make sure the low berths are still powered, as well as flight, computers, sensors, comms and weapons. Ship ready to jump. Will disengage M Drive and Engage J Drive when ordered.terrymixon wrote: ↑Thu May 22, 2025 11:47 pm Once he as word everyone is in suits for sure, Flighty gives the order to depressurize.
- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
"Thank you, Doug. Looks like it's going to get exciting."trawets wrote: ↑Fri May 23, 2025 1:06 amDoug depressurizes the ship and turns off everything not needed. He checks to make sure the low berths are still powered, as well as flight, computers, sensors, comms and weapons. Ship ready to jump. Will disengage M Drive and Engage J Drive when ordered.terrymixon wrote: ↑Thu May 22, 2025 11:47 pm Once he as word everyone is in suits for sure, Flighty gives the order to depressurize.
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
"Ignore Bogie One, the defense boats will get him." Donovan takes aim at the nearest missile and fires. This time is shot his accurate.
- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Targets:
Bogie 1 fires a laser at the 200 ton merchant ship that misses, then another at the nearest SDB that hits its hull, but it seems to be mostly undamaged. The second missile the Bogie fired at the Merchant ship explodes short of her, but peppers aft with shrapnel. It continues on toward you!
One of the SDB's fired on the missile approaching the Merchant hitting and exploding it. The other two fire multiple times at Bogie1, but only one hits splashing glowing globules of metal from it's hull!
Over the radio, Flighty hears, "We will track you to the....<static>......"
In Turret2, Sigrun fires at Vampire 1. She isn't doing very well as the pulses entirely miss the missile.
The shot from Turret1, manned by Donovan, is right on target! In a flash of light Vampire 2 explodes well out of range of any target.
Vampire 1 & 3 continue to close on you fast!
Space Combat Round 4 Begins
Bottom Line for Round 4:
With Gunner Interactive now running and the Missiles moving into NEAR range and the Pirate now in Very Long range:
Flighty sees that 1 more rounds of combat, after this one (that's 5), will occur before the ship reaches his new calculated Jump Point. Jumping earlier would increase risk of mis-jump, but the closer you get the less chance that will be.
Doug has gotten the systems prepared to switch to Jump at a moment's notice, turned off the fuel purifier, and depressurized the ship.
Karcsi has the fire-control supplies ready and is prepared to deal with any damage from a hit on the ship...as best as can be done.
Zaki is still in the Computer Room, having just swapped the programs. She knows someone is going to have to swap out Gunner Interactive with the Jump1 program when Flighty wants to make the jump, and so someone needs to be in the Computer Room until then, though, she is free to move about the ship...just make sure you can get back here quickly.
Donovan feels much better after splashing one of the missiles. He thinks the ship will have jumped for sure before Vampire 3 can get to them and Bogie 1 appears to be too busy with the SDB's to be shooting at them, so killing Vampire 1 is the top priority right now.
Sigrun feels personally affronted at the misses as she tries to destroy Vampire 1.
Actions for Round 4?
Bogie 1: Very Long
Vampire 1: Near
Vampire 2: Near
Vampire 3: Long
Computer:
Vampire 1: Near
Vampire 2: Near
Vampire 3: Long
Maneuver
Navigation
Target
Gunner Interact
Space Combat Round 3 ResolvedNavigation
Target
Gunner Interact
Bogie 1 fires a laser at the 200 ton merchant ship that misses, then another at the nearest SDB that hits its hull, but it seems to be mostly undamaged. The second missile the Bogie fired at the Merchant ship explodes short of her, but peppers aft with shrapnel. It continues on toward you!
One of the SDB's fired on the missile approaching the Merchant hitting and exploding it. The other two fire multiple times at Bogie1, but only one hits splashing glowing globules of metal from it's hull!
Over the radio, Flighty hears, "We will track you to the....<static>......"
In Turret2, Sigrun fires at Vampire 1. She isn't doing very well as the pulses entirely miss the missile.
The shot from Turret1, manned by Donovan, is right on target! In a flash of light Vampire 2 explodes well out of range of any target.
Vampire 1 & 3 continue to close on you fast!
Space Combat Round 4 Begins
Bottom Line for Round 4:
With Gunner Interactive now running and the Missiles moving into NEAR range and the Pirate now in Very Long range:
Sigrun needs 9+ to hit a Vampire 1 or 12 to hit the either Vampire 2 or Bogie 1.
Donovan needs 8+ to hit a Vampire 1 or 12 to hit the either Vampire 2 or Bogie 1.
Donovan needs 8+ to hit a Vampire 1 or 12 to hit the either Vampire 2 or Bogie 1.
Flighty sees that 1 more rounds of combat, after this one (that's 5), will occur before the ship reaches his new calculated Jump Point. Jumping earlier would increase risk of mis-jump, but the closer you get the less chance that will be.
Doug has gotten the systems prepared to switch to Jump at a moment's notice, turned off the fuel purifier, and depressurized the ship.
Karcsi has the fire-control supplies ready and is prepared to deal with any damage from a hit on the ship...as best as can be done.
Zaki is still in the Computer Room, having just swapped the programs. She knows someone is going to have to swap out Gunner Interactive with the Jump1 program when Flighty wants to make the jump, and so someone needs to be in the Computer Room until then, though, she is free to move about the ship...just make sure you can get back here quickly.
Donovan feels much better after splashing one of the missiles. He thinks the ship will have jumped for sure before Vampire 3 can get to them and Bogie 1 appears to be too busy with the SDB's to be shooting at them, so killing Vampire 1 is the top priority right now.
Sigrun feels personally affronted at the misses as she tries to destroy Vampire 1.
Actions for Round 4?
Character Stats
- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
I'm unclear when the closest missile will hit us. It's now at near. Does that mean that if it isn't whacked, it will hit us next round? Or do we have a round more? Flighty wants to give them time to shoot it down but if this is the moment, he needs to know that he has to load jump and make a go of it.Eris wrote: ↑Sat May 24, 2025 6:25 pm Targets:Bogie 1: Very LongComputer:
Vampire 1: Near
Vampire 2: Near
Vampire 3: LongManeuverSpace Combat Round 3 Resolved
Navigation
Target
Gunner Interact
Bogie 1 fires a laser at the 200 ton merchant ship that misses, then another at the nearest SDB that hits its hull, but it seems to be mostly undamaged. The second missile the Bogie fired at the Merchant ship explodes short of her, but peppers aft with shrapnel. It continues on toward you!
One of the SDB's fired on the missile approaching the Merchant hitting and exploding it. The other two fire multiple times at Bogie1, but only one hits splashing glowing globules of metal from it's hull!
Over the radio, Flighty hears, "We will track you to the....<static>......"
In Turret2, Sigrun fires at Vampire 1. She isn't doing very well as the pulses entirely miss the missile.
The shot from Turret1, manned by Donovan, is right on target! In a flash of light Vampire 2 explodes well out of range of any target.
Vampire 1 & 3 continue to close on you fast!
Space Combat Round 4 Begins
Bottom Line for Round 4:
With Gunner Interactive now running and the Missiles moving into NEAR range and the Pirate now in Very Long range:Sigrun needs 9+ to hit a Vampire 1 or 12 to hit the either Vampire 2 or Bogie 1.
Donovan needs 8+ to hit a Vampire 1 or 12 to hit the either Vampire 2 or Bogie 1.
Flighty sees that 1 more rounds of combat, after this one (that's 5), will occur before the ship reaches his new calculated Jump Point. Jumping earlier would increase risk of mis-jump, but the closer you get the less chance that will be.
Doug has gotten the systems prepared to switch to Jump at a moment's notice, turned off the fuel purifier, and depressurized the ship.
Karcsi has the fire-control supplies ready and is prepared to deal with any damage from a hit on the ship...as best as can be done.
Zaki is still in the Computer Room, having just swapped the programs. She knows someone is going to have to swap out Gunner Interactive with the Jump1 program when Flighty wants to make the jump, and so someone needs to be in the Computer Room until then, though, she is free to move about the ship...just make sure you can get back here quickly.
Donovan feels much better after splashing one of the missiles. He thinks the ship will have jumped for sure before Vampire 3 can get to them and Bogie 1 appears to be too busy with the SDB's to be shooting at them, so killing Vampire 1 is the top priority right now.
Sigrun feels personally affronted at the misses as she tries to destroy Vampire 1.
Actions for Round 4?
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Vampire 1 is closing at the rate of one Distance Zone per two Rounds. They will be NEAR for rounds 4&5, CLOSE for round 6, and hit you on round 7. Vampire 3 is closing at the same rate, but won't be in contact with you until round 9. The ship can start shooting at you this round, but doesn't as it is firing at the other merchant ship and the SDB's. It could shift fire to you next round, though, if it chooses.terrymixon wrote: ↑Sat May 24, 2025 7:27 pm
I'm unclear when the closest missile will hit us. It's now at near. Does that mean that if it isn't whacked, it will hit us next round? Or do we have a round more? Flighty wants to give them time to shoot it down but if this is the moment, he needs to know that he has to load jump and make a go of it.
Your suspicion is they know their target is a 200 ton merchant ship, but not which of the two it is...hence they appear to be dividing fire between you both. You, having broken from the pack might lead them to believe you are their actual target, though, which is why they appear to be trying to run you down.
Your jump solution will let you Jump at Round 6, earlier raises misjump chances.
Character Stats
- terrymixon
- Rider of Rohan
- Posts: 4110
- Joined: Tue Sep 25, 2018 4:21 am
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Flighty will cross his fingers and hope they get the missiles.Eris wrote: ↑Sat May 24, 2025 8:57 pmVampire 1 is closing at the rate of one Distance Zone per two Rounds. They will be NEAR for rounds 4&5, CLOSE for round 6, and hit you on round 7. Vampire 3 is closing at the same rate, but won't be in contact with you until round 9. The ship can start shooting at you this round, but doesn't as it is firing at the other merchant ship and the SDB's. It could shift fire to you next round, though, if it chooses.terrymixon wrote: ↑Sat May 24, 2025 7:27 pm
I'm unclear when the closest missile will hit us. It's now at near. Does that mean that if it isn't whacked, it will hit us next round? Or do we have a round more? Flighty wants to give them time to shoot it down but if this is the moment, he needs to know that he has to load jump and make a go of it.
Your suspicion is they know their target is a 200 ton merchant ship, but not which of the two it is...hence they appear to be dividing fire between you both. You, having broken from the pack might lead them to believe you are their actual target, though, which is why they appear to be trying to run you down.
Your jump solution will let you Jump at Round 6, earlier raises misjump chances.
Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Oh, be careful what you wish for!terrymixon wrote: ↑Sat May 24, 2025 10:12 pmFlighty will cross his fingers and hope they get the missiles.

Sigrún hears the hammering rain on Silver...
Then the flap of a raven's wings...
There is a moment of calm... and opportunity... because the All Father only watches those who are... interesting.
With utterly clarity she matches her targeting reticule to the plot of Vampire 1 and stamps on the firing pedal. Stupid Imperial design! She squeezes the trigger on her turret's gunnery yoke.
Immolating "Vampire 1".
Over the intercom Sigrún screams a joyous "Já!"
She flips her console to comm mode.
and transmits in a feral growl "Komdu og hittu mig. Ek man vega þik eins ok svín!"
Switching to intercom she addresses Flighty "Vend þér!" then translating "Flighty come about and put us back into this fight!"
(Swordy Trans Service:
"Come and meet me. I will slay you like a pig!"
"Turn about!")