Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]
Posted: Wed May 21, 2025 1:04 am
Donovan replied. "Load Gunner-Interact next." He spoke over the communicator. "We have a third missile inbound. Designate as Vampire 3."
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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!
FWIW I think you can. My last was my roll for shooting for Round 2...
...annnd I'm cancelling our trip to Vegas!
“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.
Once he as word everyone is in suits for sure, Flighty gives the order to depressurize.
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.
"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.
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?
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.
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.
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.
and transmits in a feral growl "Komdu og hittu mig. Ek man vega þik eins ok svín!"