Slower Than Light - The Warp Bubble

Chapter 1 - Warping Out (END of Chapter)
>Set a course for N01

You punch in the coordinates for N01, thinking that given the circumstances, Neer-Owned space is a better bet than jumping into the fire. Hopefully they don't decide to steal your ship or something. You jam that button down, and wait for the familiar engine cough. The main FTL engines sputter and die again. Rollings chatters over comms, "I'm not going to get used to that."

"RE-ROUTING SIGNAL TO AUXILIARY CONVEYANCE SYSTEM."

As the Alcubierre drive kicks on, you feel a presence shudder through the entire ship, starting from the back and rumbling forward. It is no less strange than the first time, but at least you've felt this happen before. The sensors give preliminary readouts of photonic levels and thermal signatures rising immediately around your ship. You sit back in your chair and close your eyes. Down in Shields, NEERAVN is standing over the main control console, making sure everything is working properly. No expression is visible on that gray, monitor-like lack of a face. In the cargo hold, two combatants are locked in battle, stepping in to throw their respective punches. And everything slows to a halt, frozen in a suspended moment.


==We now take our view out to the exterior of the ship. The Bullhead is quite small by the standards of most combat ready vessels, even those of human make. The ivory-and-grey hull has been badly scarred, scorched innumerable times by plasma bolts lancing through the hull and out the other side. The port aspect of the ship has a giant, dark crack in it that splinters out into tens of smaller fractures. That part of the ship can't hold atmosphere while the shields are down, and then only barely. Unlike some alien craft, your shields do not form against the hull in a protective layer, but form a sort of lens. In diagrams, it would be drawn as a perfect oval capsule around the craft in wide, protective arcs. The truth is much more complicated, but still lacking in quite so many vectors as to seamlessly cover the whole exterior like a second skin. When Captain Stubborn punches the button, a bright white flash emanates from the aft of the ship, just in front of the impulse drives. The light envelops the ship in an amorphous blob that rapidly expands outward, then goes dark. A ghostly accretion disk flares to life around an infinitely dark space, then is gone. The stars and nebulae visible from the viewport of the bridge shift to a new sight, totally unique and unlike the sky you saw at the last node.


BULLHEAD Upgrade Phase

Alright everyone! We completed Chapter 1, and your ship is still intact. Since losing most of your crew, you saved and revived First Officer Lawrence. You picked up an engineer named Rollings from a space pirate derelict. You receive the gift of a Neer assistant from the ones who healed your people, just before they veered off to defend you against the Rebel assault ship. There's also an enemy pirate fighting Lawrence in the cargo bay, and a stasis pod you still haven't opened. You have a little scrap, all your missiles, and a few drone parts. What would you like to do before the next chapter? (choose one)

[] Save your scrap for the next shop, hoping to repair all this hull damage.
[] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)
[] Upgrade your Shields to Level 2 (your Shields will be able to block two shots from standard energy emission weapons, but still can't block ballistics; they will also charge faster when someone is in there)
[] Upgrade your Weapons to Level 2 (if you have the tech and power to put in, you can now operate more or better weapons)
[] Upgrade your Medbay to Level 2 (heal faster, and resist low oxygen)
[] Upgrade your Atmo to Level 2 (restore full oxygen faster, and resist effect of hull breaches and open airlocks)
[] Upgrade your Bridge to Level 2 (evasion will improve by 20% when you are present)
[] Upgrade your Sensors to Level 2 (see all the rooms in the enemy ship)
[] Upgrade your Doors to Level 2 (more effort required to break through a locked door)
 
[X] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)

Either this or Atmo, since currently if we get caught up to, we're fucked.
 
[X] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)

Either this or Atmo, since currently if we get caught up to, we're fucked.

The way I would resolve this vote works as follows: if there are 3 votes for Engines and 2 for Atmo, I'd count yours as Engines and that would win; if there are 3 Atmo and 2 Engines, I'd count yours as Atmo; if there are 3 Atmo and 3 Engines, I'd count it as Engines since that was your formally stated vote. Fair?
 
The way I would resolve this vote works as follows: if there are 3 votes for Engines and 2 for Atmo, I'd count yours as Engines and that would win; if there are 3 Atmo and 2 Engines, I'd count yours as Atmo; if there are 3 Atmo and 3 Engines, I'd count it as Engines since that was your formally stated vote. Fair?
Naw, no need to get fiddly. Just use the stated vote since only one can win.
Don't think we got enough dudes to make approval voting work
 
We have the shields, the engines, the weapons and the sensors operational. That's everything that's important on the ship. We have four more times the crew we started with, potentially five or six depending on how we handle the pirate and the guy/thing/whatever in the stasis pod. The hole in the hull which is venting our atmo isn't life threatening right now either.

I'd say we are fine.

Normally this would be the time in FTL where I'd start working for the future, building up the weapons system in hopes of buying of finding a weapon (need to stay ahead of the curve), or buying something from a shop to increase my offensive potential.

[x] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)

Evasion is pretty good, though, and there are hazards that are best avoided. Like Greep.
 
[x] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)
 
[x] Upgrade your Engines to Level 2 (the main FTLs still won't work, but your evasion will improve by 10% when someone is back there, and your Alcubierre will power up faster for a new jump)
 
(alright, I'll try to get on tomorrow and give you the start of Chapter 2, but I'm out of time at the library; catch you all soon!)
 
Chapter 2 - Jumping Right Into A Fight
You jump into the next sector, and everything starts back at once. Even as your shields are coming up, you see the bright interplay of two ships engaging in a firefight. Plasma bursts and rocket flares race across the empty void in both directions. It's too hard to tell whose ships they are from here, but you're open to speculation. Maybe one's a Rebel and the other's a Pirate, and you can just let them be. Maybe you're too kind to do that. Maybe they're both Arachi and your crew can place bets on which one comes out on top! Arachi love fighting. Of course, they're shooting at each other, and Arachi prefer to beam aboard, so that's probably not it. You also see a field of scrap floating between you and the skirmish. That would make for a very nice haul. Down in the cargo bay, the brawl between Lawrence and the pirate doubtless continues. No word from the crew on how that is proceeding. In the distance, you can see a blue-green dot, and a slightly smaller white dot; a planet and its moon. The scene is very pretty, for the void of space. Rollings and NEERAVN get on comms to inform you that Engines and Shields are working optimally (minus the FTL engines being damaged beyond repair; or as Rollings puts it, "knackered"). NEERAVN requests permission to go on its scheduled tour of your vessel.

Tasks for Captain Stubborn:
[] Power Engines remotely, so we can get out of here faster (not necessary, as Rollings is currently running Engines, but it would let you move her elsewhere)
[] Power Shields remotely, to charge them faster after a hit (not necessary, as NEERAVN is currently running Shields, but it would let you move them elsewhere)
[] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[] Power Doors remotely, in case someone tries to beam aboard.
[] Power Sensors remotely, to get a better look at those two ships.
[] Leave the Bridge to go deal with Lawrence and the pirate yourself (this will leave the Bridge unmanned, putting the Bullhead's evasion at zero, and halting your attempt to charge for the next jump; you will get an alert if someone hails you or tries to attack)

Tasks for First Officer Lawrence:
[] Leave the pirate in the cargo bay and come to the Bridge (useless if someone's not manning Doors, as the pirate won't be locked in; if you're at the Bridge, you can talk with Lawrence; if you're not at the Bridge, Lawrence will keep evasion optimal and jump charging, but won't answer hails or do anything else of help)
[] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)

Tasks for Rollings:
Note: She is currently on Engines. If you want her there, do NOT vote for her task, and I will count that as a vote for Engines.
[] Move to Shields, to charge them faster after a hit (not necessary, as NEERAVN is currently running Shields, but it would let you move them elsewhere)
[] Perform an EVA, see if you can get the Weapons up and running (high risk).
[] Move to Doors, in case someone tries to beam aboard.
[] Move to Sensors, to get a better look at those two ships.
[] Go pry open that last stasis pod and get the alien out (moderate risk).
[] Go deal with Lawrence and the pirate (low risk).

Tasks for NEERAVN:
Note They are currently on Shields. If you want them there, do NOT vote for their task, and I will count that as a vote for Shields.
[] Move to Engines, so we can get out of here faster (not necessary, as Rollings is currently running Engines, but it would let you move her elsewhere)
[] Perform an EVA, see if you can get the Weapons up and running (moderate risk).
[] Move to Doors, in case someone tries to beam aboard.
[] Move to Sensors, to get a better look at those two ships.
[] You are free to go on your tour, but standby to repair anything that gets damaged.
[] Go deal with Lawrence and the pirate (low risk)
 
[X][Stubborn] Power Sensors remotely, to get a better look at those two ships.
[X][Lawrence] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)
 
[X][Stubborn] Power Sensors remotely, to get a better look at those two ships.
[X][Lawrence] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)
 
You also see a field of scrap floating between you and the skirmish. That would make for a very nice haul.
I'd like to maximize the amount of scrap we can collect from this node. If we fight, will we still have time to grab this piece? I am fine with the possibility of enemy arriving; it could be worth it.

Is the hull breach the only problem we have left on the ship? I take it it can't be fixed outside of shops?

[x][Stubborn] Power Sensors remotely, to get a better look at those two ships.
[x][Lawrence] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)

I don't suppose we can suggest they come quietly?
 
[x][Stubborn] Power Sensors remotely, to get a better look at those two ships.
[x][Lawrence] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)
 
[X][Stubborn] Power Sensors remotely, to get a better look at those two ships.
[X][Lawrence] Continue fighting the pirate (you can give better instructions than this if you power Sensors, have someone else do that, or go see the fight directly)
[X][Rollings] Go deal with Lawrence and the pirate (low risk).
[X][NEERAVN] Move to Engines, so we can get out of here faster (not necessary, as Rollings is currently running Engines, but it would let you move her elsewhere)

I am switching NEERAVN to engines so that Rollings can help Lawrence in fighting the pirate. I don't want to risk the pirate winning. If she does, then we have a pirate running loose on the ship, and Lawrence might end up dead.
 
Chapter 2 - War In The Heavens
I'd like to maximize the amount of scrap we can collect from this node. If we fight, will we still have time to grab this piece? I am fine with the possibility of enemy arriving; it could be worth it.

Piece, no. Many, many pieces, yes. It's a scrap field. And I've decided for simplicity that you'll be gathering scrap wherever you find it, automatically. If there's something special floating nearby, that would require an action.

Is the hull breach the only problem we have left on the ship? I take it it can't be fixed outside of shops?

Your ship in general is quite damaged, and can only be fixed in shops. Part of that problem is the hull breach. Unlike the tiny system breaches in the game, this is a giant gash in your hull, crossing three sections of your ship on the port side. If you get to a shop, no problem. If you can't get to a shop, no fixy-fix.


You keep Rollings and NEERAVN where they are for now, ensuring that your shields will be strong if anyone attacks you, and that you can jump out soon whether they do or don't. While you allow Lawrence to continue fighting the pirate, you remotely activate the main sensor array and get a feel for what's going on in and around your ship. The scrap field is all pretty standard, the two combatants are far enough away that you're in no immediate danger (though that could change any moment), and your ship is...busy.

Down in the cargo bay, Lawrence and the pirate have a moment's respite, both breathing heavily and sweating. Lawrence is in rough shape after the attack and revival, but he's managed to put up such a good fight that the trained pirate (who started this fight at optimal health), is likewise pretty ragged. The pirate had a blaster, but it lays on the floor some fifteen feet away, so Lawrence's training has apparently paid off. Both of them have been beaten quite a bit with fists, which are bloody and look a little maligned. Lawrence himself, a tall man of short, dark hair and a Mediterranean complexion, sports the beginnings of a marvelous black eye, a few open gashes from lucky hits, and a lot of sub-dermal contusions. He'll be returning to his favorite Medbay after this. The pirate, on the other hand, is a female Gemini. Her shoulders are broaded than Lawrence's, her build stockier and shorter, her hair a short crop of rugged brown. Her ears are oriented slightly higher on the skull than a human's, and taper to gentle points (less like an elf, more like half-elves are sometimes portrayed). Her eyes have hazel irises, slightly larger than those of a human, and dark circles as though she were far more haggard and tired than she actually is. She has a wrinkly, almost Klingon-like brow with some intense angry eyebrows, and a broad nose with widely flared nostrils. Her teeth, bared angrily as she pants with exhaustion, are larger and sharper than any human's teeth you've seen. (Well, there's the biomod community, but other than them, you mean.) Her skin is a faded jet tone with large pores, and there is noticeable hair on her forearms and the back of her neck. Other than these details, she looks remarkably close to your species. Unlike the sleek, snazzy uniforms you and Lawrence wear (albeit damaged), this pirate woman wears some kind of cream-color satin blouse, durable navy blue cargo pants, and a bulky denim jacket with the sleeves cut off to flaunt her muscular arms.

She leaps at Lawrence, but he slips past her and gets the pirate in a headlock. She elbows him in the gut, spins away, and wipes blood from her split lip. Aside from that and a darker shade on her cheek, she sports no obvious injuries. The pirate lunges, coming in from a low angle, but this time Lawrence gets a hold of her blouse. He whips her around in a reversal, grabs her belt from the back, and goes into a backward roll. A foot sweeps up between her legs, and the other foot provides leverage to take her with him. He comes up on top, shin pressed over her arm and knee against her throat. Her other arm is pinned between his legs. Without hesitation, she opens wide and chomps down on his thigh, growling fiercely. In his moment of hesitation, she frees her right arm from the crook of his legs, plants a meaty hand on his face, and lifts him straight off the ground, standing up in the process. In a move straight out of some anime, she then drives his head down toward the floor, trailing his body behind it. Recovering from this practically superhuman feat before he can hit the ground, Lawrence grips her arm in both hands, applies pressure with his forearms, and wraps his legs tightly around her neck. The momentum causes him to throw her clear off her feet and across the floor, though Lawrence does take a hard landing mostly on his upper back and shoulders. He does his best to roll out of the impact, taking it along his injured leg. The pirate is stunned for a moment, but is up by the time Lawrence staggers to his feet.

"Enough. Surrender and we can discuss your role aboard this craft in the near future. Whatever else will have to wait."

Lawrence noticeably shifts from his loose grappling stance to something more aggressive. His arms are raised in a high guard, and his injured leg is poised on the ball of his foot, letting him center his weight on his good leg. He means business. The pirate snorts angrily, spits blood on the cargo bay floor, and looks like she's gonna go again. But she shakes her head, throwing up her arms in a confusing gesture that either means "I surrender," or "I'm fed up with how this is going." Or both.

Meanwhile, there's what you see across the debris field. A Voltaic ship is in battle with some minor alien race you know you studied in officer's academy, but the details aren't coming to you. The Voltaic vessel is olive green, shaped like some kind of whale in the front, with various armored nodules likely for weapons, maintenance, or countless other practical purposes. Littered among these are orange lights shining out into space; the purpose of them is unclear on first examination. From the mid-section back, the ship ceases to look like a whale, and curves down under the main body in some kind of warp nacelle or decorative feature, you're not sure what. This almost gives it a shrimp-like appearance. Between the main-body and the shrimp tail, on the underside of main, is a smooth dome protected by metal protrusions. This is either an observation area, or some kind of powerful device. You've heard the Voltaics have great shields, maybe it's an emitter?

The other ship is...well, it's pretty. The main body is not that much different than one of the UCCW standard fighter/bomber configurations, painted white with a metallic silvery finish. But there is an aft section in the shape of an incomplete halo, open in the back. Between the two prongs floats some kind of metal suspension rod, part of a large ring concentric to the main structure, but not attached by any mechanical components. Instead this slightly smaller circle hovers inside the body, spinning in a lazy, starboard-lateral roll. In the center of this rotating ring is a bright white light about the size of your ship's bridge compartment. It has no obvious emitter and does not seem to conceal anything inside. Almost like the orb of light is...emitting...itself? Jutting off the port and starboard aspects of the main body are giant wing-like constructions larger than the body and glowing ring combined. They do not appear to have any habitable space inside; are they purely decorative? What an impractical ship design!

At present, the Voltaic ship is focusing on ion charges and stun rounds, seeming to be on the defensive and shutting down the opponent's systems (and crew). This means there's a colorful display of blue and yellow energy racing across the void from the green ship toward the weird angel thing. The aforementioned angelic vessel is opening up with beam weapons, which seem to do little to the superior shielding of the Voltaic craft. But this means a pretty, blue-white beam of light flashing back across every so often. While their attack isn't doing much, they are getting hit reliably by the ion blasts and stun charges. This does no real damage to their hull, but is likely wreaking havoc inside. So far, the engine doesn't seem to have taken a hit, as the angel is flying swiftly through space in its attempt to destroy the Voltaic enemy.

Mission direction:
[] Join in and assist the Voltaic ship.
[] Come to the aid of the angel.
[] Stay out of this conflict and face the winner.

Tasks for Captain Stubborn:
Note: You are currently remotely operating Sensors from the Bridge. If you want that to continue, do NOT vote for his task, and I will count that as a vote to remain.
[] Power Engines remotely, so we can get out of here faster (not necessary, as Rollings is currently running Engines, but it would let you move her elsewhere)
[] Power Shields remotely, to charge them faster after a hit (not necessary, as NEERAVN is currently running Shields, but it would let you move them elsewhere)
[] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[] Power Doors remotely, in case someone tries to beam aboard.
[] Leave the Bridge to meet the pirate yourself (only available if the pirate stays in the cargo bay and the mission objective is to wait; this will leave the Bridge unmanned, putting the Bullhead's evasion at zero, and halting your attempt to charge for the next jump; you will get an alert if someone hails you or tries to attack)

Tasks for First Officer Lawrence:
[] Get yourself to the Medbay at once, Lawrence!
[] Bring the pirate to me (only available if you stay in the Bridge and have the pirate join you there)
[] Perform an EVA, see if you can get the Weapons up and running (high risk).
[] Take over Sensors for me
[] Move to Doors, in case someone tries to beam aboard.

Tasks for Rollings:
Note: She is currently on Engines. If you want her there, do NOT vote for her task, and I will count that as a vote for Engines.
[] Move to Shields, to charge them faster after a hit (not necessary, as NEERAVN is currently running Shields, but it would let you move them elsewhere)
[] Perform an EVA, see if you can get the Weapons up and running (high risk).
[] Move to Doors, in case someone tries to beam aboard.
[] Move to Sensors, to get a better look at those two ships.
[] Go pry open that last stasis pod and get the alien out (moderate risk).

Tasks for NEERAVN:
Note They are currently on Shields. If you want them there, do NOT vote for their task, and I will count that as a vote for Shields.
[] Move to Engines, so we can get out of here faster (not necessary, as Rollings is currently running Engines, but it would let you move her elsewhere)
[] Perform an EVA, see if you can get the Weapons up and running (moderate risk).
[] Move to Doors, in case someone tries to beam aboard.
[] Move to Sensors, to get a better look at those two ships.
[] You are free to go on your tour, but standby to repair anything that gets damaged.

Tasks for Unnamed Pirate Lady:
[] Stay put. I'm coming to you. (only available if your Captain vote was to go meet her)
[] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)
[] Come and see me on the bridge. We need to talk.
 
[X][Conflict] Join in and assist the Voltaic ship.
[X][Stubborn] Stay
[X][Lawrence] Get yourself to the Medbay at once, Lawrence!
[X][Rollings] Stay
[X][Neeravn] Stay
[X] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)
 
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[X][Conflict] Join in and assist the Voltaic ship.
[X][Stubborn] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[X][Lawrence] Get yourself to the Medbay at once, Lawrence!
[X][Rollings] Stay
[X][Neeravn] Stay
[X] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)

The Voltaics are our allies. If we assist them in the battle, the may well be willing to help us out. Maybe they would even allow us to pass through their system, which means that we don't have to fly through the Abandoned Nebula.
 
[X][Conflict] Join in and assist the Voltaic ship.
[X][Stubborn] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[X][Lawrence] Get yourself to the Medbay at once, Lawrence!
[X][Rollings] Stay
[X][Neeravn] Stay
[X] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)
 
[X][Conflict] Join in and assist the Voltaic ship.
[X][Stubborn] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[X][Lawrence] Get yourself to the Medbay at once, Lawrence!
[X][Rollings] Stay
[X][Neeravn] Stay
[X] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)
 
[X][Conflict] Join in and assist the Voltaic ship.
[X][Stubborn] Power Weapons remotely, as you are the only one who can operate them at the moment. You'll be able to pick a target soon.
[X][Lawrence] Get yourself to the Medbay at once, Lawrence!
[X][Rollings] Stay
[X][Neeravn] Stay
[X] You are welcome to make use of our Medbay, but we're watching you (only available if someone's on Sensors, or if Lawrence goes with her)
 
Chapter 2 - The Fight Against The Archangel
>Join in and assist the Voltaic ship

You send Lawrence and the Pirate to the Medbay, promising that this conflict will be resolved as soon as the firefight is over. For now, you've got some aliens to blast into oblivion. Everyone else is ordered to sit tight and prepare for battle. You fly past the scrap field, internally swearing you'll be back for all this delicious loot, and send a hail to the Voltaics. You wonder at first if their Super Shield will block your hail, like the advanced shields of the Neer survey ship, but this is not the case.

"Greetings, Captain Stubborn of Homeworld X-7IU2, also known as Prometheus. We see you have come to join the fight against our current adversary. Worry not, we have this well in hand. You may sit back and reap the benefits of the resulting bloom in mechanical detritus. We will not be needing any of it."

The voice speaking to you is surprisingly calm, given their dangerous situation, and hearing it has an oddly calming effect on your own mood. It doesn't sound like it's being made with physical vocal chords, but you're not sure what the alternative would be. Not machines; it doesn't sound like the Neer. You explain to the Voltaic speaker that you don't plan to leave anything to chance, and if they want you out of this conflict, they'll have to stop you themselves. It will be much faster to destroy this Angel yourself.

"The Akim'mhal Messenger is of little consequence, but if you insist on firing a few volleys before their inevitable destruction, we will not get in the way. We will speak again when this is over. High Observer Amarthon out."

Alrighty, then. Everyone's in their battle stations, and you're closing in on the, er, Messenger at attack velocity. Now that you've heard it again, Akim'mhal does sound right. You power the weapons yourself, remotely accessing them from the Bridge. Using your standard-level Sensor readouts, now that you're not operating them directly, you determine where the major systems hubs of the Messenger are located, and aim for...

Targeting Solution For Burst Laser II:
[] Target their Engines.
[] Target their Shields.
[] Target their Weapons.
[] Target their Sensors.
[] Target their Doors.
[] Target their Medbay.
[] Target the Bridge. Their captain must die.


Targeting Solution For Artemis Missile:
[] Target their Engines.
[] Target their Shields.
[] Target their Weapons.
[] Target their Sensors.
[] Target their Doors.
[] Target their Medbay.
[] Target the Bridge. Their captain must die.

Order of Firing:
[] Burst Laser first. It'll take down whatever shield is active and the rest should still go through.
[] Artemis first. It might miss, but it'll go right through the shields without fail, and if targeting Shields, would open up the enemy to a full barrage from the Burst Laser.
 
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