>>5532382>>5532451>>5532403>>5532390>>5531890>>5531917“We need to destroy those boarding pods before they realise we still have fight in us and scatter.” You announce your decision. “Ops, Nav, don’t touch anything that will alert them.”
“Aye, Sir.” Come the officers’ replies, one with complete trust, the other with a hint of schadenfreude. They take their hands off their consoles and watch the main screen, awaiting the fireworks.
You reach for the comm unit controls and open a channel to your gunnery crews. “Guns, this is Acting Captain Dallas Annon. I need the MASERs warmed up and firing solutions yesterday, people! Target coordinates are coming through now.” You direct the ventral optical feed to the still functioning DEW banks’ gunnery crews.
Using your <span class="mu-b">tactical</span> command knowledge you are able to filter the incoming firing solutions down to four of the most optimal, manually tweaking their power output slightly to suit the softer targets. You lock in a volley of five (5) MASER shots to cover as many of the targets as possible - each costing 4% of your remaining power.
>Select a firing solution (a, b, c or d) and roll 1d4. If a target covers more than a third of the triangle rolled it is destroyed.>I need five (5) total rolls. Feel free to roll again if more than an hour? passes with no rolling.