Armal, surprised at how he did that with only minimal experience about ships, would leave it be for the moment and go to check on dante and koya. upon seeing the hidden injuries that dante was now trying to tend to, he would get the first aid kit out (Again) and start to try and give him some proper care.
"Why didn't you show me this earlier, Dante? You could of bled out!"
Armal pulls out the first aid kit yet again and begins cleaning and bandaging Dante's wound, rocky and swervy as the ship may be.
First Aid Roll
1d6 = 2
+2 HP Recovered (Dante)
+1 Experience
-2 First Aid Kit (7/20 remaining)
Engage evasive maneuvers and try to make the Midnight Sun harder to hit.
Piloting Roll
1d20 + 3 = 8
+4 ExperienceYou attempt to evade and dodge the incoming blasts but unfortunately, the enemy guns keep a decent track.
The enemy corvette
continues to rain autoturret fire on the Midnight Sun!
Attack Roll(8d20):13, 14, 13, 8, 19, 17, 12, 18.
Damage Roll(6d3): 2, 3, 2, 3, 1, 3. (Total: 14)
The Midnight Sun takes further damage!!The
Midnight Sun's system begin to feel the pressure of the combat; the damage to the hull has breached in several places, causing surges and malfunctions.
"C'monnn!" growls Majunder, striking the panels with his fist to get the faltering controls back under control. The ship continues its flight path on turns without aright when required, causing the mercenary ship to gain a distance - not helped at all by faltering acceleration responses.
As the pursuit continues into the speckled black, the space around the mercenary ship begins to blur and the air - or lack of air - begins to crackle and glow. Saxson grits his teeth;
"Dammit, it's too late! They're jumping!"The air grows white and the shields on the forward of the mercenary ship begins to opaque as the jump initiates - then the ship dies. The engines go off, the jump ceases and the autoturrets gaze at you across the great divide, some 250 meters ahead.