OK! Let's move in with 1 Dreadnought, 1 Warsun , 4 fighters, 1 Mech Unit and a GF (on dreadnought) from Hope's End and 1 Warsun, 1 Carrier, 1 destroyer, 8 fighters, 1 GF (from Lirta, on WS). Than Fight!
Sardakk N'orr: Activate the Mecatol Rex system. (CP 2 --> 1)
Move in 3 Cruisers, 1 Carrier, 4 Fighters, and 1 Ground Force from Lodor, and 3 Destroyers from Endless Road.
During the space combat, N'orr loses 1 Destroyer and 4 Fighters while Saar loses 1 Dreadnought, 1 Carrier, 3 Fighters, and uses action card "Into the Breach" (AC 3 --> 2); combat resolves in favor of N'orr and 1 Saar Space Dock is destroyed. The Mentak Coalition: Activate the L1z1x Home System. (CP 6 --> 5) The Clan of Saar: Pass turn. The L1z1x Mindnet: Activate the Lisis-Velnor system. (CP 4 --> 3)
Move in 4 Dreadnoughts, 3 Fighters, 3 Ground Forces, and the High Alert Token from Lisis II-Ragh and 1 Fighter from Galactic Doldrums.
PDS fire damages 1 Dreadnought. The Emirates of Hacan: Activate the Mecatol Rex system. (CP 2 --> 1)
Play Action Card "Flank Speed", increasing movement into the system by 1. (AC 3 --> 2)
Move in 1 War Sun, 1 Dreadnought, 4 Fighters, 1 Mechanized Unit, and 1 Ground Force from Hope's End and 1 War Sun, 1 Carrier, 1 Destroyer, 8 Fighters, and 1 Ground Force from Lirta IV.
During the space combat, Hacan loses 5 fighters and damages 1 War Sun and 1 Dreadnought while N'orr loses 3 Cruisers, 2 Destroyers, 1 Carrier, and 1 Ground Force; combat resolves in favor of Hacan.
Land 1 Mechanized Unit and 2 Ground Forces on Mecatol Rex.
During invasion combat, Hacan loses 2 Ground Forces and damages 1 Mechanized Unit while Saar loses 1 Mechanized Unit and 4 Ground Forces; combat resolves in favor of Hacan and 2 Saar PDS Units are destroyed.
The L1z1x Mindnet: 7 VP The Mentak Coalition: 7 VP The Clan of Saar: 6 VP The Emirates of Hacan: 6 VP Sardakk N'orr: 6 VP The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here. The Emirates of Hacan: 2 Secret Objectives The Yin Brotherhood: 2 Secret Objectives The Mentak Coalition: 2 Secret Objectives Sardakk N'orr: 2 Secret Objectives The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds: X - Arretze (2R, 0I) X - Hercant (1R, 1I) X - Kamdorn (0R, 1I) X - Bereg (3R, 1I, R) X - Cormund (2R, 0I) X - Garbozia (2R, 1I, G) X - Hope's End (3R, 0I, GF (x2)) X - Lirta IV (2R, 3I, G)
Trade Contracts: Hacan [3], N'orr [2]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds: R - Darien (2R, 4I) R - Bellatrix (0R, 1I, R) R - Industrex (2R, 0I, R (x2)) R - Mellon (0R, 2I) X - Quann (2R, 1I, G) R - Tequ'ran (2R, 0I, R) X - Torkan (0I, 3R, B) (R/I Swap) R - Zohbat (3R, 1I, B)
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds: X - [0.0.0] (5R, 0I) X - Arinam (1R, 2I, B) R - Gral (1R, 1I, B) X - Lisis II (1R, 0I) X - Mallice (0R, 3I) X - Ragh (2R, 1I) X - Rigel I (0R, 1I, G) R - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B) R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
N - Centauri (1R, 3I)
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good. Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play The Yin Brotherhood: (1) LeadershipCurrent Player Sardakk N'orr: (2) Diplomacy II The Mentak Coalition: (3) Assembly The Clan of Saar: (4) ProductionPASSED The L1z1x Mindnet: (6) Warfare II* The Emirates of Hacan: (7) Technology II
Move in from Endless Road two cruisers and a destroyer. Move in from Sumerian/Arcturus 2 carriers and 3 cruisers (total FS usage is 8), carrying 4 fighters, 2 PDS, 3 ground troops and 2 MUs (should be everything from Sum/Arc, carrier capacity is 11/12).
Take hits on destroyers, then fighters, then cruisers, then carriers. If we win the space battle land all ground units on Zohbat.
First round of combat play Morale Boost
For one combat round (not an entire battle), all of your units receive +1 on all combat rolls.
Play: Immediately before any Space Battle or Invasion Combat round.
First time the opponent hits with a fighter or a cruiser play Recheck.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Saar declares no Sabotage. There are actually enough Ground Forces on Arcturus to fill all Carriers, so I've done so. Let's begin.
Round 7 - Battle at Mellon-Zohbat
PDS Fire and pre-combat effects
N'orr has 5 Cruisers, 1 Destroyer, 2 Carriers (one carrying 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, the other carrying 3 Ground Forces and 1 PDS Unit), and 4 Fighters.
Yin has 2 Dreadnoughts, 2 Cruisers, 1 Carrier, and 2 Fighters.
Yin has 2 PDS units in range.
N'orr will activate Anti-Fighter Barrage with the Destroyer. (PDS fire will destroy Fighters to allow this to happen)
Geth roll 2d10t6 for Yin PDS Fire
Geth roll 3d10t7 for N'orr Anti-Fighter Barrage
N'orr has 5 Cruisers, 1 Destroyer, 2 Carriers (one carrying 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, the other carrying 3 Ground Forces and 1 PDS Unit), and 3 Fighters.
Yin has 2 Dreadnoughts, 2 Cruisers, and 1 Carrier.
N'orr plays Morale Boost (AC 3 --> 2), giving all friendly units +1 to combat rolls for the round.
Geth roll 5d10t5+1d10t6+2d10t7+3d10t6 for N'orr
Geth roll 2d10t5+2d10t7+1d10t9 for Yin
Hit confirmed.
There should be two more N'orr hits from the first combat round since the Cruiser hit number should be 4 (+1 from racial, Morale Boost, and Hylar V Assault Laser)
N'orr scores 5 hits, damaging 1 Yin Dreadnought and destroying 1 Dreadnought, 1 Cruiser and 1 Carrier.
Yin scores 3 hits, destroying 1 N'orr Destroyer and 2 Fighters.
Yin uses their racial ability to sacrifice 1 Cruiser to hit and destroy 1 N'orr Carrier, in addition to 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit.
Combat Round 2
N'orr has 5 Cruisers, 1 Carrier (carrying 3 Ground Forces and 1 PDS Unit), and 1 Fighter.
Yin has 1 Dreadnought (damaged).
Geth roll 5d10t5+2d10t8+1d10t8 for N'orr
Geth roll 1d10t5 for Yin
Oh and going over the numbers why do you have my cruisers hitting at 7 @MrBlarney? Should be 6, no? Won't change the outcome but another cruiser should be dead
Oh and going over the numbers why do you have my cruisers hitting at 7 MrBlarney? Should be 6, no? Won't change the outcome but another cruiser should be dead
Ah, true. I'll make sure that's recorded in the map and action record.
Round 7 - Battle at N'orr home system
Pre-combat round
Mentak has 1 Cruiser and 2 Destroyers.
N'orr has 1 Carrier and 3 Fighters.
Mentak uses their racial ability to fire with 1 Cruiser and 1 Destroyer.
Mentak has Anti-fighter barrage.
Geth roll 1d10t6+1d10t8 for Mentak racial ability
Geth roll 6d10t6 for Mentak Anti-fighter barrage
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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El SkidThe frozen white northRegistered Userregular
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PDS Fire
Hacan has 2 Warsuns (collectively carrying 1 Mechanized Unit and 2 Ground Forces), 1 Dreadnought. 1 Destroyer, 1 Carrier, and 12 Fighters.
N'orr has 3 Cruisers, 2 Destroyers, and 1 Carrier (carrying 1 Ground Force).
Yin, N'orr, and Saar each have 2 PDS units in range.
Geth roll 2d10t6+2d10t5+2d10t6 for PDS Fire
Pre-combat Round
N'orr has 2 Destroyers available for Anti-Fighter barrage.
Geth roll 4d10t7 for N'orr Anti-Fighter barrage
Combat Round 1
Hacan has 2 Warsuns (one damaged, collectively carrying 1 Mechanized Unit and 2 Ground Forces), 1 Dreadnought (damaged), 1 Destroyer, 1 Carrier, and 12 Fighters.
N'orr has 3 Cruisers, 2 Destroyers, and 1 Carrier (carrying 1 Ground Force).
Geth roll 6d10t3+1d10t5+1d10t8+1d10t9+12d10t9 for Hacan
Geth roll 3d10t5+2d10t7+1d10t8 for N'orr
N'orr scores 5 hits, how will the hits be allocated, @Preda?
Combat will resolve in favor of Hacan. Will there be any other activities on your action?
Pre-battle effects
Hacan has 1 Mechanized Unit and 2 Ground Forces.
Saar has 1 Mechanized Unit and 4 Ground Forces.
Hacan has 2 War Suns for bombardment (Saar PDS units block the Dreadnought).
Saar has 2 PDS units on Mecatol Rex.
Geth roll 6d10t3 for Hacan bombardment
Geth roll 2d10t6 for Saar PDS fire
Saar scores no hits.
Combat Round 1
Hacan has 1 Mechanized Unit and 2 Ground Forces.
Saar has 1 Mechanized Unit (damaged) and 2 Ground Forces.
Geth roll 2d10t6+2d10t8 for Hacan
Geth roll 2d10t6+2d10t8 for Saar
Saar scores 2 hits, damaging 1 Hacan Mechanized Unit and destroying 1 Hacan Ground Force.
Combat Round 2
Hacan has 1 Mechanized Unit (damaged) and 1 Ground Force.
Saar has 1 Mechanized Unit (damaged).
Geth roll 2d10t6+1d10t8 for Hacan
Geth roll 2d10t6 for Saar
Saar scores 1 hit, destroying 1 Hacan Ground Force.
Combat resolves in favor of Hacan.
@Phyphor has the next turn, but a map update will be coming tonight.
Sardakk N'orr: Activate the Mecatol Rex system. (CP 2 --> 1)
Move in 3 Cruisers, 1 Carrier, 4 Fighters, and 1 Ground Force from Lodor, and 3 Destroyers from Endless Road.
During the space combat, N'orr loses 1 Destroyer and 4 Fighters while Saar loses 1 Dreadnought, 1 Carrier, 3 Fighters, and uses action card "Into the Breach" (AC 3 --> 2); combat resolves in favor of N'orr and 1 Saar Space Dock is destroyed.
The Mentak Coalition: Activate the L1z1x Home System. (CP 6 --> 5)
The Clan of Saar: Pass turn.
The L1z1x Mindnet: Activate the Lisis-Velnor system. (CP 4 --> 3)
Move in 4 Dreadnoughts, 3 Fighters, 3 Ground Forces, and the High Alert Token from Lisis II-Ragh and 1 Fighter from Galactic Doldrums.
PDS fire damages 1 Dreadnought.
The Emirates of Hacan: Activate the Mecatol Rex system. (CP 2 --> 1)
Play Action Card "Flank Speed", increasing movement into the system by 1. (AC 3 --> 2)
Move in 1 War Sun, 1 Dreadnought, 4 Fighters, 1 Mechanized Unit, and 1 Ground Force from Hope's End and 1 War Sun, 1 Carrier, 1 Destroyer, 8 Fighters, and 1 Ground Force from Lirta IV.
During the space combat, Hacan loses 5 fighters and damages 1 War Sun and 1 Dreadnought while N'orr loses 3 Cruisers, 2 Destroyers, 1 Carrier, and 1 Ground Force; combat resolves in favor of Hacan.
Land 1 Mechanized Unit and 2 Ground Forces on Mecatol Rex.
During invasion combat, Hacan loses 2 Ground Forces and damages 1 Mechanized Unit while Saar loses 1 Mechanized Unit and 4 Ground Forces; combat resolves in favor of Hacan and 2 Saar PDS Units are destroyed.
Current Map: Action Phase Update 4
Current Technologies
Victory Points and Objectives
The Mentak Coalition: 7 VP
The Clan of Saar: 6 VP
The Emirates of Hacan: 6 VP
Sardakk N'orr: 6 VP
The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives
The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here.
The Emirates of Hacan: 2 Secret Objectives
The Yin Brotherhood: 2 Secret Objectives
The Mentak Coalition: 2 Secret Objectives
Sardakk N'orr: 2 Secret Objectives
The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
The Clan of Saar: Auralynx
Action Cards: 2
Political Cards: 2
Strategy Allocation: 4
Fleet Supply: 5
Command Pool: 4
Trade Contracts: Mentak [1] (Saar [2])
Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Floating Factory
Worlds:
R - Mecatol Rex (1R, 6I)
X - Abyz (3R, 0I)
X - Meer (0R, 4I)
X - Tsion (2R, 2I, TG (x2))
Action Cards: 3
Political Cards: 3
Strategy Allocation: 2
Fleet Supply: 6
Command Pool: 1
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds:
X - Arretze (2R, 0I)
X - Hercant (1R, 1I)
X - Kamdorn (0R, 1I)
X - Bereg (3R, 1I, R)
X - Cormund (2R, 0I)
X - Garbozia (2R, 1I, G)
X - Hope's End (3R, 0I, GF (x2))
X - Lirta IV (2R, 3I, G)
Action Cards: 3
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 4
Trade Contracts: Hacan [3], N'orr [2]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds:
R - Darien (2R, 4I)
R - Bellatrix (0R, 1I, R)
R - Industrex (2R, 0I, R (x2))
R - Mellon (0R, 2I)
X - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
X - Torkan (0I, 3R, B) (R/I Swap)
R - Zohbat (3R, 1I, B)
Action Cards: 2
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 5
Trade Contracts: Saar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Neural Motivator, Antimass Deflectors, Gravity Drive, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
X - Arnor (2R, 1I)
X - Faunus (1R, 3I, G (x2))
X - Fria (2R, 0I, B)
X - Lor (1R, 2I, R)
Action Cards: 2
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 1
Trade Contracts: Yin [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors, XRD Transporters
Worlds:
R - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
R - Arcturus (1R, 1I)
R - Lazar (1R, 0I)
R - Lisis (2R, 2I)
X - Lodor (3R, 1I, G)
X - Mirage (1R, 2I, F (x2))
R - Sakulag (2R, 1I)
X - Sumerian (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 3
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds:
X - [0.0.0] (5R, 0I)
X - Arinam (1R, 2I, B)
R - Gral (1R, 1I, B)
X - Lisis II (1R, 0I)
X - Mallice (0R, 3I)
X - Ragh (2R, 1I)
X - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good.
Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play
The Yin Brotherhood: (1) Leadership Current Player
Sardakk N'orr: (2) Diplomacy II
The Mentak Coalition: (3) Assembly
The Clan of Saar: (4) Production PASSED
The L1z1x Mindnet: (6) Warfare II*
The Emirates of Hacan: (7) Technology II
Move in from Endless Road two cruisers and a destroyer. Move in from Sumerian/Arcturus 2 carriers and 3 cruisers (total FS usage is 8), carrying 4 fighters, 2 PDS, 3 ground troops and 2 MUs (should be everything from Sum/Arc, carrier capacity is 11/12).
Take hits on destroyers, then fighters, then cruisers, then carriers. If we win the space battle land all ground units on Zohbat.
First round of combat play Morale Boost
For one combat round (not an entire battle), all of your units receive +1 on all combat rolls.
Play: Immediately before any Space Battle or Invasion Combat round.
First time the opponent hits with a fighter or a cruiser play Recheck.
Round 7 - Battle at Mellon-Zohbat
PDS Fire and pre-combat effects
N'orr has 5 Cruisers, 1 Destroyer, 2 Carriers (one carrying 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, the other carrying 3 Ground Forces and 1 PDS Unit), and 4 Fighters.
Yin has 2 Dreadnoughts, 2 Cruisers, 1 Carrier, and 2 Fighters.
Yin has 2 PDS units in range.
N'orr will activate Anti-Fighter Barrage with the Destroyer. (PDS fire will destroy Fighters to allow this to happen)
Geth roll 2d10t6 for Yin PDS Fire
Geth roll 3d10t7 for N'orr Anti-Fighter Barrage
N'orr Anti-Fighter barrage destroys 2 Yin Fighters.
Combat Round 1
N'orr has 5 Cruisers, 1 Destroyer, 2 Carriers (one carrying 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, the other carrying 3 Ground Forces and 1 PDS Unit), and 3 Fighters.
Yin has 2 Dreadnoughts, 2 Cruisers, and 1 Carrier.
N'orr plays Morale Boost (AC 3 --> 2), giving all friendly units +1 to combat rolls for the round.
Geth roll 5d10t5+1d10t6+2d10t7+3d10t6 for N'orr
Geth roll 2d10t5+2d10t7+1d10t9 for Yin
Geth roll 1d10t7 for Yin Cruiser Recheck
There should be two more N'orr hits from the first combat round since the Cruiser hit number should be 4 (+1 from racial, Morale Boost, and Hylar V Assault Laser)
N'orr scores 5 hits, damaging 1 Yin Dreadnought and destroying 1 Dreadnought, 1 Cruiser and 1 Carrier.
Yin scores 3 hits, destroying 1 N'orr Destroyer and 2 Fighters.
Yin uses their racial ability to sacrifice 1 Cruiser to hit and destroy 1 N'orr Carrier, in addition to 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit.
Combat Round 2
N'orr has 5 Cruisers, 1 Carrier (carrying 3 Ground Forces and 1 PDS Unit), and 1 Fighter.
Yin has 1 Dreadnought (damaged).
Geth roll 5d10t5+2d10t8+1d10t8 for N'orr
Geth roll 1d10t5 for Yin
Yin scores 1 hit, destroying 1 N'orr Fighter.
Combat resolves in favor of N'orr.
Round 7 - Invasion of Zohbat
Pre-combat effects
N'orr has 3 Ground Forces (and 1 PDS).
Yin has 2 Mechanized Units and 3 Ground Forces.
Yin has 2 defending PDS units.
Geth roll 2d10t6 for Yin PDS Fire.
Combat Round 1
N'orr has 3 Ground Forces (and 1 PDS).
Yin has 2 Mechanized Units and 3 Ground Forces.
Geth roll 3d10t7 for N'orr
Geth roll 4d10t6+3d10t8 for Yin
Yin scores 5 hits, destroying 3 N'orr Ground Forces.
Combat resolves in favor of Yin; 1 N'orr PDS unit is destroyed.
Hopefully I didn't roll the combat incorrectly and cause any time paradoxes. @El Skid has the next turn.
Move in a cruiser and 2 destroyers from Faunus and Prisoner's gate.
Take hits on destroyers first, then cruisers. Racial attacks from cruiser and 1 destroyer, and anti-fighter barrage firing.
No other cards or battle orders.
Round 7 - Battle at N'orr home system
Pre-combat round
Mentak has 1 Cruiser and 2 Destroyers.
N'orr has 1 Carrier and 3 Fighters.
Mentak uses their racial ability to fire with 1 Cruiser and 1 Destroyer.
Mentak has Anti-fighter barrage.
Geth roll 1d10t6+1d10t8 for Mentak racial ability
Geth roll 6d10t6 for Mentak Anti-fighter barrage
Combat Round 1
Mentak has 1 Cruiser and 2 Destroyers.
N'orr has 1 Carrier and 1 Fighter.
Geth roll 1d10t6+2d10t8 for Mentak
Geth roll 1d10t8+1d10t8 for N'orr
N'orr scores no hits.
Combat resolves in favor of Mentak; any other things left on your action, @El Skid?