Twilight Imperium - Game 6: Round 6 - Action Phase

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney The map update appears to be missing my last turn entirely.

  • MrBlarneyMrBlarney Registered User regular
    I knew something looked wrong. For some reason, I keep forgetting to save my files, and then my computer shuts down instead of going to sleep, and progress gets lost...

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBlarney wrote: »
    I knew something looked wrong. For some reason, I keep forgetting to save my files, and then my computer shuts down instead of going to sleep, and progress gets lost...

    This is the way.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah everything, including both landed infantry

  • MrBlarneyMrBlarney Registered User regular
    @A Half Eaten Oreo, action is on you.

    4463rwiq7r47.png
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Activate Tar'Mann
    Move both dreadnaught from Creuss with 1 infantry, and 1 fighter. Land infantry on planet.

    @Ketar could react.
    Else it's on @MrBody

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No reaction.

  • MrBodyMrBody Registered User regular
    edited November 2020
    Activate Jord
    Move carrier from Wellon (leave behind fighter) through Coorneeq, pick up infantry on flagship. Land infantry on Jord

    1/2/1

    MrBody on
  • MrBodyMrBody Registered User regular
  • MrBlarneyMrBlarney Registered User regular
    Just for clarity, I'm going to infer that you're moving the carrier from Wellon based on context, rather than the one already stationed in Coorneeq-Resculon.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    MrBlarney wrote: »
    Just for clarity, I'm going to infer that you're moving the carrier from Wellon based on context, rather than the one already stationed in Coorneeq-Resculon.

    Whoops, yes. Corrected

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate Rock Block move in with Flagship Carrier 6 fighters and one infantry from Druaa

  • discriderdiscrider Registered User regular
    Action is on @Ketar

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Dal Bootha. Move in 3 destroyers from home system.

    @discrider

  • MrBlarneyMrBlarney Registered User regular
    edited December 2020
    Round 5: Action Phase Update 4

    The Ghosts of Creuss: Activate the Tar'mann system. (TP 1 --> 0)
    Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Creuss.
    Land 1 Infantry on Tar'mann.
    Federation of Sol: Activate the Sol Home System. (TP 2 --> 1)
    Move in 1 Carrier from Wellon, loading 1 Infantry from Coorneeq-Resculon space.
    Land 1 Infantry on Jord.
    The Naalu Collective: Activate Asteroid Field system "Rock Block". (TP 2 --> 1)
    Move in Flagship "Matriarch", 1 Carrier, 6 Fighters, and 1 Infantry from Druaa.
    Universities of Jol-Nar: Activate the Dal Bootha-Xxehan system. (TP 1 --> 0)
    Move in 3 Destroyers from the Jol-Nar Home System.

    Current Map: Round 5, Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 6 VP
    The Naalu Collective: 3 VP
    Universities of Jol-Nar: 2 VP
    The Winnu: 2 VP
    The Ghosts of Creuss: 1 VP
    Nekro Virus: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu
    Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    4 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 2 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 3 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.
    Imperial Primary (1 VP): Gained by Sol in Round 3.
    Winnu Support for the Throne (1 VP): Held by Naalu (Round 4).
    Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
    Imperial Primary (1 VP): Gained by Sol in Round 5.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 13
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, PDS II, War Sun

    Worlds:
    R - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 8
    Action Cards: 3

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I)
    X - Saudor (Industrial, 2R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 11
    Action Cards: 3

    Tactic Pool: 0
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    X - Vefut II (Hazardous, 2R, 2I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    Nekro Virus (Phyphor)
    Commodities: 2 / 3
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 6
    Strategy Pool: 0

    Promissory Notes: Naalu Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Plasma Scoring, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    X - Mordai II (4R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Lirta IV (Hazardous, 2R, 3I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody)
    Commodities: 0 / 4
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Hyper Metabolism, Advanced Carrier II, Fighter II

    Worlds:
    X - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Resculon (Cultural, 2R, 0I)
    X - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    The Naalu Collective (38thDoe) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 14
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne (Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    X - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Ongoing Game Effects
    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.
    Minister of War - Held by Naalu. After performing an action, Naalu may discard this card to remove 1 of their command tokens from the game board and return it to their reinforcements; then, they may perform 1 additional action.

    Order of Play
    The Naalu Collective (38thDoe) - (0) Trade
    Universities of Jol-Nar (Ketar) - (1) Leadership
    The Winnu (discrider) - (3) Politics Current Player
    Nekro Virus (Phyphor) - (6) Warfare
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
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  • discriderdiscrider Registered User regular
    @Phyphor are you planning on using Warfare next turn?

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I think so yeah

  • discriderdiscrider Registered User regular
    edited November 2020
    I hate my hand.
    @Phyphor how much would you pay for me to move a Destroyer to that warp point next to Ketar in the hopes of getting war Suns?

    Otherwise I have to hit you with an AC.
    Or do nothing and activate like Jord

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    discrider wrote: »
    I hate my hand.
    Phyphor how much would you pay for me to move a Destroyer to that warp point next to Ketar in the hopes of getting war Suns?

    Otherwise I have to hit you with an AC.
    Or do nothing and activate like Jord

    Hmm. I dunno. I can't reach it this turn, it's technically in the way until I get light/wave, I still have to activate it myself and it could be removed before I can get to it. So probably not much right now for you to just move it there

    I would guess that you have plague or insubordination? Plague's probably better sent to MR. Insubordination is annoying, but I can eat it

  • discriderdiscrider Registered User regular
    Okay.
    Play Insubordination
    Action: Remove 1 token from another player's tactic pool and return it to his reinforcements.
    On Phyphor because Ketar has no tactic counters
    @Phyphor for response

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    None

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I guess it's my turn now so
    Warfare. Remove token from Bereg. 2/6/0

    @38thDoe @discrider @A Half Eaten Oreo
    Sol & Jol-Nar are ineligible

  • discriderdiscrider Registered User regular
    edited November 2020
    Playing and building a war Sun and stuff but that's too much math for 5 seconds
    3+2+1|6 +1 => war sun + 2 GF on Winnu
    6 TG left
    Exhaust Winnu and switched Mellon (2R)
    2/4/0

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Build
    Quann 2+1(ST)=3
    Build 4 fighters and 1 infantry.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass on Warfare


  • discriderdiscrider Registered User regular
    edited November 2020
    Looks like Sol can play in the latest update?
    @MrBody

    Oh wait, no dock on Jord.
    Action would be on @A Half Eaten Oreo then

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  • discriderdiscrider Registered User regular
    Edits don't flag :(

    @A Half Eaten Oreo

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  • MrBlarneyMrBlarney Registered User regular
    They don't have a Space Dock in their home system they can produce from, though.

    Action is on @A Half Eaten Oreo.

    4463rwiq7r47.png
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Sorry I'm actually not 100% sure I have this card still, but I'm pretty sure I didn't discard it.
    Unexpected Action
    Action: Remove 1 of your command tokens from the game board and return it to your reinforcements.
    Targeting Tar'Mann


    Technically people can sabotage. Then on @MrBody

  • MrBodyMrBody Registered User regular
    no sabo

    discriderKetar
  • discriderdiscrider Registered User regular
    edited November 2020
    Clearly about to clean out victory road N
    (I had to look at the map to see where Tarmann was you see, so I'm apparently obligated to find the worst move and then post it)

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2020
    @MrBlarney The latest map update has one Creuss dreadnought still in their home system, but both should be at Tar'mann.

    I got really confused for a minute trying to figure out how a single dread took a fighter and a ground unit there.

    Ketar on
  • MrBlarneyMrBlarney Registered User regular
    Waiting on Sabotage calls from @Phyphor and @38thDoe, I believe?

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • MrBlarneyMrBlarney Registered User regular
    The card play goes through; action is now on @MrBody.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    Activate Saudor
    Move in carrier + 4 fighters + 2 infantry from Coorneeq

    0/2/1

  • discriderdiscrider Registered User regular
    @Ketar for battles by the looks of it

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I'm not using any cards on this one. Fire away.

  • MrBlarneyMrBlarney Registered User regular
    edited November 2020
    Round 5 - Battle at Saudor

    Combat Round 1

    Sol has 1 Advanced Carrier II and 4 Fighter IIs (transporting 2 Infantry).
    Jol-Nar has 1 Dreadnought II. -1 to hit for Fragile.

    Geth roll 1d10t9+4td10t8 for Sol
    Geth roll 1d10t6 for Jol-Nar

    Jol-Nar:
    1d10t6 0 [1d10t6=1]

    MrBlarney on
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