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boct1584: Harbinger will move 1 west, to put the Standard Alpha at a range of 3. She will then fire mid-range blasters.
Roll to target is 135. Roll is a 93. Too high to evade.

Roll for damage is 100 (offense) + 100 (weapon) = 200. Roll is an 82.

Roll to defend is 103. Result is 3.

Standard Alpha takes 82-3 = 79 damage.

Standard Alpha's shields are now at 138.

Rolling for random event: 8. No random event.
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It is now the Standard Alpha's turn.

Roll to move: 3. The Standard Alpha may move up to 3 spaces in any direction.

Harbinger is now at -3 West. Standard Alpha is now at 0. They are at a range of 3.

Moving 3 west would put the Standard Alpha at a range of 0. Moving 3 east would put it at a range of 6.
Post edited February 22, 2012 by stoicsentry
Standard Alpha is stying in place and shoots an Anti-Personnel Torpedo
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Ubivis: Standard Alpha is stying in place and shoots an Anti-Personnel Torpedo
Targeting 99 - 20 = 79. Roll is 47.

Harbinger rolls 48 to evade. Roll is 12. Hit is successful.

Offense is 139 + 80 (weapon) = 219. Roll is 191.

Harbinger rolls to defend = 79.

191 - 79 = 112.

Harbinger sustains 112 damage to shields.

Harbinger now has 220 - 112 = 108 shield remaining.

Roll to kill crew d(10). Roll is 7. 7 crew killed. 168-7 = 161 crew left.

Standard Alpha has no Anti-Personnel Torpedoes remaining.

Roll for random event d(10) = 8. No random event.
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It is now Harbinger's MOVEMENT turn. Roll to move d(4) = 3.

Harbinger may move 3 spaces in any direction.

Harbinger is now at -3 West. Standard Alpha is now at 0. They are at a range of 3.

If Harbinger moves 3 west, she will be at a range of 6 from Standard Alpha. If she moves 3 east, she will be at a range of 0.

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boct1584: <snip>
Post edited February 22, 2012 by stoicsentry
Harbinger will hold position, and fire mid-range blasters.
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boct1584: Harbinger will hold position, and fire mid-range blasters.
Targeting roll is d(135). Roll is 80.

Too high to be evaded.

Roll for damage will be = 100 (offense) + 100 (weapon) = 200. Roll was 128.

Standard Alpha will roll 103 to defend. Roll was 46.

103 - 46 = 57 damage.

Shields are 138. 138 - 57 = 81.

Standard Alpha has 81 shields remaining.

Roll for random event: 3. Again, no random event.

Harbinger is now at -3 West. Standard Alpha is now at 0. They are at a range of 3.

It is now the Standard Alpha's MOVEMENT turn. It rolls d(6) to move. Roll is 5.

Moving 5 west would put it at -5 west, thus a range of 2. Moving 5 east would put it at +5 east, thus at a range of 8.
Post edited February 23, 2012 by stoicsentry
Standard Alpha stays in place and fires short-range basic weapons
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Ubivis: Standard Alpha stays in place and fires short-range basic weapons
Targeting = 99 + 40 (weapon) = 139. Roll was 64. Again, too high to be evaded.

Damage = 100 (weapon) + 99 (offense) + 40 (powering) = 239.

Damage was 213.

Harbinger rolls to defend. d(164) = 71.

213 - 71 = 142. Shields were at 108. Shields are now depleted.

34 damage carries over to Hull. Harbinger has 606 hull remaining.

Roll for random event = 10. No random event.

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Harbinger is now at -3 West. Standard Alpha is now at 0. They are at a range of 3.

It is now the Harbinger's MOVEMENT turn. It rolls 4 on d(4). It may move up to 4 spaces.

Moving 4 west would put it at a range of 7. Moving 4 east would put it at a range of 1.
Oh, as a reminder, a new action becomes available when the enemy's shields are depleted: boarding. You have to be within 3 range to board, though.
Bumping for more!
Post edited February 24, 2012 by stoicsentry
Harbinger will move 2 spaces west, putting the Standard Alpha at a range of 5, and then fire mid-range blasters.
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boct1584: Harbinger will move 2 spaces west, putting the Standard Alpha at a range of 5, and then fire mid-range blasters.
Harbinger is now at -5 West, Standard Alpha is at 0.

Range is 5.

Rolling d(135) to target. Roll is 67.

Too high to evade.

Rolling for damage: 100 + 100 (weapon) = d(200). Roll is 94.

Rolling for defense: d(103). Roll is 9.

Damage is 94 - 9 = 85.

Standard Alpha's shields have been depleted. 4 damage spills over to the hull. It now has 496 hull remaining.

Both ships may now attempt to board each other as an action if they want, so long as the other ship's shields remain down. You have to be at a range of 3 or less.

Rolling for random event: roll is 10. No random event.
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Standard Alpha rolls d(6) to move. Roll is 6. Standard Alpha may move up to 6 spaces in any direction.

Harbinger is now at -5 West, Standard Alpha is at 0. Range is 5. Moving 6 West would make the range 1. Moving 6 East would make the range 11.
Standard Alpha is moving 4 spaces west and fires short-range basic weapons
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Ubivis: Standard Alpha is moving 4 spaces west and fires short-range basic weapons
Harbinger is now at -5 West, Standard Alpha is at -4 West.

Targeting 99 + 40 (139) = 87.

Too high to evade yet again

Damage = 139 + 100 (weapon) = 239. Damage is 172.

Harbinger rolls to defend. Roll is 67.

Damage dealt is 105.

Harbinger's Hull has 501 remaining.

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Roll for random event: 9. No random event.
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Harbinger's MOVEMENT turn. Roll to move is 2.

Harbinger is now at -5 West, Standard Alpha is at -4 West. Range is 1. Moving 2 West would increase range to 3. Moving 2 East would put range at 1.

Boarding is now possible, since the Alpha's shields are down and you are within 3 range, but you may choose to fire weapons instead if you prefer.
Bump for power. Would boct, Landeril or a newcomer like to take the Harbinger's turn?
Okay, topic favorited so I stop missing it.

Harbinger will initiate boarding actions.