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GOG forum formatting is wacky, so I'm just going to post one link only: Forum Link

To get to rules, click the forum link then scroll down and click "Rule Manual."

This battle features the Rab Universal Imperium ship the RUI-01 Harbinger and the 3rd Sector Enclave ship the 3SE-01 Standard Alpha. To find those ships and track their stats throughout the course of the battle, go to the forum, click -> Rab Universal Imperium, click RAB ships, click RUI-01 Harbinger, or, for the Alpha, click 3rd Sector Enclave, click 3SE ships, click 3SE-01 Standard Alpha.

You can jump in at any time and play the game, just take a turn whenever you want. However, be aware that by taking a turn for the RUI faction, you are joining the RUI faction and can only take turns for them. Similarly, by taking a turn for the 3SE, you are joining the 3SE faction and can only take turns for them.

The RUI-01 Harbinger under the command of Captain Serene Gryphon has won the initiative to begin the battle. The Harbinger is located at -10 West on the map. She spots her enemy, the 3SE-01 Standard Alpha at +10 East on the map. The ships are at a range of 20.

The Harbinger now commences her first turn.

The first part of a turn is movement. The Harbinger has d(4) for movement. The roll is a 3. She may move up to 3 spaces. In this case, she will likely desire to move 3 spaces. This way, she will pull closer to her enemy.

This is just a tutorial, so don't worry if you are confused at first.

Would someone like to try taking the Harbinger's movement turn? All you have to say is, "The Harbinger moves 3 spaces east," or something to that effect.
Since it's just a tutorial, I'll help get things going here.

The RUI-01 Harbinger moves 3 east to -7 West on the map. The 3SE-01 Standard Alpha is at +10 East. Therefore, the total range of these two ships is 17.

That's too far to do much of anything, our weapons are way out of range. As we move on to part 2 of the RUI-01 Harbinger's turn: the ACTION part, here's what we can do:

We can initiate any one of these maneuvers:

1. Hurrying: increase the ships's movement by d(3) while active
2. Guiding: increase the ship's targeting by d(60) while active
3. Powering: increase the ship's offense by d(60) while active
4. Bracing: d(60): increases the ship's defense by d(60) while active
5. Evading: d(30): increases evasion by d(30) while active
6. Repairing: d(21): repairs d(21) hull/shield while active
7. Pass: do nothing.

I see no reason to pass here, this is a perfect opportunity to start a maneuver, as we will want to save our later turns for actions.

Which maneuver should the RUI-01 Harbinger begin?
RUI-01 Harbinger will initiate a Hurrying maneuver.

Is it within bounds to look at our enemies' stat sheets?
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boct1584: RUI-01 Harbinger will initiate a Hurrying maneuver.

Is it within bounds to look at our enemies' stat sheets?
Yes, absolutely! It's public knowledge. You can find the 3SE-01 Standard Alpha's stats on the forum - click the Forum Link above -> Go to 3rd Sector Enclave -> click ships -> click Standard Alpha.

The RUI-01 Harbinger has initiated hurrying maneuvers. While active, her movement will now be d(4) + d(3) = d(7).

Final part of the turn (random event part) will be posted in 10 minutes.
Post edited February 17, 2012 by stoicsentry
Note that boct1584 has been added as a member of the Rab Universal Imperium because he took a turn for them. You can find members by clicking the forum link -> faction name (for example, Rab Universal Imperium -> click information -> click faction members.
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Note that the RUI-01 Harbinger stat sheet has been modified to indicate that she is conducting hurrying maneuvers.
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As described in the rules, this is the third and final part of a turn: random events. As described, a d(10) roll will be conducted using random.org. A roll of 1 will initiate a random event.

The roll was 4. No random event.
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The turn now belongs to the 3SE-01 Standard Alpha. The Standard Alpha is located at +10 east. Its enemy, the RUI-01 Harbinger is located at -7 West, at a total range of 17.

The Standard Alpha is slightly faster than the Harbinger, as it has a movement roll of d(6).

Using random.org, the roll for movement on d(6) was 5. Therefore, the 3SE-01 Standard Alpha may move up to 5 spaces.

In this case, we probably want to move West, to close range with our enemy.

Would anyone like to jump in and move the S3E-01 Standard Alpha up to 5 spaces West?
Move the 3SE-01 Standard Alpha 5 spaces west
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Ubivis: Move the 3SE-01 Standard Alpha 5 spaces west
The 3SE-01 Standard Alpha moves 5 spaces west to +5 east. The Harbinger is at -7 west, so the ships are now at a range of 12. Soon, they may be within weapon distance.

It is now the ACTION part of the Standard Alpha's turn.

No weapons are in range, but she may choose to begin a MANEUVER:

1. Hurrying: 4
2. Guiding: 40
3. Evading: 40
4. Powering: 40
5. Bracing: 60
6. Repairing: 21
7. Pass (Do nothing)

Anyone reading this may decide which action to take (except boct1584 because he's with the RUI). However, Ubivis or any other poster that wants to jump into the game may pick an option to continue the game...
All engines on maximum, the The 3SE-01 Standard Alpha is initiating a hurrying maneuver.
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Ubivis: All engines on maximum, the The 3SE-01 Standard Alpha is initiating a hurrying maneuver.
Hurrying maneuvers have been activated. Standard Alpha is now moving at a speed of d(10). Ship sheet has been updated to reflect this fact.
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Alpha's random event turn. Must roll 1 to trigger random event. Roll was 5. No random event this turn.
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It is now the RUI-01 Harbinger's movement turn.

Harbinger is moving at a speed of d(7) due to hurrying maneuvers. The roll to move is a 6.

Reminder: Harbinger is currently at -7 West, Alpha is at +5 east. Therefore, they are at a range of 12.

The Harbinger will likely want to move east as far as possible, to get closer to the enemy ship, the Alpha. The Harbinger may move up to 6 spaces.

Would someone (boct1584 or any poster seeing this, other than Ubivis) like to move the Harbinger? You don't have to register to join the game, just jump right in!
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boct1584: <snip>
Post edited February 18, 2012 by stoicsentry
RUi-01 Harbinger will move 6 spaces East.
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boct1584: RUi-01 Harbinger will move 6 spaces East.
The Harbinger moves 6 spaces East to coordinate -1 West. Alpha is at +5 east. Therefore, the ships are at a range of 6.

It is now the ACTION part of the Harbinger's turn. These are the options:

We can initiate any one of these maneuvers:

1. Hurrying: increase the ships's movement by d(3) while active
2. Guiding: increase the ship's targeting by d(60) while active
3. Powering: increase the ship's offense by d(60) while active
4. Bracing: d(60): increases the ship's defense by d(60) while active
5. Evading: d(30): increases evasion by d(30) while active
6. Repairing: d(21): repairs d(21) hull/shield while active

Note: By initiating any OTHER maneuver, we will be leaving the "hurrying" maneuver and thus lose the d(3) movement bonus.

Or, we can:

7. Fire special weapon: Long-Range Guided Missile at the Standard Alpha (3 ammo remaining)
8. Pass (do nothing)

Would someone like to pick the Harbinger's ACTION?
Post edited February 18, 2012 by stoicsentry
Any poster can jump in and pick the Harbinger's option, don't be shy! Trying to get more of the community involved! :)

EDIT: PLEASE NOTE: I changed the maximum ammunition for all "Special Weapons" to 3. so that basic weapons still have a purpose.
Post edited February 18, 2012 by stoicsentry
RUI-01 Harbinger will initiate a Powering manuever.

Is the effectiveness of a manuever set when it's initiated, or is it checked every time it would be needed?
Post edited February 18, 2012 by boct1584
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boct1584: RUI-01 Harbinger will initiate a Powering manuever.

Is the effectiveness of a manuever set when it's initiated, or is it checked every time it would be needed?
If I understand you correctly, it's checked every time it's needed.

That is to say, the size of the powering die will be added to all other relevant die (in this situation, that means ship's offense die and weapon damage die).

In other words, total damage is a single die roll based on: ship's offense + weapon damage + powering maneuver die.

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Harbinger has begun powering maneuvers. This is now reflected on the forum thread for this ship.
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In 10 minutes, I will finish the turn with a random event roll.
Rolling d(10) for random event. Random event will occur on a roll of 1. The roll is 8. No random event.
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It is now the MOVEMENT part of the Alpha Standard.

It is currently hurrying, so it's rolling d(10) for movement. And the result is a 10. Wow.

Alpha Standard may move up to 10 spaces in any one direction.

It is currently sitting at +5 east, and the Harbinger is at -1 west, at a range of 6.

Moving 6 west would bring the Alpha Standard at at a range of 0, 5 west would close to range of 1, 4 spaces west would bring it into a range of 2, 3 spaces west would put it at a range of 3, and so on....

Remember that 10 is simply the maximum move.

So you can move 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10 spaces.


Where would the Alpha Standard like to move now?



Ubivis or any poster that sees this may move the Alpha Standard! Don't be shy, join the game.

(Only boct1584 is prohibited from moving it, as he's on the other team)
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Ubivis: <snip>
Post edited February 18, 2012 by stoicsentry