Next to play:
Card 3: Federation (@Canadian_Errant)
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Federation Orders:
Build Phase:
a) Gain 1 Ascendancy (-5C)
b) Colonize Regulus 5 & build a research Node (-2R,1C,1P)
c) 1 Research each into Multicultural Collaboration and Long-Range Sensor Arrays (-2C)
d) build 3 ships each at Earth and Valakis VI
Movement Orders:
C1)Comission starbase at Regulus V
C2)Ship that went into warp from Pallas 14 comes out of warp exploring N, tries to make contact with Prexnak
(pause to see how that turns out)
That definitely won’t work - both systems are fixed in place and they’re about 2.1 space lane sectors apart.
Dang it, .1 Sector!
In that case
C2) ship near Son’a Prime moves at Impulse to complete that journey. They exchange felicitous salutations and courtesy visits with the Romulans.
C3) That ship goes to warp, to remain at warp beyond this turn, headed towards Prexnak via the Temporal Anomaly
C4) Decommission the Colonization fleet at Earth
C5) Ship at earth with two warp tokens comes out of warp in the Badlands, to challenge the hazard there
(do I need a pause there?) if not
C6) Add a warp token to the ship at Pallas 14 that has two
C7) (Which I believe I have due to the new starbase) That ship comes out of warp at Regulus V
New starbase tokens are received exhausted.
@RogerBW asked for a die roll:
But on the other hand breaking up the Colonisation Fleet doesn’t cost a command.
So that ends up being:
- C1 commission starbase
- C2 Son’A ship impulse move
- C3 Son’A ship warps
- C4 Earth/warp ship moves to Badlands
Is lost on 4+:d6: 6
- C5 add Warp token to Pallas/warp ship
- C6 dewarp that ship at Regulus V
Next player:
Card 4: Klingon (@Marx)
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2 posts were merged into an existing topic: Star Trek Ascendancy (recruitment)
@Marx asked for a die roll:
Cool. Let’s do this.
Start by cancelling my 3-Production deal with the Federation.
Build Phase
- Colonize Delta IV (1C, 1 Ship)
- Build 2 Research Nodes on Delta IV (2P, 4R)
- 1 Research on each Project (2R)
- 4 Ships at Kronos
Final Resources: 1P, 0R, 2C
Command Phase
- Command 1/6: Ship at Temporal Anomaly Braves the Hazard
– Ship Explodes on a 4+:d6: 6
@Marx asked for a die roll:
Boom. But may refresh a command: d3+1: 4
@Marx asked for a die roll:
Sure. Why not?
- Command 1/6 (again): Ship at Kronos already at Warp travels to Temporal Anomaly and Braves Hazard
– Explodes on a 4+:d6: 2
– Refresh a command on a roll of 3+d3+1: 2
Cool. Put that Research on “Militarized Industry”, finishing it. No refreshed Commands this time.
- Command 2/6: Ship at Kronos Enters Warp.
- Command 3/6: Ship at Kronos gains Warp Token.
- Command 4/6: Ship at Kronos gains Warp Token.
- Command 5/6: Ship at Kronos travels → Prexnak → Temporal Anomaly → Son’A Prime (technically stopping at the last Warp Lane space since I don’t have Trade Deals with the Romulans).
I would like to extend an offer of my 2 Trade Good deal to the Romulan Ambassador in exchange for their 1 Trade Good deal.
Let me know. If you don’t want it, I’m happy to offer it to the Federation for their 1 Trade Good deal. No hard feelings either way.
- Command 6/6: Start research project “Klingon High Council”.
That’s it for me. Thanks!
Temporal Anomaly. You have to survive the Hazard. (page 38)
When you take Research from this Phenomenon, also roll a
Space Lane die. On a roll of 3, Refresh one Command. On a roll
of 4, Refresh two.91
Note: This System disc has text that is replaced by the above.
91 Although officially partly clarified to be intentional (Email answer from Jessica Fauver, Battlefront US Customer Service, Oct 10. 2019) this rule was changed for the Unofficial
Complete Rulebook to avoid allowing infinite Commands to be generated. The original text was ”When you Brave this Hazard, also roll a Space Lane die. On a roll of 3, Refresh
one Command. On a roll of 4, Refresh two”.
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Good to know for future turns. No impact here (I survived the second time, which means the 1 Command I refreshed would happen then, and the 2nd roll would never occur). If anything it would’ve given me an extra command, but that works out in the wash.
Still, useful to know moving forward. Didn’t occur to me that I would need to look up system disks in the rules!
Outwardly the Romulans graciously accept the offered trade deal, while secretly being suspicious about the fact that it looks too good to be true and carefully inspecting every shipment of goods that arrive from the Klingons
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(2 production to Ferengi)
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Bah, I forgot about that. The Romulans must have decided that the first batch of goods was so suspicious that they’d “donate” them to someone else.
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The UCR modifies this to “when you collect research”, because otherwise you could throw ships at it to get infinite actions. (I’ll errata the bitmap.) But overall you’ve only got one Refresh out of this so I’m happy to leave it as rolled.
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