Star Trek Ascendancy game 6

Ok. Let’s build ten ships and form 6 of them into a battle group?

Assuming fleet-2 battle group. This leaves 11 unattached ships at Mazar.

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Let’s brave the stellar nursery with a single ship.

@RogerBW asked for a die roll:
Ship lost on 4+: d6: 6

Let’s do it again.(don’t forget shield modifier)

@RogerBW asked for a die roll:
Ah, I failed to do the stuff other than buying Ascendancy. Fixed now.

Poking the phenomenon, ship lost on 5+: d6: 5

4 commands remain.

Let’s do it again!

You don’t have any more ships there - the last one’s in warp.

Spend one command to drop it out of warp there then.

@RogerBW asked for a die roll:
Lost on 5: d6: 4

Complete transwarp drive.

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(Help me out. I can warp past the Klingon homeworld?)

I don’t think you can warp past hostile ships.

Edit: confirmed, I’m afraid you can’t. Rule 8.3.

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Hey @Lordof1 now you’ve stopped me winning, do you want to exchange trade agreements?

If you’re willing, I honestly can’t think of a reason why not.

Edit: oh wait, I thought of one. Sorry, no.

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an instance of “sorry, not sorry”

Ok. Let’s launch the battle group to the border of Kronos and launch an attack.

@RogerBW asked for a die roll:
OK, with Transwarp Drive complete that’s C4 enter warp, C5 leave warp, C6 attack ships at Kronos.

Federation: 6 ships, weapons 4+, shields 1, Battle Group rerolls 1s
Klingon: 15 ships. weapons 4+, shields 0.

Federation: pool 6d6: 1, 2, 2× 4, 2× 5 for 4+
Klingon: pool 15d6: 3× 1, 2× 2, 2× 4, 2× 5, 6× 6 for 5+

@RogerBW asked for a die roll:
Federation reroll: pool 1d6: 1 for 4+