Heh, yeah, numbers, numbers would be nice. I’ll write a proper hex grid generator at some point.
Lacking anything specific to the scenario, I see a general desire for 7 rows of hexes between the forces, and a two-hex-deep setup zone beyond that. So it might look like this:
Yeah if I could embed SVG directly this would be much easier. Everyone expects that to be zoomable. I’ll put initial letters on the ships. Same weapons fit as in the proof of concept.
We start with the power phase. All weapons are charged. Both Talon ships leave power curve at 3.
Huh, I think the Scenarios start with Impulse A and you don’t get a Power until after Impulse F (one full round of actions)… but for the sake of simplicity: Both Terran ships will remain on their starting curves as well. All weapons (but not Batteries) charged.
Impulse B: Ships both spend 1AP to Charge Batteries.
Napoleon Moves 1 Zhukov Turns Starboard (rotate right, move 1 forward, place Turning Radius marker 2 hexes forward)
“All hands, brace for contact with enemy fleet. Say what prayers are appropriate for your culture now, ladies and gentlemen, and toss a quick thought for the alien cesspools that spawned these horrors, for they will soon be lamenting the loss of their beloved progeny.”
Your Impulse C, my good sir.
EDIT: Hey Roger, can you toss the Impulse chart on the hex map (or below it, if that’s easier)? Keeps me from having to haul out the manual each Impulse… if it’s a pain in the butt, don’t worry about it.
So Afterburners work slightly differently than this: on any Impulse where you don’t move (ie: A, C, or E right now, since you’re Speed 3) you can make a Move Action. So they don’t speed you up during turns that you DO move, but instead give you opportunities to move “out of sequence.”
All good. I’m just learning the game right now, so the rules are fresh* in my mind.
Napoleon will spend its 1AP to Reinforce its Forward Shields (so it has the maximum number of Shield Reinforcements, 2, one each on its Starboard and Forward shields). Zhukov will spend its 1AP to Charge its Battery.
Napoleon Moves forward 1, and then takes the “Hurl Insult” free action (“Your mother was a hamster, and your father smelled of elderberries!”)
Zhukov them Moves forward 1.
Both ships hold fire, although the Napoleon is within range of the Justice with its Antimatter Torpedoes… surely not a decision I will regret immediately.
@Marx asked for a die roll:
Impulse E: Zhukov spends its Battery to Change Initiative.
Impulse F:
Napoleon spends 1AP to Charge Battery Zhukov spends 1AP to Power Through a Turn
Napoleon Moves 1 forward Zhukov turns Port (rotates Left, moves forward 1)
Weapons Phase:
Napoleon opens fire!
Weapon Group: Port Phasers
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One Phaser hitting on 5+, doing 1 Damage if I hit: d6: 4
Weapon Group: Starboard Phasers
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One Phaser hitting on 5+, doing 1 Damage if I hit: d6: 1
Weapon Group: Antimatter Torpedoes
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One barrage of Torpedoes hits on 3-6, inflicts 4 damage if hits: d6: 5
@RogerBW asked for a die roll:
We sneer at your democratic gunnery.
1.F.2
Unity applies 1AP to sideslip.
Justice applies 1 AP to power through a turn.
Both ships will fire on Napoleon at range 2. Each disruptor hits on 2-6 for 2 damage. Sadly, we can’t hammer the same shield.
Unity 4× disruptor at Napoleon’s starboard shield: pool 4d6: 2× 3, 5, 6
Justice 4× disruptor at Napoleon’s fore shield: pool 4d6: 2, 3, 5, 6