Or thrusts F.
In thrusts F.
Pr thrusts D.
Thrusting C with the good ship Rotting.
Now nervously thrusting D.
Hm. Let’s try a thrust D. A potshot if the odds make it possible but I’m pretty sure they don’t.
I make the current roll -6, so no combat.
Or thrusts D to come to a stop.
Combat is at -5; at 2:1, no chance of achieving anything.
Thrust D, shoot first, then attempt ram (I’m not quite sure if I can do it in that order? If I can’t then I’ll ram first, then shoot if I’m not disabled). Does the vector give me -2 or -3? Something like that. Sorry that you’re doing all the heavy lifting! Also sorry to scratch your paintwork
“Ramming takes place during the movement phase”.
First die is ram damage to Ro, second to Or. Each die gets a two-point penalty for velocity difference (arguably that ought to be the other way round, faster collision should be more damage, but it’s also harder to hit I suppose).
@discobot roll 2d6
1, 6
Did I say “first is damage to Or”? I’m sure I did. Ahem.
Or takes a D1; Ro is unaffected.
Ro would fires at 1:2, but at -2 it can’t do any damage.
Being disabled, Or does nothing. Other ships sit in orbit.
Quick question -is overdrive always in the same direction for both, or can they be two different directions? I’ve always played it as same direction but just wanted to check.
If you can thrust different directions, I’m overloading A then F. If not then I’m overloading F twice. I’m also firing although I suspect it’s no good - maybe the first manoeuvre gives me a 1:6?
crosses fingers
As far as I can see, overload is just like doing two separate burns in the same turn - so two separate directions is entirely possible.
For combat: range is 2, delta v is 2 which counts for nothing, so a mere -2 on the dice. Or is still disabled so cannot counterattack.
@discobot roll 1d6-2
(Yay, BGG is back up.)
3
Oh, wait, hang on. Or was disabled on turn 33 player 1 phase 3 (from the ram), and so missed out on turn 33 player 2 all phases - so in turn 3_4_ player 1 phase 4, the combat phase, I think it’s back on-line.
Or fires back at Ro: 2:1 at -2.
@discobot roll 1d6-2
1
Still does nothing. (And Ro can pass freely though its current hex, but it’s instant death to Or.)
Or thrusts D.
Or fires on Ro at 2:1, -1. (I assume Ro fires back at 1:2, -1.) Or’s fire on Ro is first.
@discobot roll 2d6
1, 5
Hey, bot, remember who pays for your hosting… no effect on either ship. Over to you.
It’s very kind of you to fix these dice in my favour, Roger. I’m fairly certain no one could actually be quite as unlucky according to the laws of probability.