Or thrusts D.
Ro is un-disabled, and thrusts D.
Further thrusting in the D direction
Thrust A for me…
Ro thrusts B.
Or thrusts C.
Pr drifts.
In thrusts F.
De | |
Or | 3/0 = -3 |
In | 20/0 = -20 |
Pr | 16/1 = -17 |
Ro | 14/0 = -14 |
Or fires on De, 2:1 at -3. De’s putative counterattack can’t cause damage.
@discobot roll 1d6-3
2
No effect. Over to you.
Debating by is thrusting C
Or thrusts C.
Pr thrusts D.
Ro thrusts F.
In thrusts A.
Or fires on D at 2:1, -3. Needs at least a 3 to get a disable.
@discobot roll 1d6-3
4
Er, no. 1d6-3 cannot be 4.
I’ll take that as a roll of 4, -3 = 1, no effect. And not use die modifiers hereafter.
Over to you.
I am in awe of your maths skills, although not of your bot. Thrust D.
Or thrusts F.
In thrusts E (and ignores the first weak gravity hex it enters this turn)
Pr holds position.
Ro drifts, and accepts the weak gravity.
Thrusting D again this turn.
OK, I don’t think you can evade these and still hit Terra.
Pr drops its torpedoes, giving them vectors E and FF
Or holds station.
In drifts.
Pr holds station
Ro burns A to enter orbit.
Thrust D, worth a try!
Edit: on closer inspection, I think I can thrust C and still be on course to pass through Terra’s hex (if I’m not disabled and able to thrust again in the following turn), if I can l try that, if not, I’ll thrust D as per original plan.
I feel a conflict between disinterested referee Roger and player Roger…
However, I will note p.7:
The course of a ship must intersect the printed image of the astral body itself for contact to occur.
which may affect your decision.
(Yes, I did set the body sizes here based on an actual map.)
I think I’ll be maintaining my current course, and also engaging the anti-torpedo shields we had that nice man install at Callisto.
OK, two torpedo encounters:
@discobot roll 2d6
1, 5