Triplanetary… play by forum

In fires at 2:1, -4.

@discobot roll 1d6

:game_die: 5

Turn 73.

OK, we can’t catch it without leaving Terra-Luna space.

gameS

In thrusts D.
Pr thrusts E.
Ro drifts.

The torpedo has expired.

gameNgameS

Turn 74.

Or thrusts C.
Ro thrusts D.
In thrusts C.
Pr thrusts E.

Turn 75

Ro is un-disabled.

Am I undisabled now?

Yup, free to manoeuvre.

Hmmmm. Thrust D I think.

There are three more hex-rows east from Re’s current position.

Or thrusts C.
Ro thrusts B.
Pr thrusts E.
In thrusts D.

Okay, hm. Let’s thrust C.

Or thrusts A.
Ro thrusts D, and rejects gravity.
Pr thrusts D.
In drifts, and rejects gravity.

gameS

Thrust E. Oooh pretty rocks!

No rocks entered at high speed this turn, though.

In thrusts E.
Pr drifts and rejects gravity.
Ro moves in orbit and reloads, which I think means accepting gravity.
Or thrusts F.

gameS

Or would fire on Re, but 2:1 at -4 won’t achieve anything.

I’m going to try a sneaky thrust C. Never tell me the odds! They’re quite good at this speed I believe.

Entering one asteroid hex, so

@discobot roll 1d6

:game_die: 1

No damage.

Or thrusts F.
In thrusts B.
Pr drifts in orbit.
Ro thrusts D.

gameS

Pr reloads.
Again, no point firing at -4 on 2:1.

Roger, I’m entering that hex at one hex a round -there’s no roll for that, isn’t that right?

You’re quite right - I read it as two because of your vector from last turn. No damage anyway.

Super, I just wanted to check for the future. Thrust F.

Everything drifts except for Ro, thrust B.

gameS

Ummmmmmmmmm thrust F.