Okay, the valiant crew of the Or are maintaining orbit for the moment, whereas The Co is breaking orbit by thrusting F. (On my phone at the moment so struggling to work out gravity on this screen - I’d like to break clear of orbit at the upper side of the planet, so if I’ve ballsed that up I might take it back)
That brings you out in an E-wards direction, which is as upper as you can get for now.
All Pilgrim ships thrust F.
The Pilgrim fleet broadcasts a medley of protest songs to cause the downtrodden masses of Earth to look up from their labours and… then look down again, because those neurolashes aren’t going to assemble themselves, man’s got a quota to make.
‘The fools! Their emission of seditious radio waves will make their inevitable destruction all the sweeter! Open fire, all weapons! Dispatch warshuttle ‘Bold ultra’ to bring back the bodies!’
‘But Sir…’
‘Silence! Fire! I mean fire in silence!’
‘Ye…’
‘SILENCE!’
Or is thrusting F and opening fire on the Eg. Co is overdriving A-wards.
5
5-1 = 4 = D3, Ég is disabled until at least turn 5.
Li thrusts A, Fr thrusts F.
| Li | Ég | Fr | |
| Co | 22/0 = -22 | 21/0 = -21 | 21/0 = -21 |
| Or | 3/0 = -3 | 2/0 = -2 | 3/0 = -3 |
Over to you.
Co is overdriving A, Or is maintaining current vector, then docking with Eg with manacles and internal intruders ready. Also firing upon the Li as it speeds away.
N
Ég still has a one-hex drift (F-wards), so Or will need to thrust to get into the same hex with it. (Addendum: and then match velocity.)
Co has already overloaded since the last time it was at a base, so can’t do it again.
Ahem let me try that again… both ships are thrusting A, and Or is firing upon the Li. My men reluctantly put the intruders back in their cases.
After movement:
| Li | Ég | Fr | |
| Co | 20/0 = -20 | 19/0 = -19 | 19/0 = -19 |
| Or | 0/0 = -0 | 1/0 = -1 | 1/0 = -1 |
Fire Or to Li is at 2:1, no modifier.
@discobot roll 1d6
5
Okey doke. Co is thrusting A.
I have a question re movement - my moves and actions all occur before yours, right? Therefore, if I thrust D with Or I’ll be in a position to board Li, is that right? If so, I’ll do that, whilst also firing upon Fr.
Open those cases, men!
All your moves, all your firing, all your boarding - before I get a chance to react at all.
Yes, if you thrust D with OR, you’ve matched both position and velocity, so you’ll be able to board.
Going out for a walk; I’ll resolve this when I get back.

| Li | Ég | Fr | |
| Co | 18/0 = -18 | 16/1 = -17 | 17/0 = -17 |
| Or | 0/0 = -0 | 2/0 = -2 | 1/0 = -1 |
Or fires on Fr, 2:1 at -1:
@discobot roll 1d6
6
Fr takes a D4.
Li… is the real target. (And you can capture it; I’ll re-flag it in the next update. Still disabled until turn 8.)
So my only remaining chance is to try for a moral victory with a ram before you can get Or back to Earth.
(I had some thoughts of transferring fuel to get the key transport able to go a bit faster, but we didn’t break away fast enough.)
But on my turn 5, nobody gets to apply thrust. Ég recovers from disabling at the end of phase 4.

Okay, let’s get these traitorous bags of filth on board and get them back to the reduction facility.
Co is thrusting B. Or/Li is thrusting D with overdrive and then firing upon Eg.
‘But Sir, if we miss the traitors, we’ll be right in the path–’
‘Are you suggesting, First Officer, that the First Citizen’s Gunners are anything less than perfectly accurate?’
‘No, Sir, but I feel–’
‘Guards! Take First Officer Grope to the Emasculotron!’
Li is still disabled for now, but Or can take the prisoners on board and be the ship that needs to get back.
The prisoners start on the 379th verse of “We Will Overcome”.

| Ég | Fr | |
| Co | 12/2 = -14 | 14/1 = -15 |
| Or | 1/0 = -1 | 2/0 = -2 |
| Li | 3/0 = -3 | 1/0 = -1 |
Or fires on Ég at -1 for range, 2:1.
@ discobot roll 1d6
Messed up that dice roll. Let’s try again.
@discobot roll 1d6





