Triplanetary… play by forum

Pr thrusts E to enter orbit, then reloads fuel and picks up two torpedoes. Track wiped.
Or and In remain in place.

Thrusting C. Torpedoes? This is what I’m on about! Now we see the violence inherent in the system!

Did I say torpedoes? I meant message carriers.

(The message is “bang”.)

Pr stays in orbit; other ships stay in place.

Drift, no thrusting this turn

Also, quick question:can torpedoes be shot at? I can’t find it in the rules, although I’m struggling to find twelve seconds to sit and look at them today

I think it works like a mine:

Guns and planetary defenses have no effect on mines; mines, torpedoes, and nukes automatically destroy mines and are themselves destroyed.

Pr continues in orbit. In thrusts D.

Prediction

I think that’s the right hex row for a full-thrust plunge into Terra. Very symbolic, and rather hard to defend against.

Whistles innocently and thrusts B

In thrusts D.

I’m undecided - risks earlier or risks later? I think I’m going to have to trust to chance one way or another, so let’s try it sooner.

Overdrive C.

In thrusts C.

Thrust C and engage asteroid-jiggling field.

N

Encountered two asteroids at speed > 1.

@discobot roll 2d6

:game_die: 1, 2

Apparently the jiggling works.

Correction - I should have rolled just once, for the hex you entered this turn. So I’ll roll again next time.

In thrusts F.
Pr thrusts F.

Phew. Thrust C and put seat belts on.

Rolling for the second asteroid:

@discobot roll 1d6

:game_die: 6

In deploys its Friendship Package, then thrusts A.
Pr drifts.

(turn 17)

(rebel)-In drifts, and encounters the Mk.48 Advanced Capabilities Friendship Package.

@discobot roll 1d6

:game_die: 3

Rats! I couldn’t think of a good strategy to beat the torpedoes other than ‘go very fast’