Okay, that means there is 1 PDS hit that must be allocated to a capital ship (in your case, @GeeBizzle, either the cruiser, dreadnaught, or carrier).
Note that you can use the Dreadnaught’s “Sustain Damage” on this hit, but it will destroy either the cruiser or carrier (and obviously if your carrier explodes, so does yours fighters and infantry).
You could choose to damage (not destroy) the Dreadnaught, but this is always a little risky: there are a fair number of Action Cards called “Direct Hit” that will destroy a Dreadnaught or War Sun that uses Sustain Damage.
The big thing about combat in Twilight Imperium is that it tends to be inaccurate. It’s hard to hit the enemy, and the value of Dreadnaughts and War Suns is that they more-reliably put out hits. Losing an anchor piece like that can lose you a fight as your Cruisers, Carriers, Destroyers, and Fighters flail around not hitting anything for multiple rounds.
But there is no “obviously right” choice here (unless you can choose to take the hit on your Fighters, which you can’t right now… Fighters entire raisin d’etre is to be ablative armour for your fleets. They exist specifically to die). So if you want to take the hit on your Cruiser, just confirm and we will move on to the combat itself, or if you want to take the chance of taking that hit on your Dreadnaught, we can do that.
@Marx asked for a die roll:
Done and done.
(Quick aside: The Mentak have a Racial Ability I forgot about that gives up to 2 of your Destroyers or Cruisers the ability to shoot once “for free” before combat actually begins… after PDS and Anti-fighter Barrages, before the first round of combat. It’s not a big deal, but it does mean your Cruisers and Destroyers are a little more valuable than average for that first turn of fighting… anyway)
So, the Mentak have remaining:
Dreadnought hitting on 5+ d10: 5
1 Carrier and 1 Fighter hitting on 9+ pool 2d10: 4, 5
In response, the Xxcha are in a Nebula and gain the Nebula Bonus, and so:
1 Cruiser hitting on 6+ d10: 4
1 Carrier and 1 Fighter hitting on 8+: pool 2d10: 7, 8
@GeeBizzle and @Captbnut, please allocate your hits (and/or play any Action Cards that are applicable).
Oh, and I should’ve asked if either of you want to announce a retreat (due to the PBF nature of the game, let’s allow that declaration now, as you allocate your hits). Captbnut, if you do wish to retreat your ships, you will activate whatever system they retreat to, just as a heads up… means you can’t move them again this turn under “normal” circumstances.
Okay, so decide what explodes (or gets damaged), and then we’ll move forward from there.
The Mentak do not have a Space Cannon that can fire into this fight, so no luck there.
If you want to play a card before the next combat round, just DM me which card and I’ll activate it whenever GeeBizzle allocates his hit and the next round of firing begins.
Boom. After a valiant set of awful rolls, the Xxcha are defeated.
@GeeBizzle, would you like to land troops? The PDS will have the opportunity to fire on your Infantry if you do so.
(for clarity, only the PDS on the specific Planet will be able to fire: the Xxcha Flagship’s “Space Cannon” ability won’t help them in this instance. Also, normally you could bombard the planet with your Dreadnaught, but the PDS on the planet prevents that)