Tactical Action
1) Activation - Arnor/Lor
2) Movement
..i) Move Ships
+ 1 Dreadnought {carrying 1 infantry} from Everra (use Gravity Drive)
+ 3 Dreadnoughts {each carrying 1 infantry} from Zohbat/Mellon
+ 1 Carrier {carrying 2 infantry + 2 fighters} from Zohbat/Mellon
..ii) Space Cannon Offense (Active Player)
+ Twelve exhausts Graviton Laser System
+ PDS II on Zohbat fires, with 1 extra roll with Plasma Scoring. Rolls are [5, 9]. Two of Nico's Cruiser IIs are destroyed.
..iii) Space Cannon Offense (Others) - none
3) Space Combat
AMBUSH: Nico's Cruiser II does a combat roll: [6]. 1 hit. One of Twelve's Dreadnoughts sustains damage.
Nico plays an Action Card:
Quote
BE | Direct Hit | Play during space combat | After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.
Twelve plays an Action Card:
Quote
CA | Sabotage | Play immediately after another player plays an Action Card | When another player plays an action card other then "Sabotage": Cancel that action card.
Nico's Direct Hit card is cancelled.
..i) Anti-Fighter Barrage - none
..ii) Announce Retreats - none
..iii) Make Combat Rolls
Twelve:
4 Dreadnoughts (c6) -> [7, 8, 3, 4] -> 2 hits.
2 Fighter (c10) -> [10, 3] -> 1 hit.
1 Carrier (c10) -> [4]
Nico:
1 Cruiser (c6) -> [10] -> 1 hit
1 Fighter (c9) -> [6]
..iv) Assign Hits
+ Nico's Cruiser and Fighter are destroyed.
+ Twelve's 2nd Dreadnought sustains damage.
..v) Retreat - n/a
4) Invasion
..i) Bombardment
+ 2 of Twelve's Dreadnoughts bombard Arnor, with Plasma Scoring -> [8, 3, 10] -> 2 hits. 1 infantry destroyed.
+ 2 of Twelve's Dreadnoughts bombard Lor -> [4, 9] -> 1 hit. 1 infantry destroyed.
..ii) Commit Ground Forces - Twelve commits 3 infantry to Arnor and 3 to Lor.
..iii) Space Cannon Defense - n/a
..iv) Ground Combat - n/a
..v) Establish Control - Twelve takes control of Arnor and Lor.
5) Production - none
After the battle, Blend gives Twelve a promissory note.
Nico pillages Twelve, stealing 1 trade good.
Victory Points: 1
Strategy Card: LOGISTICS
Command Pools: 0T | 5F | 1S
Goods: 0/4 C | 5 TG
Action Cards: 4
Promissory Notes: 3 Jol-Nar,
2 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+
Nar (2/3)
+
Rarron (0/3)
+
Jol (1/2)
+
Qucen'n (1/2)
+
Everra (3/1)
+
Mellon (0/2)
+
Zohbat (3/1)
+
Arnor (2/1)
+
Lor (1/2)
Technologies:
+
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+
Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+
Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+
Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+
Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+
Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+
Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
Other:
+ Trade Convoys - Can trade with non-neighbours