Okay people, hold up. Do try to be careful with what you're doing. Last turn, Kashyyk's Vertice couldn't fire at Stark and Lux (at E8 and E9) over from L7 because Scorching Ray has a range of FIVE. I'm restoring Lux's move and HP. I'm also taking away 1.5XP for taken damage, and 1 XP for the dodge that didn't happen, which denied Lux his levelup this turn. So as not to disturb continuity any further, I'll leave Rebound's shot against him later that turn as a miss.
This turn, Criptfeind confused his Xenopath and his Zone, trying to move them where they couldn't go. I understood where he wanted them to go, and had them end up there anyway, but please be careful next time.
Anyway. After consideration, I've decided that having to visit Random.org to determine levelup bonuses is too much hassle. This will be replacing the levelling system:
On level-up, a succession of D6 rolls is made.
First roll: Stat or Weapon - 1-4 raises a weapon stat, 5-6 a main stat.
Second roll: If choosing main stat, 1-3 raises Move, 4-6 raises Shield. If choosing weapon, the roll selects a weapon or special attack according to their position in the stat list. If the roll lands on a non-existant or unavailable weapon, it is rerolled until a valid choice is made.
Third roll: Only if a weapon stat is chosen. 1-2 raises Accuracy, 3-4 raises Penetration, 5 raises Range, 6 raises Damage.
The selected stat is improved by 1.
Also, any successive attacks by one Astroid against another are counted as one attack for experience gain purposes. No levelling inbetween shots, that'd just be silly.
And now, it's on!
Stark:
>Gauss SMG vs Shear: [4]+1 vs [4]-2 =Hit! [4] Left arm hit for 4-(1-1) damage! Left arm destroyed! Size is now 7.
>Gauss SMG vs Shear: [1]+1 vs [6]-1 =Miss!
>Gauss Pistol vs Shear: [1]+0 vs [5]-1 =Miss!
>Gains 4 XP, gains a level!
>Level-up rolls: [5][2]. Move increased to 6N.
Flieger:
>Flies to G9.
>Cutlass vs Shear: [4]+4 vs [1]-1 =Hit! [3] Right arm hit for 4-(1-1) damage! Right arm destroyed! Size is now 6.
>Cutlass vs Shear: [1]+4 vs [3] =Hit! [3] Torso hit for 4-(1-1) damage!
>Gains 8 XP!
Aurum:
>Sniper Cannon vs Shear: [6]+0 vs [3] =Hit! [5] Legs hit for 5-(1-2) damage! Legs disabled! Move now 1J. Size now 4.
>Gauss Pistol vs Shear: [1]+0 vs [3]+2 =Miss!
>Gauss Pistol vs Shear: [3]+0 vs [5]+2 =Miss!
>Gains 5XP!
Lux:
>Sniper Cannon vs Shear: [6]+0 vs [2]+2 =Hit! [5] Torso hit for 5-(1-2) damage! (eff. 3) Torso destroyed! Unit destroyed!
>Gauss Pistol vs Shear: Failure! Weapon arm destroyed!
>Gauss Pistol vs Shear: Failure! Weapon arm destroyed!
>Gains 5XP!
Muck:
>Phased Blade vs Aragun: [2]+2 vs [3] =Hit! [1] Torso hit for 3-(2+1-2) damage! Torso destroyed! Unit destroyed!
>Phased Blade vs Aragun: Failure! No target!
>Phased Blade vs Aragun: Failure! No target!
>Gains 4 XP!
Zippo:
>Light Cannon vs Shear: Failure! No target!
>Light Cannon vs Shear: Failure! No target!
Mish:
>Walk to I5: Failure! Target tile blocked by ally. Stopped at J4.
>Chainsaw vs Aragun: Failure! No target!
>AP Handgun vs Aragun: Failure! No target!
Bulk:
>Walk to I7: Failure! Path blocked by enemy. Rerouting, stopped at H8.
>Punch at Shear: Failure! No target!
>Jab at Shear: Failure! No target!
A B C D E F G H I J K L
1 . . . . . ≈ ≈ . . . . .
2 . . . . . ≈ ≈ . . . . .
3 . . . . . ≈ ≈ . . . . .
4 . . . . . ≈ ≈ . . X ƕ .
5 . . . . . ≈ ≈ . Q ƕ ƕ M
6 . . . . . ≈ ≈ . O . . .
7 . ƕ ƕ . E ≈ ≈ . H . . G
8 . ƕ ƕ . E ≈ ≈ Z D . . .
9 . . . . A ≡ T . . . . .
10 . . . U . ≈ ≈ D B . . .
11 . . . . ≈ ≈ . . . . . .
12 . . . . ≈ ≈ . . . . . .
Colonists:Name: Stark | Class: Adamant
Level: 2 | Xpoints: 0 | Purchase Cost: 611 p.
Type: Resistant | Size: 6/6 | Move: 6/6 | Shield: 3/3
Torso: 4/4 | R_Arm: 3/3 | L_Arm: 3/3 | Legs: 3/3 | Pack: 2/2
Gauss SMG (RA): Range 5 | Accuracy +1 | Penetration 1 | Damage 4 | Burst Fire: Half damage if fired after moving.
Gauss Pistol (LA): Range 4 | Accuracy +0 | Penetration 0 | Damage 4 | Light Weapon: Half damage if used as a Sub-Weapon.
Pinpoint Shot (LA)(Level 3): Range 4 | Accuracy +4 | Penetration 1 | Damage 4
Gauss Barrage (RA)(Level 6): Range 5 | Accuracy +2 | Penetration 1 | Damage 6 | Stationery Fire: Cannot be fired after moving.
Covering Fire (RA)(Level 9): Range 5 | Accuracy +2 | Penetration 1 | Damage 5 | Heavy Weapon: Fired instead of Moving | Area Attack: Within Range 2 from target tile.
Name: Flieger | Class: Tornado
Level: 1 | Xpoints: 8 | Purchase Cost: 608 p.
Type: Flying | Size: 5/5 | Move: 6/6 | Shield: 2/2
Torso: 3/3 | R_Arm: 3/3 | L_Arm: 3/3 | Legs: 4/4 | Pack: 3/3
Minigun (RA): Range 5 | Accuracy +0 | Penetration 1 | Damage 4 | Burst Fire: Half damage if fired after moving.
Cutlass (LA): Range 1 | Accuracy +4 | Penetration 1 | Damage 4 | Sub-Weapon
Withering Fire (RA)(Level 3): Range 5 | Accuracy +2 | Penetration 1 | Damage 6 | Burst Fire: Half damage if fired after moving.
Power Attack (LA)(Level 6): Range 1 | Accuracy +0 | Penetration 2 | Damage 6 | Charge Attack: Must be fired after moving.
Flying Tackle (TO)(Level 9): Range 1 | Accuracy +3 | Penetration 3 | Damage 3 | Charge Attack: Must be fired after moving. | Spread Attack: Hits all parts simultaneously.
Name: Aurum | Class: Enlighted
Level: 1 | Xpoints: 5 | Purchase Cost: 602 p.
Type: Normal | Size: 6/6 | Move: 5/5 | Shield: 2/2
Torso: 4/4 | R_Arm: 3/3 | L_Arm: 2/2 | Legs: 3/3 | Pack: 2/2
Sniper Cannon (RA): Range 7 | Accuracy +0 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving.
Gauss Pistol (LA): Range 4 | Accuracy +0 | Penetration 0 | Damage 4 | Light Weapon: Half damage if used as a Sub-Weapon.
Punch (LA): Range 1 | Accuracy +3 | Penetration 0 | Damage 4 | Sub-Weapon.
Rail Shot (RA)(Level 3): Range 5 | Accuracy +2 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving. | Area Attack: N/E/S/W line in range.
Thunder Punch (LA)(Level 6): Range 1 | Accuracy +3 | Penetration 2 | Damage 5
Snipe Volley (RA)(Level 9): Range 6 | Accuracy +1 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving. | Area Attack: Within Range 1 from target tile
Name: Lux | Class: Enlighted
Level: 1 | Xpoints: 9 | Purchase Cost: 602 p.
Type: Normal | Size: 5/6 | Move: 5/5 | Shield: 2/2
Torso: 4/4 | R_Arm: 3/3 | L_Arm: 0/2 | Legs: 3/3 | Pack: 2/2
Sniper Cannon (RA): Range 7 | Accuracy +0 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving.
Gauss Pistol (LA): Range 4 | Accuracy +0 | Penetration 0 | Damage 4 | Light Weapon: Half damage if used as a Sub-Weapon.
Punch (LA)): Range 1 | Accuracy +3 | Penetration 0 | Damage 4 | Sub-Weapon.
Rail Shot (RA)(Level 3): Range 5 | Accuracy +2 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving. | Area Attack: N/E/S/W line in range.
Thunder Punch (LA))(Level 6): Range 1 | Accuracy +3 | Penetration 2 | Damage 5
Snipe Volley (RA)(Level 9): Range 6 | Accuracy +1 | Penetration 2 | Damage 5 | Heavy Weapon: Fired instead of Moving. | Area Attack: Within Range 1 from target tile
Name: Muck | Class: Quagmire
Level: 1 | Xpoints: 9.5 | Purchase Cost: 666 p.
Type: Normal | Size: 7/7 | Move: 5/5 | Shield: 3/3
Torso: 2/5 | R_Arm: 4/4 | L_Arm: 4/4 | Legs: 4/4 | Pack: 3/3
Shoulder Beam (TO): Range 5 | Accuracy +1 | Penetration 0 | Damage 5 | Stationery Firing: Cannot be fired after moving.
Phased Blade (RA): Range 1 | Accuracy +2 | Penetration 2 | Damage 3 | Sub-Weapon.
Power Claw (LA): Range 1 | Accuracy +3 | Penetration 1 | Damage 3 | Sub-Weapon.
Rage Claw (RA)(Level 3): Range 2 | Accuracy +4 | Penetration 1 | Damage 6
Maelstrom Slash (LA)(Level 6): Range 2 | Accuracy +3 | Penetration 2 | Damage 6
Beam Vortex (TO)(Level 9): Range 5 | Accuracy +0 | Penetration 2 | Damage 7 | Heavy Weapon: Fired instead of Moving.
Name: Zippo | Class: Unraveler
Level: 1 | Xpoints: 6 | Purchase Cost: 545 p.
Type: Normal | Size: 6/6 | Move: 6/6 | Shield: 1/1
Torso: 5/5 | R_Arm: 4/4 | L_Arm: 0/4 | Legs: 4/4 | Pack: 3/3
Light Cannon (RA): Range 5 | Accuracy +3 | Penetration 1 | Damage 4
Dark Cannon (LA): Range 4 | Accuracy +2 | Penetration 2 | Damage 4
Running Tackle (TO)(Level 3): Range 1 | Accuracy +3 | Penetration 2 | Damage 6
Hypnotic Beam (TO)(Level 6): Range 1 | Accuracy +4 | Penetration 3 | Damage 0 | Hypnotic: If hit, target skips its next two actions.
Repair Field (PP)(Level 9): Range 2 | Accuracy +4 | Penetration 3 | Damage -3 | Spread Attack: Hits all parts simultaneously. | Targets friendly units.
Name: Mish | Class: Xenopath
Level: 1 | Xpoints: 2 | Purchase Cost: 499 p.
Type: Normal | Size: 5/5 | Move: 5/5 | Shield: 1/1
Torso: 3/3 | R_Arm: 2/2 | L_Arm: 2/2 | Legs: 2/2 | Pack: 2/2
Chainsaw (RA): Range 1 | Accuracy +4 | Penetration 1 | Damage 5
AP Handgun (LA): Range 4 | Accuracy +3 | Penetration 3 | Damage 2 | Sub-Weapon.
Chainstrike (RA)(Level 3): Range 1 | Accuracy +4 | Penetration 1 | Damage 6 | Light Weapon: Half damage if used as a Sub-Weapon.
AP Burst (LA)(Level 6): Range 4 | Accuracy +2 | Penetration 3 | Damage 2 | Burst Fire: Half damage if fired after moving. | Spread Attack: Hits all parts simultaneously.
Wings of Fear (PP)(Level 9): Range 2 | Accuracy +3 | Penetration 2 | Damage 8 | Charge Attack: Must be fired after Moving.
Name: Bulk | Class: Zone
Level: 1 | Xpoints: 1.5 | Purchase Cost: 807 p.
Type: Juggernaut | Size: 8/8 | Move: 5/5 | Shield: 4/4
Torso: 6/6 | R_Arm: 2/5 | L_Arm: 5/5 | Legs: 6/6 | Pack: 3/3
Punch (AA): Range 1 | Accuracy +4 | Penetration 3 | Damage 4
Jab (AA): Range 1 | Accuracy +4 | Penetration 2 | Damage 3 | Sub-Weapon.
Headbutt (TO): Range 1 | Accuracy +3 | Penetration 3 | Damage 6 | Heavy Weapon: Fired instead of Moving.
Eye Beam (TO)(Level 3): Range 5 | Accuracy +3 | Penetration 1 | Damage 4
Shoulder Drones (TO)(Level 6): Range 6 | Accuracy +2 | Penetration 1 | Damage 5 | Light Weapon: Half damage if used as a Sub-Weapon.
Nanocells (PP)(Level 9): Range 0 | Accuracy +0 | Penetration 4 | Damage -2 | Light Weapon: Half damage if used as a Sub-Weapon. | Spread Attack: Hits all parts at once. | Targets self.
Raiders:Name: Akasora | Class: Omen
Level: 1 | XPoints: 2 | Purchase Cost: 478 p.
Type: Normal | Size: 6/6 | Move: 6/6 | Shield: 1/1
Torso: 4/4 | R_Arm: 2/2 | L_Arm: 2/2 | Legs: 3/3 | Pack: 2/2
Claw Swipe (AA): Range 1 | Accuracy +2 | Penetration 0 | Damage 3 | Sub-Weapon
Claw Stab (AA): Range 1 | Accuracy +2 | Penetration 1 | Damage 4
Energy Beam (TO)(Level 3): Range 4 | Accuracy +2 | Penetration 1 | Damage 4 | Burst Fire: Half damage if fired after moving.
Dark Omen (TO)(Level 9): Range 6 | Accuracy +3 | Penetration 3 | Damage 4 | Spread Attack: Hits all parts simultaneously | Area Attack: Within range 1 of target tile.
Name: Mauve | Class: Heliotrope
Level: 1 | XPoints: 4 | Purchase Cost: 572 p.
Type: Flying | Size: 5/5 | Move: 6/6 | Shield: 1/1
Torso: 4/4 | R_Arm: 2/2 | L_Arm: 2/2 | Legs: 3/3 | Pack: 1/1
Plasma Sub-Mag (RA): Range 4 | Accuracy +2 | Penetration 0 | Damage 4 | Sub-Weapon | Burst Fire: Half damage if fired after moving.
Punch (LA): Range 1 | Accuracy +3 | Penetration 0 | Damage 3 | Sub-Weapon
Spray&Pray (RA)(Level 3): Range 4 | Accuracy +0 | Penetration 0 | Damage 4 | Area Attack: N/E/S/W line in range.
Plasma Bomb (RA)(Level 6): Range 3 | Accuracy +1 | Penetration 1 | Damage 3 | Area Attack: Within range 1 of target tile.
Supersonic Flyby (TO)(Level 9): Range 8 | Accuracy +0 | Penetration 1 | Damage 8 | Heavy Weapon: Fired instead of Moving.
Name: Hartey | Class: Buccaneer
Level: 1 | XPoints: 4.5 | Purchase Cost: 559 p.
Type: Normal | Size: 5/6 | Move: 3/5 | Shield: 0/2
Torso: 4/4 | R_Arm: 3/3 | L_Arm: 0/3 | Legs: 1/3 | Pack: 1/3
Long Sword (RA): Range 1 | Accuracy +1 | Penetration 1 | Damage 4 | Light Weapon: Half damage if used as a Sub-Weapon.
Blunderwuss (LA): Range 4 | Accuracy +0 | Penetration 0 | Damage 3 | Sub-Weapon.
Whirldwind Attack (RA)(Level 3): Range 1 | Accuracy +1 | Penetration 1 | Damage 6 | Light Weapon: Half damage if used as a Sub-Weapon. | Area Attack: All tiles in range.
Pointblank Blunderblast (LA)(Level 6): Range 1 | Accuracy +3 | Penetration 1 | Damage 6 | Light Weapon: Half damage if used as a Sub-Weapon.
Heat Sickles (PP)(Level 9): Range 7 | Accuracy +3 | Penetration 1 | Damage 5
Name: Click | Class: Mongoose
Level: 1 | XPoints: 5 | Purchase Cost: 543 p.
Type: Normal | Size: 5/5 | Move: 5/5 | Shield: 1/1
Torso: 3/3 | R_Arm: 2/2 | L_Arm: 2/2 | Legs: 2/2 | Pack: 1/1
Apha Coilgun (AA): Range 5 | Accuracy +2 | Penetration 1 | Damage 5
Legbreaker (AA)(Level 3): Range 5 | Accuracy +3 | Penetration 1 | Damage 5 | Hits only Legs.
Shieldbreaker (AA)(Level 6): Range 5 | Accuracy +3 | Penetration 2 | Damage 5 | Hits only Powerpack.
Skullbreaker (AA)(Level 9): Range 5 | Accuracy +3 | Penetration 3 | Damage 5 | Hits only Torso.
Name: Vertice | Class: Gemstone
Level: 1 | XPoints: 0 | Purchase Cost: 723 p.
Type: Juggernaut | Size: 8/8 | Move: 5/5 | Shield: 1/1
Torso: 7/7 | R_Arm: 4/4 | L_Arm: 4/4 | Legs: 5/5 | Pack: 1/1
Power Pick (RA): Range 1 | Accuracy +1 | Penetration 1 | Damage 4 | Sub-Weapon.
Scorching Ray (LA): Range 5 | Accuracy +1 | Penetration 0 | Damage 6 | Area Attack: 1 tile adjacent to target tile.
Tackle (TO): Range 1 | Accuracy +0 | Penetration 1 | Damage 5
Nova Burst (TO)(Level 9): Range 4 | Accuracy +1 | Penetration 2 | Damage 4 | Burst Fire: Half damage if fired after moving | Spread Attack: Hits all parts simultaneously. | Area Attack: All tiles in range.
Name: Rebound | Class: Defiant
Level: 1 | XPoints: 2.5 | Purchase Cost: 594 p.
Type: Resistant | Size: 7/7 | Move: 6/6 | Shield: 3/3
Torso: 5/5 | R_Arm: 3/3 | L_Arm: 2/3 | Legs: 4/4 | Pack: 2/2
Beam Cannon (AA): Range 5 | Accuracy +1 | Penetration 2 | Damage 4
Autorepair (PP): Range 0 | Accuracy +4 | Penetration 3 | Damage -1 | Heavy Weapon: Fired instead of Moving | Spread Attack: Hits all parts simultaneously.
Beam Burst (AA)(Level 3): Range 5 | Accuracy +0 | Penetration 2 | Damage 6 | Burst Fire: Half damage if used after moving.
Hyper Repair (PP)(Level 9): Range 1 | Accuracy +4 | Penetration 3 | Damage -2 | Burst Fire: Half damage if used after moving | Spread Attack: Hits all parts at once. | Area Attack: All tiles in range, including self.
Name: Afoot | Class: Defiant
Level: 1 | XPoints: 4 | Purchase Cost: 594 p.
Type: Resistant | Size: 7/7 | Move: 6/6 | Shield: 3/3
Torso: 5/5 | R_Arm: 3/3 | L_Arm: 3/3 | Legs: 4/4 | Pack: 2/2
Beam Cannon (AA): Range 5 | Accuracy +1 | Penetration 2 | Damage 4
Autorepair (PP): Range 0 | Accuracy +4 | Penetration 3 | Damage -1 | Heavy Weapon: Fired instead of Moving | Spread Attack: Hits all parts simultaneously.
Beam Burst (AA)(Level 3): Range 5 | Accuracy +0 | Penetration 2 | Damage 6 | Burst Fire: Half damage if used after moving.
Hyper Repair (PP)(Level 9): Range 1 | Accuracy +4 | Penetration 3 | Damage -2 | Burst Fire: Half damage if used after moving | Spread Attack: Hits all parts at once. | Area Attack: All tiles in range, including self.
I think I did it right this time.
Also, next time any of you miscalculate range (this is inexcusable in this simple system, both for me and you), I'm just going to fail the shot. No changing actions.