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COMBAT RESOLUTION (CONT.)

Attacking Colony Transports: Each colony transport has a base of 15 hits modified by the best available armor, has no shields, and moves at a speed of one less than your best known warp speed. For example, if you have developed Sub-Light engines which move starships at warp 3 (three parsecs per turn), your transports would move at warp 2. Combat speed is onehalf their warp speed. When a transport attempts to land on an enemy planet, the transports are attacked by all enemy ships in orbit and any ground missile bases. Combat involving transports is automatically resolved with the transport attempting to reach the planet before being destroyed. In this case, combat speed is very important. Not only are transports with faster speeds harder to hit, but they reach the planet much faster and therefore are attacked fewer times. Transports equipped with combat transporters have a 50% chance of getting their troops off the transport before combat even begins.

Ground Combat: Ground combat is resolved in a series of attacks until one side has been completely eliminated. Each attack consists of a roll made by each side, with the highest roller killing off one unit of the loser’s population. In the case of a tie, both sides lose one unit. The attack consists of a roll from 1–100 and adding the race’s current best ground combat technology bonuses for armor, shields and weapons. Defenders get 5 points added to their rolls, and the Bulrathi get +25 added to all ground combat rolls. Significant differences in ground combat technology will give one side a decided advantage. A mere +10 bonus difference will yield a 3 to 2 kill ratio.

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