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Friday, May 15, 2015

MURPHY'S LAWS OF STAR FLEET BATTLES, part 4

31. Labs fail on a die roll of 1, and phasers on a die roll of 6. No matter how you try, you will assign the wrong crewman to each system.

32. If you bought enough drones to overwhelm his defenses, he bought a rack of T-Bombs.

33. No matter how deftly you dance in your D7, one successful Fed HET followed by four "1"s is all it takes to get killed.

34. The more power your ship has, the more it will cost to move. You will never get ahead, so you might as well stay in your frigate and keep your expectations low.

35. The worst ship to be in is the biggest ship the enemy fleet can kill in one volley.

36. If you overload, the enemy will dance. If you load standards, he will charge. You can't win; he has ESP.

37. The one time you have to have a specific die roll is the one time you will not get it. That number will turn up the next time you absolutely must avoid that result.

38. There is no such thing as a friendly mine.

39. If you can't remember the size you set the mine for, just check the size of the friendly unit about to enter the detection range.

40. The enemy always knows which torpedo is the pseudo. He has ESP, remember?

-- Garth Getgen, Steve Cole, Steven Petrick, Larry Ramey, Kirk Spencer, Jessica Orsini, Ron Sonnek, Andy Vancil, Ben Moldovan, Mark Kuyper, Howard Berkey, Timothy Steeves-Walton, David Keyser, Oliver Dewey Upshaw, Carl Magnus-Carlsson, Kirk Spencer, Richard K. Glover, Jeff Zellerkraut, Andy Palmer, Sean Newton, Daniel Zimmerman, Jason Goodwin, Michael Sweet, Paul Stovel, John Sierra, John Sickels, Sandy Hemenway