I've been pretty busy the last few days, and I will be away from Monday until Friday, so turn 6 will probably have to wait for a week (sorry, but I am not going to rush it this weekend, I feel that I need some rest).
Anyway, here is turn five!
Turn 5
Rolls
DeadMG wants to build an engineer, but engineers don't exist in the game! Also, one of DeadMG's actions is reserved for teching the economy.DeadMG rolls a 3 for teching and this will turn into a 5 because of the bonus (hydro+huge economy). DeadMG has finished his teching, with a 13/12 end result. For the first next economy roll, he gains a +1 bonus for excess mass.
DeadMG also wants to build an air factory. He rolls a 2 and the +2 bonus gives him a 4. A good success. Now DeadMG has got an air factory in his base and it gives one air scout.
Finally, DeadMG goes scouting again. He rolls a 3! With this normal success, DeadMG does not find something useful, but he gains a lot of intelligence. Where he goes, he sees that the beach turns out to be a bit wider.
7649-XV25 wants to build some air scouts. Perhaps that's useful with a jester (range can be used)? XV rolls a 6! He also gains a +1 from his hydro plant, turning the total into a 7!
He doesn't get SOME air scouts, but MANY. Those air scouts are pretty good now they're fresh from the factory, so for the first next turn, scouting with them will give a +1 bonus. Additionally, XV gets two more Jesters. The group of Jesters is "normal".
XV also scouts with his ACU. He rolls a 3. With this normal success, he does not find anything in particular, but he sees some hills. Walking alongside the hills, he finds the end of the beach (see map
).
Lastly, XV wants to upgrade his economy. He rolls a 2 and this becomes a 3 because of the hydrocarbon plant bonus. The economy grows from "normal" to large. The economy can now sustain the build of more types of units in a single roll.
regabond pairs up one tank with one scout. This leaves him a couple of spare tanks that remain in the base. The scouts and tanks that are paired are going to scout in every direction (5 scouts -> 5 directions). regabond rolls a 5 on scouting. Impressive. The auroras go pretty far (see map).
regabond continues teching his economy. He rolls a 4 and gains a +1 bonus from the hydrocarbon plant that makes the total a 5. Before this action, the economy teching was complete for 7/12th. regabond has now got the mass for the last 5/12th, completing the teching.
regabond wants to continue building his army. Having a newly built T2 economy, he's got a +1 bonus for building T1 stuff, additionally, one hydrocarbon plant is sufficient to give another +1 bonus while building T1 units.
regabond rolls a 6! This becomes an 8! OMG!!! Too bad that you didn't ask for some units explicitely. Now you'll not get a "large army" of that, but a "large army" in total. The army consists of every T1 land unit available. A small group of auroras, a small group of scouts, a small group of artillery and a small group of anti air. The total is large, and pretty good to do anything.
The ACU's regeneration system has finished repairing the ACU's foot, at the beginning of the next turn (turn 6), regabond has no penalty from an ACU action anymore.
Mazrix wants to build some Cybran T2 corsairs. Having a T1 economy, he gets a -1 penalty, but the +1 bonus from a "huge" economy compensates for that. A single hydrocarbon plant does not give a bonus. Mazrix rolls a 4, the -1 and the +1 even each other out, so it remains a 4. Mazrix has got three corsairs now ("small" group).
Mazrix tries to climb back up, he rolls a 2 and gets a -1 penalty for his ACU because of the damage it's got. With the second 1, he continues falling down! Falling in the water beneath the cliffs, Mazrix's ACU is damaged even more (another -1 penalty, this remains for turn 6 and 7).
He can't try to climb up the cliff again, he has to go around, via the bottom of the sea
Lastly, he wants to tech his economy. Rolling a 4 with the T1 economy, he gains a +1 bonus from the hydrocarbon plant and another +1 bonus from the "huge" economy. Having 6 in total, he is now half way through the teching (6/12)
WNxWolfinator wants to build a second hydrocarbon plant. The plant is hard to access, so he gets a -1 penalty, which is nullified by the +1 bonus from his first plant. his economy is huge, so he gains another +1 bonus. The roll gives a 2, making the total a 3. A normal success, the hydrocarbon plant is built.
Wolfinator continues teching his economy. He rolls a 4, the huge economy gives a +1 bonus and the two hydrocarbon plants give a +2 bonus in total. The new number is 7. Starting this turn on 5/12th, his teching is now complete.
Lastly, wolfinator wants to continue scouting. He rolls a 1 and falls down, into the water, at the side of the island he just arrived from. As if that isn't enough, the Seraphim War leader demands the annual tribute for membership in the Seraphim army. Wolfinator has got no money, so he has to give his ACU firing arm instead. It'll take three turns before that is returned and he can go into combat with his ACU again (so you won't be able to fire at enemies for turn 6, 7 and

.
CommanderDude goes scouting with his ACU. He rolls a 5 and finds a new spot for a hydrocarbon plant, and some stones. Reclaiming the stones, he gains a +1 bonus for the first next economy roll. A second hydrocarbon plant can be built.
CommanderDude also builds an air factory! He rolls a 4, with a total bonus of +2 (hydrocarbon plant and reclaiming), the total becomes a 6! Not only he's got an air factory now, but also a small army of interceptors.
CommanderDude wants to build Tanks! and rolls a 3. He doesn't build Tanks! though, the mass goes to teching his economy. A bonus of +1 is applied because of the hydrocarbon plant. The total is 4 and the progress is at 10/12th.
shadowstorm11 wants to expand his economy (expand -> upgrade). He rolls a 5 and the hydrocarbon plant gives a +1 bonus, making the total a 6! His economy grows from "normal" to "very large" and cannot be damaged by a bad roll in the next turn. shadowstor11 can build 3 types of units (sea/land/air) in a single roll if he wants to. He's got to build the required factories first though.
shadowstorm11 wants to build tanks as well, rolling a 5 and gaining a +1 bonus from the hydrocarbon plant, he now has got a 6. This gives him a "normal" group of tanks, and some scouts, so that the tanks can see what they're firing at.
Lastly, he wants to scout. He rolls a 3 and explores the area (see map)
Status
Mazrix:
Economy: T1, Huge, 1 hydrocarbon plant
Army: "small" group of T2 fighter-bombers (corsairs)
ACU: Heavily damaged. No upgrades, at the bottom of the sea.
Factories: T2 air
Location: Base is in the green field
Pending: Teching economy 6/12
7649-XV25L:
Economy: T1, large, 1 hydrocarbon plant
Army: Many air scouts, normal group of Jesters
ACU: No damage, no upgrades, at the end of the beach
Factories: T1 air
Location: Base is at a wide beach
WNxWolfinator:
Economy: T2, Huge, 2 hydrocarbon plants
Army: none
ACU: Missing firing arm, no upgrades. In the water
Factories: T1 air
Location: Base is at the primary army, a small economy base is at the second island
regabond:
Economy: T2, large, 1 hydrocarbon plant
Army: A large group of "everything", small group of "auroras" (free action to join these two in one army). 5 pairs of aurora+scout.
ACU: No damage, no upgrades, in the base
Factories: T1 land
Location: at a beach
DeadMG:
Economy: T2, huge, 1 hydrocarbon plant
Army: An air scout
ACU: No damage, no upgrades, at the beach (see map)
Factories: T1 land
Location: base is in the forest
CommanderDude:
Economy: T1, normal, 1 hydrocarbon plant
Army: "small" group of interceptors
ACU: No damage, no upgrades, at a second hydrocarbon spot
Factories: T1 land, T1 air
Pending: teching economy 10/12
shadowstorm11:
Economy: T1, very large, 1 hydrocarbon plant, cannot be damaged by a bad roll for the next turn
Army: "normal" group of tanks
ACU: No damage, no upgrades, away from the base
Factories: T1 land
Location: Base is at a wide beach.
Bonuses:
Mazrix: +1 from 1 hydrocarbon plant (only when building T1), +1 from huge economy (always)
7649-XV25L: +1 from 1 hydrocarbon plant (only when building T1)
WNxWolfinator: 2 hydrocarbon plants -> +2 when building T1, +1 when building T2
regabond:+1 from 1 hydrocarbon plant (only when building T1), Aurora range bonus because of scouts.
DeadMG: +1 from 1 hydrocarbon plant (only when building T1), +1 from huge economy (always)
CommanderDude: +1 from 1 hydrocarbon plant (only when building T1)
shadowstorm11: +1 from 1 hydrocarbon plant (only when building T1)
Penalties:
Mazrix: -1 for ACU action, ends at the beginning of turn 7, -1 for ACU action, ends at beginning of turn 8 (so turn 6 has got a -2 for ACU action).
WNxWolfinator: Cannot fire in turn 6, 7, 8
Possibilities
DeadMG: can build hydrocarbon plant.
CommanderDude: can build hydrocarbon plant.
Maps
Mazrix
XV
regabond
DeadMG
Wolfinator
CommanderDude
Shadowstorm
If scouting continues like this, people will soon meet each other, then I will have a map for two players, as soon as they have met.
Edit, a fail with the maps, working on it now
Edit2, the maps no longer fail