>>95946676combat example
The Geneve is shooting at another cruiser that matches its stats exactly, port side to port side. The 2 ships are 3 hexes apart.
The Geneve has a 75mm gun in the bow and stern. It rotates its turrets to fire port, and fires each gun individually. Every gunshot starts with a white Slot Die (d6); this tells us where we actually hit.
The gun has a range of 4/8 hexes; so it's in the short range bracket, so we pull a dBlue. The forward gun has a Crew Slot in that location, which has a Green dot, so we pull a dGreen. Finally, we're shooting at the port Location. Both ships moved this turn, so we look at the *target's* green ribbon. The dot on the green ribbon is dBlack, so we pull that color die.
Our die pool is:
>d6+dBlue+dGreen+dBlackSlot die shows a 2, and the other dice sum up to a 13. The white value of Slot 2 is a 12 (+1 for the armor slot in port slot 6), meaning a 13 meets or exceeds the white value. Slot 2 on that ship is destroyed. All damage is simultaneous, so it can shoot back from that slot this turn, but after that it's gone.
The same calculation happens with the Stern 75mm gun, except that there's no Crew slot in that location, so the dice pool is only:
>d6+dBlue+dBlackSlot die shows a 1, and the other dice sum up to a 7. That's not high enough, and so the shot is lost. We don't care whether it missed, or was a dud, or hit and didn't penetrate. It has no terminal effect, so it's lost in the abstraction.
Finally, we have 3x 75mm guns on the port side. Each of them has a white triangle, and they're all the same caliber. This means we can use an alternate fire mode called "bracket fire"; slaving multiple guns together to really hammer 1 slot. Each gun adds to the pool, and we keep the best 2 results. With the crew die in the port side, our dice pool is this:
>d6+dBlue+dBlue+dBlue+dGreen+dBlackSlot die shows a 2, and the other dice sum up to 18. But slot 2 is already destroyed. What happens?