Heart/Defense:
31 dice (opposed) - into: [X] Erect the Shield! (Magnetic)
19/... 40? 47.6? dice - into: [X] Ready a Shard Volley (Crystal) - May or may not apply to this round.
1+32 (Stored) die (opposed) - into: [X] Launch a Shard Volley (Crystal) - Good against Strike Craft.
Heart/Survival
14/20 dice - into: [X] Utilize the Twist power to alter the apparent size of the Forest (Gravity) - May or may not work well against Strike Craft
10 dice (opposed) - into: [X] Erect the Empty Veil (Void) - May or may not work well against Strike Craft
7 dice - into: [X] Attempt to store resources against future need. (General)
Mind/Communication:
13/16 dice - into: [X] Convince the Predators to aggressively aid the Forest - Good against Strike Craft
9/10+ dice - into: [X] Request assistance from Solar-Winds-Distant.
Mind/Research:
38/25 dice - into: [X] Work with the Research Base to penetrate hostile ECM (Light, Magnetic, Gravitic) - Currently overkilling this by a lot. Consider switching to other actions
29/50 dice - into: [X] Try to figure out where Solar-Winds-Distant actually is in relation to the Forest. (Psychic)
Root/Offense:
29+Lots(Focus) dice (opposed) - into: [X] Fire the Beam! (Crystal, Light, Magnetic)
13 dice (opposed) - into: [X] Soothe the Hostile Fleet to mess with their coordination (Psychic) - The Katown are vulnerable to this
8 dice (opposed) - into: [X] Magnetize hostile forces or incoming kinetic or explosive weaponry (Magnetic) - Good against Strike Craft
As usual, one die is roughly 1 success before non-Worm bonuses.