I am General Solomon Vier's of the Grendadiers of Orloff, Parliament and the Captain General have sent us here to secure this world via honorable trial of possession....whom here dares say this will not be so, and with what how many fools blood does he back it up?
The reply seems to be a prerecorded message, broadcast on all radio frequencies
This is Khan Stanislav N'buta
Pending the outcome of negotiations elsewhere, unless personally authorized by myself, all Military actions directed at worlds within the border of the Star Adder Commonwealth States are hereby to be treated as an Act of War.
Any move to launch Fighters, detach DropShips, establishing Blockades, or any other action that can be viewed as hostile will be considered an Act of War.
You have enough time to recharge your Drives and depart our systems and Territory before your presence is declared an Act of War.
The message repeats itself, this is the only communication received from the surface.
Dropships detach and begin burn insystem BarCAP Fighters Launch
Cut Down of Bid:
Ground 5FP
Aero 1 FP
"We reserve the right to call in more forces should you Elsie Adders act without honor."
Is this 919 virtue or 1019 vermezzo?
...don't tell me I didn't post one for each? Lets call this 919 Virtue. Ill break the thread out for 1019 Vermezzo
* bump*
Adder forces on Virtue?
Quote from: chaosxtreme on October 17, 2010, 02:38:53 PM
* bump*
Adder forces on Virtue?
[ooc: pending question in with GMs that I really should have thought of earlier]
[ooc: just gonna keep winging things...if I screw up, I screw up]
A collection of 'Mechs and Armor of the ex-Penobscot Furillo Province Militia roll out and brace for combat
BattleMechs - 3.25 FP
Armor - 4 FP
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Damage is 10% Defender has possible crit.
.6 FP rounds to .5 FP in damage.
Initial Roll[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Poss Crit from FWL Roll[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Crit Roll from Initial Roll[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Crit Effect from FWL Roll[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Damage from initial roll: 8 Deal 50% of FP to OpponentC
(presuming the C is taken into account from initial roll)
Crit Effect 1 (from Initial): 9 Encircle and capture 20% of opponent, add that FP to salvage.
Crit Effect 2 (from FWL): 11 Double damage dealt to opponent.
[ooc: let's see if I calculate this correctly]
SACS Damage to FWL:
7.25FP (total FP engaged)
Capture/Encircle 0.25FP (rounded up from 0.20)
Base Damage - 7.25 * 0.5 = 3.5FP (rounded down from 3.625)
Crit Effect - 3.25 damage * 2 = 6.5FP
Damage/Effects Total -
FWL to SACS: 7.25 - 0.5 = 6.75FP
SACS to FWL: 6 - .25 (captured) = 5.75FP - 6.5 = -0.75FP
FWL Forces present on Ground wiped out
another round?
Um total FWL bid is 6FP. I agree it is wiped out I do not agree that 7.25 was destroyed. :-) Though it only really matters for your salvage roll. :-)
Quote from: chaosxtreme on October 21, 2010, 02:41:56 PM
Um total FWL bid is 6FP. I agree it is wiped out I do not agree that 7.25 was destroyed. :-) Though it only really matters for your salvage roll. :-)
wasn't sure how "overkill" was dealt with
Oh yeah you just take their max FP. and add it to the salvage roll. :-)
Quote from: chaosxtreme on October 21, 2010, 03:01:49 PM
Oh yeah you just take their max FP. and add it to the salvage roll. :-)
the FWL FP or the Adder FP? and is that +15 also still applied to Salvage Roll? and if it's the FWL FP, is that before or after the Encircle/Capture?
As the FWL FP is the one wiped out. Its the FWL FP (or whoever is wiped out by overkill).
After the encircle and capture as that occurs first.
However it doesnt matter because the encircle and capture just adds that FP to the salvage pool.
So in short to handle both crits inregards to the salvage roll. Take the total FWL bid of 6FP and combine it with the amount of FP was destroyed by the FWL attack on the Adder forces.
I.E. 6(Dead FWLers) + .5 (Dead Adders)=6.5
Now 6.5 FP Is the Salvage Pool.
To find out how much of that you get. you take another 2d6 Roll and add 15 to it lets call this number Y.
So
Salvage Pool = 6.5
Y= 2d6 + 15
Salvage Pool * Y% = Salvage that Adders Put back in working order FP
so
6.5 * Y% = Salvage that Adders put back in working order FP
ok, I think I understand it
Salvage Roll[blockquote]Rolled 2d6+15 : 6, 1 + 15, total 22[/blockquote]
so...
6.5 * .22 = 1.43 (round up to 1.5)
now what if Salvage is greater than damage taken?
can that be used to repair damage from an earlier combat?
Yes.
I agree that it can.
But it cannot be used to expand a unit past its foundation strength.
Or used to heal units that are not on that world.
When I have more salvage FP then I have damaged units I usually use it to create a new unit with some local flavor Alla Hustaing Warriors from Canon. :-)
Quote from: chaosxtreme on October 21, 2010, 03:45:02 PM
Yes.
I agree that it can.
But it cannot be used to expand a unit past its foundation strength.
Or used to heal units that are not on that world.
When I have more salvage FP then I have damaged units I usually use it to create a new unit with some local flavor Alla Hustaing Warriors from Canon. :-)
that's rather kewl, and I kinda like that idea
Quote from: http://intelser.org/forums/index.php?topic=147.msg1038#msg1038
Battlefield Repair
At the end of any combat operation, all units that sustain damage recover 10% of their losses, rounded to the nearest 0.25 FP. Additionally, up to 30% of the unit's total FP may be repaired using salvaged RP (see step 7 of the combat procedure).
Any additional repair beyond these limits must be accomplished by constructing new force points at an MF or SY. Repairing damage to units using new construction has a chance to reduce that unit's skill level (due to the influx of new troops). The chances are listed on the chart below; if any such rolls are required, they must be listed on the cover email and expense tab of the orders sheet - the outcome of the repairs will be listed on that faction's monthly report.
Percentage of FP lost Roll on 2d6 required to retain quality level
Less than 10% 2+ (always succeeds)
10-20% 3+
21-30% 4+
31-40% 5+
41-50% 6+
51-55% 7+
56-60% 8+
61-70% 9+
71-80% 10+
81-90% 11+
91-99% 12
100% cannot be repaired – rebuild as new unit
If a unit fails its skill retention check, it may opt to forfeit the repairs in order to retain its original skill level. Units that take this option may attempt to repair again in subsequent turns and make a new roll at that time.
Any spare RP after reaching the cap used is added to income on the next turns sheet. (couldn't find where this was till I realized you salvaged RP now instead of FP.)