A jumpship appears in a pirate point near Carmichael, and dropships detach.
QuoteAttackers appear in operational round 1
Units present: Elements of The Red Chasseurs (nationality: Taurian concordat)
Engagement Intensity: Raid
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Raid defense roll
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
- No air defense
- Defender may use up to 90% of the raider's FP
- Raider gains a +1 bonus to initiative
Since TC initiative is already rolled, we'll make their +1 a -1 on FS init instead for this round.
FS initiative
[blockquote]Rolled 2d6-1 : 3, 4 - 1, total 6[/blockquote]
TC wins initiative and may declare orders first.
FS governor calls up the militia:
Q/MW/VW/MT
[blockquote]Rolled 2d6 : 5, 1, total 6
Rolled 2d6 : 2, 3, total 5
Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 1, 3, total 4[/blockquote]
So, if the Raiders began in Jump Point theater, i have to advance or get out of the system, right?
OR 1 TC Orders
* Jump Point - move - Elements of The Red Chasseurs
* Atmo/Orbit - no units
* Surface - no units
Is this right?
Looks good, see Diefenbacker for some minor details.
FS turn 1 orders:
- Jump Point: no units
- Atmo/Orbit: no orders - 1st and 2nd fighter lance
- Surface: no orders - 1st and 2nd 'Mech coy, 1st and 2nd Tank coy, 1st and 2nd Infantry BN.
Due to raid roll, FS cannot intercept the TC transports. No combat occurs this turn.
Turn 2 initiative
FS[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
TC[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
TC wins initiative and can post orders first.
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: No orders: Elements of 231st Transport Fleet, Landing: Elements of The Red Chasseurs
- Surface: No units¨
FS isolated unit rolls:
[blockquote]Rolled 2d6 : 6, 5, total 11
Rolled 2d6 : 3, 6, total 9
Rolled 2d6 : 5, 1, total 6
Rolled 2d6 : 2, 5, total 7[/blockquote]
FS cannot oppose the TC landings, so no orders all around
Turn 2 initiative FS/TC
[blockquote]Rolled 2d6 : 4, 1, total 5
Rolled 2d6 : 2, 2, total 4[/blockquote]
Er, Turn 3 that is.
FS Turn 3 orders:
FS orders:
JP - no units
A/O - no orders: 1st-2nd Fighter Lance
S - Skirmish: elements of 1st 'Mech Coy (FS "F" Medium 'Mech Coy C) 12 FP R/R. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN
TC orders
JP - no units
A/O - no orders: elements of 231st Transport Fleet
S - Defend: elements of Red Chasseurs (TC "B" Medium 'Mech Coy A) 13 FP R/R.
Simple Res
[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 3, 6, total 9[/blockquote]
Each side gets a crit check
FS[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
TC[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Neither side scores a crit.
FS inflicts 7 FP
TC inflicts 7 FP
The Battle is a draw. No VP due to skirmish orders.
Initiative for turn 4
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
[blockquote]Rolled 2d6+1 : 1, 6 + 1, total 8[/blockquote]
FS wins initiative.
FS orders
JP - no units
A/O - 1st-2nd Fighter Lance
S - Battle: Elements of 2nd 'Mech Coy ("F" FS Medium 'Mech Coy C) - G/R 5 FP. No orders: 1st 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.
TC orders
JP - no units
A/O - 1st-2nd Fighter Lance
S - Breakthrough -> Withdraw to Orbit: Elements of Red Chasseurs (TC "B" Medium 'Mech Coy A) - R/R 6 FP
Simple Res rolls
[blockquote]Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 1, 6, total 7[/blockquote]
FS inflicts 2 FP
TC inflicts 2 FP
The battle is a draw - TC move is blocked.
FS 2nd 'Mech Coy 12/14 FP SURVIVES
TC elements of Red Chasseurs 4/13 FP SURVIVES
Salvage Pool stands at 18 FP
Initiative for Turn 5
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
[blockquote]Rolled 2d6+1 : 2, 5 + 1, total 8[/blockquote]
Tiebreaker
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
[blockquote]Rolled 2d6+1 : 3, 6 + 1, total 10[/blockquote]
TC wins initiative and withdraws to orbit.
Operation spills into turn 4
Salvage stands at 18 FP.