((OOC: 2 separate flotillas are making recon raids))
Pirate Insertion A:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Pirate Insertion B:
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
"Star Captain, we have sucessfully made the jump, what are your orders?"
Star Captain James quickly relayed orders to the crew to link their sweep with their sister ship on the other side of the planet, and quickly discern any naval forces in the area before they were discovered.
Let me know if/when stuff is needed from me.
Naval Recon:
Enters an opponent's hex and jumps system to system, looking for opposing forces. If the
required Pirate transit is successfully undetected gain full knowledge of enemy forces in hex (100%
reliable). If uncovered in the raid hex chart, the raider may retreat or engage any forces defending
(which can be from any or all planets in the hex). If the defender successfully engages then damage is
rolled. If the Recon mission is engaged by the Defender they recon unit gains full knowledge of the units
that engaged them (only applicable if any of the Recon mission escapes) but no other Naval forces in the
hex.
Ball is in your court.
Info PM'd along with a question on if Naval Recon is named because it uses only naval units or because it spots only naval units
"Only one raid per faction may be conducted against a planet in a single turn."
http://intelser.org/forums/index.php?topic=147.msg1050#msg1050
not targeting a planet, it targets the hex. and you can target a hex a number of times equal to the number of systems+1