[Blockade Init: (http://intelser.org/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 5, total 7]
"The Fleet is ready Coordinator."
Minoru Kurita looked around the holotank of the Yamato as he pondered his next words to the fleet. "Warriors of the Combine, we stand on the threshold of vengeance for the cowardly bombardment of the people of Schwartz, lives lost not through combat; but the cowardly and barbaric act of those who see themselves as our superiors. We are the hands who will exact justice, but its the peoples of Schwartz spirits that will guide us."
"My brother taught the Blood Spirits a lesson Coldrill Valley on Strana Mechty; a lesson they did not learn from. The spirits also did not learn from the Jaguars bombardment of Turtle Bay and its consequences, but they will learn now. They will learn the full fury of our Claws, the full might of our Jaws, we will make them so fearful that it will imprint in their DNA what happens when they come against the Dragon!"
"Jump."
Hundreds of vessels throughout a dozen star systems began their jump to their assigned target, the world of Tarnby.
[OCC
Blockade:
Yamato Battle Group Regular Fanatical 142.75
Fukuchiyama Regular Reliable 42
Tsutsujigasakiyakate Regular Reliable 42
Yamato Marines Regular Fanatical 9.5
Naval Engagement:
Yamanaka Regular Reliable 42
Invasion ASF:
1st Sword of Light Regular Reliable 5
2nd Sword of Light Regular Reliable 5
8th Sword of Light Regular Reliable 5
Invasion Ground:
Lonaconin Regulars 3rd Regular Reliable 32
Genyosha 2nd Elite Fanatical 65
Sword of Light 1st Veteran Fanatical 55
Sword of Light 8th Veteran Fanatical 66.5
Blockade: 236.25FP
Naval Engagement: 57FP
Ground Invasion: 218.5FP
Im Hal of the Church's Commander of 191st Solhamma Garrison Star will the Combine actually deign to fight Clan Blood Spirits this time or do you merely flee here from our brothers? If you would fight know you are granted SafCon to die as warriors though you deserve it not.
What is your Batchall surat! With what force do you contest that this is a Blood Spirit world?
[My intel showed other units here, if they were moved out turn 39, we need to see if the blockade did not catch them.]
OOC: I don't know if you have a bad roll or something. But there was nothing at Tarnby at the start of Turn 39
[Ok]
OOC: Ok weird things happened.
Roll for init
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Following clusters run the Blockade
37th Red Assault Cluster (CO: Star Colonel Chadwick Yanez)
12.25FP
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
1st Red Legion Cluster (CO: Star Colonel Carlos Pitcher)
10FP
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Quote2-7 - Failure: Blockade force catches the runners and inflicts 2d6x5% of its FP to them. Runners inflict 1d6x5% of their FP on the Blockade force.
Damage to the 1st Red Legion Cluster: 236.25FP
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Damage:
25% (5*5%) * 236.5 = overkill (59.25FP)
IC:
"All the Data has been sent Star Commander! Good, you have done well Tech Heath, now go and get yourself to Nav Point Gamma we have not yet lost this fight for Tarnby.
Loud explosions occur in Tarnby City as the HPG compound explodes raining portions of its equipment down nearly four miles away.
OOC: First Round of Combat was in space. Therefore 1FP Solhamma Ready to meet combine forces on the ground.
Beta Combat Command, 8th Sword of Light engage the Militia, 3FP.
Damage:
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Roll 11
3FP * 90% = 2.75FP
Crit roll:
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Solhamma Star 1FP
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Roll 6
45% of FP dealt to opponnent.
.4FP damage done.
Unit overkilled by Combine *see Combine roll above*
Salvage roll:
[blockquote]Rolled 2d6+15 : 2, 2 + 15, total 19[/blockquote]
Ground:Damage done 1.5FP (1FP DC, .5FP CBS) * 19%
.25FP
Naval (Destroyed Cluster): 10FP
[blockquote]Rolled 2d6+10 : 6, 2 + 10, total 18[/blockquote]
Ground Salvage: .25FP
Naval Salvage: 10FP * 18% = 1.75FP
Ending:
8th Sword of Light Beta Command 3FP - .5FP Damage + .5FP Salvage = 3FP Ending.
1.50FP transforms to RP at the end of the turn.
If Combine Forces do not have a Black Box Present and if they move from this hex do not forget to roll to see if they get the movement orders.
Event: HPG Destroyed or Turned Off
Description: A HPG facility is destroyed or moved. Area of effect is the effected control world (unless an Improved Communications facility is also present)
Diplomatic effect: No diplomats my transverse the effected world for one cycle. If no other control worlds (with active HPGs), then no diplomats my transverse the effected hexes for one cycle and no command circuits may be crafted for diplomatic use for three cycles.
Intelligence Effect: Add a modifier of -4 for all intelligence actions by interdicted party in the effected control worlds, and -2 for all out side parties acting in the effected control worlds. These are reduced by one per cycle.
Military Effect: If orders move a unit on an effected control world to a separate world, roll 2D6, on a roll of 2, 3, 4 or 5, that unit does not move. Reduce by one per cycle, to a minimum of 2.
Economic Effect: Lose 75% RP production for one cycle, and for each successive cycle, reduce RP lost by 10% to a minimum of 25% when a secondary means of communications is fully utilized.
Duration: Until the HPG is replaced is replaced or reactivated.
QuoteBlack Box Primary
These nations may manufacture and use black boxes (versions 9 and 10). Ignore diplomatic and military effects of communications interdiction.
Plus all DC units carry Black Boxes.
All DC units carry black box's?
Please read the black box construction rules. As long as little and dave say you have them with you I have no problem.
Just please note the construction rules and limitations of each class of black box.
Quote
Black Box Factory
Cost: 100 RP
Construction Time: 2 turns
Requirements: Primary or Secondary Black Box service provider.
Black Box – 1A
Description: A portable fax machine capable of sending data across vast distances.
Range: 15 Hexes.
Location: Mobile, portable by a single person.
Cost: Five RP.
Speed of Communications: Transmission rate is 1 days per hex traveled, maximum of six pages of text per transmission. Constant on for reception.
Provider Requirements: Black Box.
Note: Any receiver in the direction of transmission will receive all transmissions. No encryption is used, however this device is directional.
Construction Time: One cycle.
Construction Location: Off site, at a military factory (no FP cost) hex element and transported at no cost to the location (simply time). Cost of per unit production is multiplied as follows: 1 unit is 1x, 2 units is 3x, 3 units is 6x and the most any faction may produce in a single turn.
Black Box – 9
Description: A portable fax machine capable of sending data across vast distances.
Range: 26 Hexes.
Location: Mobile, portable by a single person.
Cost: Ten RP.
Speed of Communications: Transmission rate is 1 days per hex traveled, maximum of thirty five pages of text per transmission. Constant on for reception.
Provider Requirements: Black Box.
Note: Any receiver range can receive, however encryption is used.
Construction Time: one cycle.
Construction Location: Off site, at a military factory (no FP cost) hex element and transported at no cost to the location (simply time). Cost of per unit production is multiplied as follows: 1 unit is 1x, 2 units is 3x, 3 units is 6x and the most any faction may produce in a single turn.
Black Box – 10
Description: A portable fax machine capable of sending data across vast distances.
Range: 40 Hexes.
Location: Mobile, portable by a single person.
Cost: Ten RP.
Speed of Communications: Transmission rate is 1 days per hex traveled, maximum of thirty five pages of text per transmission. Constant on for reception.
Provider Requirements: Black Box.
Note: Any receiver range can receive, however encryption is used.
Construction Time: one cycle.
Construction Location: Off site, at a military factory (no FP cost) hex element and transported at no cost to the location (simply time). Cost of per unit production is multiplied as follows: 1 unit is 1x, 2 units is 3x, 3 units is 6x and the most any faction may produce in a single turn.
Quote from: Holt on May 17, 2010, 09:29:05 PM
Plus all DC units carry Black Boxes.
This goes back before Little and Dave, back to turn 24ish when they were implemented. It was established that all producers of Black Boxes and LC had them for all their units.