Blockade force: 7 Coast Guard vessels
Zechetinu Class UCGS Dorothy Stratton 3FP
Quetzcoatl-Class UCGS Ridiculous Pants II1.25
Quetzcoatl-class UCGS Listener1.25
Quetzcoatl-class UCGS Deliberation.75
Merchant-Class UCGS Strongback1
Invader Class UCGS Big Lifter1.25
Explorer-Class Impossible Proof
Naval Engagement (lookin' for a fight) forces:
TF B-1
Zechetinu Class Phalange 3FP
Invader Class UIS Hanse Voorn
Invader Class UIS Karl Gottleib
Star Lord Class UIS Admiral Jessica Marsden
Quetzcoatl Class UIS Quetzcoatl
Ground Component:
1st BDE 3rd Marine Division:
Mech: 20 FP
Armor: 30 FP
Infantry:5 FP
Aerospace: 5 FP
[ooc: I realized after all the hesitation that I over-estimated the overall health and presence of Spirit Cat forces when I was cutting orders for this turn, and I could've spread forces out a bit more. Sorry about that.]
Init would be needed.
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Looks simultaneous.
Well fight it out then....
I think Init is rerolled. I mean the tactical init, not the movement init.
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
initiative is simultaneous. Means if the Cats are arriving or have allies arriving, they're getting here about the same time. if you have forces in the system, it's usualy procedure to either yell "Get off my lawn" or start shooting, or, do both.
Roll out the tie (it still goes off simultaneously)...just get 'er done.
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Okay, the re-roll is 11 for the UIW, 7 for everyone else.
So...what'm I facing?
You face a lonely Carrack (2 FP), one that would try a Blockade run, if you let her.
waitaminute, I see...because I have forces in the system on Naval Engagement already, that takes precedence?
fine.
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
crit check
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
2 crits Naval Table:
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
You catch a call signalling surrender before your first hits land on the ship, it seemingly tries to fight back after that.
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Let's check the math at this point...
First roll is 11, that's 65% damage, the crit rolls after that further increase damage done by 10% and 15% serially.
The overkill potential is fairly severe here. Going with the closest match, the UIS Hanse Voorn which has 2.5 FP, the first round damage to the Carrack is 2.340 by itself.
about .340 more than it HAS in FP.
That's going with the closest match in FP value from the flotilla on Engagement orders.
Now, for the Carrack's attack...
2.0x.25=.5 FP damage before the critical event modifiers occur, which reduce damage by 15% and 20% serially.
Making it a case of the Carrack didn't do squat to anything, and is rendered inoperable.
Can we now move to the ground phase, please?
Whats your point with the above?
Militia makes last stand. True Spirit Cat Warriors of old.
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
I need to find out if the ship's salvageable.
ground phase:
Defense, 1 pt. militia?
1 x 25%=.25
Offense (UIW)
Infantry takes the lead since the defense was left to militia/reservists.
5 x .25= 1.25
No crits rolled either side, no additional modifiers.
1-1.25= -.25, round up to 0
Salvage pool is 1.25 (offensive damage plus defensive damage).
Death of Adrian is UIW ground (at least, for now.)