Jumpships emerge to claim the Hanseatic League! Trials are not issued.
73rd Crimson Guards, V/R, 9.5 FP
98th Crimson Guards, R/R, 9 FP
A Merchant-class JumpShip is at the jump point when you arrive. It immediately drops a Noruff and an Union-C that move to engage you.
1.5 FP defensively interdict your landing attempt.
There is no indication of Aero in this force, units will attempt to "Break Interdiction"
Combat Roll
[blockquote]Rolled 2d6+2 : 6, 5 + 2, total 13[/blockquote]
The sudden arrival of the ships throws off the drivers, 0 damage done.
Interdictors
[blockquote]Rolled 2d6-2 : 5, 5 - 2, total 8[/blockquote]
Attackers take 0.25 FP of damage. Try again?
Aff, will only make 3 attempts to break interdiction
Attempt 2
[blockquote]Rolled 2d6+2 : 5, 1 + 2, total 8[/blockquote]
Some dropships find their mark, 15% damage
OP 1
73rd Crimson Guards, V/R, 9.5 FP
98th Crimson Guards, R/R, 9 - .25 = 8.75 FP
Salvage Pool is .25
Interdiction damage [blockquote]Rolled 2d6-2 : 4, 5 - 2, total 7[/blockquote]
Ground defenses: 'Mech cluster (10 FP), Protomech cluster (veteran - 7.5 FP)
17.5 FP total
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
CBS is at 18
Combat Roll
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
A sudden fog comes and stops us from doing damage to each other :P
OP 2
73rd Crimson Guards, V/R, 9.5 FP
98th Crimson Guards, R/R, 9 - .5 = 8.5 FP
Salvage Pool is .5
OP3
CBS: 18 - 3.5 + .25 = 14.75
C??: 17.5 - 3.5 + .25 = 14.25
Salvage Pool ground 7
OP 4 Init
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Attaaaaaaaack!
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
CBS Combat Roll
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Crit 1
[blockquote]Rolled 2d8 : 6, 1, total 7[/blockquote]
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
OP4
CBS: 14.75
C??: 14.25
CBS Rolls: 11 = 65%
C??: Rolls: 7 = 40%
CBS Crit
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
CBS Deals 14.75 * .80 = 11.75 Damage to C??
C?? Deals 14.25 * .20 = 2.75 Damage to CBS
CBS: 14.75 - 2.75 + .25 = 12.25
C??: 14.25 - 11.75 + 1.25 = 3.75
Salvage Pool is 14.5
OP 5
Initiative Roll
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Rushing forth, the Crimson Guard move in swiftly dropping Elementals as they go.
CBS Combat Roll
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
no crits
OP 5
CBS: 12.25
C??: 3.75
CBS Rolls: 7 = 40%
C??: Rolls: 8 = 50%
No Crits
CBS Deals 12.25 * .4 = 5 Damage to C??
C?? Deals 3.75 * .5 = 2 Damage to CBS
CBS: 12.25 - 2 + .25 = 10.5
C?? Forces are destroyed
Salvage Pool is 5.75
Space Salvage Pool .75
Ground Salvage Pool 26.25
[blockquote]Rolled 2d6+15 : 3, 6 + 15, total 24[/blockquote]
[blockquote]Rolled 2d6+15 : 1, 2 + 15, total 18[/blockquote]
.75 * .24 = .25
26.25 * .18 = 4.75
1.5 (30%) is applied to the CBS Ground troops, 3.25 is Banked as RP
10.5 + 1.5 = 12 FP remaining
73rd Crimson Guards, V/R, 9.5 - 3.5 = 6 FP
98th Crimson Guards, R/R, 9 - 3 = 6 FP