Jumpships emerge to claim the Hanseatic League! Trials are not issued.
Scarlet Guards, E/F, 12.75 FP
79th Blood Hussars, E/F, 8.5 FP
Carrier and medium aerostar on defensive interdiction -- 2.25 FP.
There is no indication of Aero in this force, units will attempt to "Break Interdiction"
Combat Roll
[blockquote]Rolled 2d6+2 : 3, 4 + 2, total 9[/blockquote]
The dropships get some shots off to try and clear a lane, 10% damage
Interdictors...
[blockquote]Rolled 2d6-2 : 3, 3 - 2, total 4[/blockquote]
Attackers suffer 0.75 FP on the way in, but manage to destroy the interceptors.
As CBS forces approach the planet, they can see a large communications facility on a remote island far from the main inhabited regions.
This system contains an IC that does not appear on the current map.
Three ProtoMech clusters backed up by a cluster of Vehicles defends the planet (all regular, 25 FP total)
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
The Spirits eye the target and issue attack orders, but it appears you need a crit chance roll.
Combat Roll
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Two Crits
Crit 1
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Crit 2
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Seyla, the blood spirits aim is true! Cutting off a good chunk of the unit, they challenge all comers, baiting them into their trap
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
9 Encircle and capture 20% of opponent, add that FP to salvage.
Crit check for bad boys [blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Critical events
[blockquote]Rolled 2d6 : 5, 2, total 7
Rolled 2d6 : 3, 3, total 6[/blockquote]
6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
OP1
Scarlet Guards, E/F, 12.75 - .75 = 12 FP
79th Blood Hussars, E/F, 8.5 FP
Aero destroyed
Salvage pool: 3
OP2
C: 20.5 FP
C??: 25
CBS Rolls: 8 = 50%
C??: Rolls: 10 = 60%
CBS Crits
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
9 Encircle and capture 20% of opponent, add that FP to salvage.
C?? Crits
6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
First Crit to be applies before anything else, 20% of C?? is added to Salvage pool
CBS Deals 20.5 * .4 = 8.25 Damage to C??
C?? Deals 20 * .65 = 13 Damage to CBS
CBS: 20.5 - 13 + 1.25 = 8.75
C??: 20 - 8.25 + .75 = 12.5
Salvage Pool is 21.25 + (5 FP)
OP3 Initiative
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Unknown baddies press the attack, trying to hit CBS while they are off balance.
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
CBS Combat Roll
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
OP 3
CBS: 8.75
C??: 12.5
CBS Rolls: 9 = 55%
C??: Rolls: 9 = 55%
No Crits
CBS Deals 8.75 * .55 = 4.75 Damage to C??
C?? Deals 12.5 * .55 = 7 Damage to CBS
CBS: 8.75 - 7 + .75 = 2.5
C??: 12.5 - 4.75 + .5 = 8.25
Salvage Pool is 11.75
OP4 Init
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
The mysterious forces occupying Bruges move in for the kill...
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Crits [blockquote]Rolled 2d6 : 4, 4, total 8
Rolled 2d6 : 5, 5, total 10[/blockquote]
That most likely is the kill.
Combat Roll from the surrounded Blood Spirits.
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
Crit Check
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
OP 4
CBS: 2.5
C??: 8.25
CBS Rolls: 9 = 55%
C??: Rolls: 10 = 60%
C?? Crits
8 Encircle and capture 10% of opponent, add that FP to salvage.
10 Reduce damage received by 5%.
First Crit to be applies before anything else, 10% of CBS is added to Salvage pool
CBS Deals 2 * .5 = 1 Damage to C??
C?? Deals 8.25 * .55 = 4.5 Damage to CBS
CBS Forces are destroyed
C??: 8.25 - 1 = 7.25
Salvage Pool is 3 + (.25 FP)
Space Salvage Pool: 3
Ground Salvage Pool: 36 + 5.25 in captured forces (5 C?? / .25 CBS)