"This is Sang-shao Michael Dale, commanding Marshigama's Legionnaires. The Victoria factory complexes will not serve the Shark invaders or their running-dog collaborators. However, I have no desire to fight against brave warriors who until recently were my comrades. I will accept a status quo ceasefire-in-place as long as it keeps the factories out of Clanner hands."
"And this is Sang-shao Tara Laurel commander of Laurel's Legion, Marshigama's Legionnaires will stand down, you have no authority to claim anything in the Shark Supremacy and now you have two options. Surrender to the new government and be able to continue serving the people of Victoria, or start serving your ancestors in the after life; this choice is yours."
"I'm disappointed you've chosen to throw your lot with those Clanners, Tara, but so be it. There's more honor in going to the next life than being a running-dog in this one."
13.50 FP prepare for battle.
"Better than throwing your lot with a person who no one knows, we'll meet again Michael Dale; i another life."
[OCC
Laurels Legion Mech Regiment Transported Veteran Reliable 15
Air Wing (ASF) ASF Wing Transported Regular Reliable 3.25
Liao First Air Defense Aerospace Wing Transported Veteran Fanatical 6.25
24.5FP
Anyone who wants to play this game, post here.
OCC]
LFAD loyalty check
[blockquote]Rolled 2d6-1 : 6, 2 - 1, total 7[/blockquote]
Failed loyalty roll
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
9-10 -- unit withdraws from the system - reduce loyalty rating by one
Liao First Air Defense refuses to fire on Capellan troops and changes their orders to Withdrawal. Their loyalty rating is reduced to Reliable.
Remaining SS troops total 18.25 vs. the 13.50 FP of rebels.
[I have more units on the world, but combat forces have been declared; wish I would have known about the second loyalty check.]
SS Damage roll:
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
SS do 5.5FP Damage before possible mods.
Rebel Combat Roll
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
13.5 * 25% = 3.375 -> 3.5 FP damage
Supremacy Forces:
18.25 - 3.5 = 14.75(+.5 BF repair) = 15.25 FP remaining
Rebel Forces:
13.5 - 5.5 = 8(+.5 BF repair) = 8.5 FP remaining
Salvage Pool: 9
Operational Round 2
Rebel Initiative:
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Init:
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
SS attack damage roll:
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
SS deal 4.5FP before possible mods.
Rebel combat roll
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Rebel Crit check
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Critical Event:
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
The rebel commander learns a valuable lesson during the fighting, leading his men in a stunning victory during one particular engagement. +1 to all Rebel Initiative/SimRes rolls for the rest of the turn
8.5 * 70% = 6 FP damage
Despite still outnumbering the Rebel forces, the SS HQ section takes heavy losses during a sneak attack by the Rebel commander, also losing much of their supply train. The SS forces are forced to withdraw from the planet, for the time being.
SS Forces:
15.25 - 6 = 9.25(+.5 BF repair) = 9.75 FP remaining
Rebel Forces:
8.5 - 4.5 = 4(+.5 BF repair) = 4.5 FP remaining
Salvage Pool: 9 + 10.5 = 19.5
Demoralized the SS units move to the world of Jacson, hex is contested.