Clan Blood Spirit Forces attempt to drag the Defenders from their fortifications.
471st Scarlet Battle Cluster, R/R, 8.5 FP
Unknown Guerillas, 1 FP
Anti-Guerilla Roll
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Forces fail to pin down the defenders.
Static Damage Roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
One Crit
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
10 One enemy VIP of the enemy player's choice is killed (1-4) or captured (5-6). If no
VIPs are present, the enemy's highest-ranking officer is affected instead. The enemy
suffers a -1 penalty on all operational initiative and simple resolution rolls for the rest
of the turn.
Not sure if this has any affect, but would be fun to kill one of these bastages higher ups. :P
No real combat effect for the reasons you gave, but you should definitely roll to see if you captured the enemy alive - it might have a story impact.
GM Requested Roll
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
See PM for details :)
Guerillas begin the turn with 1.00 FP
Low-intensity warfare inflicts 0.25 FP after rounding
No FP is regained through damage control.
Guerillas end the turn with 0.75 FP
With intel provided by the Scientist-General on planet, Iota Galaxy forces manuever carefuly to the positions marked on the map and attempt to suprise the defenders.
OP2
Anti-Guerilla Roll
[blockquote]Rolled 2d6+6 : 1, 5 + 6, total 12[/blockquote]
Given the sorry state of the Guerillas, there's really no point in going to MegaMek.
Guerillas simple rez:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Crit check [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Critical event [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
7 Repair bay heroics double the amount of after-action battlefield repair.
Irrelevant since they are sure to be wiped out, but from a fluff POV their technicians worked to the very last minute getting their machines patched up, to the point of some of them going directly into battle on the doorstep of the repair bay.
Combat Roll
471st Scarlet Battle Cluster, R/R, 8.5 FP
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Yuppers, no extra crits to save them from the inevitable.
CBS: 471st Scarlet Battle Cluster, R/R, 8.5 FP
Unknown Guerillas, 1 FP
CBS Roll: 6 - 30%
UG Roll: 8 - 50%
CBS: 8.5 * .3 = 2.5
UG: .75 * .5 = .5
CBS = 8
UG forces whiped out.
Add on to Salvage Pool 1.25
Salvage Roll
[blockquote]Rolled 2d6+15 : 4, 2 + 15, total 21[/blockquote]
(43.25 * .21) + 1.25 (Captured)= 10.5
.5 is immediately reapplies to the 471st Scarlet Battle bringing them up to full.
1.25 of captures forces are sent to get studied.
8.75 RP is claimed by Clan Blood Spirit