Intelser Forums

Fan Council '91 => Combat Threads - Clan Hexes => Turn 51 => Game Turns => Complete => Topic started by: Fatebringer on October 07, 2011, 06:57:43 PM

Title: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 07, 2011, 06:57:43 PM
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
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 07, 2011, 06:58:07 PM
Anti-Guerilla Roll

[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 07, 2011, 07:07:01 PM
Forces fail to pin down the defenders.

Static Damage Roll

[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 07, 2011, 07:09:18 PM
Crit Chance

[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 07, 2011, 07:09:31 PM
One Crit

[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 07, 2011, 07:13:42 PM
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
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Dave Baughman on October 08, 2011, 05:14:33 AM
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.
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Fatebringer on October 09, 2011, 07:58:39 PM
GM Requested Roll

[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Dave Baughman on October 12, 2011, 05:44:39 AM
See PM for details  :)
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311)
Post by: Dave Baughman on October 12, 2011, 05:50:38 AM
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
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 12, 2011, 07:41:04 PM
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]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Dave Baughman on October 13, 2011, 05:07:59 AM
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]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Dave Baughman on October 13, 2011, 05:08:08 AM
Crit check [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Dave Baughman on October 13, 2011, 05:08:19 AM
Critical event [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Dave Baughman on October 13, 2011, 05:09:35 AM
 
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.
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 13, 2011, 06:44:26 PM
Combat Roll

471st Scarlet Battle Cluster, R/R, 8.5 FP

[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 13, 2011, 06:44:53 PM
Yuppers, no extra crits to save them from the inevitable.
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 18, 2011, 05:05:59 PM
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
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 18, 2011, 05:06:15 PM
Salvage Roll

[blockquote]Rolled 2d6+15 : 4, 2 + 15, total 21[/blockquote]
Title: Re: Turn 5 - Guerilla Warfare - Falsterbo (DP1311) [Complete]
Post by: Fatebringer on October 18, 2011, 05:08:43 PM
(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