It was somewhat ironic that a planet called 'Loyalty' would be such a hotbed of rebellious intent. However, that was exactly the case when armed men broke into various militia garrisons and stole a large ammount of military supplies. It was soon evident however, that outside help was being procured, as there were far more military machines among the rebels than even the planetary milita had access to.
((Incite Revolt mission generates Rebel forces on planet))
1FP Militia
*bump* for rebel strength
5 FP of the Rebel force moves in to cut down the planetary militia
Combat Roll:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Critical Check:
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Critical Event:
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Critical Event:
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Rebel forces encircle and capture the Militia HQ section, including their commanding officer.
((Crit results: encircle and capture 1d4x5% of enemy forces; Command and Control breakdown- enemy suffers -1 on initiative and SimRes rolls for the rest of the turn))
[blockquote]Rolled 1d4 : 3, total 3[/blockquote]
Rebels capture 15% of enemy forces
1 * 15% = .15 -> .25 FP captured
Rebels
5 * 50% = 2.5 FP damage
FWL Militia wiped out(barring a Critical Auto-Victory)
Millitia Combat Roll
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
militia does .25 Damage and is wiped out.
Rebel forces move out to secure the planet.
5 - .25 = 4.75 FP