Nightwish was one of the worlds that the Captain-General had to keep an eye on; a former RWR world, and close to the Lyran border. However it was not Lyrans that caused the disturbances now, but rebellious citizenry, attacking and overpowering one of the local garrison armories and stealing enough weapons to arm several companies worth of troops.
((Incite Revolt mission generates Rebel troops on planet))
Init Roll
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Initiative
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Movement orders executed before Rebels attack
1 FP Militia available
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
1fp * 20%= .2 rounds to .25FP of damage to rebels.
2 FP of Rebels resist the planetary militia
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Critical Chance for the Militia
Rebel damage:
2 * 10% = .25 FP damage
Mil Crit Chance
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Crit 1
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Crit 2
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
7 Repair bay heroics double the amount of after-action battlefield repair.
11 Lucky shots result in far more salvage than usual – double this battle's contribution
to the salvage pool.
Mil repairs to 1 FP
Rebels are at 1.75 FP
Militia does not repair any damage, as the amount of damage received is not sufficient to generate battlefield repairs(10% of .25 = .025, which rounds to 0)
Salvage thus far: 1 FP
Op Round 2 Initiative:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
I thought it always rounds up?
Also it would be 20% yes?
Op Round 2 Init
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Quote from: chaosxtreme on October 21, 2011, 08:31:04 PM
I thought it always rounds up?
Also it would be 20% yes?
Its never been 'always round up'. You round them as you normally would in any math problem: if you are halfway to the next 'incriment', you round up. If you are less than half, you round down. So to get .25, you would need to have an actual result be .125 or more(.125 is half of .25, so you round up). And no, it wouldn't be 20%. Just like with damage, the 'doubling' doesn't take effect untill AFTER you get your result. Only a "add X%" type event modifies the percentage. However, either way: 20% of .25 = .05, which is still less than the 'rounding up' threshold
Rebels move in to finish off the Militia forces
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Militia Combat Roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
crit chance
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
.75 * 50% = .375 rounds to .5
Rebels:
1.75 * 40% = .75 FP damage
FWL:
.75 * 50% = .5 FP damage
FWL militia wiped out, Rebel forces take control of the planet.