The remnants of the Alexander Davion raiding group attempt to continue their mission.
AlDBG NEF, Elite / Fanatical, 12 FP
Marines, Regular / Reliable, 8 FP
Pirate Insertrion Roll
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
FSS Nahoni- Tramp Class Jumpship
"How close are we?" Commodore Godwinson thinking that station was just a bit larger in the viewport then it should be. "Too close Commodore. No way we weren't spotted." Nathaniel shook his head. "And this is why I hate pirate jumps, just too damn risky. Give me a scan tell me if we've got company."
Init needed
Wolf Init:
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
QuoteRaid: a quick strike, usually executed by a small force, with a specific objective. The attacker may not use more than 10FP total aero and ground forces in a raid.
OOC: Roger that, no more then 10 FP were going to raid. The other 10 FP were hostilely moving thru the Hex. Raid Transit Failed for all 20 FP and are subject to naval engagement by all the forces in this hex.
Initiative Roll - Federated Suns
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Bump. Federated Suns are charging their jumpships.
Bump again ;)
<Bump>
We roll the raid first:
Wolf raid defense roll[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
10 FP Wolf Aero defends
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
wolf crit roll[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
no critical events. Wolf fighters deal 8,5 FP damage to FS forces
To be clear, when we failed the Pirate Insertion, we did not attempt to pursue the Raid. All 20 FP we have in this hex are on Hostile Movement.
Bump
Please redefine your intentions. Are you moving to Interdict Hostile Movement.
wolves interdict hostile movement
I'm assuming you want to keep your kick butt rolls, so go ahead and advise the FP of your interdicting force. You already know the Fedsuns is at 20 FP.
Fed Suns Naval Engagement Roll
Fedsuns 20 FP
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
wolf naval engagement roll: [blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
15 FP Wolf aero
Fed suns attempt to break thru the Wolves Interdiction using Even Odds Chart.
FS 20 FP
CW 15 FP
FS Rolls 6 = 50%
CW Rolls 5 = 45%
No Crits
FS Deals 20*.5 = 10 FP
CW Deals 15*.45 = 6.75 FP
Fed Suns do enough damage to break thru the Interdiction and leave the system.
Federated Suns regain .75 FP thru Damage Control
Clan Wolf Gains 1 FP thru Damage Control.
Potential salvage is 16.75 * (2D6 + 10)% and goes to the Wolves.
FS is now at 14 FP
CW is now at 6 FP Prior to possible repairs from salvage.
Only thing left here is for the Wolves to roll for Salvage so I am marking the thread complete.
wolf salvage roll[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
13% salvageable = 2FP