The Dark are invading.
Tendency Congress (SLDF) Mobile Regular Fanatical 11.5
Trueborn Congress (SLDF) Mobile Regular Fanatical 11.5
Freeborn Congress (SLDF) Mobile Regular Fanatical 11.5
Estragon Congress (SLDF) Mobile Regular Fanatical 11.5
Micer Congress (SLDF) Mobile Regular Fanatical 11.5
Shadow Galaxy 102 Assault Cluster Mech cluster Mobile Regular Fanatical 17
Shadow Galaxy 104 Aero detatchment Aero Cluster Mobile Regular Fanatical 14
Shadow Galaxy 101 Machinized Cluster Mech cluster Mobile Veteran Fanatical 17.25
Mist Galaxy Black Keshik Mech cluster Mobile Elite Fanatical 17.5
Mist Galaxy 201 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 18.25
Mist Galaxy 201 Aero detatchment Aero Cluster Mobile Regular Fanatical 11
Mist Galaxy 202 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 20.75
Mist Galaxy 202 Aero detatchment Aero Cluster Mobile Regular Fanatical 11
Mist Galaxy 201 Scout Cluster Mech cluster Mobile Regular Fanatical 14.5
Mist Galaxy 203 Aero detatchment Aero Cluster Mobile Regular Fanatical 4
Mist Galaxy 201 Cavalry Cluster Mech cluster Mobile Regular Fanatical 14
Mist Galaxy 204 Aero detatchment Aero Cluster Mobile Regular Fanatical 17
Mist Galaxy 202 Cavalry Cluster Mech cluster Mobile Regular Fanatical 13.5
Mist Galaxy 205 Aero detatchment Aero Cluster Mobile Regular Fanatical 13
Inititiative needed for re-inforcements.
Fed Suns Initiative
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
"Ma'am. Message just in from planetary headquarters. Dark forces have been sighted by the Davion navy. Warships and a mass of jumpships."
Colonel Vahina Giocante looked up from her desk as her adjutant gave her the news, the latest training report she was reading still up on her screen. "Very well. Send a confirmation message to headquarters of receipt and schedule a meeting for battalion commanders at 1500 hours. And request the ASFFS liaison officer be in attendance as well."
Dark Initiative needed.
Dark Initiative
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Defensive Interdiction is in place supported by ASF from the ground units. Several units grumble about this is all the air cover we have. A message to the MoC forces requesting any air units they have to head up and join the interdiction is sent.
Fed Suns Interdiction: 80 FP + any help by the MoC.
The FSS Kathil (Fox Class) anchors the line with a spread of fighters on all sides.
VIP: Fleet Admiral William "Wet Willie" Kossacks, 2nd Davion Guards
Space Suns will attempt unplanned reinforcement with four naval flotillas. UPR rolls will be made in Op Round 3 to see which of them (if any) make it to the fight.
Verified that MoC unit is Ground only. Interdiction still in place with very courageous Davion Defenders! But just to make sure, they're passing around some of the liquid courage as well ;)
Since the FS won initiative, doesn't that mean your arriving forces boosts your own naval totals?
OOC: No, that number includes the re-inforcements. This is going to be a tight game.
Since I would NEED all my ASF for an Aero battle and that would be unpracticle to play out with MA, shall we Simres the space portion?
Dark Naval forces engage the interdicting force.
Dark Commit 127.5 FP (Naval and Aero combined)
Dark attack roll
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Dark crit check
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
No crit for the Dark.
The Dark do 80% of 127.5 which is 102 FP of damage. This destroys the FS interdicting force.
[OOC- Fate please roll for the FS to see how much they inflict to the Dark.]
Dang, you got a good roll :P
Fed Suns Naval Engagement Roll
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Outnumbered, but not 2:1, the Federates Suns forces put up the best defense they can as they're swarmed by the Dark. The five Dark Congresses converge on the FSS Kathil, and within minutes the ship is no more....
FS Roll 6 = 50%
No Crit
FS deal 80 * .5 = 40 FP to the Dark.
Dark Warships will need survival checks to see if the Kathil's defiant stand is heroic, or just buys time...
Current Salvage pool Naval is 120 RP.
Advise Dark actions for round 2 (For round 2, the MoC forces are told to scatter with the Fed Suns ground troops)
I hear what your saying FB, but I think we should wait until the Dark signals their intent (obviously via movement deeper into the system with whatever forces it desires) before we go down the scatter path.
PM sent.
Dark warship survival rolls
Tendency Congress (SLDF) Mobile Regular Fanatical 11.5
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Trueborn Congress (SLDF) Mobile Regular Fanatical 11.5
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Freeborn Congress (SLDF) Mobile Regular Fanatical 11.5
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Estragon Congress (SLDF) Mobile Regular Fanatical 11.5
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Micer Congress (SLDF) Mobile Regular Fanatical 11.5
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Salvage roll
Trueborn Congress (SLDF)
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Damage from Op Round 1
Tendency Congress (SLDF) Mobile Regular Fanatical 11.5
Trueborn Congress (SLDF) Mobile Regular Fanatical 11.5-0.5=11
Freeborn Congress (SLDF) Mobile Regular Fanatical 11.5-0.5=11
Estragon Congress (SLDF) Mobile Regular Fanatical 11.5 -11.5 =0 Ship Destroyed
Micer Congress (SLDF) Mobile Regular Fanatical 11.5-0.5=11
Shadow Galaxy 104 Aero detatchment Aero Cluster Mobile Regular Fanatical 14-5=9
Mist Galaxy 201 Aero detatchment Aero Cluster Mobile Regular Fanatical 11-3=8
Mist Galaxy 202 Aero detatchment Aero Cluster Mobile Regular Fanatical 11-3=8
Mist Galaxy 203 Aero detatchment Aero Cluster Mobile Regular Fanatical 4-4=0 (unit destroyed)
Mist Galaxy 204 Aero detatchment Aero Cluster Mobile Regular Fanatical 17-8=9
Mist Galaxy 205 Aero detatchment Aero Cluster Mobile Regular Fanatical 13-4=9
Op Round 2
The Dark ground forces and remaining support ASF (not from warships) burn toward the planet to engage the defending MoC/FS ground forces.
Shadow Galaxy 102 Assault Cluster Mech cluster Mobile Regular Fanatical 17
Shadow Galaxy 104 Aero detatchment Aero Cluster Mobile Regular Fanatical 9
Shadow Galaxy 101 Machinized Cluster Mech cluster Mobile Veteran Fanatical 17.25
Mist Galaxy Black Keshik Mech cluster Mobile Elite Fanatical 17.5
Mist Galaxy 201 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 18.25
Mist Galaxy 201 Aero detatchment Aero Cluster Mobile Regular Fanatical 8
Mist Galaxy 202 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 20.75
Mist Galaxy 202 Aero detatchment Aero Cluster Mobile Regular Fanatical 8
Mist Galaxy 201 Scout Cluster Mech cluster Mobile Regular Fanatical 14.5
Mist Galaxy 201 Cavalry Cluster Mech cluster Mobile Regular Fanatical 14
Mist Galaxy 204 Aero detatchment Aero Cluster Mobile Regular Fanatical 9
Mist Galaxy 202 Cavalry Cluster Mech cluster Mobile Regular Fanatical 13.5
Mist Galaxy 205 Aero detatchment Aero Cluster Mobile Regular Fanatical 9
Total FP is 175.75
[OOC-Fate please roll the salvage roll for the Fox.]
Salvage Roll for the FSS Kathil
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
% of unavailble units due to "Scatter" Orders on turn 2.
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Thread locked pending a review of a possible orders issue.
Official Ruling
There was a question that was raised in PMs about the availability of certain forces at Panpour. After thorough review of all of the evidence provided, the GM team has come to the following determination:
1) At the time the Dark attack, the forces listed on the Turn 41 Federated Suns record sheet as being present at and/or moving to Panpour are the forces available. Any other forces, even if it was their factions' intentions to move them to Panpour and they were only accidentally left off the orders sheet, are not present.
2) Any defender FP levels that were accidentally overstated are grandfathered - it is not neccessary to transfer that damage to other units or recalculate combat results.
3) Any forces that were supposed to have been moved to Panpour but were not listed on the orders (as documented in the PMs sent to the GM team) may attempt unplanned reinforcement with a +2 bonus on their roll as long as they are otherwise eligible to reinforce.
Normally this would have been a very clear-cut situation to rule on, but the GM team is aware of both the special circumstances surrounding the mix-up and the fact that this battle is a player vs. NPC scenario and thus allows for some flexibility.
Please continue from where the thread left off.
"To Admiral Jeron." The group lifted the "We're gonna be outnumbered, but by the Unfinished Book, I say this day is not yet done. The Duke has sent the 2nd Davion Guard and some good Mercenaries and they'll be here soon. We have to hold out until they and the Space Sunners get here. If we fold, the second watchtower that guards the path to New Avalon will go dark. We MUST Hold! We WILL Hold! For God and Davion!" General Richards downed the liquid quickly and grimaced, his tongue tried to lick the bitter from his teeth but anyone who'd grown accustomed to the "Sour Cobra" knew once it bit you, you'ld feel it for a while. "Gentlemen, I will see you on the battlefield."
Federated Suns Defense Forces for Panpour w/ SLDF (MoC) support
8th Syrtis Fusiliers RCT, Regular / Reliable, 10.5 FP
Armor Brigade, Elite / Reliable, 19.25 FP VIP: General Entropy Richards
Warren CMM, Regular / Reliable, 11.25 FP
Armor Brigade, Regular / Reliable, 11 FP
Islamabad CrMM
Alpha Command, Green / Reliable, 5.25 FP
Charlie Command, Green / Reliable, 4.25 FP
Remagan CrMM
Bravo Command, Regular / Reliable, 6.75 FP
Charlie Command, Regular / Reliable, 6.75 FP
2nd Albion Training Cadre, Green / Fanatical, 10.75 FP
Combat Auxiliary, Green / Fanatical, 4.25 FP
Illician Lancers
21st Rangers, Regular / Fanatical, 9 FP
Armor Regiment, Regular / Reliable, 5 FP
4th Canopian Light Horse, Regular / Reliable, 9.25 FP VIP: Colonel Vahina Giocante
"Colonel Barnes, shouldn't we be moving to support the 8th? That is our position isn't it?"
"We're staying here!" The portly officer said as he nervously glances up at the sky. "Those bastards are just trying to lure us in. Like they did on ..... did you hear that? Do you smell the ozone? It's coming!"
"Sir your being paranoid."
"Paranoid!? .... ask General Grundy if I'm being paranoid. Oh wait, you can't because he'd DEAD!" He looked around the room. Plenty of others were spooked at the colonel. "We'll wait it out here. You'll see...when those ships start lasing the ground, you'll see...the assaults just a diversion, they'll do one pass and fly back up and those other poor bastards will be out in the open. If I were in command, I'd tell them all! Stay under cover!...like us. We'll be safe..."
The following unit is unavailable for combat due to scattering Rule.
Malagrotta CrMM
Bravo Command, Green / Questionable, 4.5 FP
The FP matched (4%) and it made sense to use the Questionable unit :P
The rotors of the 3 Battallions worth of the 8th Syrtis Fusiliers led the way dropping Infantry off all along the way as the battle line was drawn. The Air Cav then fell back and hovered with anticipation waiting for the fast movers to arrive ahead of the Dark Ground forces...
Fed Suns Combat Roll
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
Fed Suns Crit Chance
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
No Crit
Fed Suns Roll: 8 - 65%
Fed Suns deals 113.25 * .65 = 73.75 FP
Dark combat roll
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Dark crit chance
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Crit #1
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Crit #2
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
The Dark roll a 10 doing 75%
175.75*0.75=131.75 FP
The FS force that did not scatter is wiped out.
The Dark crit rolls are as follows
4 Gain +1 on further rolls this combat (CO gains experience)
4 Gain +1 on further rolls this combat (CO gains experience)
This means that the Dark will get +2 to all combat rolls in this system for the remainder of the turn.
OOC: Once you post your side's current numbers, we can do re-inforcements. Maaan, I am not looking forward to your rolls with a +2, you can't even crit yourself anymore :P
Space Suns forces attempting unplanned reinforcement
FSN Cynthia Varnay
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
FSN Dawn Treader
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
FSN Majestic Hunter
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
FSN Knight Errant
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Damage to the Dark is as follows
Shadow Galaxy 102 Assault Cluster Mech cluster Mobile Regular Fanatical 17-8= 9
Shadow Galaxy 104 Aero detatchment Aero Cluster Mobile Regular Fanatical 9-4= 5
Shadow Galaxy 101 Machinized Cluster Mech cluster Mobile Veteran Fanatical 17.25-8.25= 9
Mist Galaxy Black Keshik Mech cluster Mobile Elite Fanatical 17.5-8.5= 9
Mist Galaxy 201 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 18.25-7= 11.25
Mist Galaxy 201 Aero detatchment Aero Cluster Mobile Regular Fanatical 8-2= 6
Mist Galaxy 202 Mechanized Cluster Mech cluster Mobile Veteran Fanatical 20.75-9= 11.75
Mist Galaxy 202 Aero detatchment Aero Cluster Mobile Regular Fanatical 8-3= 5
Mist Galaxy 201 Scout Cluster Mech cluster Mobile Regular Fanatical 14.5-6.5= 8
Mist Galaxy 201 Cavalry Cluster Mech cluster Mobile Regular Fanatical 14-6= 8
Mist Galaxy 204 Aero detatchment Aero Cluster Mobile Regular Fanatical 9-3=6
Mist Galaxy 202 Cavalry Cluster Mech cluster Mobile Regular Fanatical 13.5-4.5= 9
Mist Galaxy 205 Aero detatchment Aero Cluster Mobile Regular Fanatical 9-4= 5
The Dark started with 175.75 and lost 73.75 leaving them 102 FP of ground/ASF and 44.5 FP of naval.
Round 3
Once the smoke clears only the Malagrotta Militia are left to oppose the Dark Juggernaught, perhaps it would have been better for the cowards had they not hid...
Malagrotta CrMM
Bravo Command, Green / Questionable, 4.5 FP
But, high above Panpour, new lights emerge in the darkness.
2nd Davion Guards RCT: 72.5 FP
Hansen's Roughriders: 34 FP
Illician Lancers- 4th Rangers: 31.25 FP
Lexington Combat Group: 33.75 FP
Air: 37.25
Ground: 134.25
"Majestic Hunter this is Admiral Kossacks of the 2nd Davion Guards, we were led to believe there would be more of you?"
"This is it fellas, break out your fighters and give us some cover, it looks they took one out, but I don't see the New Kathil anywhere. Should we assume the worst."
"So it seems. We need to make landfall as soon as possible. The Wrath of the Free have your back."
If the Majestic Hunter is willing to engage the Dark Naval Forces, the 37.25 FP of air will join them.
"Admiral Kossacks, this is Captain Andrew Littlefield, commanding FSN Majestic Hunter. More of us are on the way, but they won't be here for the first engagement; Cynthia Varnay and two other JumpShips are en route. Our attack ships are detaching now and are standing by for your orders."
(Majestic Hunter is a Star Lord-class JumpShip; her support units worth 2 FP consist of 2 Vampire-class DropShips, 2 Intruder-class, 1 Avenger and 1 Achilles, plus a squadron of light fighters. Not much, but they'll pitch in to help you against the Dark).
"Keep your jumpship at the gate and out of harms way. These mongrels were the first ones to shoot down jump ships when they were still clan. You can imagine what they'd do now."
The Federated Suns roll for initiative in an attempt to engage before the Dark ASF can join the Warships. (We're already outnumbered and facing a more skilled crew :P )
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
OOC - I realize I didn't specify this above, the SS dropships and fighters are operating under coordinated command, with FS as the order-issuing faction.
The Dark respond to the new forces by going on Defensive Interdiction.
44.5 FP of Warships
27 FP of ASF
71.5 FP total
That's why I asked for Initiative.
The Dark initiative roll
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
please see previous post about the dark and DI
Quote from: LittleH13 on August 18, 2010, 02:35:17 AM
The Dark initiative roll
(http://intelser.org/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 6, 3, total 9
Federated Suns will use Naval Engagement to try and break the Defensive Interdiction and Clear a path for the Ground Troops. The Dark do not have enough for 2:1 so engagement is at at 2:1 odds, with their +2 bonus still in place.
FS Naval Engagement
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
FS earn the Dark a Crit chance.
Ok....so the FS + SS have a total of 39.25 FP
The Dark have 71.5
Here is the Dark combat roll for this round. Crits to follow.
[blockquote]Rolled 2d6+2 : 3, 1 + 2, total 6[/blockquote]
Crit chance from the FS botched roll.
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
No crits. :'(
The FS/SS do 35% of 39.25 which is 13.75 FP
The Dark do 50% of 71.50 which is 35.75 FP
Warship survival checks
Tendency Congress (SLDF)
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Trueborn Congress (SLDF)
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Freeborn Congress (SLDF)
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Micer Congress (SLDF)
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Damage for the ships. Both the Trueborn and the Freeborn failed their survival checks. Boths ships have been destroyed leaving only transported ASF for each unit.
Tendency Congress (SLDF) Mobile Regular Fanatical 11.5
Trueborn Congress (SLDF) Mobile Regular Fanatical 11-7= 4 (now Transported ASF)
Freeborn Congress (SLDF) Mobile Regular Fanatical 11-6.75= 4.25 (now Transported ASF)
Micer Congress (SLDF) Mobile Regular Fanatical 11
The Dark have a total of 57.75 FP of remaining.
Fate the FS/SS need to make survival rolls for their ships.
FS have no warships in this engagement.
For RP's sake, I want to roll a Survival Rolls (8+ Diff) for Willie with a -2 due to severe losses.
[blockquote]Rolled 2d6-2 : 1, 4 - 2, total 3[/blockquote]
I assume the Dark will Rampage the remaining 5 FP on the ground during the same Round?
The Dark engage the remainder of the FS ground forces with 75 FP.
Combat roll
[blockquote]Rolled 2d6+2 : 6, 5 + 2, total 13[/blockquote]
Crit check for the Dark
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Crit #1
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Crit #2
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
The Dark do 100% of 75 FP to the FS. They also capture 10% of the 4.5 FP of the FS which rounds to 0.5.
Crits
3 Reduce damage received by 15%.
8 Encircle and capture 10% of opponent, add that FP to salvage.
Malagrotta CrMM
Bravo Command, Green / Questionable, 4.5 - .5 = 4 FP
Combat Roll
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
The cowards get rubbed out of existence, but as their shame is lost to oblivion, they bore hope as they kept the ember of the Federated Suns presence alive on Panpour long enough for the Calvary to arrive, but will it be enough? After failing to break the interdiction, the 2 remaining wounded SS dropships break for their jumpship and .5 FP of Space Sunners withdraw.
The remaining 3 FP of Aero Left rejoin their unit in a desperate attempt to push past their defenders. Dangerous and defiant, the two remaining Dark warship formed a formidable barrier.
"No matter what happens men, this is the good fight. We follow good men! Just like when Victor took the fight to Huntress!" The mass of landing craft booked for the planet.
Ours is not to reason why, ours is but to do and die. ~ The Charge of the Light Brigade
FS: 137 FP
Federated Suns Break Interdiction Roll
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Fate you were supposed to give that roll a +2 modifier under the break interdiction rules. So that result is really and 11 meaning that you do no damage to the Dark.
The Dark roll on the interdiction chart getting the base -2 and an extra -2 due to the crit bonuses from earlier.
[blockquote]Rolled 2d6-4 : 4, 6 - 4, total 6[/blockquote]
The Dark do 25% of 56.5 which is 14.25 after rounding (14.125 before). Thus ends Op Round 5.
Round 5 is same thing then, trying to land.
[blockquote]Rolled 2d6+2 : 6, 1 + 2, total 9[/blockquote]
137 - 14.5 = 122.5
122 * .1 = 12.25
The Dark interdiction roll.
[blockquote]Rolled 2d6-4 : 1, 6 - 4, total 3[/blockquote]
The Dark do 40% of 56.5 which is 22.5 FP to the FS force.
Survival rolls for the Dark warships
Tendency
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Micer
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Damage to the Dark
Tendency Congress (SLDF) Mobile Regular Fanatical 11.5
Trueborn Transported Aero Regular Fanatical 4-4= 0
Freeborn Transported Aero Regular Fanatical 4.25-4.25= 0
Micer Congress (SLDF) Mobile Regular Fanatical 11
Shadow Galaxy 104 Aero detatchment Aero Cluster Mobile Regular Fanatical 5
Mist Galaxy 201 Aero detatchment Aero Cluster Mobile Regular Fanatical 6-2= 4
Mist Galaxy 202 Aero detatchment Aero Cluster Mobile Regular Fanatical 4
Mist Galaxy 204 Aero detatchment Aero Cluster Mobile Regular Fanatical 6-2= 4
Mist Galaxy 205 Aero detatchment Aero Cluster Mobile Regular Fanatical 5
The Dark have a total of 44.25 FP of remaining. The FS has failed to do 25% and the DI remains.
The interdiction went into place at 71.5 FP and is now at 45.25. The DI has taken 37% damage and should be down, or are we playing you have to do all the damage in 1 turn now?
I am going to lock this for now. Fate technically you should not have been able to try break interdiction while you still had ANY ASF alive. The rule reads that only NON ASF forces can do this and you included the 3FP of remaining ASF forces in the FP amount.
QuoteBreak Interdiction
Type: Battle
Requirement: Non-aerospace units attempting to execute a movement order
Effect: If a force has no remaining aerospace or naval units and thus cannot use Naval Engagement to contest interdiction, it may continue attempting to break through the interdiction by using its transports to attack. When this is done, the attacker rolls on the Interdiction chart with a +2 modifier for damage dealt to the enemy. The interdicting force also rolls on the Interdiction chart, with a -2 modifier to determine its damage dealt.
This process may be repeated until the interdiction is broken, the attackers are destroyed, the attackers surrender, or the interdicter lets them go.
Ok the two interdiction rolls will stand and we will roll one more round of combat. This round will be the 4th round thus the 1st roll for BI will be the fifth round and the 2nd the 6th and final round.
The Dark commit 57.5 FP vs the FS 3 FP
Dark Combat roll
[blockquote]Rolled 2d6+2 : 6, 3 + 2, total 11[/blockquote]
Crit check for the Dark
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
"For the Prince" (keepin' it short and sweet)
Fed Suns ASF force - naval engagement
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
The Dark do enough damage to wipe out the last of the FS forces.
The FS do 1 FP of damage to the Dark and the Dark have 56.5 FP remaining.