[RP/MM] Turn 43 [FWL/SP] Virtue 919 ToP [COMPLETE]

Started by chaosxtreme, October 10, 2010, 04:01:51 AM

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chaosxtreme

Um total FWL bid is 6FP. I agree it is wiped out I do not agree that 7.25 was destroyed. :-) Though it only really matters for your salvage roll. :-)

GraeGor

Quote from: chaosxtreme on October 21, 2010, 02:41:56 PM
Um total FWL bid is 6FP. I agree it is wiped out I do not agree that 7.25 was destroyed. :-) Though it only really matters for your salvage roll. :-)

wasn't sure how "overkill" was dealt with

chaosxtreme

Oh yeah you just take their max FP. and add it to the salvage roll. :-)

GraeGor

#18
Quote from: chaosxtreme on October 21, 2010, 03:01:49 PM
Oh yeah you just take their max FP. and add it to the salvage roll. :-)

the FWL FP or the Adder FP? and is that +15 also still applied to Salvage Roll? and if it's the FWL FP, is that before or after the Encircle/Capture?

chaosxtreme

As the FWL  FP is the one wiped out. Its the FWL FP (or whoever is wiped out by overkill).

After the encircle and capture as that occurs first.

However it doesnt matter because the encircle and capture just adds that FP to the salvage pool.


So in short to handle both crits inregards to the salvage roll. Take the total FWL bid of 6FP and combine it with the amount of FP was destroyed by the FWL attack on the Adder forces.


I.E. 6(Dead FWLers) + .5 (Dead Adders)=6.5

Now 6.5 FP Is the Salvage Pool.

To find out how much of that you get. you take another 2d6 Roll and add 15 to it lets call this number Y.
So
Salvage Pool = 6.5
Y= 2d6 + 15

Salvage Pool * Y% = Salvage that Adders Put back in working order FP

so
6.5 * Y% = Salvage that Adders put back in working order FP

GraeGor

ok, I think I understand it

Salvage Roll[blockquote]Rolled 2d6+15 : 6, 1 + 15, total 22[/blockquote]

GraeGor


GraeGor

now what if Salvage is greater than damage taken?

can that be used to repair damage from an earlier combat?

chaosxtreme

Yes.

I agree that it can.

But it cannot be used to expand a unit past its foundation strength.

Or used to heal units that are not on that world.

When I have more salvage FP then I have damaged units I usually use it to create a new unit with some local flavor Alla Hustaing Warriors from Canon. :-)

GraeGor

Quote from: chaosxtreme on October 21, 2010, 03:45:02 PM
Yes.

I agree that it can.

But it cannot be used to expand a unit past its foundation strength.

Or used to heal units that are not on that world.

When I have more salvage FP then I have damaged units I usually use it to create a new unit with some local flavor Alla Hustaing Warriors from Canon. :-)

that's rather kewl, and I kinda like that idea

DisGruntled

Quote from: http://intelser.org/forums/index.php?topic=147.msg1038#msg1038
Battlefield Repair

At the end of any combat operation, all units that sustain damage recover 10% of their losses, rounded to the nearest 0.25 FP. Additionally, up to 30% of the unit's total FP may be repaired using salvaged RP (see step 7 of the combat procedure).

Any additional repair beyond these limits must be accomplished by constructing new force points at an MF or SY. Repairing damage to units using new construction has a chance to reduce that unit's skill level (due to the influx of new troops). The chances are listed on the chart below; if any such rolls are required, they must be listed on the cover email and expense tab of the orders sheet - the outcome of the repairs will be listed on that faction's monthly report.

Percentage of FP lost     Roll on 2d6 required to retain quality level
Less than 10%              2+ (always succeeds)
10-20%                       3+
21-30%                       4+
31-40%                       5+
41-50%                       6+
51-55%                       7+
56-60%                       8+
61-70%                       9+
71-80%                       10+
81-90%                       11+
91-99%                       12
100%                          cannot be repaired – rebuild as new unit

If a unit fails its skill retention check, it may opt to forfeit the repairs in order to retain its original skill level. Units that take this option may attempt to repair again in subsequent turns and make a new roll at that time.

Any spare RP after reaching the cap used is added to income on the next turns sheet. (couldn't find where this was till I realized you salvaged RP now instead of FP.)