Topic: [RP/MM] Turn 40: TC vs Dark Invasion - Csomad 4336 *complete*

Started by Jeyar, June 07, 2010, 02:53:49 AM

Previous topic - Next topic

Jeyar

Invasion:
Summer Storm Reg Rel - 4.5 FP Mech(ish)
3rd Fleet Reg Rel - 11 FP Aero (Navy)
4th Fleet Reg Rel - 11 FP Aero (Navy)
1st Far Looker Fleet Reg Rel - 1 FP Aero (Navy)
2nd Far Looker Fleet Reg Rel - 1 FP Aero (Navy)

In theory the world had been turned over the the Taurians. In theory there had only been a small naval force in the area torturing the lost Taurians. Now they would see what they would see.

Jeyar

Init roll (oops).
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]

Jeyar

Not a good init but it brings up the question: Anyone in space around here?

Jeyar

If there is any Dark around here, I'm guessing an init roll is needed?

LittleH13

The Dark Init roll

[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]



LittleH13

The following forces enter the system after the TC forces.


Shadow Galaxy   105 Aero detatchment   Aero Cluster   Regular   Fanatical      6


[OOC- Please refrain from doing anything in this thread until further notice.]

Dave Baughman

Just to clarify, there is a different Dark force that will arrive in Op Round 2. 105 Aero is already present and will fight the TC naval forces.

Given the odds, it is almost certian the Dark fighers will be wiped out, but lets see what happens.

6 FP vs. 24 FP

[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]


And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Jeyar

Ah - guessing I'm supposed to roll too.

[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]

Jeyar

I'm guessing that I do 7.2 FP to the dark, and the Dark do 1.5 FP to the TC? Then additional Dark forces appear, or do I get some repair time/salvage time to adjust before that?

Jeyar

If the TC gets the repair and salvage, here is the roll, if not, well, just ignore this result.  ;D (watch as it is the only good roll for the non-Dark this turn).

[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]

Jeyar

If the TC gets the repair and salvage, then they lose 1.5 and gain 1.86, which looks like that rounds down to 1.75, which ends up with a net of .25 FP increase before the start.

Dave Baughman

Normally, you would not get repair and salvage between rounds - just the 10% damage control. However, the second wave of Dark forces withdraw without fighting you, so go ahead and resolve your salvage since there is no more combat that needs to occur here.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Jeyar

Do I get a gross estimate how big they were? I ask as I want to see if the "paranoid general" was correct.

Dave Baughman

Quote from: Jeyar on June 21, 2010, 12:29:44 AM
Do I get a gross estimate how big they were? I ask as I want to see if the "paranoid general" was correct.

It was a Star Lord carrying spheroid DropShips. Your forces didn't get close enough to discern what class the DropShips were.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Jeyar

So, anywhere from being way wrong to (crunches numbers) barely correct. BTW - does the salvage on the ground (from last turn) still exist for my ground forces to convert into functional parts? It was 1.25 FP I think...