[RP/MM] Turn : FS vs CW - Hostile Move - Transfer Station P9 [Complete]

Started by Fatebringer, June 08, 2010, 08:21:09 PM

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Fatebringer

The remnants of the Alexander Davion raiding group attempt to continue their mission.

AlDBG NEF,  Elite / Fanatical, 12 FP
Marines, Regular / Reliable, 8 FP

Fatebringer

Pirate Insertrion Roll

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

Fatebringer

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."

silentwarrior

Init needed

Wolf Init:

[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]

silentwarrior

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.

Fatebringer

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]


Fatebringer




silentwarrior

We roll the raid first:


Wolf raid defense roll[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]

silentwarrior

10 FP Wolf Aero defends

[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]

silentwarrior

wolf crit roll[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]

silentwarrior

no critical events. Wolf fighters deal 8,5 FP damage to FS forces

Fatebringer

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.


Fatebringer

Bump

Please redefine your intentions. Are you moving to Interdict Hostile Movement.