A jumpship appears in a pirate point near Burton, and a Union Dropship detach.
QuoteAttackers appear in operational round 1
Units present: Elements of The Concordat Commandos (nationality: Taurian concordat)
Engagement Intensity: Raid
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Raid defense roll
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
- May use one bottom-level air unit
- May use 100% of raider's FP
- No initiative modifiers
Local forces initiative
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
TC wins initiative any may post orders first.
Local governor calls up militia
Q/MW/VW/MT
[blockquote]Rolled 2d6 : 3, 1, total 4
Rolled 2d6 : 1, 5, total 6
Rolled 2d6 : 3, 5, total 8
Rolled 2d6 : 1, 3, total 4[/blockquote]
So, if the Raiders began in Jump Point theater, i have to advance or get out of the system, right?
OR 1 TC Orders
* Jump Point - move - Elements of The Concordat Commandos
* Atmo/Orbit - no units
* Surface - no units
Is this right?
Isolated unit roll for FS fighters
[blockquote]Rolled 2d6 : 4, 4, total 8
Rolled 2d6 : 3, 6, total 9[/blockquote]
Both lances are Defender medium fighters.
FS orders
- Jump Point: no units
- Atmo/Orbit: Intercept - 1st fighter lance (2x Defender CF), 0 FP VG/R. no orders - 2nd fighter lance
- Surface: no orders - 1st and 2nd 'Mech coys, 1st and 2nd tank coys, 1st and 2nd Infantry BNs
FS simple res roll[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
TC simple res roll[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
FS inflicts no damage
TC inflicts 4 FP
TC scores 100 points
FS scores 0 points
TC decisive victory
TC successfully completes move
Destroyed UnitsFS 1st fighter lance - 0/0 FP
Surviving UnitsTC elements of 221st Transport Fleet - 14/14 FP
Salvage pool currently contains no FP
Victory Points
- Jump Point: none
- Atmo/Orbit: TC 3, FS 0
- Surface: none
Turn 2 initiative
FS[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
FS turn 2 orders:
- Jump Point: no units
- Atmo/Orbit: Skirmish - 2nd fighter lance (2x Defender CF), 0 FP VG/R*.
- Surface: no orders - 1st and 2nd 'Mech coy, 1st and 2nd Tank coy, 1st and 2nd Infantry BN.
*Note that you can use "breakthrough" orders to defend against these interceptors if you want to land your troops this turn.
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: Breaktrough: Elements of 211st Transport Fleet, Landing: Elements of The Concordat Commandos
- Surface: No units¨
Simple Res rolls for Turn 2 BG/TC
[blockquote]Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 3, 5, total 8[/blockquote]
TC crit check
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
TC: 3 crits
[blockquote]Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 4, 2, total 6
Rolled 2d6 : 2, 5, total 7[/blockquote]
6 Command & Control breakdown (x2): enemy suffers -1 on operational initiative for the rest of the
Strategic Turn.
7 Repair bay heroics double the amount of after-action battlefield repair.
BG inflicts 0 FP
TC inflicts 7 FP
BG 2nd Fighter Lance DESTROYED
TC elements of 211th Transport Fleet 14/14 FP SURVIVES
TC ground forces successfully land.
Turn 3 initiative roll
BG[blockquote]Rolled 2d6-2 : 3, 2 - 2, total 3[/blockquote]
TC[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
TC Wins Initiative
TC orders
- JP - no units
- A/O - no orders: elements of 211th Transport Fleet
- S - Recon Raid: elements of Taurian Legion ("C" Medium 'Mech Coy B) G/Q 10 FP
Burton Government isolated unit rolls
[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 5, 2, total 7
Rolled 2d6 : 3, 1, total 4
Rolled 2d6 : 6, 4, total 10[/blockquote]
Burton Government orders
- JP - no units
- A/O - no units
- S - Defend: 1st 'Mech Coy (Antagonist "F" Medium 'Mech Coy) VG/R 10 FP. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.
Simple Res Rolls BG/TC
[blockquote]Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 3, 6, total 9[/blockquote]
TC crit check
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
No crit.
TC inflicts 6 FP
BG inflicts 3 FP
TC decisive victory
TC gains recon data
BG 1st 'Mech Coy 4/10 FP SURVIVES
TC elements of Taurian Legion 7/10 FP SURVIVES
Initiative for turn 4
BG[blockquote]Rolled 2d6-2 : 4, 6 - 2, total 8[/blockquote]
TC[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
Tiebreaker
[blockquote]Rolled 2d6-2 : 6, 2 - 2, total 6[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Burton Government wins initiative
- JP - no units
- A/O - no units
- S - Skirmish: elements of 2nd 'Mech Coy (Antagonist "F" Medium 'Mech Coy B) 7 FP VG/R. No orders: 1st 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN
TC orders
- JP - no units
- A/O - no orders: 211th Transport Fleet
- S - Breakthrough -> Withdraw to Orbit: elements of Taurian Legion ("C" Medium 'Mech Coy B) 7 FP G/Q.
Simple Res rolls
[blockquote]Rolled 2d6 : 1, 5, total 6
Rolled 2d6 : 1, 5, total 6[/blockquote]
Each side inflicts 2 FP on the other
The battle is a draw; TC move order is blocked.
VP total stands at 4 VP for TC, 1 VP for Burton Government.
Salvage pool stands at 13 FP
BG 2nd 'Mech Coy 9/11 FP survive
TC elements of Taurian Legion 5/10 FP survive
Initiative for turn 5
[blockquote]Rolled 2d6-2 : 3, 6 - 2, total 7[/blockquote]
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
TC Wins initiative and withdraws to orbit; no action for Burton Government.
Round 6: TC withdraws to Jump Point.
Battle spills over into turn 4.
Salvage Pool is at 13 FP.