Jumpships emerge to claim the Hanseatic League! Trials are not issued.
Red Guards, E/F, 15.75 FP - VIP: Khan Adrianna Schmitt
7th Blood Drinkers, E/F, .75 FP
37th Red Assault, E/F, 11.75 FP
22nd Crimson Janissaries, V/F, 3FP
No aerospace units intercept you. As you approach your landing zones, reconnaisance photography reveals that many of the cities are burnt-out, abandoned ruins, and that those that remain are surrounded by heavy fortified walls.
The planet is also not undefended. Initial contact was with highly stealthed recon 'Mechs equipped with powerful ECM, null-signature systems, and a visual cloak, but heavier elements did not delay long before engaging...
Unknown 'Mech Unit, Regular, 10.0 FP
Unknown ProtoMech Unit, Veteran, 4.75 FP
14.75 FP total
"I know not what these ants are playing at. I want answers! Capture survivors, bring them to me!
Clan Blood Spirit Combat Roll
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Unknown Force attack roll:
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
crit check:
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
no crits
Round 1 Breakdown
CBS: 31.25 FP
31.25 * 30% = 9.5
Unknown: 14.75 FP
14.75 * 55% = 8
CBS Repairs: .8 -> .75
Unknown Repairs: .95 -> 1
CBS: 31.25 - 8 = 23 + .75 = 24
Unknown: 14.75 - 9.5 = 5.25 + 1 = 6.25
Salvage pool stands at 17.5
As an FYI, like the Tomolov Thread, I did not indicate that we have a Naval Pressense here.
The following are on Offensive Interdicition Orders
Gamma Cluster, R/R, 20.25 FP
CBSS Guardian of Knowledge (Lola I), R/R, 3.25 FP
CBSS Boudicca (Bonaventure), 1 FP
The math is off a little bit. Unknown forces did 8.1125 which rounds to 8, 8.125 rounds up.
Round 2 Initiative
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
ah okay. mind is in to many different places. will update
Unknown Force initiative
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Unknown Force attacks CBS ground units
Combat Roll
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
"These surats missed their chance to run. Have at them!"
Combat Roll
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
2 Crits
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Look, more smears.
10 Reduce damage received by 5%.
11 Double damage dealt to opponent.
lol, you're just mad cuz my Carrier gave you a spanking before you bitch slapped him :P
I don't feel like doing math atm, so Fate can have fun posting his ridiculous damage. Unknown military forces are wiped out.
Again, as I have a general idea where this is going, Dave is needed before I can do a credible job of telling you whats up. Just let us know what, if anything, you're doing.
Aff, I expect to either see Scorps or Yotes lurking around... :P
OP 2
CBS: 24 * .7 x 2 = 33.5
C??: 6.25 * 20% = 1.5
CBS = 24 - 1.5 + .25 = 22.75
C?? is destroyed
Salvage Pool is 17.5 + 7.75 = 25.25
Despite the overwealming damage the Spirits had orders to get survivors, therefore I am rolling it the strait 2d6 with no +15 for Battle.
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Laborer's gather samples for the techs and scientists to study. Nothing goes to repairing the unit.
25.25 * .09 = 2.25
The final battle two weeks after Clan Blood Spirit's landings was a massacre. Despite their extremely resilient 'Mechs and deadly never-before-seen ProtoMech designs, the defenders were wiped out. The few survivors were hauled off for interrogation, leaving the Blood Spirits in control of the world.
The defenders never managed to pull back to any of the fortified cities, which now stand like silent outposts on this world. Only one of the cities, located in a temperate region, is broadcasting any sort of radio signals, and its news broadcasts appear to be willfully ignorant of the fighting that just occured.