Jumpships emerge to claim the Hanseatic League! Trials are not issued.
Blood Rose Guard, V/F, 10.25 FP
142nd Red Battle, R/F, 9.5 FP
Carrier and medium aerostar on defensive interdiction -- 2.25 FP.
There is no indication of Aero in this force, units will attempt to "Break Interdiction"
Combat Roll
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
My bad, should have been a +2 in there. Still, 0 damage
Interdictors attack...
[blockquote]Rolled 2d6-2 : 2, 2 - 2, total 2[/blockquote]
Blood Spirits take 1.75 FP of damage before being forced to break off.
Does CBS attempt to break through again in Op Round 2?
With the forces we have, we will attempt up to 3 times to land. If we can't get thru by then, we'll pull back.
Attempt 2
[blockquote]Rolled 2d6+2 : 3, 6 + 2, total 11[/blockquote]
Still 0 damage
OP 1
Blood Rose Guard, V/F, 10.25 FP
142nd Red Battle, R/F, 9.5 - 1.75 + .25 = 8FP
Salvage Pool is 1.75
Dictors [blockquote]Rolled 2d6-2 : 6, 5 - 2, total 9[/blockquote]
OP 2
Blood Rose Guard, V/F, 10.25 - .25 = 10 FP
142nd Red Battle, R/F, 9.5 - 1.75 + .25 = 8FP
Salvage Pool is 1.75 + .25
Last attempt to break interdiction
[blockquote]Rolled 2d6+2 : 3, 3 + 2, total 8[/blockquote]
Interdictor [blockquote]Rolled 2d6-2 : 3, 5 - 2, total 6[/blockquote]
OP 3
Blood Rose Guard, V/F, 10.25 - .25 = 10 FP
142nd Red Battle, R/F, 9.5 - 1.75 + .25 = 8 - .5 FP
Salvage Pool is 1.75 + .25 + 3.25
OP4 Initiative
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
CBS forces will attack, Defenders need to be declared.
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
2 ProtoMech clusters (15 FP total)
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Crit check [blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
OP 4
CBS: 17.5
C??: 15
CBS Rolls: 7 = 40%
C??: Rolls: 11 = 65%
No Crit
CBS Deals 17.5 * .4 = 7 Damage to C??
C?? Deals 15 * .65 = 9.75 Damage to CBS
CBS: 17.5 - 9.75 + 1 = 8.75 Remaining
C??: 15 - 7 + .75 = 8.75 Remaining
Salvage Pool 16.75
OP 5
CBS Initiative
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
There shall be Blood!
Combat Roll!
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Looks like it's mine :P
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
OP 5
CBS: 8.75
C??: 8.75
CBS Rolls: 4 = 20%
C??: Rolls: 5 = 25%
No Crit
CBS Deals 8.75 * .2 = 1.75 Damage to C??
C?? Deals 8.75 * .25 = 2.25 Damage to CBS
CBS: 8.75 - 2.25 + .25 = 6.75 Remaining
C??: 8.75 - 1.75 + .25 = 7.25 Remaining
Salvage Pool 4
OP6
Again, I'd like to Play out turn 6, keep anything from spilling over into the next turn if possible :P
CBS Initiative
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
OOC: As much as I'd like to accomodate you on this one, these dudes have their orders and since they won initiative...
Remaining defenders fall back into the fortified cities and prepare for guerilla warfare...
Equipment abandonment check [blockquote]Rolled 1d6 : 6, total 6[/blockquote]
1.25 FP goes to ground, contesting the hex.
Grr, that's 3 contested hexes! :P