Jumpships emerge to claim the Hanseatic League! Trials are not issued.
91st Crimson Vanguard, V/F, 18.5 FP
69th Scarlet Assault, R/F, 7.5 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+2 : 1, 1 + 2, total 4[/blockquote]
Sweet! Best possible outcome for breaking Interdiction, 35%
Interdiction roll [blockquote]Rolled 2d6-2 : 5, 2 - 2, total 5[/blockquote]
The defensive fighter screen is destroyed, but not before inflicting 0.75 (lol) damage on the enemy.
On the ground, BattleMechs and Battle Armor await your arrival...
'Mech Cluster #1 (elite) 15 FP
'Mech Cluster #2 (regular) 10 FP
Battle Armor Cluster (regular) 2 FP
27 FP total
On orbital approach, you noticed that this world is not like the others that you are assaulting. There are far fewer of the walled cities, and there are several large facilities "in the open" including what appears to be a major 'Mech repair facility.
This hex contains an MF that does not currently appear on the map.
?? Simple Res roll
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Aff, the combat rolls. Will do numbers later, it's late here.
CBS
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
OP1 Results
91st Crimson Vanguard, V/F, 18.5 - .5 = 18 FP
69th Scarlet Assault, R/F, 7.5 - .25 = 7.25 FP
No BFR, Salvage pool is at 3
OP2
CBS: 25.25
C??: 27
CBS Rolls: 11 = 65%
C?? Rolls: 6 = 30%
No Crits
CBS Deals 25.25 * .65 = 16.5 Damage to C??
C?? Deals 27 * .3 = 8 Damage to CBS
CBS: 25.25 - 8 + .75 = 18
C??: 27 - 16.5 + 1.75 = 12.25
Salvage Pool is 24.5
CBS Initiative OP 3
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Let's git it on!
Combat Roll!
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Crit Check
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Two Crits
Crit 1
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Crit 2
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
CBS
6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
8 Encircle and capture 10% of opponent, add that FP to salvage.
C??
3 Reduce damage received by 15%
OP3
CBS: 18
C??: 12.25
CBS Rolls: 9 = 55 %
C?? Rolls: 12 = 70%
CBS
6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
8 Encircle and capture 10% of opponent, add that FP to salvage.
C??
3 Reduce damage received by 15%
First Crit to be applies before anything else, 10% of C?? is added to Salvage pool
CBS Deals 18 * .5 = 9 Damage to C??
C?? Deals 11 * .5 = 5.5 Damage to CBS
CBS: 18 - 5.5 + .5 = 13
C??: 11 - 9 + 1 = 3
Salvage Pool is 14.5 + (1.25 FP)
OP4
Initiative Roll
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
HL wins init.
HL defenders attempt to scatter for Guerilla Warfare
abandoned FP [blockquote]Rolled 1d6 : 2, total 2[/blockquote]
1 FP goes Guerilla, contesting the hex.