Taricus: 56Combat+10Entrench bonus, 22Combat-10Ambush, 89Stealth SRR: 35, Doom forces gain stealth, 67Manuevering, 44Combat+5 Ambush, 78C, Special Result roll 3; Morale Terrible.
Happery: 52Attack, 13Combat-10 Ambush, 53Detection, SRR: 3 Doom forces evade. 42 Combat, 20UD-10Poor Judgement, EVIL Forces retreat.
Nevyn/Kashyyk, 70Approach+10 Ambush, 35Deployment, 62Detection, SRR: 18, Doom Forces evade, 41Combat+8Turrets Deployed, 34UD-10Poor Judgement, SRR: 24 Morale Check 15: Better to pull out, Combined forces retreat.
Hastur: 80Combat+SRR: 5Reckless, 2Combat, SRR: 7, Morale Check: 6, Retreat.
And the UD check there is Unforeseen developments.
Rolls largely over or under opposing rolls give Special Result Rolls, As you can see, SRR's can do things like give your forces a bonus in another round of combat, or cause your forces to break.
Special roll modifiers like Entrenchment and Ambush and Poor Judgement aren't always applicable. Stealth, Manuevering, Combat, those are the ones that are almost always there.
Troops were mostly lost during the Kashyyk/Nevyn entrance during those poor rolls, and when Hastur's rolls were poor/really good.
This wasn't all the rolls but it was the a fair chunk of it, to give you an idea of whats happening behind the scenes. Roll positioning may be a bit unusual but its got a structure in my head. Taricus/Happ engaged, then Kashyyk/Nevyn interfered with the tunneler advance, while Hastur came overland a little behind Happ.
As far as the writeup goes, arranging the battle in my head with the fake orders out front ,and the ones in PM, and so on.. It was a bit of a hassle and I burned out a little.
sweet i love transparency2
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3)
Minion Cap: 25
Minions : 9 Thug, 6 Scientist, 2 Guard, 5 Regulars
Cash: $12,030 (+$2500/Turn)
Resources: 7
Notoriety: 71
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
1x Giant Laser
25x Laser Rifles
1x Captured Spy
1x Captured Reporter
Weekly Actions: You arrange rooms for a few more regulars. +5 Regulars, -$500. They start working on your captured people to get more information (50% of way to upgrade)
Your thug never even manages to get close to the bruiser. He wakes up dumped in a dump, with a note pinned to him that says "Stop that."
Research into physics progresses nicely. Some of your scientists are daydreaming but the others make some progress.
For involvement in the Omega Cluster battle, Please see the post at the end.
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Physics : 19.21
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Use streetwise for everything
hire 3 thugs
Send All 12 thugs to the Event, with 12 lazer rifles and one giant lazer(their orders are to ambush any further reinforcements for the forces of doom. Giant lazer to take out the lead car. No mercy and take no chances. Top priority is to win, secondary objective is to capture an energy shielding device, third priority is to capture anything else including prisoners is by chance you get any.)
6 scientists continue research towards energy shields (with lazer rifles! just to be safe)
3 regulars guard with lazer rifles
1 regular also starts learning to be a spy
1 regular also starts learning to be a reporter
2 guards guard with lazer rifles
Q: im interrogating a spy and a reporter, do i get a free spy or reporter at the end or do i need to keep a regular in reserve for each?Q: will somebody give me a synopsis on why were fighting for this thing? I just wanted to fight mostly (or go mercernary and FIGHT AND GET PAID)