In the war-weary depths of the Farfallen Chasm...
The imperial armada under Killian Aboze attempts an ambush on the invading reaver armada!
Killian rolls 1d12+5 to launch an ambush! +2 (Prior Information), +2 (Spy Network), +2 [Military Training (Professional)], -1 (Equal Fleet Size)
Killian rolls 9!
Hutchins rolls 1d12+0 to detect the ambush! +2 [Military Training (Professional)], +1 [Constant Paranoia], -2 [Prior Information], -1 [Recent Infighting]
Hutchins rolls 12!
The Reaver Armada detects the ambush!
The 1st Battle against the Reaver Clans begins!
Round #1
The Empire's Armada:
Imperial Fleet (Killian Aboze, PT: Defend): A horrifically scarred, now cyberized, lump of burns and scar tissue, who traded blows with the very False Emperor.
Cohesion: 14/14. Rolls 1d12+4. +2 (Armada Flagship), +2 (Military Training [Professional])
Imperial Fleet (Ardito Lu’gaut, PT: Defend): An up-and-coming captain, assigned a position of admiral for his calm under fire in the battle for Jaifah.
Cohesion: 12/12. Rolls 1d12+2. +2 (Military Training [Professional])
Imperial Fleet (Seamus Arthen, PT: Charge): A tried and tested scion of House Arthen, and respected officer in the Imperial Navy.
Cohesion: 12/12. Rolls 1d12+2. +2 (Military Training [Professional])
Soluton Fleet (Thomas Soluton, PT: Charge): A hardened veteran of the Federation and Tripartite wars, and vicious friend of the throne.
Cohesion: 14/14. Rolls 1d12+4. +2 (House Retinue), +2 (Military Training [Professional])
The Reavers' Armada:
Firehawk Fleet (‘Dead-Eye’ Hutchins, PT: Charge): A brute named for partial blindness caused by a congenital defect, has little patience and a fiery temper.
Cohesion: 8/14. Rolls 1d12+3. +2 (Armada Flagship), +2 (Military Training [Professional]), -1 (Junker Fleet)
Skullstacker Fleet (‘Vulture’ Glenna, PT: Feint): A lowlife who prefers thieving to raiding, finally attempting a big score, lies like she breathes.
Cohesion: 10/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Yellabones Fleet (‘No-Tongue’, PT: ???): A loudmouth who had his tongue cut-out for making one bawdy joke too many, gets by with a cyber parrot.
Cohesion: 12/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Matador Fleet (Smedley, PT: Defend): A paranoid cutthroat who got here through backstabbing, would be tricky to spy on if not for his loose lifestyle.
Cohesion: 7/12. Rolls 1d12+1. +1 (Military Training [Savage])
Initiative:
Hutchins: 6
Thomas: 5
Seamus: 5
Ardito: 2
Glenna: 2
Killian: 2
'No-Tongue': 2
Smedley: 1
Hutchins Charges Ardito
Thomas Charges Glenna
Seamus Charges Glenna
Artido Defends Hutchins
Glenna Feints Seamus
Killian Defends 'No-Tongue'
'No-Tongue' Feints Killian
Smedley Defends Seamus
Hutchins rolls 14, Ardito rolls 12
Ardito loses -2 Cohesion
Thomas rolls 12, Glenna rolls 9
Glenna loses -3 Cohesion
Seamus rolls 8, Glenna rolls 9
Seamus loses -1 Cohesion
Killian rolls 8, 'No-Tongue' rolls 12
Killian loses -4 Cohesion
Smedley rolls 9, Seamus rolls 11
Smedley loses -2 Cohesion
Round #2
The Empire's Armada:
Imperial Fleet (Killian Aboze, PT: Defend)
Cohesion: 10/14. Rolls 1d12+4. +2 (Armada Flagship), +2 (Military Training [Professional])
Imperial Fleet (Ardito Lu’gaut, PT: Defend)
Cohesion: 10/12. Rolls 1d12+2. +2 (Military Training [Professional])
Imperial Fleet (Seamus Arthen, PT: Charge)
Cohesion: 11/12. Rolls 1d12+2. +2 (Military Training [Professional])
Soluton Fleet (Thomas Soluton, PT: Charge)
Cohesion: 14/14. Rolls 1d12+4. +2 (House Retinue), +2 (Military Training [Professional])
The Reavers' Armada:
Firehawk Fleet (‘Dead-Eye’ Hutchins, PT: Charge)
Cohesion: 8/14. Rolls 1d12+3. +2 (Armada Flagship), +2 (Military Training [Professional]), -1 (Junker Fleet)
Skullstacker Fleet (‘Vulture’ Glenna, PT: Feint)
Cohesion: 7/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Yellabones Fleet (‘No-Tongue’, PT: Feint)
Cohesion: 12/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Matador Fleet (Smedley, PT: Defend)
Cohesion: 5/12. Rolls 1d12+1. +1 (Military Training [Savage])
Smedley has suffered severe damage! Smedley rolls 1d12-3 to keep the will to fight. -2 (Opportunistic Raider), -2 (Recent Infighting), +1 (Military Training [Savage])
Smedley rolls 6! Smedley continues to fight!
Initiative:
Smedley: 6
Glenna: 6
Seamus: 6
Killian: 6
Ardito: 5
Thomas: 5
'No-Tongue': 4
Hutchins: 2
Smedley Feints Seamus
Glenna Charges Seamus
Seamus Feints Smedley
Killian Charges ‘No-Tongue’
Ardito Charges Hutchins
Thomas Charges Glenna
‘No-Tongue’ Defends Killian
Hutchins Charges Ardito
Smedley rolls 5, Seamus rolls 14
Smedley loses -9 Cohesion
Smedley’s flagship, ‘No Regrets’ has been destroyed!
Glenna rolls 5, Seamus rolls 9
Glenna loses -4 Cohesion
Killian rolls 5, ‘No-Tongue’ rolls 15
Killian loses -10 Cohesion
Killian’s flagship, ‘The Throne Remains’ has been destroyed!
Ardito rolls 7, Hutchins rolls 13
Ardito loses -6 Cohesion
Thomas rolls 9, Glenna rolls 1
Glenna loses -8 Cohesion
Glenna’s flagship, ‘Sticky Fingers’ has been destroyed!
Round #3
The Empire's Armada:
Imperial Fleet (Killian Aboze, PT: Defend)
Cohesion: 0/14. Rolls 1d12+4. +2 (Armada Flagship), +2 (Military Training [Professional])
Imperial Fleet (Ardito Lu’gaut, PT: Defend)
Cohesion: 4/12. Rolls 1d12+2. +2 (Military Training [Professional])
Imperial Fleet (Seamus Arthen, PT: Charge)
Cohesion: 11/12. Rolls 1d12+2. +2 (Military Training [Professional])
Soluton Fleet (Thomas Soluton, PT: Charge)
Cohesion: 14/14. Rolls 1d12+4. +2 (House Retinue), +2 (Military Training [Professional])
The Reavers' Armada:
Firehawk Fleet (‘Dead-Eye’ Hutchins, PT: Charge)
Cohesion: 8/14. Rolls 1d12+3. +2 (Armada Flagship), +2 (Military Training [Professional]), -1 (Junker Fleet)
Skullstacker Fleet (‘Vulture’ Glenna, PT: Feint)
Cohesion: -5/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Yellabones Fleet (‘No-Tongue’, PT: Feint)
Cohesion: 12/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Matador Fleet (Smedley, PT: Defend)
Cohesion: -4/12. Rolls 1d12+1. +1 (Military Training [Savage])
The Imperial flagship has been destroyed and Ardito has suffered severe damage! Ardito rolls 1d12+2 to keep the will to fight. +2 (Noble Prestige), +2 (Military Training [Professional]), -2 (Armada Flagship Destroyed).
Ardito rolls 5! Ardito continues to fight!
Initiative:
Hutchins: 6
Thomas: 6
Seamus: 6
’No-Tongue’: 5
Ardito: 3
Hutchins Charges Ardito
Thomas Defends Hutchins
Seamus Charges ‘No-Tongue’
‘No-Tongue’ Charges Seamus
Ardito Defends Hutchins
Hutchins rolls 6, Ardito rolls 14
Hutchins loses -8 Cohesion
Hutchin’s flagship, ‘Burnin’ Cyclops’ has been destroyed!
Seamus rolls 5, ‘No-Tongue’ rolls 8
Seamus loses -3 Cohesion
Round #4
The Empire's Armada:
Imperial Fleet (Killian Aboze, PT: Defend)
Cohesion: 0/14. Rolls 1d12+4. +2 (Armada Flagship), +2 (Military Training [Professional])
Imperial Fleet (Ardito Lu’gaut, PT: Defend)
Cohesion: 4/12. Rolls 1d12+2. +2 (Military Training [Professional])
Imperial Fleet (Seamus Arthen, PT: Charge)
Cohesion: 8/12. Rolls 1d12+2. +2 (Military Training [Professional])
Soluton Fleet (Thomas Soluton, PT: Charge)
Cohesion: 14/14. Rolls 1d12+4. +2 (House Retinue), +2 (Military Training [Professional])
The Reavers' Armada:
Firehawk Fleet (‘Dead-Eye’ Hutchins, PT: Charge)
Cohesion: 0/14. Rolls 1d12+3. +2 (Armada Flagship), +2 (Military Training [Professional]), -1 (Junker Fleet)
Skullstacker Fleet (‘Vulture’ Glenna, PT: Feint)
Cohesion: -5/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Yellabones Fleet (‘No-Tongue’, PT: Feint)
Cohesion: 12/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Matador Fleet (Smedley, PT: Defend)
Cohesion: -4/12. Rolls 1d12+1. +1 (Military Training [Savage])
The Reaver flagship has been destroyed and ‘No-Tongue’ is severely outnumbered! ‘No-Tongue’ rolls 1d12-5 to keep the will to fight. -2 (Opportunistic Raider), -2 (Recent Infighting), -2 (Armada Flagship Destroyed), -2 (Severely Outnumbered), +2 (Old Bones), +1 (Military Training [Savage])
‘No-Tongue’ rolls -1! ‘No-Tongue attempts to flee!
Ardito has suffered extreme damage and 'No-Tongue' is severely outnumbered. Victory is certain. Ardito rolls 1d2 to determine his next move. 1: Join in the final push, 2: Stay in reserve.
Ardito rolls 1! Ardito continues to fight!
Initiative:
’No-Tongue’: 6
Ardito: 6
Thomas: 5
Seamus: 1
‘No-Tongue’ Charges Ardito
Ardito Feints ‘No-Tongue’
Thomas Charges ‘No-Tongue’
Seamus Defends ‘No-Tongue’
‘No-Tongue’ attempts an emergency shunt! ‘No-Tongue’ rolls 5, and fails!
‘No-Tongue’ rolls 16, Ardito rolls 13
Ardito loses -3 Cohesion
Thomas rolls 12, ‘No-Tongue’ rolls 7
‘No-Tongue’ loses -5 Cohesion
Seamus rolls 11, ‘No-Tongue’ rolls 8
‘No-Tongue’ loses -3 Cohesion
Round #5
The Empire's Armada:
Imperial Fleet (Killian Aboze, PT: Defend)
Cohesion: 0/14. Rolls 1d12+4. +2 (Armada Flagship), +2 (Military Training [Professional])
Imperial Fleet (Ardito Lu’gaut, PT: Defend)
Cohesion: 1/12. Rolls 1d12+2. +2 (Military Training [Professional])
Imperial Fleet (Seamus Arthen, PT: Charge)
Cohesion: 8/12. Rolls 1d12+2. +2 (Military Training [Professional])
Soluton Fleet (Thomas Soluton, PT: Charge)
Cohesion: 14/14. Rolls 1d12+4. +2 (House Retinue), +2 (Military Training [Professional])
The Reavers' Armada:
Firehawk Fleet (‘Dead-Eye’ Hutchins, PT: Charge)
Cohesion: 0/14. Rolls 1d12+3. +2 (Armada Flagship), +2 (Military Training [Professional]), -1 (Junker Fleet)
Skullstacker Fleet (‘Vulture’ Glenna, PT: Feint)
Cohesion: -5/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Yellabones Fleet (‘No-Tongue’, PT: Feint)
Cohesion: 4/12. Rolls 1d12+0. +1 (Military Training [Savage]), -1 (Junker Fleet)
Matador Fleet (Smedley, PT: Defend)
Cohesion: -4/12. Rolls 1d12+1. +1 (Military Training [Savage])
Initiative:
Ardito: 6
Seamus: 4
’No-Tongue’: 3
Thomas: 3
Ardito Charges ‘No-Tongue’
Seamus Charges ‘No-Tongue’
‘No-Tongue’ Defends Ardito
Thomas Feints ‘No-Tongue’
Ardito rolls 7, ‘No-Tongue’ rolls 16
Ardito loses -9 Cohesion
Ardito’s flagship, ‘Glorious Crown’ has been destroyed!
Seamus rolls 10, ‘No-Tongue’ rolls 9
‘No-Tongue’ loses -1 Cohesion
‘No-Tongue’ attempts an emergency shunt! ‘No-Tongue’ rolls 6 and escapes!
The 1st Battle against the Reaver Clans has been won!