Natural Born Soviet Airwoman - Airplanes vs Aliens

Character Sheet
Kilesso Kristina Vsevolodovna
(Kilesso is her surname, Kristina is her first name, and her friends call her Tina.)
Pilot for the VVS

Hard​
Calm​
Keen​
Daring​
-2​
0​
+3​
+1​
Institutional Move

Positive Heroism: Ongoing while a Soviet pilot operates under 3000 meters, they ignore 1 Injury Penalty and up to 2 G-force penalty. This is for the purposes of rolls only.

Mastery - Slipstream
- Tables have Turned: In Dogfight! you can use Keen to turn the tables on your attacker, and Daring to go on the offensive. When you Draw a Bead, you can opt to take G-force equal to Speed factor rather than a Hard Move.

I-16 Type 13


Modifications
- Gun Harmonics (and electric firing triggers)
- Upgrade to x2 Heavy Machine Guns, x2 Machine Guns
 
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2-4: Perfect Hit
Shooting planes was a scientific exercise, and one that, despite dozens of hours of training, you still didn't have an intuitive grasp on. The ring of the reflex sight could be used to judge the distance to the target: you would turn the knob to match the wingspan of the target, and then would judge by the size in the ring how big they were. All well and good, but you didn't know the size of the target.

You could guess, though. You had a pretty good memory. You pushed rudder right as the first tentative shots passed, trying to remember the relative wingspans when you'd fire seen the squadrons pass overhead. It wasn't twice as big, but it was bigger. You dialed in 13 meters. Attacking bombers was something you trained for a lot, and you knew the principles. Ideally, you wanted to come in on an arc, so that you were always keeping the bomber in your sights, while moving rapidly in the gunsights of the turret operators. You took your time to set that up, gaining speed and a few dozen meters altitude before swinging in hard.

Setting it all up seemed to take forever and you were convinced, absolutely convinced, that it was going to cost you. But when you finally made your attack run, concentrating hard on your crosshairs, you found it so easy. The bomber stayed almost stationary in your sights as you rolled in, and the moment the wingspan matched the ring you fired a short burst and nosed down. There was that dizzying, light headed feeling that came with even the smallest negative G maneuver, and a shudder in your engine as the carburetor backed up for a moment, but then you were free and clear, turning and glancing back at your target as you came level with it again.

The ball turret at the rear was smashed, the gun hanging limp. There were holes throughout the rear half of the machine, crawling up and through the wing, and a huge chunk of its vertical stabilizer was missing. Black smoke billowed out in a cloud, and sparks flew. It wasn't destroyed, but it was beginning a slow and delicate turn, its propulsion ring glowing hot as it tried to speed out of there.

You were all ready to set up for another attack run when something whizzed past your cockpit. A tell-tail tracer. You glanced back to see not one, but two enemy aircraft, light scouts like the escorts, dropping out of the clouds.

Of course they were. Of course they had pilots flying overwatch. And with everyone still fighting their targets, they were focused on you like a laser.

---

What do you do?

Just real quick... you did 40 raw damage with that burst. A bit less after armour, but it was an incredible hit. You also domed their tailgunner, which is the only defensive armament you can see.

Panel
Adhoc vote count started by open_sketch on Jun 29, 2019 at 6:45 PM, finished with 30 posts and 8 votes.
 
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Pow! Right in the turret!
So what's the plan? Should we focus down the overwatchers? Evade them?
 
Things Tina is very good at: evading. Things Tina is not, generally, very good at: attacking. I say we try and shake the scouts, then appraise the battlefield (high Keen is also good for that IIRC) and figure out what's going on.

That said, I'm not an expert at planes and "two enemies on your ass with no distractions" sounds like the sort of situation that probably calls for some fancy flying to escape, so I'm gonna leave the specifics of the vote to someone more versed in such matters.
 
So... something like
[] Evade them! Try to turn this dogfight around and get behind one of these suckers!

Though it's 2 on 1, so we'll have to either get lucky on shooting or get reinforcements.
 
[X] Maximum rate turn! Use engine torque to help us and try to drop in behind them.

If they're coming out of the clouds then they're fast and we're slow. That means we'll do better in a flat turn. Whatever propulsion voodoo they're using seems unlikely to generate torque so they can't do a power-assisted roll like we can. And finally, we're in an I-16 and they're not.
 
[X] Maximum rate turn! Use engine torque to help us and try to drop in behind them.
 
[X] Maximum rate turn! Use engine torque to help us and try to drop in behind them.
 
[X] Maximum rate turn! Use engine torque to help us and try to drop in behind them.
 

I'd rather not - there's still two of them and we have no backup, so if we try and shoot one (and they're halfway competent) the other can make us pay for it. Let's just try and get clear.

Absent anyone else proposing such a plan, I suppose it's on me, though I'd be happy to see a better version from someone else.

[X] Turn hard to try and make the scouts overshoot while flying off in the opposite direction from them

This should buy us some time, I think?
 
I'd rather not - there's still two of them and we have no backup, so if we try and shoot one (and they're halfway competent) the other can make us pay for it. Let's just try and get clear.

If I recall the mechanics correctly, that specific move means that getting clear is just as hard as becoming the hunter.
 
This definitely seems like a situation where we want to use our Tables Have Turned maneuver. The above doesn't seem like it would?

If I recall the mechanics correctly, that specific move means that getting clear is just as hard as becoming the hunter.

Tables Have Turned and a straightforward evasion attempt would both roll +Keen, so the difference is mostly in what success looks like. I'd rather be distant from them and moving in opposite directions than trying to actively attack into two-to-one odds, even from a favorable position.
 
Could someone roll the second die, or roll 2d10 if Sketch is feeling generous, since the dice roller appears to have banished me to the shadow realm?
 
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