The Thunder of Coins - [Warbirds-system OOC]

Songbird on Overwatch: d6 (4) + Mind (+0) + Awareness (+2) = 6

Edit: Not great, not terrible. (Personally, I think it should be a straight d6+SA roll, but that's just me grousing at the word situational.)
Semi-Autogyro threw 1 6-faced dice. Reason: On the Lookout Total: 4
4 4
 
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Sorry about the delay, but I took my time cobbling together the finishing touches on the Ace and was still quite sick this week.
 
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Okay, rolling back the IC update to give you a better chance to react. The situation is as following:
Stitch was able to identify the Com Tower and Artillery Park of the Fortress
Songbird was flying through the dark
Ironjaw pulverised the Airships bridge and engine, leaving it floating dead in the air with a picture perfect ambush.

At which point both Songbird and Ironjaw lost the Electronic Warfare roll (you are the Patriarchy now) and the enemy Ace made his appearance. Coming out with no bonus because of the EW roll, poor under-powered prototype radar, he still fired one slender Aim-2 Liliac seeking missile towards Ironjaw, who was just leaving her strafing run and thus only has her Shoot Defence of 8.

He rolled Ordinance for 11 vs 8 Shoot Defence = Lead 3 + Lead 3 by Missile vs 3 Armour on Knockout, leading to 3 Damage if nothing else is done.

@Vagabond422 could either use 3 Reserve to raise their defence to negate the enemy attack or try a stunt defence: 1d6 + Piloting + SA and if Ironjaw doesn't get hit vs the Aces Ordinancy roll of 11 gets a +1 bonus to next the dogfight roll.

@Semi-Autogyro meanwhile is planning two Stunts chained to one another: the first one to confuse the missile into following the Miss Fortune, the second to lure it towards the stricken airship. If Vagabond doesn't want to take care of that, I would say its two:
1d6 + Performance + Piloting + SA rolls.
 
I'll go ahead and pre-roll, just to move things along even if Al chooses to tank the hit with reserve.

Playing hooky with a missile: d6 (6) + Performance (+3) + Piloting (+3) + SA (+5) = 17!

Equal opportunity friendly fire: d6 (6) + Performance (+3) + Piloting (+3) + SA (+5) = 17!

Edit: Well, this will look good on the after action report. :o
Semi-Autogyro threw 1 6-faced dice. Reason: Grand Theft Missile Total: 6
6 6
Semi-Autogyro threw 1 6-faced dice. Reason: No Tailgating Allowed Total: 6
6 6
 
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I'm going to try and dodge the missile hopefully save my reserve for later. Going to be a hard need 5+.

1d6 (4) + Piloting (2) + SA (5) - Frontal Armor (1) = 10
Vagabond422 threw 1 6-faced dice. Reason: Dancing with the devil Total: 4
4 4
 
Congratulations: Songbird made the pilot mad enough that he dove into the nearby clouds - to loose your vision before diving down at Songbird with all his speed and a rather worrying looking contraption worked beneath the nose of his over-engineered fighter. As if that wasn't enough four missiles of the seeking kind are heralding his arrival.

On the plus side its going to be quite clear where he's headed and shooting him might be easier than normal. But there are three missiles stabbing for Mavis and one careening off into the unknown with its target lock lost.
 
Mavis will be executing plan Beep Beep:
1) Riling up the ace even more.
2) Turning on all her lights: navigation/IFF, approach, and taxi lights.
3) Diving straight down for the deck.
4) Once within distance, she'll be launching a salvo of rockets into the ground to throw up a debris/cover cloud as a diversion. (She's in a pusher prop, she's not worried overmuch about object debris other as cover/distraction. While she doesn't know it, if the ace does pursue...foreign object damage does not play well with fragile precision-made prototype jet engines.)
5) She will cut her lights right after hitting the cloud followed by pulling out of the maneuver at minimum altitude in an orthogonal direction from her path of descent.

With a bit of luck, she makes the missiles crater into the ground (potentially throwing up even more dust/debris) and obfuscates where she scarpered off too. If the dice are really hot, maybe even the ace manages to Wile E. Coyote themselves into snatching defeat from the jaws of victory via impact. If not, well, Al and Dawson have an enemy that is extremely target fixated at the moment. @Simpli, please tell me if I need to add reserve, if any, to the stunt roll (Roll 2) and I will do so.

Dice 1 - Throwin' shade: d6 (2) + Persuade (+2) + Spirit (+3) + Situational Bonus [Existing Emotional Damage] (+1) = 8

Dice 2 - Makin' like a roadrunner: d6 (3) + Performance (+3) + Piloting (+3) + SA (+5) = 14

Dice 3 - Diggin' a hole: d6 (6) + Performance (+3) + Strafing (+2) + SA (+5) = 16

Edit: Dangit, forgot to label the dice.
Edit 2: Added ground attack roll as requested.
Semi-Autogyro threw 1 6-faced dice. Total: 2
2 2
Semi-Autogyro threw 1 6-faced dice. Total: 3
3 3
Semi-Autogyro threw 1 6-faced dice. Reason: Digging...with style! Total: 6
6 6
 
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Getting into position:

Piloting: d6 (4) + SA (+5) + Piloting (+2) + Performance (+3) = 14

Delivering a Body blow:

Gunnery: d6 (1) + SA (+5) Gunnery (+2) + Performance (+3) = 11
Vagabond422 threw 1 6-faced dice. Reason: Fancy Plane work Total: 4
4 4
Vagabond422 threw 1 6-faced dice. Reason: Body Blow Total: 1
1 1
 
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Let's see what I can do.

Dogfighting (The Pursuit): d6 (2) + SA (+5) + Piloting (+3) + Performance (+3) = 13

Gunnery (Unleashing The Dogs of War): d6 (6) + SA (+5) + Gunnery (+2) + Accuracy (+1) = 14

His positioning isn't the best but he is making the most of it!
Dariusprime threw 1 6-faced dice. Reason: Dogfighting Total: 2
2 2
Dariusprime threw 1 6-faced dice. Reason: Gunnery Total: 6
6 6
 
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Setting up the blow:

Piloting: d6 (2) + SA (+5) + Piloting (+2) + Performance (+3) = 12

The Knock out Punch:

Gunnery: d6 (6) + SA (+5) Gunnery (+2) + Performance (+3) = 16
Vagabond422 threw 1 6-faced dice. Reason: Fancy plane work Total: 2
2 2
Vagabond422 threw 1 6-faced dice. Reason: Final punch Total: 6
6 6
 
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Dogfighting (Hunter): d6 (2) + SA (+5) + Piloting (+3) + Performance (+3) = 13

Gunnery (Killer): d6 (6) + SA (+5) + Gunnery (+2) + Accuracy (+1) = 14

Poor sucker is double-plus turbo dead.
Dariusprime threw 1 6-faced dice. Reason: Dogfighting Total: 2
2 2
Dariusprime threw 1 6-faced dice. Reason: Gunnery Total: 6
6 6
 
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The Enemy Ace has rolled a Dogfighting roll of 16, bringing him above the two of you. (And ends his turn with another risk of crashing into the ground if he does not try to gain height instead of firing)

Still, as you are still one warbird more you get a +1 for teaming up on him to your rolls, meaning that you can both to match his roll if you have the reserve left @Dariusprime & @Vagabond422
 
I haven't spent any Reserve for this combat so I should still have enough left. We need to take this guy out.
 
Going after the airship, targeting the cargo hold.

Making the approach:

Strafing: 1d6(4) + Strafing (+4) + SA (+5) + Performance (+3) = 16

Guns Only:

Gunnery: 1d6 (4) + Gunnery (+2) + SA (+5) + Accuracy (+1) = 12
Vagabond422 threw 1 6-faced dice. Reason: Approach Total: 4
4 4
Vagabond422 threw 1 6-faced dice. Reason: Guns Guns Guns Total: 4
4 4
 
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Likewise targeting the airship's cargo hold.

Strafing (Diving): d6 (2) + SA (+5) + Strafing (+3) + Performance (+3) = 10

Gunnery (Destroying): d6 (3) + SA (+5) + Gunnery (+2) + Accuracy (+1) = 11

Well, not the best, but it'll do. :)
Dariusprime threw 1 6-faced dice. Reason: Strafing Total: 2
2 2
Dariusprime threw 1 6-faced dice. Reason: Gunnery Total: 3
3 3
 
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Smooth Landing: d6 (5) + Performance (+3) + Piloting (+3) + SA (+5) - Crippled (-3) = 13

Which should be easily enough to land without issues, plus Mavis still has all her reserve to spend (and her luck re-roll) if needed so I think she and the Miss Fortune are in the clear.
Semi-Autogyro threw 2 6-faced dice. Reason: Coming in Hot Total: 9
5 5 4 4
 
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