The Thunder of Coins - [Warbirds-system OOC]

"I See Fire"

Mavis looks for anything that might be an ammo dump/motor pool or AA battery.

Would I get a bonus to the roll after seeing the one I set on fire last sortie was set up (well, before it was on fire)?

Awareness Check
d6 (2) + Stat [Mind] (+0) + Skill [Awareness] (+2) = 4
Semi-Autogyro threw 1 6-faced dice. Reason: Songbird's Eye View Total: 2
2 2
 
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Dawson is looking out for tricksy Patriarchy warbirds, and if the skies are clear, the layout of those foward guns. Need to know what we're up against and how to best to approach them! :)

Searching the chaos: d6 (6) + Mind (+2) + Awareness (+3) = 11

What has been seen cannot be unseen. O.O
Dariusprime threw 1 6-faced dice. Reason: Awareness Total: 6
6 6
 
Semi's Rule Redesign
This post is a work in progress of me tweaking the rules to make coins a little bit more fun in pbp format and add some more character (especially to the air combat) to an already great system.

Aircraft Rules

Airframes (Select 1)
Light Fighter
Performance​
Armor​
Structure​
Hardpoint Slots​
Upgrades​
Special​
4​
3​
(0 -1 -1 -2)
[ ] [ ] [ ] [ ]​
2​
2 Free Upgrades
1 L. Fighter Upgrade​
TBC​
Fighter
Performance​
Armor​
Structure​
Hardpoint Slots​
Upgrades​
Special​
3​
3​
(0 0 -1 -1 -2)
[ ] [ ] [ ] [ ] [ ]​
4​
3 Free Upgrades​
TBC​
Heavy Fighter
Performance​
Armor​
Structure​
Hardpoint Slots​
Upgrades​
Special​
3​
3​
(0 0 0 -1 -1 -2)
[ ] [ ] [ ] [ ] [ ] [ ]​
6​
2 Free Upgrades
1 H. Fighter Upgrade​
-1 to Dogfighting Rolls​

Innate Traits
  • Environmental Controls: Heater and Oxygen Systems that allow you to reach altitudes of more than 10 km safely – with up to 15km if you are willing to risk it.
  • Radio: Range of nearly 10 km puts most fighters at least at comfortable distance when trying to reach one another or their carriers – if not jammed.
  • Redundant Systems: Armored Cockpits and self-sealing fuel tanks derived from Living Forest tree tissues along with a score of other features keep the pilot and plane safe from harm.
  • Cargo Box: Your emergency stash or the place for your lucky charms if you don't want them to fly around in your cockpit. Most often behind or below your seat, it can hold up to 50kg of stuff.
  • Ejection Seat: Fueled by compressed gas, this allows the pilot of a stricken aircraft to safely exit his cockpit and deploy his parachute – of course the question/problem of landing opens it immediately afterwards.
  • Ordinance Hardpoints: Determines how much ordinance, i.e. boom, an aircraft can carry.
  • Gun Camera: Automatically triggered with weapon fire or when dropping ordinance, these sturdy cameras are the main method by which kills (and thus rewards) are confirmed.
  • Fuel Capacity: Their increased performance and improved armor over standard models, is paid in fuel capacity. The maximum flight time is typically just over 60 minutes, with a maximum range of 650 km – presuming they can land and refuel at the other end.
Faction Traits [Duchess Own Patrol)
  • Enhanced Crew Protection: Ignores first Operator hit by AP weapons. Pilots tend to survive crash-landings and bailouts without injury.
  • Long Range Radio (Wingleaders Only): Replaces basic radio with one significantly harder to jam and capable of receiving signals from 100 km away while broadcasting up to 20 km away.
Primary Armament (Select 1 Internal or Gain 2 Extra Hardpoints)
Machine Guns (uses Gunnery; Can Engage Any Target)
Weapon​
Accuracy​
Damage​
Ammo
(Bursts)​
Armor
Piercing​
Hardpoints
Used​
Special​
Light Machine Gun​
+0​
Lead +1​
20​
None​
None, if Internal
2, if External Gunpod​
As Ammo Type
Ammo Dump: May elect to expend additional ammo when attacking in order to increase damage on successful hit;
2 Bursts: +1 Lead, 3+ Bursts: +2 Lead (Max).​
Heavy Machine Gun​
+1​
Lead +2​
12​
None​
None, if Internal
2, if External Gunpod​
As Ammo Type​
Cannons (uses Gunnery or Ordinance; -1 Accuracy penalty for targeting person-sized targets)
Weapon​
Accuracy​
Damage​
Ammo
(Bursts)​
Armor
Piercing​
Hardpoints
Used​
Special​
Light Cannon​
-1​
Lead +3​
10​
2​
None, if Internal
4, if External Gunpod​
As Ammo Type​
Heavy Cannon​
-2​
Lead +4​
6​
3​
2, if Internal
6, if External Gunpod​
As Ammo Type
Limited: Fighter & Heavy Fighter Only​
Artillery Cannon​
-3​
Lead +6​
4​
5​
8, Internal Only​
As Ammo Type per Each Shell
Limited: Heavy Fighter Only; Extra Seat [Gunner] Required
-1 to Performance without Bay [Artillery] Upgrade
Must Spend Reserve to Engage Aircraft​
Other (uses Gunnery or Ordinance; -2 Accuracy penalty for targeting person-sized targets)
Weapon​
Accuracy​
Damage​
Ammo​
Armor
Piercing​
Hardpoints
Used​
Special​
Harpoon/Cable Launcher​
+0​
As Harpoon Type​
5​
As Harpoon Type​
None, if Internal
2, if External​
As Harpoon Type​


Secondary Armament (Select number up to available Hardpoint Slots)
Rockets (uses Ordinance; Can Engage any Ground or Naval Targets; -2 Accuracy penalty for targeting person-sized targets)
Weapon​
Accuracy​
Damage​
Armor
Piercing​
Hardpoints
Used​
Special​
Rocket​
-1​
Lead +3​
2​
1​
As Payload​
Large Rocket​
-2​
Lead +4​
4​
2​
As Payload​
Rocket Pod​
-2​
Lead +2​
2​
2​
As Payload
Cluster Munition [+2 Damage Rolls]*​
*Resolve Attack/Hit Location/Damage Roll as normal; Roll on Hit Location Drift Table for Any Additional Damage Rolls.
Missiles (uses Ordinance; Can Only Engage Aerial Targets])
Weapon​
Accuracy​
Damage​
Armor
Piercing​
Hardpoints
Used​
Special​
Missile​
+0​
Lead +3​
2​
2​
As Payload
Limited: Ace and Elite Ace Only​
Large Missile​
-2​
Lead +4​
4​
4​
As Payload
Limited: Ace and Elite Ace Only​
Para-Mines​
+0​
Lead +2​
2​
2​
As Payload
Roll Dogfight vs. Break Defense each round
Deploys on Altitude of Aircraft And Decays 1/round until struck/grounded.
(Yes this does mean you can hit your own mines)​
Aerial Torpedo​
-4​
Lead +8​
6​
8​
Limited Payloads
Limited: Heavy Fighter Only
-1 to Performance without Bay [Torpedo] Upgrade
Can only target Airships​
*-1 Performance limited only while Torpedo is carried.
Bombs (uses Ordinance; Only vs. Targets w/ Performance 0 or 1 [Ground/Stationary/Naval])
Weapon​
Accuracy​
Damage​
Armor
Piercing​
Hardpoints
Used​
Special​
Bomb​
-1​
Lead +3​
2​
2​
As Payload​
Large Bomb​
-2​
Lead +4​
3​
4​
As Payload
Damage 1 Adjacent Hit Location; roll 1d2​
Blockbuster Bomb​
-4​
Lead +6​
6​
8​
As Payload
Damage 2 Adjacent Hit Locations​
Air-Dropped Depth Charge​
-2​
Lead +4​
4​
4​
Limited Payloads
+2 to Damage and AP vs. Submerged Targets
Can only Engage Naval or Water-Adjacent Targets (e.g. Dams, Sea Forts, Leviathan Nets, etc.)​
Air-Dropped Torpedo​
-4​
Lead +8​
6​
8​
Limited Payloads
-1 to Performance without Bay [Torpedo] Upgrade
Can only Engage Naval or Water-Adjacent Targets (e.g. Dams, Sea Forts, Leviathan Nets, etc. )​
*-1 Performance limited only while Torpedo is carried.


Utility (Select number up to available Hardpoint Slots)
Equipment (see Special for Rules)
Equipment​
Hardpoints
Used​
Requirements​
Special​
Cargo Container/Resupply Pods​
See Special​
Can Carry an additional 115 kg/250 lbs. per hardpoint invested
Can be dropped as bombs with Accuracy -2, Lead +0 Damage, & AP 0.
Critical Failure on drop roll renders pod contents destroyed.
Aircraft Performance -1 While Carried (not cumulative)*​
Cable Cutter​
2​
Can sever cable-like objects (anchor ropes, mooring lines, guy wires, harpoon cables, boarding ladders, torpedo nets, parachute risers, etc.) during a strafing action.
Not compatible with skyhook recovery system.​
Countermeasure Launcher​
2​
See Countermeasures​
Dive Siren​
2​
Automatically break initiative ties during strafing phase in your favor
Attack simultaneous with strafing targets and take no damage from return fire if target destroyed/incapacitated.​
Drop Pods​
See Special​
Adds ¼ Extra Range per Hardpoint
Aircraft Performance -1 While Carried (not cumulative)*​
Duster System​
2​
Limited: Requires Bay [Storage Tank] Upgrade​
Can cover targets with liquids (herbicides, pesticides, water, fire retardant foam, oil, avgas, etc.) during a strafing action.​
External Ammunition Drum​
2​
Designate Primary Weapon or External Gun Pod that will gain additional ammunition:
+4 LMG/HMG, +2 Light/Heavy Cannons, +1 Artillery Cannon​
External Gun Pod​
Variable, See Special​
See Primary Weapon Entry for Hardpoint Values​
Long-Range Radio​
None, See Special​
Wingleader or Ace/Elite Ace Only
Replaces basic radio with one significantly harder to jam (+2 Equipment Bonus) and capable of receiving signals from 100 km away while broadcasting up to 20 km away.​
Reconnaissance Camera​
2​
High Resolution Camera for Aerial Reconnaissance Missions
Photo Quality (High & Wide Angle Shots): d6 [X] + Stat [Piloting] + SA
Photo Quality (Low & Close In): d6 [X] + Stat [Strafing] + SA​
Refueling Boom​
2​
Limited: Requires Bay [Storage Tank] Upgrade​
Can transfer fuel between aircraft, allowing mid-air refueling​
Radio Jammer​
2​
Jammer Rating = Effected Targets
Basic: Warbirds, Bombers, & Beepers
Advanced: Ground & Naval
Cutting Edge: Airships & Emplacements​
Adds Jamming Capability to Warbird Radio
Jamming Check: d6 [X] + Stat [Mind] + SA + Jammer Rating [Basic (Any) , +1; Advanced (Ace), +2; Cutting Edge (Elite Ace), +3]
vs. Awareness Check: d6 [X] + Stat [Mind] + Skill [Awareness] + Radio Rating
Enemies who fail cannot coordinate attacks/use any wingman stunts until jamming is stopped or countered.
Nullify Jamming Check: d6 [X] + Stat [Mind] + SA + Radio Rating & takes one round.​
Searchlight​
2​
Can illuminate targets, negating Darkness combat modifier penalty against highlighted target.​
Skyhook Recovery System​
2​
Can pick up target balloon line: Meet a Strafing Check of base Difficulty 10.
Not compatible with Cable Cutter​
Smoke Generator​
2​
Generates Smoke Trail of chosen color behind warbird.
Skywriting: Make a Piloting Check: d6 [X] + Stat [Piloting] + SA for legibility​
Tow Hitch & Winch​
None, See Special​
Can tow a banner (any airframe), a target tug (any airframe), or a glider (heavy fighter only)
Aircraft Performance -1 While Towing (not cumulative)*​
*-1 Performance limited only while Drop Pods are carried.


Ammunition (select 1 for each Primary Armament or Gun Pod)
Specialty Ammunition Types
Weapon​
Special​
Armor Piercing (AP)​
+1 to Armor Piercing​
Ball (FMJ)*​
None​
Dum-Dum (DD)​
+1 Lead Damage against unarmored/trailing smoke targets​
Frag/Flak (M)​
Limited: Cannons Only
-1 damage, -1 AP, Negates penalty for attacking person sized targets, affects all targets within Blast Radius
Blast radius 5 m/15 ft. (light/heavy cannons) or 10 m/30 ft. for artillery cannons​
Frangible (F)​
On hit: Spend a Reserve and roll d6:
1-5: Shredded Airframe - Reduce their Structure by 1 extra box
6: Operator Hit: 1 hit: Down but not out, 2 hits: KO Operator
if Multiple Operators (Pilot/Gunner/etc.), roll to see which person hit.​
High Explosive (HE)​
On Hit: spend a Reserve and roll d6:
1-5: Shredded Armor - Reduce their armor by 1 extra box
6: Component Hit: 1 hit: Destroy Armament/Equipment, 2 hits: Destroy Engine​
Incendiary (WP)​
On hit: spend a Reserve and roll d6:
1-5: Obstruction Smoke - -1 to Dog-fighting/Threat
6: Serious Fire: 1 hit: They are on fire, 2 hits: Fuel/Ammo Detonation​
Overpressure (+P)​
Automatically break initiative ties in dogfighting phase in your favor unless target has +P ammo as well.
Attack simultaneous with dogfighting targets and take no damage from return fire if target destroyed/incapacitated.​
Star/Illumination (S)​
Limited: Artillery Cannon Only
Deals no damage and negates Darkness Combat Modifier penalties against illuminated target for 1 minute.​
Tracer (T)​
+1 Accuracy with Gunnery rolls for 1 turn after missed shot.​
Training (WT)​
Made of hardened wax (bullets) or filled with paint (shells); deals no damage while marking hits.​
*Standard ammunition type.


Payload (select 1 per individual Secondary Weapon)
Ordinance Payloads
Payload​
Applicable Weapons​
Special​
Armor Piercing (AP)​
Beeper​
Dynamo​
High-Explosive​
Frangible​
Fragmentary​
Flash​
Sonic/Concussion​
Choker​
Drill​
Seeker​
Smoke​
Chemical/Acid​
Glue/Sticky​
Drunk (Triple Warhead)​
Missiles Only (See Cluster Rules)​
Training​
Magnetic​
Cluster Bomb (AP or AV)​
AP - Each Damage Ratign is one person scale grenade mine.
Sinker​
Wired​
Timed
Drag Chute​
Missile​
Guided​
High Velocity​
Mine​
Bombs, Depth Charges Only​
Daisy Cutter​
Kinetic/Concrete​


Harpoons & Cables (select 1 for each Primary Armament or Gun Pod)
Harpoons
Harpoon Type​
Special​
Armor-Piercing (Bodkin)​
Bleeder (Caltrop)​
For Wounding​
Clamper/Grappler​
For Boarding​
Fishing (Barrel)​
Jaws​
Dragger​
Slow​
Harpoon​
Basic Type​
Explosive (Anti-Leviathan)​
Boom​
Floater (Skyhook)​
Allows Skyhook Extraction of Harpooned Target​
Tracker (Tag)​
Radio Tracking Device​
Injector (Tranq)​
Pick your Poison​
*Standard ammunition type.


Countermeasures (select 1 for each Primary Armament or Gun Pod)
Countermeasures
Countermeasure​
Special​
Chaff​
Crybaby Decoy​
Flares​
Smoke​
Star​
 
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Confirming the location of the artillery and looking for the flak guns to prioritize their destruction.

Awareness roll

1+mind 0+ Awareness 2= 3 (She doesn't see anything.)
Vagabond422 threw 1 6-faced dice. Reason: Awareness Total: 1
1 1
 
What has been seen cannot be unseen. O.O

You are able to spot what might be warbirds further below and in the distance over the citadel itself. But you are not sure how many and what colours they are flying.
In a brief moment, where the wind pushes the smoke away you are able to spot an artillery position on the southern foothill - while its likely that AA is in another position close by, you can't spot it from this safe distance yet.
 
Could everyone roll a 1d6 please?
I would presume you are all going to go into a strafing attack through the clouds?
 
Rollin' dem bones.

From what it sounds like we are attempting a nap of the earth strafing run, hopefully using the smoke and fire to keep from being spotted for as long as possible.
Semi-Autogyro threw 1 6-faced dice. Reason: Mystery Roll! Total: 3
3 3
 
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It's time to fight fire...with even more fire! Luckily we're not on foot, because then we'd all have to worry about Al doing this.

Strafing Approach: d6 (4) + SA (+4) + Strafing (+2) + Performance (+3) - Smoke (2) = 11

Gunnery: d6 (3) + SA (+4) + Gunnery (+2) + Accuracy (+1) - Smoke (2) = 7
Damage: Lead +2 (HMGs w/ Incendiary Ammo)

Hit Location: d8 (1)+ Reserve (1) = 2
  • I'm spending a reserve here to shift that hit location by 1 to 2, the Church Tower.
Church Tower – Defence 3, Armour 1, Structure 2
Gunnery Total (7) - Defense (3) = Lead (4)
Damage: Lead (4) + HMG (2) = 6
Damage (6) - Armour (1) = Total Damage (5)
Structure (2) - Damage (5) = -3. Good Riddance!
Semi-Autogyro threw 1 6-faced dice. Reason: Hello There! (Approach) Total: 4
4 4
Semi-Autogyro threw 1 6-faced dice. Reason: Ahh, the DOP. (Gunnery) Total: 3
3 3
Semi-Autogyro threw 1 8-faced dice. Reason: More fire! (Hit Location) Total: 1
1 1
 
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Let's see what we can do.

Approach Strafing: d6 (1) + SA (+4) + Strafing (+3) + Performance (+3) = 11. Not so good.

Gunnery: d6 (3) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 10. Better, yes.
Damage: Lead +2 (HMGs)

Hit Location: d8 (7) = Trench System - - Defence 3, Armour 2, Structure 4. No, no. That won't do. I will spend one reserve to increase that total to 8.
Hit Location + Reserve: d8 (7) + Reserve (+1) = Flak Position II- Defence 4, Armour 1, Structure 2. Much better!

Flak Position II- Defence 4, Armour 1, Structure 2
Gunnery Total (10) - Defense (4) = Lead (6)
Damage: Lead (6) +HMG (2) = 8
Damage (8) - Armour (1) = Total Damage (7)
Structure (2) - Damage (7) = -5. Smoked!
Dariusprime threw 1 6-faced dice. Reason: Strafing +10 Total: 1
1 1
Dariusprime threw 1 6-faced dice. Reason: Gunnery +7 Total: 3
3 3
Dariusprime threw 1 8-faced dice. Reason: Hit Location Total: 7
7 7
 
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Rounding us out

Strafing: 1d6 (6) + 4 (SA) + 4 (Strafing) + 3 (Performance) - 1 (Smoke) = 16 (Try and stop me)

Gunnery: 1d6(4) + 4(SA) + 2(Gunnery) + 1 (Accuracy) = 11
Damage: Lead+2

Target: 1d8= 3 + 1 (Reserve)= 4

EDIT: Using a point of reserve to pump my target up to 4 which would target the the Artillery.
Vagabond422 threw 1 6-faced dice. Reason: Strafing Total: 6
6 6
Vagabond422 threw 1 6-faced dice. Reason: Gunnery Total: 4
4 4
Vagabond422 threw 1 8-faced dice. Reason: Target Total: 3
3 3
 
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Keep on Keepin' on.

Strafing Approach: d6 (3) + SA (+4) + Strafing (+2) + Performance (+3) = 12

Gunnery: d6 (2) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 9
Damage: Lead +2 (HMGs w/ Incendiary Ammo)

Edit: @Vagabond422 & @Dariusprime, @Simpli and I made a rules discovery that's rather germane at the moment. You don't have to roll hit location with Gunnery attacks. Due to this, please ignore my hit location roll. Mavis will be going after the Trench System.

Trench System - - Defence 3, Armour 2, Structure 4
Gunnery Total (9) - Defense (3) = Lead (6)
Damage: Lead (6) + HMG (2) = 8
Damage (8) - Armour (2) = Total Damage (6)
Structure (4) - Damage (6) = -2. Nowhere to Run.
Semi-Autogyro threw 1 6-faced dice. Reason: Swooping! Total: 3
3 3
Semi-Autogyro threw 1 6-faced dice. Reason: Shooting! Total: 2
2 2
Semi-Autogyro threw 1 5-faced dice. Reason: Kabooming! Total: 2
2 2
 
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Embarrassing ... I forgot that you only roll for target location when you are using ordinance. With gunnery you freely choose the subsystem you are targeting. Can everyone add back their reserve? Sorry about that.
 
Round 2

Strafing: 1d6 (2) + 4 (SA) + 4 (Strafing) + 3 (Performance) = 13

Gunnery: 1d6(2) + 4(SA) + 2(Gunnery) + 1 (Accuracy) = 9
Damage: Lead+2

Target: Flak Position I Defense 4, Armor 1, Structure 2
Gunnery Total (9) - Defense (4) = Lead (5)
Damage: Lead (5) +HMG (2) = 7
Damage (7) - Armour (1) = Total Damage (6)
Structure (2) - Damage (6) = -4 Punched their teeth out.
Vagabond422 threw 1 6-faced dice. Reason: Strafing Total: 2
2 2
Vagabond422 threw 1 6-faced dice. Reason: Gunnery Total: 2
2 2
 
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If you'll allow, Simpli, I will have Dawson refrain from firing. Seeing as Al and Mavis will have cleaned up the viable targets. Instead I will roll Awareness to have him assess the skies for planes, and perhaps, spot the next encampment. For sake of initiative, I will roll a Strafing approach. Perhaps I'll narrate the action as him banking away since Mavis and Al have such good runs lined up. Assuming he would go first in initiative. I will see shortly. Let me know if these actions work for you. Thanks, Simpli!

Approach Strafing: d6 (5) + SA (+4) + Strafing (+3) + Performance (+3) = 15

Searching yet more chaos: d6 (2) + Mind (+2) + Awareness (+3) = 7. Not as good as last time, but we'll see. :)
Dariusprime threw 1 6-faced dice. Reason: Strafing +10 Total: 5
5 5
Dariusprime threw 1 6-faced dice. Reason: Awareness Total: 2
2 2
 
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I'm here to help since technically I'm the the fire brigade!

Strafing Approach: d6 (6) + SA (+4) + Strafing (+2) + Performance (+3) + Reserve (+1) = 16
Spending 1 Reserve to meet even with Threat Rating​
Gunnery: d6 (5) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 12
Damage: Lead +2 (HMGs w/ Incendiary Ammo)​

Target: Enemy Artillery Park – Defense 4, Structure 5

Gunnery Total (12) - Defense (4) = Lead (8)
Damage: Lead (8) + HMG (2) = 10
Damage (10) - Armor (0) = Total Damage (10)
Structure (5) - Total Damage (10) = -5, Fire sale in the arty park! Everything must go!
Semi-Autogyro threw 1 6-faced dice. Reason: Charge! Total: 6
6 6
Semi-Autogyro threw 1 6-faced dice. Reason: Shoot & Scoot! Total: 5
5 5
 
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Strafing: 1d6 (4) + 4 (SA) + 4 (Strafing) + 3 (Performance) = 15 (Not quite (unless Semi's knocking out of the artillery counts towards lowering the threat) but, 5 armor when strafing should hopefully keep me safe)

Gunnery: 1d6(2) + 4(SA) + 2(Gunnery) + 1 (Accuracy) = 9
Damage: Lead+2

Target: Heavy Flak Position I Defense 6, Armor 3, Structure 6
Gunnery Total (9) - Defense (6) = Lead (3)
Damage: Lead (3) +HMG (2) = 5
Damage (5) - Armour (3) = Total Damage (2)
Structure (6) - Damage (2) = 4 Did something but not enough, Stitch hopefully you can knock it out.
Vagabond422 threw 1 6-faced dice. Reason: Strafing Total: 4
4 4
Vagabond422 threw 1 6-faced dice. Reason: Gunnery Total: 2
2 2
 
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Okay, let's see what I can do! Time to finish off the Heavy Flak.

Approach Strafing: d6 (6) + SA (+4) + Strafing (+3) + Performance (+3) = 16

Gunnery: d6 (2) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 9
Damage: Lead +2 (HMGs)

Heavy Flak Position I - Defence 6, Armour 3, Structure 6
Gunnery Total (9) - Defense (6) = Lead (3)
Damage: Lead (3) +HMG (2) = 5
Damage (5) - Armour (3) = Total Damage (2)
Structure (4*) - Damage (2) = 2. It took the hit like a champ. One more run, Iron Jaw!
*After Iron Jaw's attack.
Dariusprime threw 1 6-faced dice. Reason: Strafing +10 Total: 6
6 6
Dariusprime threw 1 6-faced dice. Reason: Gunnery +7 Total: 2
2 2
 
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Strafing: 1d6 (4) + 4 (SA) + 4 (Strafing) + 3 (Performance) = 15 Same roll so might take another hit

Gunnery: 1d6(1) + 4(SA) + 2(Gunnery) + 1 (Accuracy) = 8
Damage: Lead+2

Target: Heavy Flak Position I Defense 6, Armor 3, Structure 1
Gunnery Total (8) - Defense (6) = Lead (2)
Damage: Lead (2) +HMG (2) = 4
Damage (4) - Armour (3) = Total Damage (1)
Structure (1) - Damage (1) = 0 Just clipped it but did enough to knock it out.
Vagabond422 threw 1 6-faced dice. Reason: Strafing Total: 4
4 4
Vagabond422 threw 1 6-faced dice. Reason: Gunnery Total: 1
1 1
 
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"I'm Fire Marshal Harper, and I'm here to perform a spot inspection!"

Strafing Approach: d6 (6) + SA (+4) + Strafing (+2) + Performance (+3) = 15
Gunnery: d6 (3) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 10
Damage: Lead +2 (HMGs w/ Incendiary Ammo)

Target: Patriarchy Strongpoint – Defense 4, Structure 6

Gunnery Total (10) - Defense (4) = Lead (6)
Damage: Lead (6) + HMG (2) = 8
Damage (8) - Armor (0) = Total Damage (8)
Structure (6) - Total Damage (8) = -2, Toasted.

*One burning building later*
"I don't think she was with the fire department, Phil."
Semi-Autogyro threw 1 6-faced dice. Reason: I have the High Ground! Total: 6
6 6
Semi-Autogyro threw 1 6-faced dice. Reason: Hot! Hot! Hot! Total: 3
3 3
 
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Approach Strafing: d6 (3) + SA (+4) + Strafing (+3) + Performance (+3) = 13

Gunnery: d6 (5) + SA (+4) + Gunnery (+2) + Accuracy (+1) = 12
Damage: Lead +2 (HMGs)

Mobile Flak Position II- Defence 5, Armour 3, Structure 4
Gunnery Total (12) - Defense (5) = Lead (7)
Damage: Lead (7) +HMG (2) = 9
Damage (9) - Armour (3) = Total Damage (6)
Structure (4) - Damage (6) = -2. Aww yeah! :cool2:
Dariusprime threw 1 6-faced dice. Reason: Strafing +10 Total: 3
3 3
Dariusprime threw 1 6-faced dice. Reason: Gunnery +7 Total: 5
5 5
 
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