=======================
Perception:
2d6+7 | (7 Base TN)
JIC:
2d6
JIC:
2d6
Sensor Operations.
2d6+6 | (8 Base TN)
=======================
Vincent Moreau wrote: ↑Sun Oct 27, 2024 2:42 pm
he queues up Zoe on his radio.
"Wizard, tally two light aerospace targets, Sholager SL-21. Moving to pull them out of position to set you up for a cluster drop on ground targets. Opening up comm lines with ground commander to coordinate ground to air fire." Vincent radios Zoe as he begins accelerating past her to engage the targets.
"Roger that, V. I will drop in on the ground targets. Keep those Sholagars busy, I'll ."
It would be better to deal with both fighters now. But you are an exceptional pilot, very well.
Zoe angles her Stingray, maneuvering into a position that allows her to attack the enemy mechs from their flank. She hopes to catch them off guard, minimizing their ability to respond effectively. As she closes in on the target, she keeps a watchful eye on her sensors for the Sholagar fighters, ready to evade or counterattack if necessary.
Vincent Moreau wrote: ↑Sun Oct 27, 2024 2:42 pm
He opens a line of communication with Commander Perun.
"Sigma Lance, Redwing Flight on station from DDF Home. Preparing Cluster drop and moving to pull enemy aerospace units out of position, will attempt to lead them on a fly by for Ground to Air support." Vincent radios the Sigma Lance and charges his medium laser to fire.
Bluto wrote: ↑Sun Oct 27, 2024 4:10 pmBluto replies likewise in DDF channels.
"Hello RedWings! This is Sir John Blutanski, the idiot at the front waving his mech arm. Yeah hi! Commander Perun has us drawing them in, drop a clusterload on that BattleMaster's melon head. He's in the heart of that formation flanked by Centurions. A sweet target!"
Drawing them in? They have a trap planned. This move is good I think. A lone bombing run without air superiority looks desperate. It may help Commander Perun's ruse. I will withdraw and engage fighters after this run. The enemy fighters may not expect me to suddenly turn and face them.
Zoe listens in on the radio chatter, her attention momentarily diverted from her attack run. She hears Bluto's call for an airstrike on the Battlemaster-led mech cluster.
Is his mech waving a flag or something? Well I hope they all have their eyes on him and fail to see me coming.
She is completely unaware of the true extent of Bluto's attention grabbing actions.
Bluto wrote: ↑Sun Oct 27, 2024 4:10 pm
Bluto does indeed wave his mech arm, which to the Davion Mercenaries, it looks like Bluto's Grasshopper is
waving a 'hello' to them! He also does a mooning of the badguys if there's time. Please Sir GM, let there be time!
Piloting/'Mech
2d6+11 (8 Base TN)
(CRIT!) -Wave and Moon enemy. Standard greeting protocol.
Exploding crit die... extra
1d6
Hey, there's space between my legs! Now is a chucklehead in range of my LRM pack?
Since Bluto is a drunken master of piloting, as he bends over he aims his head, which is equipped with an LRM-5 pack. If at all possible, should his piloting skills be epic enough, Bluto launches those LRM's out between his legs at at the nearest enemy!
She spots the massive Battlemaster. With a renewed focus, she guides her Stingray closer to the enemy formation, her fingers poised on the bomb-release controls.
RedWing One Elevation 4 - assuming the dark mountaintops are Elevation 2. She flies in from the north, dropping all 4 cluster bombs into the Battlemaster's position, before tearing over the tops of the mountain range, and banking right just in front of the mechwarrior 'Kit'.
As she flies by she might glance left and see an unusually positioned Grasshopper heavy mech.
Was that mech bending over?
Now to help V. The enemy fighters might not expect this.
Zoe (in Turn 2) accelerates and performs Immelmann maneuver, rising high into the air and turning to face the enemy fighters with her many guns. She unleashes everything hoping to cripple any fighter foolish enough to stray too close to her.
Purple line is Turn 2 and Zoe performing Immelmann move upwards.
Combat:
Turn 1:
Initiative:
2d6
Tactics/Air:
2d6+5 (9 Base TN)
Current Velocity: 2 (Elevation 4)
Thrust Points Expended: Thrust 2 used to maintain speed for bombing run. Atmosphere reduced speed by 1, so 2 Thrust should keep it at 2.
Pilot Check: 2d6+6
Attacks:
Cluster Bomb 1
Gunnery/Aerospace
2d6+6 (Unknown TN)
Landing on CN9A #2 (affecting CN9A #2 and #4, BLR-1D and COM-2D)
Cluster Bomb 2
Gunnery/Aerospace
2d6+6 (Unknown TN)
Landing on BLR-1D (affecting BLR-1D, CN9A #1,#2,#3 and #4)
Cluster Bomb 3
Gunnery/Aerospace
2d6+6 (Unknown TN)
Landing on BLR-1D (affecting BLR-1D, CN9A #1,#2,#3 and #4)
Cluster Bomb 4
Gunnery/Aerospace
2d6+6 (Unknown TN)
Landing on CN9A #4 (affecting CN9A #4 and #3, BLR-1D and ENF-4R #1)
Alternate Target: If the mechs have moved, aim for the biggest threats if possible.
Contingencies: 2d6+6 | (8 Base TN - copy of main sensor roll at header of post)
Additional piloting if required:
2d6+6
2d6+6
2d6+6
2d6+6
End of Turn Velocity: 2 (page 79 Total Warfare "Every unit in an atmosphere hex automatically decreases velocity by 1 in the End Phase of every turn." But thrust used maintains her speed.)
Turn 2:
Initiative:
2d6
Tactics/Air:
2d6+5 (9 Base TN)
Current Velocity: 2 (Elevation 4)
Thrust Points Expended: Thrust 2 to increase velocity to 3. (page 79, For every unit operating in atmosphere hexes, increasing velocity by 1 costs 2 Thrust Points.) Perform Immelmann maneuver (Thrust 4), raising Elevation by 2, dropping Velocity by 2, and facing any direction the enemy fighters might be. Total Thrust for turn is 6, this does not exceed maximum safe (6).
Pilot Check: 2d6+6
Attacks:
Now facing any threat in range (Immelmann lets her change her facing to any direction), Zoe supports V by blasting any fighter finding itself in range.
AC 5 Strike
2d6+6
Large Laser Strike
2d6+6 [CRITICAL HIT] 1d6 [DOUBLE CRITICAL] 1d6 Total gunnery = 29
Large Laser Strike
2d6+6
Medium Laser Strike
2d6+6
Medium Laser Strike
2d6+6
Total heat: 1 + 8 + 8 + 3 + 3 = 23
Heat sinks: 19
Total heat: +4
Alternate Target: Target is enemy fighters, if none are in range she strafes the enemy in any useful row of 5. If that also is not possible, she moves closer to the fight V is in.
Contingencies: 2d6+6 | (8 Base TN - copy of main sensor roll at header of post)
Additional piloting if required:
2d6+6
2d6+6
2d6+6
2d6+6
End of Turn Velocity: 1