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Club AVG First Match: IJN v. AVG; Entek v. FatalFlaw
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Entek

 horrido!


Joined: 31 Jan 2011
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Rolls: (2d6)     
PostTue Jun 12, 2012 8:39 pm
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Entek

 horrido!


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FatalFlaw wrote:
If this works, oh and unlucky on shooting and re-roll v. my lucky KILL Shot to start game...yaouch!

jmartinson wrote:
Hey FatalFlaw, here is a twist on your Damage Chart. I combined a few things into a few sections and just expanded upon it.


2: Catastrophic Failure; Killed no survivors.
3: Explodes into a fire ball; Instantly kills pilot & sends debri every where. If attacking plane was at range 0-1 & at its 6 O'clock position when it was destroyed. It takes an attack of the  value of the destroyed planes "hit" value. Example: 3 Hit value of the destroyed plane equals a 3D6 attack.
4: Burst into flames; Roll 1D6 on a "1-5" = Killed "6" = Survived.
5: Severly wounded; Dies later in hospital.
6: Parachute fails to open; Roll 1D6 on a "1-5"= Killed "6" = Alive.
7: Captured; Roll 1D6 on "1-2" = until the end of the war "3-4" = escapes in 1D6 years "5-6" = escapes in 1D6 days.
8: I'm Going Down! Can't get out. Plane looses altitude while spinning out of control. Roll 1D6 per level of altitude the plane was at when it was shot down. As your pilot trys to bail out. On a "6" the pilot bails out.
9: Wounded pilot bails out; Roll a 1D6 on a "1-2" = Limp home wounded, never to return to combat. "3-4" = Limp home wounded, returning to combat after recovery. (before a mission roll 1D6 on a "6" pilot is fully fit to fly again) "5-6" = Limp home wounded, making a quick recovery.
10: Pilot bails out and misses a mission returning back to base.
11: Pilot bails out and is recovered by friendlies.
12: Pilot returns to a Hero's welcome & is made Squadron Leader in his or her unit. Gains the "SA" Squadron Leader: +1 initiative when leading a flight or 3 or more Friendly fighters.


Looks like he was Captured for Rolls: (1d6)   
PostTue Jun 12, 2012 8:40 pm
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Entek

 horrido!


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but he manages a quick escape in only [dice=1dd6:83c9037313] days
PostTue Jun 12, 2012 8:41 pm
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Entek

 horrido!


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Entek wrote:
but he manages a quick escape in only Rolls: (1d6)    days


Oops let's try that again.
PostTue Jun 12, 2012 8:41 pm
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FatalFlaw

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That is definitely the best time to escape, Quickly!

Nice! Very Happy  ok?

Liu at Zeke

Rolls: (2d6)      for 5+ (my skill +1; you're evading -1)
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PostTue Jun 12, 2012 8:49 pm
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FatalFlaw

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Missed him by that '_____' much!

FF
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PostTue Jun 12, 2012 8:50 pm
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Entek

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Zeke returns fire on Lui.
Rolls: (4d6)          @6's
PostTue Jun 12, 2012 8:54 pm
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Entek

 horrido!


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*Sigh
PostTue Jun 12, 2012 8:54 pm
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Entek

 horrido!


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Do either of your rookies have shots, or is it initiative?
PostTue Jun 12, 2012 8:56 pm
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FatalFlaw

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Initiative

Yours

Rolls: (2d6)     

Mine

Rolls: (2d6)      @ +2 for tailing advantage
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PostTue Jun 12, 2012 8:57 pm
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FatalFlaw

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Your first move...
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PostTue Jun 12, 2012 8:58 pm
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Entek

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You'll have to give me about 30 minutes before I can update a map.  I can take my turn, just no map Sad

Zeke(Not Ace) will move at speed 5 starting with a tight right turn
Rolls: (2d6)     +6
PostTue Jun 12, 2012 9:01 pm
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Entek

 horrido!


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then forward, forward left turn, forward, forward left turn.  Ending in E7/8 Facing 2:00 in E(l) Status
PostTue Jun 12, 2012 9:04 pm
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FatalFlaw

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got it on my map...
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PostTue Jun 12, 2012 9:14 pm
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FatalFlaw

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Liu Spd 3 Alt 3; Break Roll L

Rolls: (2d6)      +5

forward L, Forward R

At Zeke's 10:00 facing him at 6:00
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PostTue Jun 12, 2012 9:19 pm
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FatalFlaw

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I have you E8 me E7...
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PostTue Jun 12, 2012 9:22 pm
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Entek

 horrido!


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Let me see how well I can track in my head  Confused

Ace moves at speed 3 starts with his dive Rolls: (2d6)     +0
PostTue Jun 12, 2012 9:26 pm
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Entek

 horrido!


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Then forward tight turn Rolls: (2d6)     +4
PostTue Jun 12, 2012 9:27 pm
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FatalFlaw

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RutRoh!
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PostTue Jun 12, 2012 9:29 pm
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Entek

 horrido!


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That's no good.  Shocked
then just forward one more with a right turn.
Puts him in E2/3 at Alt 2 facing 4:00 in Climbing Status

PostTue Jun 12, 2012 9:30 pm
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