IC Session 01- Clawbird Squadron

The game's in-character (IC) narrative.
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SanguineAngel
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IC Session 01- Clawbird Squadron

#1

Post by SanguineAngel » Thu Jun 07, 2018 10:56 am

Image

The Galactic Empire is on the brink of civil
war. Rebel forces, recently allied under the leadership of
MON MOTHMA, seek to overthrow the Emperor and
restore the former Republic Government.

From their base in the Ferro system, rebel pilots of
CLAWBIRD SQUADRON have launched several critical
strikes against Imperial assets in the sector, earning the
attention of the Imperial Security Bureau.

Despite their best efforts, the rebel base on FERRO has
been discovered and the Empire has launched a surprise
attack on the rebels stationed there...



Your ship shudders under a barrage of laser fire, rocking you violently in your padded ejection seat. Over your ship’s commlink, the chatter from the rebel Ferroan Resistance is a confusing muddle of status reports, calls for support and panicked chatter.

“You’ve got one 3 o’clock high, CB-6! Ziz, move. I can’t get to you.” Squadron Leader Vesh Lin’s voice cuts through the chatter as she alerts you to the direction of fire.

On the ground below, amongst the outlandishly tall trees of the Ferroan Jungle, rebel ground troops are executing a fighting retreat against substantial Imperial forces. A pack of bipedal AT-ST walkers hound through the jungle, flushing the rebels out into the clearing around the Ferroan Resistance’s base of operations to be picked apart by Imperial Stormtroopers.

All of this is visible from your canopy, flying in the furball above the area of operation. In the air, you and the rest of Clawdite Squadron are engaged in a dogfight with a wave of TIE fighters, preventing you from launching a serious ground attack in the Imperial forces. Even as you take a moment to evaluate the situation, there's a loud bang behind and in your mirror, the smoking haulk on the your Astromech leaves a plume of smoke trailing behind you.

OOC: You are travelling at Speed 3. You are in the open skies - so not current engaged with any terrain. I have left the description of the environment purposely vague, so there is scope for creativity if you need it. There are trees, there is a base with hanger entrance, there is a clearing around the base.

You are currently at Close range to the TIE fighter engaging you.

Azzranache
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Re: IC Session 01- Clawbird Squadron

#2

Post by Azzranache » Thu Jun 07, 2018 11:27 am

Ziz winces as he watches the decapitated remains of R7-3D spark and fizzle out.

"Ah damn it Ted!" he shouts out in frustration.

"I've only just paid you off."

Ziz pulls up hard and accelerates skywards (Evasive Manoeuvre) in an attempt to draw away whoever it was that fired on him.

He moves his hands position ready to Aim on the suspected follower.

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Re: IC Session 01- Clawbird Squadron

#3

Post by SanguineAngel » Thu Jun 07, 2018 3:53 pm

The TIE accelerates to follow you (Speed 4) coming around in a wide arc and gaining on you from below. On approach, the TIE rakes you with fire (You take 6 Hull Trauma) before shooting past you. It got in some solid shots but in its haste to deal you a blow has left itself exposed to attack from behind! (Gain [boost] on your next check)
Spoiler:
TIE Pilot; Target Lock; Attack Ziz:
3 Successes, 1 Threat

ImageImageImageImageImage

TIE Pilot; Target Lock; Attack Ziz Defence Dice:
0 Success, 1 Threat

Image

3 Successes, 2 Threat
Over your ship's comm, the sound of panic drowns out the chatter. "I'm hit! I'm hit!" Far below, an explosion rocks the canopy as one of your squadron strikes the trees in a ball of fire.

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Re: IC Session 01- Clawbird Squadron

#4

Post by Azzranache » Fri Jun 08, 2018 9:36 am

"Son of a beldon..!" Ziz cries out in an aggressive snarl as he is peppered with fire from the assaulting TIE Fighter.

As it flies past in a cocky manner, Ziz narrows his eyes and readies his aim.

Keeping the Wishbone steady, he keeps tight on the TIE's trail (Stay On Target) and prepares to take his revenge shot.

Gritting his teeth, Ziz fires up on the open TIE with the front-mounted laser canons in an attempt to even the score.
Spoiler:
Ziz; Target Lock; Attack TIE:
3 Successes, 6 Advantages

ImageImageImageImageImageImageImageImage


Ziz; Target Lock; Re-roll for Stay On Target:
2 Successes, 0 Advantage

ImageImage

5 Successes, 3 Advantages


OOC: Pass on a boost to next combat check with advantage. Minor repair to hull damage with advantage.
A direct hit!

As a multitude of lasers drill into the TIE, the ship eventually gives and sparks an almighty explosion resulting in pieces tearing off in downwards directions. The Wishbone follows and passes through as the remainder of flames lightly lick the victorious fighter.

"Woooooooo!!" Ziz whoops and a smile now cracks over his face.

Circling around, Ziz now starts to head back to the main event.

"Let's see what we can with that damage Stapes!" he calls back to his resident Pit Droid who had been buckled in at the rear.

Stapes comes alive, making it's synthetic sounding whirring and beeps in acknowledgement of Ziz's request and starts to asses the status of the recent impact.
Spoiler:
OOC: GM to advise of damage repair.
Through the flurry of whizzing ships engaged in multiple dogfights above the base, Ziz watches for any particular patterns that may give away the enemies formation and reveal a high ranking officer/assault leader.
He spots what he thinks appears to be a marked TIE of that of an Officer as it appears to be closely followed by two regular TIE Fighters. With that, he heads back in to the fray with his new target firmly in his sights.

Ziz accelerates up to Speed 4 to catch up and close the gap on the Officer TIE.

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Re: IC Session 01- Clawbird Squadron

#5

Post by SanguineAngel » Fri Jun 08, 2018 10:34 am

"Hell of a shot, pilot! Now, get down there and take out those walkers." Vesh Lin's own Y-Wing, you can see, is engaging in a sprialling dogfight with what appears to be the Lead TIE and it's two escorts. From the chatter, it's CB-2 backing her up.

You won yourself a repreive but it is unlikely to last long. All around you, the remnants of Clawbird squadron are tussling with the TIEs in small clusters, one or two Y-Wing's fending off swarms of TIEs. The closest of these fights are at Short range to yourself, including Vesh Lin.

The TIE pilots are doing a good job of keeping Clawbird squadron tied up and away from the ground assault. You are at the centre of a coircle of combat that spreads out for kilometers all around you. But almost directly below, in close range, three Imperial Walkers continue to flush out rebel fighters, visible clearly through the canopy of tree - burnt back by the earlier explosion.

OOC: You are not currently in structured play - your particular engagement is over and you have some breathing room to act.

Damage Control:
Your Hull Trauma sits at half your threshold, so the Damage Control will require an Average (PP) Mechanics check. You can gain assistance from Stapes in this check, in the form of a [boost], as you both have mechanics 1 it is not skilled assistance.

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Re: IC Session 01- Clawbird Squadron

#6

Post by Azzranache » Fri Jun 08, 2018 11:16 am

Damage Control:
Spoiler:
Ziz; Target Lock; Damage Control:
0 Success, 3 Advantages

ImageImageImageImageImageImage

OOC: Not sure if this allows for any sort of repair?
Thanks Commander. I'm on my wa... Ziz stops short as he is distracted by Vesh Lin's skirmish with the tenacious TIE Officer.

He hesitates. Ziz looks down at the impending Walkers and considers his Commander's order.

Looking back up, his stomach turns with an adrenaline rush and his hands tighten on the controls. He wants that TIE.

Pulling up slightly away from the ground battle, he continues to rocket for the Officer TIE and shoots up behind (Stay On Target) taking advantage of his situation. Feeling on a roll now, Ziz takes his shot with the front-mounted laser canons..
Spoiler:
Ziz; Target Lock; Attack on Officer TIE:
2 Failures, 3 Advantages

ImageImageImageImageImageImageImage

OOC: Damn. That'll teach me! Use Advantage in that my attempted attack distracts one of the assisting TIE Fighters and leaves the Officer slightly more open.
The shots are seen quite easily by the TIE Officer. This guy is clearly an officer for good reason. In a turn of events, the TIE formation spiral amongst each other in what appears to be a well rehearsed manoeuvre and Ziz's lasers hit nothing but air. One of the assisting TIE Fighters, breaks away, likely as a command from the Officer and rears around to address Ziz.

Ignoring a direct order, Ziz awaits an ear bashing from Vesh Lin.

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Re: IC Session 01- Clawbird Squadron

#7

Post by SanguineAngel » Sat Jun 09, 2018 8:16 am

Ziz you suddenly find yourself the target of not just one, but both TIE escorts as the second TIE peels away to divert attention on the newcomer.

"What do you think you're doing, CB-6?! Our troops need support! CB-2, go help that idiot out."

OOC: You're back into structured time now! Roll for initiative with Cool against the TIE fighter escorts. (1 minion group of two).
Spoiler:

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Re: IC Session 01- Clawbird Squadron

#8

Post by Azzranache » Mon Jun 11, 2018 12:26 pm

Spoiler:
Ziz; Target Lock; Initiative Roll:
1 Success, 2 Advantages

ImageImage

SanguineAngel
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Re: IC Session 01- Clawbird Squadron

#9

Post by SanguineAngel » Mon Jun 11, 2018 2:20 pm

The TIEs accelerate out of formation to hunt you down. The distinctive screech of their twin laser cannon and bolts of green laser fire fly by in wild trajectories past your canopy. On your sesnor display, you watch their two signatures split apart as they seek to use their numbers against you by flying high and low. They must be quick, with CB-2 veering towards the fray.
Spoiler:
TIEs
[Maneuver: Accelerate to 4]
[Action: Gain the Advantage Equal Speed (PP) w/Setback]

TIE Pilots; Target Lock; Gain the Advantage:
0 Success, 1 Threat

ImageImageImageImageImageImage

[1 Threat - Lose 1 point of speed]
A whoop over the comm announces CB-2s arrival and a fine distraction for the would be formation spectacle of the TIE escort. They scatter, reducing speed to compensate as he drives them forward under a barrage of loose shots. The tables quickly turn, giving you the edge, while he relentlessly chases the two of them down from the rear.
Spoiler:
CB-2
[Action: Assist - you gain [boost] on your next Piloting or Gunnery check]
[Maneuver: Stay on Target]

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Re: IC Session 01- Clawbird Squadron

#10

Post by Azzranache » Mon Jun 11, 2018 3:46 pm

With the two TIEs now distracted by CB-2's efforts, Ziz is a little relieved and smirks with an air of confidence.

He flies in towards the action and with both TIEs criss-crossing wildly, he keeps a close eye on his screen. He readies his Aim and with that split second reflex he sees the two TIEs close in and go to make a pass at each other. With that, he hopes his prediction is right and fires off his Proton Torpedo in hopes of the Blast catching them both.

Spoiler:
Ziz; Target Lock; Fire Proton Torpedo:
3 Successes, 4 Advantages

ImageImageImageImageImageImageImageImage

OOC: 2 Advantages to Stay On Target (additional manoeuvre) and the other 2 Advantages to activate Blast.

The shot is good and the impact of the torpedo on the first TIE creates an almighty explosion catching the second TIE Fighter in its passing. Both ships ignite, pieces of imperial ship fly out in all directions along with fire and debris that light up the sky.

"BOOM!!!" Ziz yells causing his mic to ring with a high pitched feedback that no doubt pierced his comrades hearing on the other end.

Pleased with himself, Ziz continues to pursue the Officer TIE.

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Re: IC Session 01- Clawbird Squadron

#11

Post by SanguineAngel » Tue Jun 12, 2018 9:07 am

The TIE Leader, tangled up in combat with Vesh Lin's Y-Wing is unable to easily break away from combat.

Behind you, a massive explosion rocks the jungle. A plume of fire and smoke shoots into the air above the tree line. "Damn, that's the shield generator! I'm going to help." CB-2 breaks away, heading back towards the base.
Spoiler:
TIE Leader; Target Lock; Initiative Roll (Cool):
1 Success, 1 Advantage

ImageImage

The TIE Leader will take their turn after you.
[Current Speed 3]

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Re: IC Session 01- Clawbird Squadron

#12

Post by Azzranache » Tue Jun 12, 2018 2:24 pm

Ziz glimpses CB-2 veer off and head towards the heat of chaos behind them. He nods in affection and then narrows his eyes on the "prize" ahead.

"Go Commander! They need you more than they need me." he says trying to convince himself more than Vesh.

"I'll tidy up here.."

As he hones in, Ziz starts to take Aim.

"You're mine!" he says with a fiery grimace as he lets loose and fires his laser canons on the Officer target.
Spoiler:
Ziz; Target Lock; Attack on Officer TIE:
2 Successes, 0 Advantage, 1 Triumph,

ImageImageImageImageImageImageImage

OOC: Holy cow! Triumph to Crit the target.


Ziz; Target Lock; Critical Hit:
Numeric Roll: 1D100+=49

OOC: Component - Temp weapons failure.
The Wishbone's barrage of laser fire hits the Officer TIE dishing great damage to the unfortunate fighter ship. As the TIE flies off and out of fire, it becomes apparent that something else got caught in the attack. The TIE's laser canon starts sparking sporadically indicating excess damage to it's weapons system.

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Re: IC Session 01- Clawbird Squadron

#13

Post by SanguineAngel » Tue Jun 12, 2018 2:48 pm

The TIE fighter is a wreck, you can see visible see holes in the distinctive solar panels where your laser fire has ripped through the materal. Frankly, it is a miracle that the craft is still flying. Abruptly, its twin ion engines flare violently as the pilot throws the throttle and pushes their craft to the limit in order to escape the conflict. In a burst of incredible speed, it breaks from the combat area and makes for the upper atmosphere and safety. Flying scrap though it is, the TIE fighter is capable of speeds well beyond your old war machine.
Spoiler:
TIE Leader
Maneuver: Punch It to speed 5
Maneuver: Moves from Close to Medium range
Over the comms, possibly it was there the whole time, the cries of terror and of pain fade through to your conciousness. "Damn it, Ziz! Come on, let's take out those walkers while we still have anyone left on the ground." Vesh's voice is tight with anger. In the skies around you, you can still see a worrying number of black specks - TIE fighters nipping around the sky like flies on bantha dung. There are fewer of your squadron in the air than before. Somewhere behind you, hopefully, the rumble of distant explosions indicate CB-2 has begun his bombing run.

The rebel base is a Short distance away. It is no longer visible but the sounds of conflict are audible over the comlink.

OOC: If you choose to disengage, you will no longer be in structured play.

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Re: IC Session 01- Clawbird Squadron

#14

Post by Azzranache » Tue Jun 12, 2018 3:44 pm

As he watches the battered TIE make a break for it, Ziz feels somewhat victorious in his attempt. He comes round the multiple distress calls and chatter in his ear and chooses to disengage from his pursuit.

He turns his ship around and heads back to the fray, throwing the ships speed up a gear to make haste (Speed 4).

Approaching the main conflict zone, Ziz prominently spots the tops of the impending Walkers gaining ground on the rebel base. He reviews the area to see at a glance how many there are still in action. It proves quite difficult at such speed with the amount of coverage from the trees and multiple wreckage heaps from those destroyed already.
Spoiler:
Being near impossible to gauge an accurate number at this time, Ziz focuses on the Walker that he can clearly see closest to the rebel base. Keeping steady, he rolls his shoulders to help loosen himself up ready for the next attack.

"Stand by, CB-6 incoming with heavy fire on Walker co-ordinates 46, 32." Ziz relays over his comms to head up any rebel ground forces.

Flying over at an incredible speed, Ziz Angles Deflector Shields to the rear of the Wishbone in anticipation of any after fire and then opens fire on his target.
Spoiler:
Laser fire rains down in a fury of destruction as he scores another direct hit.
Spoiler:
OOC: GM to narrate the threat.

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Re: IC Session 01- Clawbird Squadron

#15

Post by SanguineAngel » Tue Jun 12, 2018 4:15 pm

Despite the comm chatter calling out locations, it's hard to actually see the walkers beneath the jungle canopy. As you fly over the base, you witness a scene of stark destruction. The bulk of remaining Rebel forces have been corralled back to the clearing around the base. Craters litter the area. On your fly by, you witness dozens of soldiers fleeing across the grassland towards the base entrance and many gunned down by laser fire from the treeline. On the far side of the clearing, breaking through the treeline - the grey hulk of an AT-ST is just about visible.

Flying low, you unleash a hail of lase fire. Each hit strikes the walker square in it's cuboid head, which 'flinches' as it is battered repeatedly. Armour plating slakes from the machine but it remains standing and, despite the assault, continues to pour fire upon the troops. You fire continually until the last possible moment, pulling up and grazing the treetops as you pass the clearing.

"About time! The shields are down and we can't get our transport airborn until those walkers are dealt with, Clawbird!" A voice of some authority comes in over the comm traffic.

"You heard him. Let's hurry, it's only a matter of time before those TIEs are back on us."

From where you are now, you can see a 3 AT-ST's breaking through to the clearing. No doubt there are more in the trees but you can't see them and they are not a problem yet. Your previous dance partner is visible from the battered armour. Even now, Vesh makes an approach run at one of the others. They pay no attention to you, intent on breaking through the Rebel Hangar doors and clearing the ground troops. Floods of storm troopers swarm around their legs, rushing the base. Time is running out.

OOC: You are not in structured time. But I am running a clock. This is a race against time.

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Re: IC Session 01- Clawbird Squadron

#16

Post by Azzranache » Tue Jun 12, 2018 4:33 pm

With time against them, Ziz circles back around and readies himself to take another shot. This time, with some extra force.

Taking Aim, he fires a proton torpedo.
Spoiler:
Ziz; Target Lock; Proton Torpedo on AT-ST :
2 Successes, 3 Advantages

ImageImageImageImageImageImage

OOC: 2 Advantages on Blast and 1 Advantage on next check.

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Re: IC Session 01- Clawbird Squadron

#17

Post by SanguineAngel » Tue Jun 12, 2018 7:49 pm

You unleash a deadly proton torpedo, again targeting the same walker. An explosion unfolds, engulfing the walker and its closest neighbour. Around the walker, a dozen or more Imperial Storm Troopers are caught in the blast. When the smoke clears, somehow the walker still stands. Scorched, battered, peppered with debris and in some areas, pieces of its Hull missing entirely. Its closest neighbour also stands, still. Less damaged and fully operational. On the far side of the clearing, your Squadron leader has delivered a similar salvo.

The tree line is a blazing ruin. Imperial forces flood the clearing, fleeing the fire, and charging towards the rebel base. There, the hanger doors remain sealed. Scorch marks burnt across them. Smaller entrances guarded by rebels exchange intense gunfire with invading forces.

Relentless, the walkers continue to pour fire upon the rebel base; determined to dismantle the hanger doors and reach the transport ship waiting inside for an opportunity to escape.

"That's it! Hit them again, Ziz!"

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Re: IC Session 01- Clawbird Squadron

#18

Post by Azzranache » Wed Jun 13, 2018 9:21 am

Wondering how long he has before the next wave of TIE Fighters descend upon them, Ziz circles around once again keeping the assault firming in his sights.

Spoiler:
OOC: Assuming the first attacks have been on AT-2 and AT-3 has taken Blast damage.
Heading back in to the clearing of the Rebel Base entrance, Ziz grits his teeth and readies his craft for another big attack.

"Hold on to something Stapes, this could get a little rocky!"

The jittery droid, signals back in it's digital tone and Ziz hears it scramble to hold on to it's chair.

Taking Aim again, he steadies the Wishbone as best he can. His target now AT-3, he decides to go foranother go in pure desperation.

Ziz fires another Proton Torpedo at the AT-ST's legs. Ziz knows it's an incredibly hard shot but he feels he is now out of options. If he hits, this could turn the tide and give the rebels the time they need at this crucial moment. If he misses, there may not be enough time for another shot at this and the other walker.

Spoiler:
Ziz; Target Lock; Proton Torpedo on AT-3:
1 Success, 2 Advantages

ImageImageImageImageImageImageImage

OOC: Use 2 Advantages to activate Blast to hit AT-2 as well.
The torpedo launches itself from the Wishbone and zones in on AT-3 like a paper clip to a magnet. It's trajectory true, it dips and makes a solid impact with the walker's legs creating an colossal explosion. The intense fires of the explosion hungrily engulf the already battered AT-2 nearby and the surrounding trees blow back vigorously from the aftermath throwing back more troopers in it's wake.

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Re: IC Session 01- Clawbird Squadron

#19

Post by SanguineAngel » Wed Jun 13, 2018 12:16 pm

More flames engulf the clearing. You and Vesh launch a simultaneous salvo of torpedoes at the imperial walkers. The central walker, already pummelled by your attack runs, disintegrates - caught between the twin explosions. Vesh's target flies apart under a direct hit.

The final walker still stands. Incredible!

You've no time for curses, though, as a thunderous explosion rocks the landscape, dwarfing the impact of your own proton torpedoes. A pressure wave rips through the air, momentarily unsettling your flight path and sending your instruments haywire. The front of the Rebel hanger is torn asunder - vast metal doors unnaturally pealed back, the structure of the hanger a tattered ruin. Imperial forces rush through the gap, blasters firing. You can no longer see any resistance from rebel troops on the ground.

Inside the hangar, visible for all the world to see, the rebel transport sits exposed. The wide, squat Kappa class shuttle has been splashed with rebel colours. It quickly powers up its repulsor engines and lifts off the hanger floor. The sole remaining Walker focuses all fire on the shuttle.

Under fire, the shuttle shoots out of the hanger and makes a beeline for the upper atmosphere.

Image

“Clawbird, protect the shuttle! They need to break orbit to make the jump to Hyperspace. Those TIEs will be on us now! Report in and form on me.”

The relentless comm chatter of earlier is gone. Only CBs 3 and 10 report in.

The Shuttle is already at Short range. All around, clusters of TIE fighters move as one, breaking contact and turning about to chase down the escaping vessel. There are 4 minion groups, all at short range from yourselves and the shuttle.

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Re: IC Session 01- Clawbird Squadron

#20

Post by Azzranache » Thu Jun 14, 2018 8:47 am

"This is bad. This is really, REALLY bad." thinks Ziz.

Cruising round the leftovers of the gaping rebel base, Ziz checks over the ships controls which now seem to be stable again and working fine.

Ziz pulls round and joins up behind the fleeing ships, tailing the shuttle to keep a close eye on any incoming attackers and protect the rear (Stay On Target).

He flicks a number of metallic switches up and down and pushes up on a control lever to his right.

"Re-route all auxiliary power to the shields." Ziz commands back to Stapes who he can hear clanking around in the co-pilots chair.

Spoiler:
Ziz; Target Lock; Boost Shields:
1 Success, 2 Advantages

ImageImageImageImageImageImage

OOC: 2 Advantages to add a boost to next piloting, gunnery, computers or mechanics check.
The ship whirrs as the pair manage to successfully give the Wishbone's shields a temporary boost. A faint transparent glow momentarily gleams across the Wishbone's shield aura briefly becoming more visible than before.

Image

Suddenly, the hairs on the back Ziz's neck stand up as he senses the numerous descent of TIE Fighters looming in from the skies.

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Re: IC Session 01- Clawbird Squadron

#21

Post by SanguineAngel » Tue Jun 19, 2018 8:27 am

Your sensors spring to life as you mark a dozen contacts, 4 groups of 3 fighters, approaching from all vectors.

Vesh Lin's instructions are measured. "Clawbird, one swarm each. CB-3 Port, CB-6 Fore, CB-10 Starboard. I have Aft. Buy the shuttle time. Break, break."

The remnants of Clawbird quadron scatter to engage the incoming TIEs. One swarm of three, your assigned target, are already engaged with the Shuttle directly ahead of you!
Spoiler:

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Re: IC Session 01- Clawbird Squadron

#22

Post by Azzranache » Tue Jun 19, 2018 12:17 pm

OOC: To keep things easy, let's call each group of TIEs A,B,C and D and then 1,2 and 3. We will assume Ziz is engaging with Group A.

Ziz watches as his assigned group of fighters start their attack on the escaping shuttle. Feeling slightly apprehensive, he cricks his head side to side to help loosen up for what is looking to be a 'do or die' task at hand.

"OK, here goes."

Ziz lines up his first shot at TIE A1 (Aim) and readies his first attack.

He opens up with his first attack from the medium laser canons.
Spoiler:
Ziz; Target Lock; Attack TIE A1:
2 Successes, 2 Threats

ImageImageImageImageImageImageImage


OOC: Ah man, lot of blanks going on there! GM to narrate the threat.

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Re: IC Session 01- Clawbird Squadron

#23

Post by SanguineAngel » Thu Jun 21, 2018 11:20 am

The TIE swarm splits and swerves under your fire. You score several hits but not enough to deter them from their prey. In your haste, your angle of attack is less than ideal and you end up even further out of position for your next run. Cautiously, the swarm begin circling the shuttle at a distance and delivering laser fire in short bursts.
Elsewhere, you can hear the remainder of Clawbird heavily engaged over the comm.

[Swarm A perform Evasive Maneuvers and so you suffer Setback on attacks against them until the end of their next turn. You also suffer Setback on your next check as a result of the Threat generated on your attack. How do you wish to spend their threat?]

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Re: IC Session 01- Clawbird Squadron

#24

Post by Azzranache » Fri Jun 22, 2018 9:30 am

Spoiler:
OOC: Spend threat on a setback for Swarm A.
Ziz swings under and tries to maintain a steady lock on the swarm. Unfortunately, the TIEs are too nimble for the humble Y-Wing and even with the best skill and luck in the galaxy, any pilot would struggle to keep them in check during this chaos.

Luckily, Ziz IS one of the most skilled and lucky pilots in the galaxy (according to local sources) and nothing motivates him like a challenge.

I've got you, you no good b******s.. he scowls.

Ziz takes Aim once more and lets loose another barrage of medium laser canons.
Spoiler:
Ziz; Target Lock; Attack TIE Swarm:
2 Successes, 1 Advantage

ImageImageImageImageImageImageImageImageImage

OOC: Phew! Use Advantage to notice that one of the TIEs in the swarm seems to be leaking fluid of some sort. It is too hard to tell what exactly at this distance.
The Wishbone's laser fire strikes the swarm with miraculous accuracy. Ziz smirks to himself, slightly surprised at his own luck.

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Re: IC Session 01- Clawbird Squadron

#25

Post by SanguineAngel » Fri Jun 22, 2018 2:38 pm

One of the TIEs disintegrates under you fire. One solar panel buckles completely, sending the unfortunate fighter spinning wildly to the ground. By more fluke than skill, the solar panel strikes one of other TIEs in the swarm, causing severe damage. On a near pass, you notice a leaking fluid from the ship in question as it struggle to stabelise on maneuver.

With a palpable desperation, as you begin tearing them apart, the swarm doubles down on the Kappa Shuttle. Sacrificing maneuverability to Stay on Target and drown it in fire. As you watch, pieces of the shuttle begin to break apart under the sustained attack.

[The TIEs suffer a setback for the leaking [fuel line?] but if you wish to, you could also upgrade your next attack with a Light Side Point by taking advantage of that fuel leak. You also have 2 Threat to spend. You can gain a free maneuver if you wish (still not exceeding 2 in your turn) or add a setback to their next check.]

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