Part 290: Jeronimo: Breakout - Turn 22
Breakout: Tactical Update 22Combat Phase
H1 Rifleman IIC
- Fires Large Pulse Laser at S2 BattleMaster (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse laser = 8): rolled 12, hit Right Arm (14/24 armor remains)!
- Fires Large Pulse Laser at S2 BattleMaster (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse laser = 8): rolled 8, hit Left Leg (16/26 armor remains)!
- Gains 26 heat, sinks 42!
H2 Cougar D
- Fires Large Pulse Laser at G9 Shadow Hawk (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse laser = 6): rolled 4, miss!
- Fires Large Pulse Laser at G9 Shadow Hawk (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse laser = 6): rolled 2, miss!
- Gains 31 heat, sinks 25!
X1 Banshee IIC
- Fires ER Small Laser at G9 Shadow Hawk (3 base + 0 range + 0 movement + 0 enemy movement + 1 heat = 3): rolled 10, hit Right Leg (14/19 armor remains)!
- Gains 12 heat, sinks 22!
H3 Wolf Spider A
- Activates Clan Neural Implants!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 8, hit Center Torso (22/34 armor remains)!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 7, hit Left Torso (7/24 armor remains)!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 7, hit Right Arm (0/22 armor remains)!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 7, hit Right Arm (5/12 structure remains)! Crit!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 4, miss!
- Fires ER Medium Laser at S4 Sunfire (3 base + 2 range + 0 movement + 2 enemy movement - 1 neural implants = 6): rolled 7, hit Left Arm (5/12 armor remains)!
X2 Exterminator
- Fires Medium Pulse Laser at G1 Phoenix Hawk (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser - 2 blindside = 6): rolled 7, hit Right Torso (0/11 structure remains)! Torso destroyed!
- - Damage transfers to Center Torso (13/14 structure remains) Crit!
- Fires Medium Pulse Laser at G1 Phoenix Hawk (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser - 2 blindside = 6): rolled 2, miss!
- Fires Medium Pulse Laser at G1 Phoenix Hawk (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser - 2 blindside = 6): rolled 2, miss!
- Fires Medium Pulse Laser at G1 Phoenix Hawk (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser - 2 blindside = 6): rolled 7, hit Left Torso (0/18 armor, 6/11 structure remains)! Crit!
- Gains 27 heat, sinks 26!
X7 Vindicator
- Fires Medium Laser at G1 Phoenix Hawk (1 base + 0 range + 3 movement + 3 enemy movement + 1 smoke = 8): rolled 3, miss!
- Fires Small Laser at G1 Phoenix Hawk (1 base + 2 range + 3 movement + 3 enemy movement + 1 smoke = 10): rolled 6, miss!
- Gains 8 heat, sinks 24!
X9 Cyclops IIC
- Holds fire!
- Gains 2 heat, sinks 30!
X11 Merlin
- Fires PPC at G9 Shadow Hawk (0 base + 2 range + 0 movement + 0 enemy movement = 2): automatic hit, hit Left Torso (9/19 armor remains)!
- Fires LRM-5 at G9 Shadow Hawk (0 base + 0 range + 0 movement + 0 enemy movement - 1 iLK missiles = -1): automatic hit, 2 missiles hit Left Leg (17/19 armor remains)!
- Fires Medium Laser at G9 Shadow Hawk(0 base + 4 range + 0 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires Medium Laser at G9 Shadow Hawk(0 base + 4 range + 0 movement + 0 enemy movement = 4): rolled 5, hit Right Arm (9/14 armor remains)!
- Gains 24 heat, sinks 27!
H6 Gargoyle Tjris
- Activates EI Implants
- Fires Heavy Large Laser at S4 Sunfire (1 base + 2 range + 1 movement + 2 enemy movement + 1 heavy laser - 1 targeting computer - 1 EI Implants = 5): rolled 10, hit Left Torso (0/24 armor, 7/16 structure remains)! Crit!
- Gains 29 heat, sinks 36!
G1 Phoenix Hawk
- Fires Medium Laser at X7 Vindicator (2 base + 0 range + 3 movement + 2 enemy movement + 1 smoke = 8): rolled 9, hit Left Leg (13/18 armor remains)!
G9 Shadow Hawk
- Fires HVAC-10 (Guided) at X11 Merlin (2 base + 2 range + 0 movement + 0 enemy movement + 1 smoke + 1 light woods + 1 partial cover = 7): rolled 6, miss!
- Fires LRM-5 at X11 Merlin (2 base + 2 range + 0 movement + 0 enemy movement + 1 smoke + 1 light woods + 1 partial cover = 7): rolled 3, miss!
S2 Battlemaster
- Holds fire!
S3 Awesome
- Fires PPC at X11 Merlin (2 base + 4 range + 0 movement + 0 enemy movement + 2 smoke + 1 light woods + 1 partial cover = 7): rolled 9, miss!
- Fires PPC at X11 Merlin (2 base + 4 range + 0 movement + 0 enemy movement + 2 smoke + 1 light woods = 9): rolled 12, hit Left Torso (8/18 armor remains)!
S4 Sunfire
- Fires Heavy PPC at X1 Banshee IIC (2 base + 0 range + 1 movement + 0 enemy movement + 1 Heavy PPC = 4): rolled 2, miss!
- Fires Heavy PPC at X1 Banshee IIC (2 base + 0 range + 1 movement + 0 enemy movement + 1 Heavy PPC = 4): rolled 10, hit Head (0/9 armor, 0/3 structure remains)! `Mech destroyed!
S1 Mackie
- Fires Heavy PPC at X11 Merlin (2 base + 4 range + 0 movement + 0 enemy movement + 1 Heavy + 2 smoke + 1 light woods + 1 partial cover = 11): rolled 9, miss!
- Fires HVAC/10 (Guided) at X11 Merlin (2 base + 4 range + 0 movement + 0 enemy movement + 2 smoke + 1 light woods + 1 partial cover = 10): rolled 11, hit Left Torso (0/8 armor, 12/14 structure remains)! Crit!
End Phase:
G1 Phoenix Hawk
- Critical chance in Center Torso! 1 critical hit sustained!
- - Gyro hit!
- Critical chance in Left Torso! No critical hits sustained!
- Must pass a piloting test or fall (3 base + 3 gyro hit = 6): rolled 8, succeeds!
S4 Sunfire
- Critical chance in Right Arm! No critical hits sustained!
- Critical chance in Left Torso! 1 critical hit sustained!
- - Engine hit!
X11 Merlin
- Critical chance in Left Torso! 1 critical hit sustained!
- - Heat Sink destroyed!
Physical Combat Phase:
X2 Exterminator IIC
- Kicks G1 Phoenix Hawk (2 base + 3 movement + 3 enemy movement + 1 smoke + 2 Clan pilot - 2 kick = 9): rolled 4, miss!
Located at the zenith of their dome-shaped prow, the command deck of a grounded DropShip was ill-suited to watching a `Mech battle. Nonetheless, Wilberforce perched precariously on the backrest of a chair straining for a look. He shut out the bustle and shouted orders of the ships crew as they worked to bring the vessel online. They were warriors, and worthy of his attention, but his forte wasnt starship operations so he ignored them.
Status? the vessels captainWilberforce couldnt remember his namedemanded.
The enemy is still too close, Wilberforce replied. He still had no worthy advice for the combatantsfrom his limited vantage, the injured warrior just couldnt see any patterns in the enemys activity. A pallor of smoke hung over everything, and the slight curve of the transplex panes distorted things still further. From his perspective, the fight was little more than a murky mess.
Even so, Piets death didnt pass unnoticed. Her headless Banshee still stood stark upright, the defiance in the set of its dead legs was unmistakable. Without the main computer to guide it, the pulsating glow of the `Mechs fusion power plant died as the ungoverned reaction failed. Wilberforce only blinked in silence as the battle raged on a thousand light years away.
Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)
Optional
Defeat the 1st Kestrel Grenadiers 2nd Battalion (34/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hells Horses (16)
Hells Horses: Defeat more Kestrel Grenadiers than the Death Commandos (18)
Key:
H1 Rifleman IIC, H2 Cougar, H3 Wolf Spider A, X2 Exterminator IIC,
X7 Vindicator, X9 Cyclops IIC, X11 Merlin, H6 Gargoyle Tjris
Enemy Movement Mods:
S1 Mackie +0
S2 Battlemaster +0
S3 Awesome +0
S4 Sunfire +2
G1 Phoenix Hawk +3 Jumped
G9 Shadow Hawk +2 Jumped
Player `Mech Status
Enemy `Mech Status