Part 297: Jeronimo: Breakout - Turn 29
Breakout: Tactical Update 29Combat Phase
H2 Cougar D
- Fires Large Pulse Laser at S3 Awesome (3 base + 4 range + 3 movement + 1 enemy movement - 2 pulse = 9): rolled 5, miss!
- Gains 23 heat, sinks 25!
X2 Exterminator
- Fires Medium Pulse Laser at S3 Awesome (3 base + 2 range + 3 movement + 1 enemy movement - 2 pulse = 7): rolled 10, hit Head (2/9 armor remains)! Pilot hit!
- Fires Medium Pulse Laser at S3 Awesome (3 base + 2 range + 3 movement + 1 enemy movement - 2 pulse = 7): rolled 4, miss!
- Fires Medium Pulse Laser at S3 Awesome (3 base + 2 range + 3 movement + 1 enemy movement - 2 pulse = 7): rolled 5, miss!
- Fires Medium Pulse Laser at S3 Awesome (3 base + 2 range + 3 movement + 1 enemy movement - 2 pulse = 7): rolled 3, miss!
- Gains 22 heat, sinks 26!
X7 Vindicator
- Holds fire!
- Gains 4 heat, sinks 24!
X9 Cyclops IIC
- Holds fire!
- Gains 15 heat, sinks 30!
X11 Merlin
- Fires LRM-5 at S3 Awesome (no line of sight to target)!
- Gains 2 heat, sinks 27!
H6 Gargoyle Tjris
- Activates EI Implants!
- Fires Heavy Large Laser at S3 Awesome (1 base + 4 range + 3 movement + 1 enemy movement + 1 heavy - 1 targeting computer - 1 EI Implants = 8): rolled 10, hit Right Leg (15/33 armor remains)!
- Gains 1 heat, sinks 36!
S1 Mackie
- Fires Heavy PPC at H6 Gargoyle (2 base + 4 range + 0 movement + 2 enemy movement + 1 smoke + 1 heavy = 10): rolled 12, hit Center Torso (0/25 structure remains)! `Mech destroyed!
- Fires HVAC/10 (Acid) at H6 Gargoyle (2 base + 4 range + 0 movement + 2 enemy movement + 1 smoke = 9): rolled 5, miss!
S2 Battlemaster
- Holds fire!
S3 Awesome
- Fires PPC at X2 Exterminator IIC (2 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover + 2 smoke + 1 light woods = 12): rolled 4, miss!
- Fires PPC at X2 Exterminator IIC (2 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover + 2 smoke + 1 light woods = 12): rolled 6, miss!
- Fires PPC at X2 Exterminator IIC (2 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover + 2 smoke + 1 light woods = 12): rolled 5, miss!
End Phase:
S3 Awesome
- Must pass a 3+ consciousness test: rolled 8, succeeds!
Fingers of agony clawed their way through Tjris Amiraults brain as his Gargoyles automatic ejection system fired him up and away from its toppling corpse. He squeezed his eyes shut, squinting to focus his thoughts on a single point of light and fought the feedback-induced nausea still rattling around his skull. He retched as the seizures subsided, barely noticing that at some point his parachute had carried him back to solid ground. The heat of the distant fires created a fierce draft at ground level, sucking his parachute towards the raging infernoand Tjris along with it.
His right side still paralyzed like the victim of an intense stroke, Tjris fought more fiercely to free himself from his parachute than he ever had before. His fingers fumbled, numb and unresponsive, with his command chairs safety straps. It twisted and fell over as he freed himself from it, then vanished into the cloud of angry red smoke. He paid it no more thought, rising to legs made wobbly and uncertain with agony. His right hand clutched at the hilt of his laser pistol, seizing with the ferocity of a man trying to tear the head from a venomous snake. Mad eyes swept the battlefield with a fury, and Tjris dropped to one knee again to steady himself as he lined up a pistol shot at the Awesomes cockpit. At this range, it couldnt hurt the massive `Mech.
But it could distract the pilot.
Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)
Optional
Defeat the 1st Kestrel Grenadiers 2nd Battalion (37/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hells Horses (18)
Hells Horses: Defeat more Kestrel Grenadiers than the Death Commandos (19)
Key:
X2 Exterminator IIC, X7 Vindicator, X9 Cyclops IIC, X11 Merlin, H6 Gargoyle Tjris
Enemy Movement Mods:
S1 Mackie +0
S2 BattleMaster +0
S3 Awesome +1
Player `Mech Status
Enemy `Mech Status