Part 432: King of the Pirates - Turn 2
King of the Pirates: Tactical Update 2The Ravager crested a low hill at a casual pace, surprising a gang of men and women on dozens of makeshift motorcycles. It twisted in passing, wrecking ball clutched menacingly in its left hand to keep the long and awkward weapon from scraping along the ground. The ports of the Ravagers SRM racks slid open with a hiss and the men put up their rifles but made no move to drop them and flee.
Infantry behind the hill. Theyve put up their arms but that wont stop `em from shooting us in the back if they feel like it. You dont want to kill too many of the locals, Jag cautioned a moment later. Theyll turn against you if they think youre going to level the whole city and kill everyone in it. But making examples of a few might encourage the rest to clear out of the way before the real firefight starts.
Susie Morgraine-Ryans smile was wide enough to make her face ache, mirroring the unnerving skeletal grin painted on her `Mechs head. Shed never shied away from an execution and disabusing the locals of any funny aspirations towards her or any of her lances machines certainly wouldnt hurt. You heard the man, Tommy. Give that scum a twenty-gun salute for not surrendering properly.
On it, the deep basso voice of Thomas R. Gunn rumbled. The man was one of the most loyal members of her old companyand one of the few whod survived the disastrous Clan assault on Gotterdammerung. His Blackjack nearly hadnt made it, and Thomas now sported head-to-toe burns inflicted by a pack of the enemys strange, flamer-toting beetle infantry. Stripped of nearly its entire armament in the fighting, Thomas had pieced the machine back together with what few supplies the Rebels had managed to recover before they fled: and hed built his machine to slaughter the infantry thatd maimed him.
As the blocky Blackjack closed on the natives they probably wouldnt have recognized the danger. A Blackjack was normally no threat to infantry, the first inkling theyd have that something was wrong would be the roar of twenty .50 caliber machine guns firing in unison, and the dirt kicked up as the Thomas tracked his weapons through the entire group. It didnt matter that most of the Blackjacks shots missed, even the pirates homemade motorcycles and ATVs were torn apart by the sheer volume of fire. They didnt explode like they wouldve in the holos, but Susie didnt anticipate thered be anything worth salvaging from the junkpile either.
She paid their corpses no mind and less sympathy, nor did she utter a word of thanks for Thomass work. The natives had made a mistake by not staying home, and compounded it by not surrendering. Slaughtering the lot of them wasnt the right choice.
It was the only choice.
Combat Phase
Charger (Player)
- Fires small laser at liquor store 1544: adjacent attacks always hit (7/10 structure remaining)!
- Fires small laser at liquor store 1544: adjacent attacks always hit (4/10 structure remaining)!
- Fires vehicle flamer at shop 1544: adjacent attacks always hit (2/10 structure remaining)!
- Gains 7 heat, sinks 10!
Warhammer (Player)
- Fires ER PPC at Mansion 0843 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (5/15 structure remaining)!
- Fires Medium Laser at Mansion 0843 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (0/15 structure remaining)! Building destroyed!
- Fires Medium Laser at Mansion 0843 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit!
- Gains 23 heat, sinks 34!
JagerMech (Player)
- Holds fire!
- Gains 2 heat, sinks 12!
Catapult (Player)
- Fires SRM-4 at Armored Technical 1239 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 9, 3 missiles hit Rear (1/3 armor remaining), Right Side (2/4 armor remaining (Chance for Motive System Damage)), Left Side (2/4 armor remaining (Chance for Motive System Damage))!
- Fires SRM-4 at Armored Technical 1239 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 6, miss!
- Gains 8 heat, sinks 28!
Chameleon (Player)
- Gains 2 heat, sinks !
Hunchback (Player)
- Fires Medium Laser at Armored Technical 1239 (4 base + 4 range + 2 movement + 0 enemy movement = 10): rolled 8, miss!
- Fires Medium Laser at Armored Technical 1239 (4 base + 4 range + 2 movement + 0 enemy movement = 10): rolled 9, miss!
- Gains 8 heat, sinks 13!
Centurion (Player)
- Holds fire!
- Gains 2 heat, sinks 12!
Blackjack (Player)
- Fires Medium Laser at Motorized Infantry 1945 (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, hit exposed infantry for double damage (29/30 troopers remaining)!
- Fires Medium Laser at Motorized Infantry 1945 (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, hit exposed infantry for double damage (28/30 troopers remaining)!
- Fires Medium Laser at Motorized Infantry 1945 (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, hit exposed infantry for double damage (27/30 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 5, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 3, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 7, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 2, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 11, hit exposed infantry for double damage (9/30 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 10, hit exposed infantry for double damage (0/30 troopers remaining)! Infantry Unit Destroyed
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 8, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 10, hit!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 9, hit!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 8, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 7, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 9, hit!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 10, hit!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 8, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 11, hit!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 5, miss!
- Fires Machine Gun at Motorized Infantry 1945 (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 6, miss!
- Gains 11 heat, sinks 13!
Assassin (Player)
- Fires Large Laser at Motorized Infantry 1945: target already destroyed, no line-of-sight to target!
- Gains 2 heat, sinks 22!
Battle Cobra (Player)
- Holds fire!
- Gains 2 heat, sinks 28!
Clint (Player)
- Holds fire!
- Gains 2 heat, sinks 16!
Armored Technical 1239
- Fires SRM-1 at Catapult (4 base + 4 range + 0 movement + 2 enemy movement = 10): rolled 5, miss!
Motorized Infantry 1945
- Attempt to Fire ballistic rifles at Centurion but recognize their target and hold fire!
End Phase:
Armored Technical 1239
- Chance for Motive System Damage: No effect!
- Chance for Motive System Damage: Minor damage (+1 modifier to driving rolls)!
Physical Combat Phase:
Charger (Player)
- Kicks liquor store 1544: adjacent attacks always hit (0/10 structure remaining)! Building destroyed!
Next Turns Movement Phase
King Crab
- Must pass a piloting test or fall (4 base + 0 entered depth 2 water = 4): rolled 7, succeeds!
Player Status:
Opposing Force Status:
Mission Objective:
Defeat all enemies!
Secondary Objectives:
Individual Sub-Objectives Completed (0/11)
Orders Due: Saturday Night!