Part 436: King of the Pirates - Turn 6
King of the Pirates: Tactical Update 6Youre not really planning to cross the citys sewage outflow, are you?
Why not? The Clint pilot Susie Ryan had called Dead Eyes replied in a voice devoid of anything resembling human emotion.
As she spoke a bubble of methane broke the surface of the unidentifiable sludge with a hideous belch. Jag watched it in silence for a few moments, memories of his first BattleMech kill returning unbidden. His Revenge had been in much better condition back then, with a functioning autocannon and long before hed been forced to install the makeshift SRM array in his machines chest. Hed been attacked by a pair of Locusts who thought hed make an easy kill, one had fled but the other Jag had pinned between the sewage outflow and the old methane power plant. In a fit of desperation the Locust had tried to flee through the mire and its spindly, bird-like legs had sunk so deep in the soft mud that itd only taken a single shot to finish off.
Neither the Locusts broken corpse nor the old plant were still visible, what little the brave scavengers of Tortuga hadnt salvaged had had sunk into the mire, and the other had exploded more than five years ago. Jag hadnt been around to see it, back then hed still been a Deaths Consort. The ruins of the plant were still hidden somewhere in that morass, waiting to trip an unlucky pilot and trap them face-down in the bog until they ran out of air.
Because, Jag grunted. Its a really bad idea.
Movement Phase
Centurion (Player)
- No orders received!
- Gains 0 heat, sinks 12!
Clint (Player)
- Attempts to enter hex 2036, but it is occupied by an allied machine!
Combat Phase
Charger (Player)
- Torso-twists to threaten hex 1140!
- Fires small laser at row houses 1829: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (7/10)!
- Fires small laser at row houses 1829: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (4/10)!
- Gains 7 heat, sinks 10!
Warhammer (Player)
- Holds fire!
- Gains 4 heat, sinks 34!
JagerMech (Player)
- Holds fire!
- Gains 2 heat, sinks 12!
Catapult (Player)
- Holds fire!
- Gains 2 heat, sinks 28!
Chameleon (Player)
- Holds fire!
- Gains 2 heat, sinks 15!
Hunchback (Player)
- Holds fire!
- Gains 2 heat, sinks 13!
Centurion (Player)
- No orders received!
- Gains 0 heat, sinks 12!
Blackjack (Player)
- Holds fire!
- Gains 2 heat, sinks 13!
Assassin (Player)
- Fires Large Laser at Armored Technical 1924 (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 8, hit Front (0/4 armor, 0/1 structure remaining)! Vehicle destroyed!
- Gains 9 heat, sinks 22!
Battle Cobra (Player)
- Holds fire!
- Gains 2 heat, sinks 28!
Clint (Player)
- Fires ER PPC at private bunker 1529: no Line of Sight to target!
- Gains 1 heat, sinks 16!
King Crab
- Torso-twists to threaten hex 2409!
- Fires Medium Laser at corner store 1814 (3 base + 4 range + 0 movement - 4 enemy movement = 3): rolled 11, hit (5/10 CF remaining)!
- Fires Medium Laser at corner store 1814 (3 base + 4 range + 0 movement - 4 enemy movement = 3): rolled 3, hit (0/10 CF remaining)! Building destroyed!
- Fires Large Laser at row house 1918 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 11, hit (2/10 CF remaining)!
- Fires Large Laser at row house 1918 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 4, hit (0/10 CF remaining)! Building destroyed!
- Fires Large Laser at row house 1818 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 8, hit (2/10 CF remaining)!
- Fires Large Laser at row house 1818 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 5, hit (0/10 CF remaining)! Building destroyed!
- Gains 44 heat, sinks 44!
Quickdraw
- Fires Medium Laser at row house 1727 (6 base + 0 range + 2 movement - 4 enemy movement = 4): adjacent attacks always hit buildings (5/10 CF remaining)!
- Fires Medium Laser at row house 1727 (6 base + 0 range + 2 movement - 4 enemy movement = 4): adjacent attacks always hit buildings (0/10 CF remaining)! Building destroyed!
- Fires Medium Laser at blackbeard & sons law firm 1827 (6 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 5): rolled 7, hit (5/10 CF remaining)!
- Fires Medium Laser at blackbeard & sons law firm 1827 (6 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 5): rolled 6, hit (0/10 CF remaining)! Building destroyed!
- Fires SRM-4 at Assassin (6 base + 0 range + 2 movement + 0 enemy movement = 8): rolled 5, miss!
- Gains 15 heat, sinks 13!
Shadow Hawk
- Fires Medium Laser at Row House 1826 (5 base + 0 range + 3 movement - 4 enemy movement = 4): rolled 8, hit (5/10 CF remaining)!
- Fires Medium Laser at Row House 1826 (5 base + 0 range + 3 movement - 4 enemy movement = 4): rolled 9, (0/10 CF remaining)! Building destroyed!!
- Fires Autocannon/5 at Assassin (5 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 10): rolled 8, miss!
- Fires SRM-2 at Assassin (5 base + 2 range + 3 movement + 1 enemy movement + 1 secondary target = 12): rolled 12, 2 missiles hit Left Torso (14/16 armor remaining), Right Leg (14/16 armor remaining)!
- Fires SRM-2 at Assassin (5 base + 2 range + 3 movement + 1 enemy movement + 1 secondary target = 12): rolled 7, miss!
- Gains 14 heat, sinks 14!
Griffin
- Fires PPC at circuit city 1613 (3 base + 2 range + 0 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)! Building destroyed!
- Fires PPC at row house 1614 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (0/10 CF remaining)! Building destroyed!
- Gains 20 heat, sinks 22!
Firestarter
- Attempts to start fire in corner store 1627 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement = 2): automatically hit, needs a 2+ to start a light building on fire: rolled 6, succeeds!
- Attempts to start fire in row house 1327 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks always hit, needs a 2+ to start a light building on fire: rolled 6, succeeds!
- Attempts to start fire in dirty magazine publisher 1326 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks always hit, needs a 2+ to start a light building on fire: rolled 10, succeeds!
- Gains 11 heat, sinks 10!
End Phase:
Corner Store 1627
- Will burn down in 4 turns!
Row House 1327
- Will burn down in 4 turns!
Dirty Magazine Publisher 1326
- Will burn down in 4 turns!
Physical Combat Phase:
Charger (Player)
- Rebel kicks pirate row house 1829: adjacent attacks always hit (0/10 structure remaining)! Building destroyed!
Player Status:
Opposing Force Status:
Mission Objective:
Defeat all enemies!
Secondary Objectives:
Individual Sub-Objectives Completed (0/11)
Orders Due: Saturday Night!