Part 294: Jeronimo: Breakout - Turn 26
Breakout: Tactical Update 26Combat Phase
H1 Rifleman IIC
- Fires ER Small Laser at G9 Shadow Hawk (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 9, hit Center Torso (18/23 armor remains)!
- Gains 23 heat, sinks 42!
H2 Cougar D
- Fires Large Pulse Laser at G9 Shadow Hawk (3 base + 4 range + 3 movement + 1 enemy movement + 1 smoke + 1 heat - 2 pulse = 11): rolled 7, miss!
- Gains 21 heat, sinks 25! Overheating!
X2 Exterminator
- Fires on S2 BattleMaster: No line of sight to target!
- Gains 6 heat, sinks 26!
X7 Vindicator
- Fires on S2 BattleMaster: No line of sight to target!
- Gains 4 heat, sinks 24!
X9 Cyclops IIC
- Holds fire!
- Gains 15 heat, sinks 30!
X11 Merlin
- Fires PPC at S2 BattleMaster (0 base + 2 range + 3 movement + 1 enemy movement + 1 smoke = 7): rolled 5, miss!
- Fires LRM-5 at S2 BattleMaster (0 base + 2 range + 3 movement + 1 enemy movement + 1 smoke - 1 iLK missiles = 6): rolled 8, 3 missiles hit Right Leg (23/26 armor remains)!
- Gains 23 heat, sinks 27!
H6 Gargoyle Tjris
- Fires on S2 BattleMaster: No line of sight to target!
- Gains 1 heat, sinks 36!
G9 Shadow Hawk
- Fires HVAC-10 (Acid) at H1 Rifleman IIC (2 base + 0 range + 3 movement + 1 enemy = 6): rolled 9, hit Left Torso (damage to structure halved, 0/15 structure remains)! Torso destroyed!
- Fires Medium Laser at H1 Rifleman IIC (2 base + 0 range + 3 movement + 1 enemy = 6): rolled 9, hit Left Leg (25/30 armor remains)!
S1 Mackie
- Holds fire!
S2 Battlemaster
- Holds fire!
S3 Awesome
- Fires PPC at X11 Merlin (2 base + 2 range + 1 movement + 2 enemy movement + 2 smoke + 1 light woods + 1 partial cover = 11): rolled 11, hit Left Torso (2/14 structure remains)! Crit!
- Fires PPC at X11 Merlin (2 base + 2 range + 1 movement + 2 enemy movement + 2 smoke + 1 light woods + 1 partial cover = 11): rolled 8, miss!
- Fires PPC at X11 Merlin (2 base + 2 range + 1 movement + 2 enemy movement + 2 smoke + 1 light woods + 1 partial cover = 11): rolled 5, miss!
End Phase:
X11 Merlin
- Critical chance in Left Torso! No critical hit sustained!
Physical Combat Phase:
H1 Rifleman IIC
- Kicks G9 Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 Clan pilot - 2 kick = 8): rolled 11, hit Right Leg (2/19 armor remains)!
G9 Shadow Hawk
- Kicks H1 Rifleman IIC (3 base + 3 movement + 1 enemy movement - 2 kick = 5): rolled 6, hit Right Leg (0/30 armor, 9/15 structure remains)! Crit!
End Phase:
H1 Rifleman IIC
- Critical chance in Right Leg! No critical hits sustained!
They are tenacious, Tjris rumbled, no longer caring who heard. This enemy did not runthough he expected that was due to the venerable Mackies ponderous speed. He had been surprised to see the design, yet he knew at a glance it was not a machine the Star League had designed. No, that primitive ancestor of his own mighty OmniMech may have been crude, but it was nothing like that slow, boxy abomination.
You admire our enemy, Jabel Meraz replied darkly. The decadent swine of the Federated Suns, who have dedicated their lives to crushing
I did no such thing, Fury filled Tjriss voice as thoroughly as his voice filled the comms. They throw away lives of skilled warriors when they would be better served simply allowing us to leave. Your enemy are brave and implacable warriors, and that is to be admired. But they are also stupid, and wasteful, and aberrant. They bid poorly. Now, be silent. We have more of them yet to kill.
Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)
Optional
Defeat the 1st Kestrel Grenadiers 2nd Battalion (36/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hells Horses (17)
Hells Horses: Defeat more Kestrel Grenadiers than the Death Commandos (19)
Key:
H1 Rifleman IIC, 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
G9 Shadow Hawk +1
Player `Mech Status
Enemy `Mech Status