The Let's Play Archive

Battletech

by PoptartsNinja

Part 432: King of the Pirates - Turn 2

King of the Pirates: Tactical Update 2

The 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 Ravager’s 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. They’ve put up their arms but that won’t stop `em from shooting us in the back if they feel like it. You don’t want to kill too many of the locals,” Jag cautioned a moment later. “They’ll turn against you if they think you’re 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-Ryan’s smile was wide enough to make her face ache, mirroring the unnerving skeletal grin painted on her `Mech’s head. She’d never shied away from an execution and disabusing the locals of any funny aspirations towards her or any of her lance’s machines certainly wouldn’t 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 company—and one of the few who’d survived the disastrous Clan assault on Gotterdammerung. His Blackjack nearly hadn’t made it, and Thomas now sported head-to-toe burns inflicted by a pack of the enemy’s 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 he’d built his machine to slaughter the infantry that’d maimed him.

As the blocky Blackjack closed on the natives they probably wouldn’t have recognized the danger. A Blackjack was normally no threat to infantry, the first inkling they’d 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 didn’t matter that most of the Blackjack’s shots missed, even the pirates’ homemade motorcycles and ATVs were torn apart by the sheer volume of fire. They didn’t explode like they would’ve in the holos, but Susie didn’t anticipate there’d 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 Thomas’s work. The natives had made a mistake by not staying home, and compounded it by not surrendering. Slaughtering the lot of them wasn’t 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 Turn’s 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!