The Let's Play Archive

Battletech

by PoptartsNinja

Part 434: King of the Pirates - Turn 4

King of the Pirates: Tactical Update 4

“Surrender or die!” Tommy’s voice boomed not over an open broadcast, but through the external speakers on his `Mech. It carried and echoed, was distorted by corners, and immediately and thoroughly drowned out by the roar of the Blackjack’s machineguns. Lieutenant Idris al-Arkab didn’t much care one way or another for the other man’s personal hang-ups. The Draconis Combine national had been forced to sign on with Ryan’s band when their pirate hunting battalion got decimated down to a single short company by invading Clan forces—and while normally such an act would’ve been unthinkable treason and his entire unit punished by death, there was a chance, however slim, that the Draconis Suns might prove more forgiving.

The irony of his new circumstances wasn’t lost on him; but the former Pirate-hunter wasn’t sure a return was in the cards. From his experience, the New Avalon Catholicism practiced in the Federated Suns was only tolerant of other religions to a point. The Arkabs could rely on being ignored by practitioners of the Draconis Combine’s prescribed Shinto religion. As long as they didn’t proselytize the Combine had looked the other way partly because the Azami were renowned warriors but mostly because the worlds of the Azami were all infected with a viral strain deadly to any not born and raised there. As far as Idris was concerned if the Shinto priests wanted to tell their followers that the Azami were kneeling towards distant Terra to pray to some foreign assembly of Kami, he wasn’t the man to correct them. It didn’t pay to be curious in the Draconis Combine.

The Pirates might snigger and laugh, but they also didn’t care what Idris and his men chose to practice. It was only the Federated Suns that would ask questions—and so expatriation wasn’t in the cards for Idris or his men. Not until he was certain that the severed head of Redjack Ryan would be sufficient payment to keep he and his men alive and see them safely back to Arkab.








Movement Phase
Hunchback (Player)
- Enters building hex 1038!
- Must pass a piloting test to avoid damage (2 base + 0 light building = 2): rolled 9, succeeds!

Infantry Squad 3138
- Hits the deck!

Infantry Squad 1539
- Hits the deck!



Combat Phase
Charger (Player)
- Torso-twists to threaten hex 1140!
- Fires small laser at disreputable casino 0936: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (I’m not tracking CF for a million damaged but undestroyed building hexes)!
- Fires small laser at disreputable casino 0936: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (I’m not tracking CF for a million damaged but undestroyed building hexes)!
- Gains 7 heat, sinks 10!

Warhammer (Player)
- Fires ER PPC at Firestarter: (3 base + 2 range + 1 movement + 2 enemy movement + 1 partial cover = 9): rolled 8, miss!
- Fires ER PPC at Firestarter: (3 base + 2 range + 1 movement + 2 enemy movement + 1 partial cover = 9): rolled 10, hit Right Torso (1/11 armor remaining)!
- Gains 31 heat, sinks 34!

JagerMech (Player)
- Holds fire!
- Gains 2 heat, sinks 12!

Catapult (Player)
- Holds Fire!
- Gains 2 heat, sinks 28!

Chameleon (Player)
- Fires Medium Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 6, miss!
- Fires Medium Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 5, miss!
- Fires Small Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 10, hits exposed infantry for double damage (19/20 troopers remaining)!
- Fires Small Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 6, miss!
- Fires Small Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 3, miss!
- Fires Small Laser at motorized infantry 3138 (4 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 4, miss!
- Gains 15 heat, sinks 15!

Hunchback (Player)
- Fires Medium Laser at row house 1333 (no Line of Sight to target)!
- Fires Medium Laser at row house 1333 (no Line of Sight to target)!
- Gains 2 heat, sinks 13!

Centurion (Player)
- Holds fire!
- Gains 2 heat, sinks 12!

Blackjack (Player)
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 5, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 8, hit (12/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 8, (10/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 5, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 4, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 7, (7/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 3, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 6, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 8, hit (5/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 9, hit (1/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 11, hit (0/20 troopers remaining)!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 5, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 7, hit!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 6, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 2, miss!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 7, hit!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 8, hit!
- Fires Machine Gun at Motorized Infantry 1539 (3 base + 0 range + 3 movement + 0 enemy movement + 1 infantry target hit the deck = 7): rolled 10, hit!
- Gains 5 heat, sinks 13!

Assassin (Player)
- Fires Large Laser at Armored Technical 2532 (3 base + 2 range + 3 movement + 0 enemy movement = ): rolled 9, hit Rear (0/3 armor, 0/1 structure remaining)! Vehicle destroyed!
- Gains 2 heat, sinks 22!

Battle Cobra (Player)
- Attempts to Fire Large Pulse Laser at Motorized Infantry 3138: No Line of Sight to target!
- Attempts to Fire Medium Pulse Laser at Motorized Infantry 3138: No Line of Sight to target!
- Gains 2 heat, sinks 28!

Clint (Player)
- Fires ER PPC at butcher store 1941 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)! Building destroyed!
- Gains 2 heat, sinks 16!

King Crab
- Torso-twists to threaten hex 2409!
- Fires Large Laser at blockbuster holovid 2616 (3 base + 2 range + 1 movement - 4 enemy movement = 2): automatically hit (2/10 CF remaining)!
- Fires Large Laser at blockbuster holovid 2616 (3 base + 2 range + 1 movement - 4 enemy movement = 2): automatically hit (0/10 CF remaining)! Building destroyed!
- Fires Medium Laser at pirate mansion 2613 (3 base + 2 range + 1 movement - 4 enemy movement + 1 secondary target = 3): rolled , hit (5/10 CF remaining)!
- Fires Medium Laser at pirate mansion 2613 (3 base + 2 range + 1 movement - 4 enemy movement + 1 secondary target = 3): rolled , hit (0/10 CF remaining)! Building destroyed!
- Fires Large Laser at row house 2717 (3 base + 2 range + 1 movement - 4 enemy movement + 1 secondary target = 3): rolled , hit (2/10 CF remaining)!
- Fires Large Laser at row house 2717 (3 base + 2 range + 1 movement - 4 enemy movement + 1 secondary target = 3): rolled , hit (0/10 CF remaining)! Building destroyed!
- - Building collapses on Motorized Infantry 2727 (8/10 troopers remaining)!
- Gains 44 heat, sinks 44!

Griffin
- Torso-twists to threaten hex 2012
- Fires PPC at shop 3211 (3 base + 2 range + 2 movement - 4 enemy movement = 3): rolled 9, hit (0/10 CF remaining)! Building destroyed!
- - Light Building collapses on Infantry 3211 (4/10 troopers remaining)!
- Fires PPC at pawn & gun 1211 (3 base + 2 range + 2 movement - 4 enemy movement + 2 secondary target not in front arc = 5): rolled 5, hit (0/10 CF remaining)! Building destroyed!
- - Light Building collapses on Infantry 1211 (18/20 troopers remaining)!
- Gains 22 heat, sinks 22!

Motorized Infantry 1539
- Fire ballistic rifles at Blackjack (4 base + 0 range + 3 enemy movement = 7): rolled 3, miss!

Motorized Infantry 3138
- Fire ballistic rifles at Chameleon (4 base + 0 range + 2 enemy movement = 6): rolled 8, hit Left Leg (19/24 armor remaining), hit Center Torso (23/24 armor remaining)!



Physical Combat Phase:
Charger (Player)
- Punts payday loans 0835: adjacent attacks always hit (0/10 structure remaining)! Building destroyed!

Chameleon (Player)
- Attacks infantry 3138 with Heavy Vibrosword (unpowered) (3 base + 2 movement + 0 enemy movement + 1 infantry target hit the deck = 6): rolled 6, hits exposed infantry for double damage (18/20 troopers remaining)!

Centurion (Player)
- Attacks row houses 2040 with a wrecking ball for a boosted 18 damage: adjacent attacks always hit (0/10 CF remaining)!

Quickdraw
- Attacks dodgy strip club 1125 with hatchet (5 base + 0 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)!



Next Turn’s Movement Phase
Awesome
- Enters building hex 0909: Must pass a piloting test to avoid damage (6 base = 6): rolled 7, succeeds!
- Exits building hex 0909: Must pass a piloting test to avoid damage (6 base = 6): rolled 8, succeeds!








Player Status:


Opposing Force Status:






Mission Objective:
Defeat all enemies!

Secondary Objectives:
Individual Sub-Objectives Completed (0/11)



Orders Due: Saturday Night!