The Let's Play Archive

Battletech

by PoptartsNinja

Part 439: King of the Pirates - Turn 9

King of the Pirates: Tactical Update 9

“Fucker!” Susie roared in anger as the spindly Death’s Consort machine blew off her `Mech’s left arm. The alien Clan design compensated brilliantly, she barely had to focus to keep on her feet despite her `Mech’s suddenly unbalanced weight. Her attacker slumped over a moment later as the Assassin cored through it from behind—at least she’d be able to take its arm, assuming the local scavengers didn’t get to it first. It was closer in weight to her own machine—the stripped down Guillotine arm she’d been using had put extra strain on her `Mech’s bulky, lightweight frame.

Her own frustrations unrelenting, she leveled her remaining arm at the Dragon and fired a careful, precise burst from her remaining large laser. The Clan weapon flickered, leaving a purple afterimage seared across her retinas as it sliced into the Dragon’s chest like she might’ve sliced into a roast turkey. Armor melted then flashed into a burning metallic steam and entire armor plates tumbled and fell to the dirt road below.

Undaunted, the Dragon dropped its shoulder and charged, vanishing out of sight as it smashed through a shop façade that had, only moments before, promised “the prettiest girls on this block!” in garish, clashing neon.








Movement Phase
Charger (player)
- Enters building hex 3328 (3 base + 0 light building = 3): rolled 7, avoids damage!
- Exits building hex 2824 (3 base + 0 light building = 3): rolled 5, avoids damage!
- Enters building hex 3328 (3 base + 0 light building = 3): rolled 7, avoids damage!

Assassin (player)
- Exits building hex 2824 (3 base + 0 light building = 3): rolled 8, avoids damage!
- Enters building hex 3328 (3 base + 0 light building = 3): rolled 6, avoids damage!




Combat Phase
Charger (Player)
- Fires flamer at Phoenix Hawk (4 base + 0 range + 2 movement + 2 enemy movement =8): rolled 8, hit Rear Center Torso (3/5 armor remaining)!
- Gains 5 heat, sinks 10!

Warhammer (Player)
[I forgot to apply the damage, so the Warhammer is firing after everyone else]

JagerMech (Player)
- Fires AC/20 at Phoenix Hawk (3 base + 0 range + 0 movement + 0 enemy movement = 3): rolled 8, hit Left Arm (0/10 armor, 0/7 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (10/18 armor remaining)!
- Fires AC/20 at Phoenix Hawk (3 base + 0 range + 0 movement + 0 enemy movement = 3): rolled 9, hit Left Leg (0/15 armor, 6/11 structure remaining)! Crit!
- Gains 14 heat, sinks 12!

Catapult (Player)
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 10, 3 missiles hit Right Torso (10/20 armor remaining), Right Leg (24/26 armor remaining), Center Torso (15/27 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 2 missiles hit Left Torso (10/20 armor remaining), Center Torso (13/27 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 2 missiles hit Right Leg (22/26 armor remaining), Right Torso (8/20 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, 2 missiles hit Left Torso (8/20 armor remaining), Right Torso (6/20 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 2 missiles hit Right Leg (20/26 armor remaining), Left Arm (12/18 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 10, 3 missiles hit Center Torso (11/27 armor remaining), Left Torso (6/20 armor remaining (TAC!)), Left Torso (4/20 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 2 missiles hit Right Torso (4/20 armor remaining), Right Arm (12/18 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, 2missiles hit Right Leg (18/26 armor remaining), Right Arm (10/18 armor remaining)!
- Gains 31 heat, sinks 28! Overheating!

Chameleon (Player)
- Holds fire!
- Gains 13 heat, sinks 15!

Hunchback (Player)
- Fires MRM-40 at Dragon (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 7, miss!
- Gains 14 heat, sinks 13!

Centurion (Player)
- Fires Medium Laser at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Left Leg (15/20 armor remaining)!
- Fires SRM-6 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 10, 2 missiles hit Right Torso (2/20 armor remaining), Left Torso (2/20 armor remaining)!
- Fires SRM-6 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 2, miss!
- Fires SRM-6 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires SRM-6 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, 5 missiles hit Right Arm (8/18 armor remaining), Right Arm (6/18 armor remaining), Center Torso (9/27 armor remaining), Right Arm (4/18 armor remaining), Head (7/9 armor remaining (Pilot hit!))!
- Gains 21 heat, sinks 12! Overheating!

Blackjack (Player)
- Attempts to start a fire in hex 1921 with Medium Laser (3 base + 2 range + 2 movement - 4 enemy movement = 3): rolled 3, hit! Must roll 7+ to start a fire: rolls 2, fails to start a fire!
- Attempts to start a fire in hex 1921 with Medium Laser (3 base + 2 range + 2 movement - 4 enemy movement = 3): rolled 6, hit! Must roll 7+ to start a fire: rolls 2 ( ), fails to start a fire!
- Attempts to start a fire in hex 1921 with Medium Laser (3 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target = 4): rolled 5, hit! Must roll 7+ to start a fire: rolls 4, fails to start a fire!
- Gains 11 heat, sinks 13!

Assassin (Player)
- Fires Large Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (12/15 armor remaining)!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (9/15 armor remaining)!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (6/15 armor remaining)!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Rear Center Torso (2/14 structure remaining)! Crit!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Rear Center Torso (0/14 structure remaining)! `Mech destroyed!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Rear Left Torso (1/4 armor remaining)!
- Fires Small Laser at Bobcat (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Left Leg (3/15 armor remaining)!
- Gains 19 heat, sinks 22!

Battle Cobra (Player)
- Fires Large Pulse Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Torso (12/22 armor remaining)!
- Fires Large Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss!
- Gains 20 heat, sinks 28!

Clint (Player)
- Attempts to Fire ER PPC at Gladiator (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, hit Left Torso (0/20 armor, 5/13 structure remaining)! Crit!
- Gains 12 heat, sinks 16!

Warhammer (Player)
- Fires ER PPC at Gladiator (3 base + 0 range + 3 movement + 0 enemy movement + 1 partial cover = 7): rolled 9, hit Center Torso (0/27 armor, 17/18 structure remaining)! Crit!
- Fires Medium Laser at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement + 1 partial cover = 9): rolled 6, miss!
- Fires Medium Laser at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement + 1 partial cover = 9): rolled 8, miss!
- Fires Inferno SRM-6 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement + 1 partial cover = 9): rolled 7, miss!
- Gains 25 heat, sinks 34!

King Crab
- Holds fire!
- Gains 0 heat, sinks 44!

Dragon
- Fires Autocannon/20 at Hunchback (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 8, miss!
- Gains 9 heat, sinks 10!

Griffin
- Fires PPC at row house 2020 (3 base + 4 range + 0 movement - 4 enemy movement = 3): rolled 11, hit (0/10 CF remaining)! Building destroyed!
- Fires PPC at row house 1921 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 5, hit (0/10 CF remaining)! Building destroyed!
- Gains 20 heat, sinks 22!

Bobcat
- Torso-twists to threaten hex 3128!
- Fires Large Laser at Battle Cobra (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 6, hit Left Torso (7/15 armor remaining)!
- Fires Medium Laser at Battle Cobra (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 10, hit Left Arm (0/6 structure remaining)! Arm blown off!
- Fires Medium Laser at Battle Cobra (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 2, miss!
- Gains 16 heat, sinks 14!

Awesome
- Holds fire!
- Gains 2 heat, sinks 10!

Quickdraw
- Holds fire!
- Gains 5 heat, sinks 13!

Gladiator
- Torso-twists to threaten hex 0930!
- Fires Bombast Laser (+5) at Jagermech (4 base + 0 range + 1 movement + 0 enemy movement + 5 charge time = 10): rolled 11, hit Right Arm (2/14 armor remaining)!

Shadow Hawk
- Holds fire!
- Gains 2 heat, sinks 14!

Phoenix Hawk
- Fires Autocannon/20 at JagerMech (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Left Arm (0/14 armor, 4/10 structure remaining)! Crit!
- Fires Machine Gun at JagerMech (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, hit Center Torso (21/23 armor remaining)!
- Fires Machine Gun at JagerMech (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 2, miss!
- Fires Machine Gun at JagerMech (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, hit Right Arm (0/14 armor remaining)!
- Fires Machine Gun at JagerMech (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 10, hit Center Torso (19/23 armor remaining)!
- Gains 9 heat, sinks 10!

Firestarter
- Props itself upright with its Left Arm!
- Fires Flamer (damage) at row houses 1028 (2 base + 4 range + 0 movement - 4 enemy movement = 2): automatically hit (0/10 CF remaining)! Building destroyed!
- Fires Medium Laser at Building Hex 1029 (2 base + 2 range + 0 movement - 4 enemy movement + 1 partial cover + 1 secondary target = 2): automatically hit (0/10 CF remaining)! Building destroyed!
- - Charger suffers 1 damage in the collapse to Right Torso (46/52 armor remaining)!
- Gains 6 heat, sinks 10!



End Phase:
Phoenix Hawk
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 6, succeeds!
- Critical chance in Left Leg! No critical hits sustained!

Gladiator
- Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled 5, succeeds!
- Through-armor critical chance in Left Torso! No critical hits sustained!
- Must pass a 3+ consciousness test: rolled 9, succeeds!
- Critical chance in Center Torso! No critical hits sustained!

JagerMech (player)
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 9, succeeds!
- Critical chance in Left Arm! No critical hits sustained!



Physical Combat Phase:
Charger (player)
Attempts to grab Phoenix Hawk (3 base + 2 movement + 0 enemy movement + 1 grab = 6): rolled 7, succeeds!



End Phase:
Corner Store 1627
- Will burn down in 1 turns!

Row House 1327
- Will burn down in 1 turns!

Dirty Magazine Publisher 1326
- Will burn down in 1 turns!



Next Turn’s Movement Phase
Awesome
- Enters building hex 0922 (6 base + 0 light building = 6): rolled 9, succeeds!
- Exits building hex 0922 (6 base + 0 light building = 6): rolled 8, succeeds!
- Enters building hex 0822 (6 base + 0 light building = 6): rolled 7, succeeds!

Dragon
- Charges through Building Hex 3123 like a battering ram (3 base + 1 battering ram quirk = 4): rolled 7, succeeds! Building collapses!
- - Must pass a piloting test to avoid damage in the collapse (3 base + 1 battering ram quirk = 4): rolled 5, succeeds!
- Charges through Building Hex 3123 like a battering ram (3 base + 1 battering ram quirk = 4): rolled 4, succeeds! Building collapses!
- - Must pass a piloting test to avoid damage in the collapse (3 base + 1 battering ram quirk = 4): rolled 6, succeeds!
- Moves hastily through Hex 2532 (3 base - 1 battering ram quirk + 1 mp ignored = 3): rolled 6, succeeds!

Gladiator
- Activates Physical Defense movement mode!








Player Status:


Opposing Force Status:




Mission Objective:
Defeat all enemies!

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



Orders Due: Saturday Night!