The Let's Play Archive

Battletech

by PoptartsNinja

Part 440: King of the Pirates - Turn 10

King of the Pirates: Tactical Update 10

The Phoenix Hawk struggled in the Charger’s grasp, grating armor on armor as it twisted and fought to pull itself free. The Charger’s massive battle fists were powerful and strong, but even they couldn’t hold on to smooth metal-ceramic composites without slipping, and the smaller enemy machine twisted back and forth trying to bring its short-barreled autocannon in line. The pilot probably fired instinctively the moment his crosshairs passed something bipedal, but that would’ve been little comfort to Werner Granke as a high-caliber shell smashed into his JagerMech’s sloping shoulder-armor and was deflected—not away from his slab-like machine—but straight into it.

Graunke had always stored ammunition greedily—he didn’t want to run out during a dragging guerilla campaign and being able to take risky long-range shots suited him. His focus on battlefield longevity was of no help as the shell struck a full ammo bin. The JagerMech vanished in a blink, its right arm spiraling away as his own high-caliber shells exploded. What little remained took another half-step before falling still.

The Charger’s broad fist smashed into the small of the Phoenix Hawk’s back as the pilot stopped struggling for an instant to watch his handiwork. The Assault `Mech’s other arm locked tight around the Phoenix Hawk’s head and the Charger lifted the smaller machine over its own head. For a moment the two stood locked, the Charger’s knees whining in protest at the strain, before the Charger twisted and smashed the Phoenix Hawk’s head into the roof of the building behind it. Gypsum exploded into powder and sheet-metal buckled as the Phoenix Hawk crushed the building like a cardboard box and tumbled bonelessly to the ground below.








Movement Phase
Hunchback (player)
- Attempts to enter hex 1928, insufficient MP!

Assassin (player)
- Exits building hex 3328 (4 base + 0 light building = 4): rolled 6, succeeds!

Battle Cobra (player)
- Attempts to enter hex 2527, insufficient MP!

Clint (Player)
- Supercharger active, must pass a 3+ test to avoid engine damage: rolled 10, succeeds!



Combat Phase
Charger (Player)
- Fires flamer at Phoenix Hawk (4 base + 0 range + 0 movement + 0 enemy movement =4): rolled 10, hit Right Leg (12/15 armor remaining)!
- Gains 3 heat, sinks 10!

Warhammer (Player)
- Fires ER PPC at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 5, miss!
- Fires ER PPC at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 9, hit Left Torso (0/9 armor, 12/13 structure remaining)! Crit!
- Gains 32 heat, sinks 34!

JagerMech (Player)
- Fires AC/20 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires AC/20 at Gladiator (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Gains 16 heat, sinks 12! Overheating!

Catapult (Player)
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 4, miss!
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 2, miss!
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 4, miss!
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 2, miss!
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 7, miss!
- Fires SRM-4 at Gladiator (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 3, miss!
- Gains 21 heat, sinks 28!

Chameleon (Player)
- Fires Medium Laser at Dragon (4 base + 4 range + 2 movement + 3 enemy movement = 13): automatic miss!
- Fires Medium Laser at Dragon (4 base + 4 range + 2 movement + 3 enemy movement = 13): automatic miss!
- Gains 15 heat, sinks 15!

Hunchback (Player)
- Fires Medium Laser at Radio Shed 1332 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 11, hit (5/10 CF remaining)!
- Fires Medium Laser at Radio Shed 1332 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 6, hit (0/10 CF remaining)! Building destroyed!
- Gains 8 heat, sinks 13!

Centurion (Player)
- Holds fire!
- Gains 1 heat, sinks 12!

Blackjack (Player)
- Holds fire!
- Gains 5 heat, sinks 13!

Assassin (Player)
- Holds fire!
- Gains 2 heat, sinks 22!

Battle Cobra (Player)
- Holds fire!
- Gains 2 heat, sinks 28!

Clint (Player)
- Fires ER PPC at Gladiator (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Left Leg (5/26 armor remaining)!
- Gains 12 heat, sinks 16!

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

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

Griffin
- Holds fire!
- Gains 0 heat, sinks 22!

Awesome
- Torso-twists to threaten hex 0823!
- Fires Autocannon/10 at Charger (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires Autocannon/10 at Charger (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, hit Left Arm (42/52 armor remaining)!
- Fires Autocannon/10 at Charger (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 3, miss!
- Gains 11 heat, sinks 10!

Quickdraw
- Fires Medium Laser at Warhammer (6 base + 2 range + 2 movement + 1 enemy movement = 11): rolled 8, miss!
- Fires Medium Laser at Warhammer (6 base + 2 range + 2 movement + 1 enemy movement = 11): rolled 9, miss!
- Fires SRM-4 at Warhammer (6 base + 2 range + 2 movement + 1 enemy movement = 11): rolled 10, miss!
- Gains 11 heat, sinks 13!

Gladiator
- Unable to fire
- Gains 0 heat, sinks 13!

Shadow Hawk
- Fires Autocannon/5 at Warhammer (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires LRM-5 at Warhammer (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 10, 4 missiles hit Center Torso (30/34 armor remaining)!
- Fires Medium Laser at Warhammer (5 base + 2 range + 2 movement + 1 enemy movement = 10): rolled 7, miss!
- Fires SRM-2 at Warhammer (5 base + 2 range + 2 movement + 1 enemy movement = 10): rolled 10, 1 missile hit Center Torso (28/34 armor remaining)!
- Fires SRM-2 at Warhammer (5 base + 2 range + 2 movement + 1 enemy movement = 10): rolled 6, miss!
- Gains 2 heat, sinks 14!

Phoenix Hawk
- Torso-twists to threaten hex 0829! Reverses arm!
- Fires Autocannon/20 at JagerMech (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 5, hit Right Arm (0/10 structure remaining)! Arm Blown Off! TAC!
- - Damage transfers to Right Torso (9/19 armor remaining)TAC!
- Gains 7 heat, sinks 10!

Firestarter
- Attempts to fire Flamer at Motorized Infantry, but the target is too close!
- Attempts to fire Flamer at Motorized Infantry, but the target is too close!
- Attempts to fire Flamer at Motorized Infantry, but the target is too close!
- Gains 9 heat, sinks 10!



End Phase:
Shadow Hawk
- Critical chance in Left Torso!

JagerMech (Player)
- Must pass a piloting-test or fall (5 base + 1 massive damage = 6): rolled 5, fails!
- - Falls facing hex 1330!
- - Suffers falling damage to Rear Center Torso (1/6 armor remaining), Right Leg (17/19 armor remaining)!
- Through-armor critical chance in Right Torso! 2 critical hits sustained!
- - AC/20 ammunition hit! Ammunition explodes!
- - XL Engine hit!
- JagerMech suffers 100 damage in an Ammunition Explosion (0/19 armor, 0/15 structure remaining)! Pilot hit! Pilot hit! Engine hit! Engine destroyed!
- - 76 Damage transfers to Center Torso (0/23 armor, 0/21 structure remaining)! Mech destroyed!



Physical Combat Phase:
Charger (player)
- Attempts to suplex Phoenix Hawk (3 base + 0 movement + 0 enemy movement - 1 push = 2): rolled 6, succeeds!
- - Phoenix Hawk falls in hex 1129, suffers damage to Head (4/9 armor remaining), Left Torso (6/18 armor remaining)! Pilot hit!
- Building hex 1129 collapses under the weight of the Phoenix Hawk!
- - Phoenix Hawk falls in hex 1129, suffers damage to Right Torso (13/18 armor remaining), Left Torso (1/18 armor remaining), Right Arm (3/7 structure remaining)! Crit!

Chameleon (player)
- Large Vibroblade still active, generates 7 heat!

Gladiator
- Melee Defense triggers successfully! Moves to hex 1132!
- Attacks Clint’s Punch-Hit Locations with Hatchet (2 base + 1 movement + 1 enemy movement + 4 attacking Punch Hit = 8): rolled 9, hit Left Torso (4/15 armor remaining)!

Motorized Infantry
- Initiate a Swarm attack on Firestarter (6 base + 2 troopers - 1 prone target in same hex - 4 immobilized target = 2): rolled 7, succeeds!



End Phase:
Corner Store 1627
- Burns down!

Row House 1327
- Burns down

Dirty Magazine Publisher 1326
- Burns down!

Phoenix Hawk
- Must pass a piloting test to avoid pilot damage (3 base + 0 pushed = 3): rolled 4, succeeds!
- Must pass a piloting test to avoid pilot damage (3 base + 0 pushed = 3): rolled 9, succeeds!
- Must pass a 3+ consciousness test: rolled 9, succeeds!
- Critical chance in Right Arm! Rolled 5, no critical hit sustained!



Next Turn’s Movement Phase
Phoenix Hawk
- Must pass a piloting test to stand (3 base = 3): rolled 8, succeeds!
- Enters building hex 1128 (3 base + 0 light building = 3): rolled 8, 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: Tuesday Night!