The Let's Play Archive

Battletech

by PoptartsNinja

Part 441: King of the Pirates - Turn 11

King of the Pirates: Tactical Update 11

“Blind” Sal glared in horrified silence as the massive bulk of the enemy’s Charger rose into the air and fell, spread eagled, straight towards her. Her response was measured, deliberate, and aimed precisely. Not one of her shots went where she’d aimed. The crippling damage to the Quickdraw’s computers suffered in Jag Cordeaux’s midnight attack less than a month before had taken its toll, and while it wouldn’t be difficult to repair with the right board and microchips, Sal had had neither. Her hasty, jury-rigged repairs would hold, her Quickdraw would still fight, but she was as good as crippled. A medium laser shot that should’ve found one of the gaps in the Charger’s bulky armor missed clean, the other drew an angry orange line on the thick plating covering the Charger’s shin.

“Hell with this!” she roared, lunging towards the descending Charger. She threw her arm forward, catching it in the knee with her hatchet only to have that same arm smashed backwards and nearly crushed against her canopy as the Charger came down on top of her.








Movement Phase
Charger (player)
- Initiates a Death from Above!

Blackjack (player)
- Attempts to enter hex 0830, but has insufficient MP!

Clint (Player)
- Supercharger active, must pass a 5+ test to avoid engine damage: rolled 7, succeeds!
- Attempts to face hex 0927, but has insufficient MP!



Combat Phase
Motorized Infantry
- Swarm attack continues, infantry targets the Head (6 base + 0 range + 0 movement - 4 enemy movement + 4 called shot = 6): rolled 8, hit Head (0/9 armor, 0/3 structure remaining)! 4 damage vented harmlessly! `Mech destroyed!

Charger (Player)
- Unable to fire!
- Gains 3 heat, sinks 10!

Warhammer (Player)
- Fires ER PPC at Phoenix Hawk (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 10, hit Building Hex 1128 (5/10 CF remaining), Right Arm (0/3 structure remaining)!
- - Damage transfers to Rear Right Torso (0/4 armor, 9/11 structure remaining)! Crit!
- Fires ER PPC at Phoenix Hawk (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 11, hit Building Hex 1128 (4/10 CF remaining), Left Leg (0/6 structure remaining)! Leg blown off!
- - Damage transfers to Rear Left Torso (1/4 armor remaining)!
- Fires medium laser at Quickdraw (3 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 8): rolled 2, miss!
- Fires medium laser at Quickdraw (3 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 8): rolled 4, miss!
- Gains 44 heat, sinks 34! Overheating! Chance for Ammunition Explosion!

Catapult (Player)
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, 2 missiles hit Center Torso (15/18 structure remaining (Crit!)), Right Arm (2/18 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, 3 missiles hit Right Arm (0/18 armor remaining), Center Torso (13/18 structure remaining (Crit!)), Right Leg (16/26 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, 3 missiles hit Left Leg (13/26 armor remaining), Left Arm (10/18 armor remaining), Right Arm (7/9 structure remaining (Crit!))!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Right Torso (0/20 armor remaining), Head (5/9 armor remaining (Pilot hit!)), Right Arm (5/9 structure remaining (Crit!)), Right Arm (3/9 structure remaining (Crit!))!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Left Torso (3/13 structure remaining (Crit!)), Right Arm (1/9 structure remaining (Crit!)), Right Leg (14/26 armor remaining), Right Arm (0/9 structure remaining (Arm blown off!))!
- - Damage transfers to Right Torso (12/13 structure remaining (Crit!))!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 2 missiles hit Center Torso (11/18 structure remaining (Crit!)), Left Leg (11/26 armor remaining)!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 4 missiles hit Center Torso (9/18 structure remaining (Crit!)), Left Leg (9/26 armor remaining), Center Torso (7/18 structure remaining (Crit!)), Right Torso (10/13 structure remaining (Crit!))!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 4, 2 missiles hit Right Leg (12/26 armor remaining), Right Torso (8/13 structure remaining (Crit!))!
- Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Right Leg (10/26 armor remaining), Center Torso (5/18 structure remaining (Crit!)), Right Leg (8/26 armor remaining), Right Torso (6/13 structure remaining (Crit!))!
- Gains 31 heat, sinks 28!

Chameleon (Player)
- Holds fire!
- Gains 2 heat, sinks 15!

Hunchback (Player)
- Fires Medium Laser at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires Apollo MRM-40 at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 2, miss!
- Fires Small Laser at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 9, hit Right Leg (17/28 armor remaining)!
- Gains 18 heat, sinks 13! Overheating!

Centurion (Player)
- Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, 3 missiles hit Center Torso (10/12 armor remaining), Right Arm (3/5 armor remaining), Left Arm (3/5 armor remaining)!
- Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, 4 missiles hit Left Arm (1/5 armor remaining), Right Arm (1/5 armor remaining), Center Torso (8/12 armor remaining (TAC!)), Left Arm (0/5 armor, 8/9 structure remaining (Crit!))!
- Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, 6 missiles hit Left Arm (6/9 structure remaining (Crit!)), Head (7/9 armor remaining (Pilot hit!)), Head (5/9 armor remaining (Pilot hit!)), Left Arm (4/9 structure remaining (Crit!)), Right Leg (3/5 armor remaining), Center Torso (6/12 armor remaining)!
- Gains 18 heat, sinks 12! Overheating!

Blackjack (Player)
- Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Left Torso (0/18 armor, 13/14 structure remaining)! TAC!
- Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 12, Left Leg (23/28 armor remaining)!
- Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Center Torso (23/28 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Left Leg (21/28 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Left Leg (19/28 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 2, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Torso (10/22 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 3, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 12, hit Right Arm (18/20 armor remaining)! TAC!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, hit Head (7/9 armor remaining)! Pilot hit!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Arm (16/20 armor remaining)! TAC!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Center Torso (21/28 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Right Torso (8/22 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 11, hit Left Torso (11/14 structure remaining)! Crit!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Right Torso (6/22 armor remaining)!
- Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, hit Left Leg (17/28 armor remaining)!
- Gains 17 heat, sinks 13!

Assassin (Player)
- Fires Large Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Center Torso (18/28 armor remaining)!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Arm (17/20 armor remaining)!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, hit Right Arm (13/20 armor remaining)!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Right Arm (10/20 armor remaining)!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Head (4/9 armor remaining)! Pilot hit!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (14/28 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 5, hit Left Torso (1/14 structure remaining)! Crit!
- Fires Medium Pulse Laser at Dragon (3 base + 2 range + 2 movement + 2 enemy movement - 2 pulse laser = 7): rolled 6, miss!
- Gains 16 heat, sinks 28!

Clint (Player)
- Fires ER PPC at Awesome (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Building Hex 0822 (1/10 CF remaining), Left Torso (15/24 armor remaining)!
- Gains 12 heat, sinks 16!

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

Dragon
- Torso-twists to threaten hex 1729!
- Fires Autocannon/20 at Catapult (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 9, hit Left Arm (0/17 armor, 7/10 structure remaining)! Crit!
- Fires Small Laser at Hunchback (4 base + 0 range + 2 movement + 1 enemy movement + 1 secondary target = 8): rolled 9, hit Left Torso (17/20 armor remaining)!
- Gains 10 heat, sinks 10!

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

Awesome
- Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit Left Leg (9/19 armor remaining)!
- Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 5, miss!
- Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 11, hit Right Leg (9/19 armor remaining)!
- Gains 9 heat, sinks 10!

Quickdraw
- Fires Medium Laser at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Fires Medium Laser at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 10, hit Left Leg (55/68 armor remaining)!
- Fires SRM-4 at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 5, miss!
- Gains 11 heat, sinks 13!

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

Shadow Hawk
- Fires Autocannon/5 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Right Leg (63/68 armor remaining)!
- Fires Medium Laser at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 9, hit Right Torso (41/52 armor remaining)!
- Fires Medium Laser at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Left Arm (37/52 armor remaining)!
- Fires SRM-2 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 6, miss!
- Fires SRM-2 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, 2 missiles hit Center Torso (74/76 armor remaining), Left Arm (35/52 armor remaining)!
- Gains 13 heat, sinks 14!

Phoenix Hawk
- Fires Autocannon/20 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 10, hit Rear Left Torso (0/5 armor, 0/10 structure remaining)! Torso destroyed! Arm Blown Off! Heat Sink Destroyed! Heat Sink Destroyed!
- - Damage transfers to Rear Center Torso (1/6 armor remaining)!
- Gains 7 heat, sinks 10!



End Phase:
Charger (player)
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 6, succeeds!

Warhammer (Player)
- Must roll a 4+ to avoid Inferno Ammunition Explosion: rolled 5, succeeds!

Catapult (Player)
- Critical chance in Left Arm! 1 critical hit sustained!
- - Upper arm actuator hit: +1 to-hit penalty with Left Arm weapons!
- Must pass a piloting test or fall (7base + 1 massive damage = 8): rolled 7, fails!
- - Suffers 7 damage in the fall to Left Torso (19/24 armor remaining), Left Torso (17/24 armor remaining)!

Phoenix Hawk
- Critical chance in Right Torso! 1 critical hit sustained!
- - Jump Jet hit!

Gladiator
- Must roll a 3+ consciousness test: rolled 8, succeeds!
- Must roll a 5+ consciousness test: rolled 7, succeeds!
- Critical chance in Center Torso! No critical hits sustained!
- Critical chance in Center Torso! 1 critical hit sustained!
- - Spikes hit!
- Critical chance in Left Torso! 2 critical hits sustained!
- - Spikes hit!
- - Critical hit transfers to Center Torso! Engine hit!
- Critical chance in Right Torso! No critical hits sustained!
- Critical chance in Center Torso! 3 critical hits sustained!
- - Gyro hit!
- - Engine hit!
- - Gyro destroyed! `Mech destroyed!
- Critical chance in Center Torso! No critical hits sustained!
- Critical chance in Center Torso! No critical hits sustained!
- Critical chance in Right Torso! No critical hits sustained!
- Critical chance in Right Torso! No critical hits sustained!
- Critical chance in Center Torso! No critical hits sustained!
- Critical chance in Right Torso! No critical hits sustained!

Shadow Hawk
- Must roll a 3+ consciousness test: rolled 4, succeeds!
- Must roll a 5+ consciousness test: rolled 10, succeeds!
- Through-armor critical chance in Center Torso! No critical hits sustained!
- Critical chance in Left Arm! 2 critical hits sustained!
- - Upper Arm Actuator hit!
- - Hand Actuator hit!
- Critical chance in Left Arm! 1 critical hit sustained!
- - Shoulder Actuator hit!
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds!

Dragon
- Must roll a 3+ consciousness test: rolled 5, succeeds!
- Must roll a 5+ consciousness test: rolled 7, succeeds!
- Through-armor critical chance in Left Torso! 1 critical hits sustained!
- - Critical transfers to Center Torso! Engine hit +5 heat/turn! Overheating!
- Through-armor critical chance in Right Arm! 1 critical hits sustained!
- - Shoulder hit!
- Through-armor critical chance in Right Arm! No critical hits sustained!
- Critical chance in Left Torso! No critical hits sustained!
- Critical chance in Left Torso! No critical hits sustained!
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 10, succeeds!



Physical Combat Phase:
Charger (player)
- Attempts to Flying Cross-Body Quickdraw (3 base + 3 movement + 1 enemy movement + 0 DFA - 3 skill difference = 4): rolled 7, hit for 24 damage Right Arm (6/11 armor remaining), Right Torso (9/14 armor remaining), Head (4/9 armor remaining (Pilot hit!)), Right Arm (1/11 armor remaining), Right Torso (5/14 armor remaining)!
- - Charger suffers 16 damage in the attempt to Right Leg (58/68 armor remaining), Left Leg (50/68 armor remaining), Right Leg (53/68 armor remaining), Left Leg (49/68 armor remaining)!

Hunchback (Player)
- Kicks Dragon (2 base + 1 movement + 2 enemy movement - 2 kick = 3): rolled 9, hit Left Leg!

Assassin (Player)
- Punches Dragon with Left Arm (4 base + 2 movement + 2 enemy movement + 0 punch = 8): rolled 3, miss!

Chameleon (player)
- Large Vibroblade deactivated, generates 0 heat!

Quickdraw
- Attacks Charger with Hatchet (6 base + 2 movement + 1 enemy movement = 9): rolled 9, hit Right Leg (40/68 armor remaining)!

Dragon
- Kicks Assassin (3 base + 2 movement + 3 enemy movement - 2 kick = 6): rolled 7, hit Right Leg (2/16 armor remaining)!



End Phase:
Charger (Player)
- Must pass a piloting test or fall: voluntarily fails!
- - Must pass a piloting test to avoid pilot damage (3 base + 1 massive damage + 1 fall = 5): rolled 9, succeeds!
- - Suffers 8 damage in the fall to Left Leg (44/68 armor remaining), Center Torso (71/76 armor remaining)!

Assassin (Player)
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 4, succeeds!

Quickdraw
- Must pass a 3+ consciousness test: rolled 11, succeeds!
- Must pass a piloting test or fall: flying crossbody forces failure!
- - Must pass a piloting test to avoid pilot damage (6 base + 1 massive damage + 1 fall = 8): rolled 10, succeeds!
- - Suffers 7 damage in the fall to Left Torso (9/14 armor remaining), Left Leg (13/15 armor remaining)!

Dragon
- Must pass a piloting test or fall (3 base + 0 kicked = 3): rolled 7, succeeds!



Next Turn’s Movement Phase
Quickdraw
- Must pass a piloting test to stand (6 base - 2 careful stand = 4): 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!