The Let's Play Archive

Battletech

by PoptartsNinja

Part 295: Jeronimo: Breakout - Turn 27

Breakout: Tactical Update 27

Combat Phase
H1 Rifleman IIC
- Fires ER Small Laser at G9 Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Right Arm (4/14 armor remains)!
- Gains 23 heat, sinks 42!

H2 Cougar D
- Fires Large Pulse Laser at S2 BattleMaster (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse = 8): rolled 10, hit Right Leg (13/26 armor remains)!
- Gains 21 heat, sinks 25!

X2 Exterminator
- Fires Medium Pulse Laser at S2 BattleMaster (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse - 2 blindside = 4): rolled 5, hit Right Torso (5/28 armor remains)!
- Fires Medium Pulse Laser at S2 BattleMaster (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse - 2 blindside = 4): rolled 9, hit Left Arm (10/24 armor remains)!
- Fires Medium Pulse Laser at S2 BattleMaster (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse - 2 blindside = 4): rolled 4, hit Center Torso (26/40 armor remains)!
- Fires Medium Pulse Laser at S2 BattleMaster (3 base + 2 range + 3 movement + 0 enemy movement - 2 pulse - 2 blindside = 4): rolled 3, miss!
- Fires LRM-10 at S2 BattleMaster (3 base + 0 range + 3 movement + 0 enemy movement - 2 blindside = 4): rolled 5, 4 missiles hit Left Arm (6/24 armor remains)!
- Gains 25 heat, sinks 26!

X7 Vindicator
- Holds fire!
- Gains 4 heat, sinks 24!

X9 Cyclops IIC
- Holds fire!
- Gains 15 heat, sinks 30!

X11 Merlin
- Fires PPC at S2 BattleMaster (0 base + 2 range + 3 movement + 0 enemy movement + 1 smoke = 6): rolled 7, hit Center Torso (16/40 armor remains)!
- Fires LRM-5 at S2 BattleMaster (0 base + 2 range + 3 movement + 0 enemy movement + 1 smoke - 1 iLK missiles = 5): rolled 5, 5 missiles hit Left Arm(1/24 armor remains)!
- Gains 23 heat, sinks 27!

H6 Gargoyle Tjris
- Fires Heavy Large Laser at S2 BattleMaster (1 base + 2 range + 2 movement + 0 enemy movement + 1 heavy - 1 targeting computer = 5): rolled 7, hit Center Torso (0/40 armor remains)!
- Gains 1 heat, sinks 36!

G9 Shadow Hawk
- Fires HVAC-10 (Acid) at H1 Rifleman IIC (2 base + 0 range + 1 movement + 1 enemy movement = 4): rolled 7, hit Center Torso (damage to structure halved, 14/21 structure remains)! Crit!
- Fires Medium Laser at H1 Rifleman IIC (2 base + 0 range + 1 movement + 1 enemy movement = 4): rolled 5, hit Center Torso (9/21 structure remains)! Crit!

S1 Mackie
- Fires Heavy PPC at X2 Exterminator IIC (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 heavy = 12): rolled 6, miss!
- Fires HVAC/10 (HE) at X2 Exterminator IIC (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover = 11): rolled 9, miss!

S2 Battlemaster
- Torso twists to threaten hex 1612!
- Fires Heavy PPC at H6 Gargoyle (2 base + 2 range + 1 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires Medium Laser at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 4, miss!
- Fires Medium Laser at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 5, miss!
- Fires Medium Laser at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 9, miss!
- Fires Medium Laser at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 8, miss!
- Fires Medium Laser at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 6, miss!
- Fires SRM-6 at X2 Exterminator (2 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover + 1 secondary target = 12): rolled 6, miss!

S3 Awesome
- Fires PPC at X2 Exterminator IIC (2 base + 4 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 9, miss!
- Fires PPC at X2 Exterminator IIC (2 base + 4 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 7, miss!
- Fires PPC at X2 Exterminator IIC (2 base + 4 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 9, miss!



End Phase:
H1 Rifleman IIC
- Critical chance in Center Torso! No critical hits sustained!
- Critical chance in Center Torso! No critical hits sustained!



Physical Combat Phase:
H1 Rifleman IIC
- Kicks G9 Shadow Hawk (4 base + 2 movement + 1 enemy movement + 1 Clan pilot - 2 kick = 6): rolled 8, hit Right Leg (0/19 armor, 9/19 structure remains)! Crit!

G9 Shadow Hawk
- Kicks H1 Rifleman IIC (3 base + 1 movement + 1 enemy movement - 2 kick = 3): rolled 10, hit Left Leg (14/30 armor remains)!



End Phase:
G9 Shadow Hawk
- Critical chance in Right Leg! 2 critical hits sustained!
- - Lower leg actuator hit!
- - Hip hit!





BattleMechs were the kings of the modern battlefield. Ten or more meters tall, tougher than nearly any combat vehicle to come before them, and blistering with more armaments than most ancient tank divisions. Even the lightest of could level a city in a few hours or days of concerted effort. They could decimate whole armies of conventional soldiers at ranges that rendered them safe from retaliation; with far more mobility than any conventional vehicle could match. BattleMechs were powerful, deadly, and tough.

They were also pathetically easy to knock out, if one only knew how.

Infantry Sergeant Chang Maryweather and the rest of his platoon were just such persons. They had no fancy armor, no army of scientists to turn them into superhuman soldiers, no cybernetic assistance. What they did have was a woven-steel tripwire the width of a strong man’s wrist and time.

They also had explosives.

From Chang’s experience, no `Mech was intimidating when it was laying flat on its face and the First Kestrel’s Shadow Hawk was no exception. Chang strode forward with a casual purpose, he was in no hurry. The machine’s hand flexed and relaxed in a way that only happened when the pilot was stunned. He’d seen it before. He’d see it again.

Crouching low in front of the cockpit’s transplex window, he rapped a single knuckle on the sheet to draw the pilot’s attention then swiftly taped a shaped charge to the vulnerable surface. The pilot popped his cockpit hatch. What else could he do? Chang shrugged, turning his back on the machine as his platoon moved to capture the surrendered pilot.

Salvage was salvage.





Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)

Optional
Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (37/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (18)
Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (19)







Key:
H1 Rifleman IIC, X2 Exterminator IIC, X7 Vindicator,
X9 Cyclops IIC, X11 Merlin, H6 Gargoyle Tjris

Enemy Movement Mods:
S1 Mackie +0
S2 BattleMaster +1
S3 Awesome +0

Player `Mech Status




Enemy `Mech Status