The Let's Play Archive

Battletech

by PoptartsNinja

Part 329: Steel Will - Turn 5

Steel Will: Tactical Update 5

Movement Phase
Drillson
- Must pass a driving test in hex 1012 to avoid a sideslip (5 base - 1 distance traveled = 4): rolled 4, succeeds!
- Must pass a driving test in hex 0614 to avoid a sideslip (5 base + 1 distance traveled = 6): rolled 6, succeeds!
- Must pass a driving test in hex 0615 to avoid a sideslip (5 base + 1 distance traveled = 6): rolled 3, fails by 3! Skids into hex 0617!



Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Bobcat (4 base + 0 range + 3 movement + 3 enemy movement + 1 EM Interference + 1 Overheating = 12): Rolled 4, miss!
- Gains 20 heat, sinks 22!
- Overheating!

3) Enfield
- Fires Large Pulse Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 5, miss!
- Fires Medium Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 6, miss!
- Fires Medium Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 5, miss!
- Fires Small Laser at Bobcat (4 base + 2 range + 1 movement + 3 enemy movement + 1 EM Interference = 11): rolled 6, miss!
- Fires LB-10X (cluster) at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 1 Cluster = 8): rolled 10, 6 submunitions hit Center Torso (17/18 armor remains), Right Leg (12/15 armor remains), Left Arm (9/12 armor remains), Left Arm (8/12 armor remains), Left Torso (4/17 armor remains), Center Torso (16/18 armor remains)!
- Gains 20 heat, sinks 22!

7) Huron Warrior
- Fires ER Large Laser at Bobcat (4 base + 0 range + 2 movement + 3 enemy movement + 1 EM Interference = 10): rolled 7, miss!
- Fires Gauss Rifle at Bobcat (4 base + 0 range + 2 movement + 3 enemy movement + 1 EM Interference = 10): rolled 5, miss!
- Gains 15 heat, sinks 17!

4) Wolverine
- Torso twists to threaten hex 0520!
- Fires Large Pulse Laser at Bobcat (4 base + 0 range + 2 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Bobcat (4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 10): rolled 5, miss!
- Fires SRM-6 at Bobcat (4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 4, miss!
- Fires SRM-6 at Bobcat (4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 7, miss!
- Gains 27 heat, sinks 26!

Talos II
- Fires Large Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference +1 partial cover = 8): rolled 6, miss!
- Fires SRM-6 at Enfield (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference +1 partial cover = 11): rolled 11, 4 missiles hit Center Torso (15/26 armor remains), Right Torso (18/20 armor remains), Right Arm (14/16 armor remains), Left Leg (damage blocked by terrain)!
- Gains 12 weapon heat

Bobcat
- Torso twists to threaten hex 0717!
- Fires PPC at Wolverine (4 base + 0 range + 2 movement + 3 enemy movement + 1 EM Interference = 10): rolled 6, miss!
- Fires Medium Laser at Wolverine(4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 10, miss!
- Fires Medium Laser at Wolverine(4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 7, miss!
- Gains 20 weapon heat

Cronus
- Fires Large Laser at Huron Warrior (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 9, miss!
- Fires Medium Laser at Huron Warrior (4 base + 4 range + 1 movement + 2 enemy movement + 1 EM Interference = 12): rolled 9, miss!
- Gains 8 weapon heat

Rommel Heavy Tank!
- Fires LRM-5 at Huron Warrior (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Interference + 2 minimum range = 11): rolled 10, miss!
- Fires Autocannon/20 at Huron Warrior (4 base + 2 range + 2 movement + 2 enemy movement + 1 EM Interference = 11): rolled 12, hit Rear Center Torso (0/9 armor, 5/16 structure remains)! Crit!

Hunter Light Support Tank
- Fires LRM-20 at Griffin (4 base + 0 range + 2 movement + 3 enemy movement + 1 EM Interference + 2 minimum range = 12): Rolled 8, miss!



Yantai Reservation
9 Watchman
- Fires Large Laser at Quasit II (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires Medium Laser at Quasit II (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 11, hit Left Leg (14/19 armor remains)!
- Fires Medium Laser at Quasit II (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 4, miss!
- Fires Machine Gun at Quasit II (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 9, miss!
- Fires Machine Gun at Quasit II (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 8, miss!
- Gains 18 heat, sinks 12! Overheating!

10) Blackjack
- Fires PPC at Toro (4 base + 2 range + 0 movement + 1 enemy movement + 1 steam cloud = 8): rolled 5, miss!
- Fires PPC at Toro (4 base + 2 range + 0 movement + 1 enemy movement + 1 steam cloud = 8): rolled 8, hit Left Arm (2/12 armor remains)!
- Gains 21 heat, sinks 20!

11) Raven
- Fires Medium Laser at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Right Arm (9/14 armor remains)!
- Fires Medium Laser at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 12, hit Left Torso (14/19 armor remains)!
- Fires SRM-6 at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 9, 4 missiles hit Left Torso (12/14 armor remains), Right Arm (7/14 armor remains), Right Leg (17/19 armor remains (TAC!)), Left Torso (10/14 armor remains)!
- Fires Machine Gun at Quasit II (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 5, miss!
- Fires Machine Gun at Quasit II (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 9, miss!
- Gains 13 heat, sinks 12!

12) Firebee
- Fires SRM-2 at Plainsman Hovertank (4 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-2 at Plainsman Hovertank (4 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires SRM-2 at Plainsman Hovertank (4 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss!
- Fires SRM-2 at Plainsman Hovertank (4 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, 1 missile hit Rear (10/12 armor remains)!
- Gains 13 heat, sinks 10!

Cicada
- Holds fire!
- Gains 0 weapon heat

Phoenix
- Fires PPC at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-2 at Raven (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 4, miss!
- Fires SRM-2 at Raven (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 10, 1 missile hit Center Torso (14/16 armor remains)!
- Gains 14 weapon heat

Toro
- Fires PPC at Firebee (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 6, miss!
- Gains 10 weapon heat

Quasit II
- Fires Light AC/5 at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 2, miss!
- Fires Medium Laser at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 7, hit Center Torso (11/16 armor remains)!
- Fires Medium Laser at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 8, hit Left Leg (15/20 armor remains)!
- Fires SRM-2 at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 11, 2 missiles hit Right Leg (18/20 armor remains), Center Torso (9/16 armor remains)!
- Fires SRM-2 at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 10, 2 missiles hit Head (7/9 armor remains (Pilot hit!)), Right Arm (10/12 armor remains)!
- Fires SRM-2 at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 6, 1 missile hit Left Torso (12/14 armor remains)!
- Fires SRM-2 (INFERNO) at Watchman (4 base + 0 range + 1 movement + 1 enemy movement = 6): rolled 11, 1 missile hit Watchman, generates 2 heat!
- Fires Machine Gun at Watchman (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 7, miss!
- Fires Machine Gun at Watchman (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 6, miss!
- Fires Machine Gun at Watchman (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 9, miss!
- Fires Machine Gun at Watchman (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 3, miss!
- Fires Machine Gun at Watchman (4 base + 4 range + 1 movement + 1 enemy movement = 10): rolled 7, miss!
- Gains 15 weapon heat

Drillson Heavy Hovertank
- Fires Large Laser at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 10, hit Left Torso (3/11 armor remains)!
- Fires SRM-2 at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires SRM-2 at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 4, miss!
- Fires SRM-2 at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-2 (INFERNO) at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires SRM-2 (INFERNO) at Raven (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 2, miss!
- Fires Machine Gun at Raven (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss!
- Fires Machine Gun at Raven (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 7, miss!

Plainsman Hovertank
- Fires SRM-6 at Firebee (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 10, 4 missiles hit Right Arm (8/10 armor remains), Center Torso (9/11 armor remains), Right Arm (6/10 armor remains), Right Arm (4/10 armor remains)!
- Fires SRM-6 at Firebee (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 6, miss!



End Phase:
Quasit II
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 12, succeeds!
- Through-Armor Critical chance in Right Leg! No critical hits sustained!

Huron Warrior
- Critical chance in Center Torso! No critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!

Watchman
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!



Physical Combat Phase:
Firebee
- Kicks Plainsman Hovertank (5 base + 3 movement + 2 enemy movement - 2 kick = 8): rolled 10, hit Rear (3/12 armor remains)!



“There’s gotta be an easier way to give a back massage,” Sergeant Weber said as his Griffin spun about in midair. Its many-ton feet practically danced as they brushed the earth and he completed his turn with a little hop that went unassisted by his cooling Jump Jets. The gold dot in the center of his crosshairs pulsed as they slid over the Bobcat’s back. The Griffin’s arm-mounted PPC swung in a wide arc as his machine struggled to bring it in line with the nimble opponent. He fired a fraction of a second too soon and the azure whip of his PPC passed perhaps a meter over the medium laser housing he’d originally assumed was the Bobcat’s head.

It was such an unusual design for the Taurians: nimble and moderately durable rather than simply being a slow, plodding tank of a `Mech. It worried him how it could run and fire its entire armament without a pause. On a hunch, he toggled over to thermals and uttered a curse into the comms.

“That little jumpy bastard has double heatsinks. Where the hell did the Taurians get their hands on the schematics?”

“Same place we did, I’d imagine,” Reliance replied sardonically. “The Mariks weren’t exactly discerning.”

“Still,” Fynn grunted, “Fuck me. I’d thought Duke Hasek’s upgrade plan was supposed to give us a technological edge for a decade or two.”



************************************************************************



“I’ve got this guy,” Sergeant Laguerre called as his birdlike Raven crested a low rise. He kicked out with the machine’s right leg, using the motion to come about in a surprisingly sharp turn. Unlike most `Mechwarriors who strove to combat the bobbing, bird-like gait possessed by all `Mechs with retrograde legs, Laguerre instead cultivated it. He felt that enemy infantry found the inhuman motions unnerving; and that the unusually exaggerated running motion made his little Raven harder to hit. Lately he found his machine wasn’t so much running as it was hopping from one leg to the other.

The technicians had hated him for it; and he’d been chewed out for putting unnecessary stress on his leg actuators; but Laguerre didn’t care. A little extra stress on the knees was preferable to being shot, after all. It wasn’t overconfidence in his unhitability that enabled Troy to charge into close combat with a `Mech that outweighed him by at least fifteen tons. In truth, he recognized the enemy design: it was a Quasit, an IndustrialMech with guns that was no match for a real BattleMech; not even a little one like his Raven.

The actinic flash of his medium lasers left greenish-purple streaks on his retinas, and set the Quasit’s armor running in molten rivulets. His machineguns yammered relentlessly, and white-hot tracers glanced away from the Quasit’s rounded armor plating. The .50 caliber rounds were unlikely to do any real damage at this range but he wasn’t above trusting in dumb luck. At the very least, they might distract the pilot. He was surprised that the enemy pilot ignored him completely, focusing its own impressive quintet of anti-infantry weapons on the Lieutenant’s Watchman.

Troy Laguerre was so focused on the `Mech that he completely overlooked the Tank dead ahead of him. His Raven staggered as its large laser bored into his machine’s left torso. He leapt backwards almost instinctively, stopping his headlong run as his Raven’s birdlike beak twisted to cover his badly weakened armor. The hovertank hove into view, looking like a bar of soap with a wing-shaped turret. He muttered a bitter curse. The Drillson was one of the biggest hovertanks in the Inner Sphere. It wasn’t fair! Nothing so heavy had any right to move that fast!



Delta Battle Lance “The Avenging Angels” Primary Objectives:
- Survive (incomplete)
- Rescue Capellan Survivors (incomplete)

Delta Battle Lance “The Avenging Angels” Secondary Objectives:
- Destroy the Capellan Survivors* (incomplete)
- Defeat Taurian Forces (incomplete)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Primary Objectives:
- Survive (incomplete)
- Link up with the New Syrtis Rescue Party (incomplete)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Primary Objectives:
- Destroy the New Syrtis Rescue Party* (incomplete)
- Defeat Taurian Forces (incomplete)

India Recon Lance “The Last Report” Primary Objectives:
- Survive (incomplete)
- Defeat Taurian Forces (incomplete)

India Recon Lance “The Last Report” Secondary Objectives:
- Defend the Fallout Bunker Entrance (incomplete)
- Use the Raven’s equipment to confirm the condition of the six bunkers and the number (if any) of the survivors (1/6)







Point Zero Enemy Movement Mods:
- Talos II – Walked +0
- Bobcat – Jumped +3
- Cronus – Walked +1
- Hunter – Reversed +1
- Patton – Flanked +2

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Stationary +0
- Toro – Ran +1
- Quasit II – Walked +0
- Drillson – Flanked +3
- Plainsman – Flanked +3

Player Status:


Enemy Status: