The Let's Play Archive

Battletech

by PoptartsNinja

Part 330: Steel Will - Turn 6

Steel Will: Tactical Update 6

Combat Phase
Impact Point Zero
2) Griffin
- No Orders Received!

3) Enfield
- Fires Large Pulse Laser at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference - 2 Pulse Laser = 4): rolled 9, hit Center Torso (11/21 armor remains)!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference = 6): rolled 6, hit Right Arm (8/13 armor remains)!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 6): rolled 6, hit Left Leg (13/18 armor remains)!
- Fires Small Laser at Talos II (4 base + 4 range + 1 movement + 0 enemy movement + 1 EM Interference = 10): rolled 12, hit Left Arm (10/13 armor remains)!
- Fires LB-10X (slug at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference = 6): rolled 6, hit Left Arm (0/13 armor remains)!
- Gains 21 heat, sinks 22!

7) Huron Warrior
- Fires ER Large Laser at Talos II (4 base + 2 range + 2 movement + 0 enemy movement + 1 EM Interference = 9): rolled 10, hit Right Leg (8/18 armor remains)!
- Fires Gauss Rifle at Talos II (4 base + 2 range + 2 movement + 0 enemy movement + 1 EM Interference = 9): rolled 8, miss!
- Gains 15 heat, sinks 17!

4) Wolverine
- Fires Large Pulse Laser at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference - 2 Pulse Laser = 5): rolled 7, hit Left Leg (3/18 armor remains)!
- Fires Medium Pulse Laser at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference - 2 Pulse Laser = 5): rolled 12, hit Head (3/9 armor remains)! Pilot hit!
- Fires Small Pulse Laser at Talos II (4 base + 2 range + 2 movement + 0 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 8, hit Right Torso (15/18 armor remains)!
- Fires SRM-6 at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 6, miss!
- Fires SRM-6 at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 5, miss!
- Gains 27 heat, sinks 26!

Talos II
- Fires Large Laser at Wolverine (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference = 8): rolled 9, hit Center Torso (18/26 armor remains)!
- Fires SRM-6 at Wolverine (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference = 8): rolled 3, miss!
- Fires Machine Gun at Wolverine (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 8, miss!
- Fires Machine Gun at Wolverine (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 2, miss!
- Fires Machine Gun at Wolverine (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 7, miss!
- Fires Machine Gun at Wolverine (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 12, hit Left Leg (24/26 armor remains)!
- Gains 12 weapon heat

Bobcat
- Fires PPC at Griffin (4 base + 2 range + 3 movement + 0 enemy movement + 1 EM Interference = 10): rolled 3, 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 4, miss!
- Gains 8 weapon heat

Rommel Heavy Tank!
- Fires Autocannon/20 at Griffin (4 base + 2 range + 2 movement + 0 enemy movement + 1 EM Interference = 9): rolled 10, hit Right Torso (0/20 armor remains)!

Hunter Light Support Tank
- Fires LRM-20 at Griffin (4 base + 2 range + 1 movement + 0 enemy movement + 1 EM Interference = 8): Rolled 5, miss!



Yantai Reservation
9 Watchman
- Fires Medium Laser at Quasit II (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 11, hit Rear Center Torso (1/6 armor remains)!
- Fires Medium Laser at Quasit II (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 9, hit Right Leg (12/19 armor remains)!
- Fires Machine Gun at Quasit II (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 9, hit Left Arm (12/14 armor remains)!
- Fires Machine Gun at Quasit II (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 8, hit Left Leg (12/19 armor remains)!
- Gains 8 heat, sinks 12!

10) Blackjack
- Fires Medium Laser at Quasit II (4 base + 2 range + 3 movement + 0 enemy movement = 9): rolled 8, miss!
- Fires Medium Laser at Quasit II (4 base + 2 range + 3 movement + 0 enemy movement = 9): rolled 6, miss!
- Fires Medium Laser at Quasit II (4 base + 2 range + 3 movement + 0 enemy movement = 9): rolled 7, miss!
- Fires Medium Laser at Quasit II (4 base + 2 range + 3 movement + 0 enemy movement = 9): rolled 8, miss!
- Gains 16 heat, sinks 20!

11) Raven
- Fires Medium Laser at Plainsman Hovertank (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 11, hit Turret (13/18 armor remains)!
- Fires Medium Laser at Plainsman Hovertank (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 5, miss!
- Fires SRM-6 at Plainsman Hovertank (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 4, miss!
- Fires Machine Gun at Plainsman Hovertank (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Fires Machine Gun at Plainsman Hovertank (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 4, miss!
- Gains 18 heat, sinks 12!

12) Firebee
- Fires SRM-2 at Toro (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 10, 1 missile hit Center Torso (12/14 armor remains)!
- Fires Large Laser at Toro (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 11, hit Right Leg (0/14 armor, 4/8 structure remains)! Crit!
- Gains 13 heat, sinks 10! Overheating!

Cicada
- Fires ER PPC at Watchman (4 base + 2 range + 3 movement + 1 enemy movement = 10): rolled 3, miss!
- Gains 15 weapon heat

Phoenix
- Fires PPC at Watchman (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 9, hit Left Leg (5/20 armor remains)!
- Fires SRM-2 at Raven (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 10, 1 missile hits Left Leg (3/20 armor remains)!
- Fires SRM-2 at Raven (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 10, 2 missiles hit Center Torso (7/16 armor remains), Right Torso (12/14 armor remains)!
- Gains 14 weapon heat

Toro
- Fires PPC at Watchman (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 6, miss!
- Gains 10 weapon heat

Quasit II
- Fires Light AC/5 at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 8, hit Left Torso (0/11 armor, 6/8 structure remains)! Crit!
- Fires Medium Laser at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires SRM-2 at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 12, 2 missiles hit Left Leg (13/15 armor remains), Right Torso (9/11 armor remains)!
- Fires SRM-2 at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires SRM-2 at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 9, 1 missile hit Left Arm (9/11 armor remains)!
- Fires SRM-2 (INFERNO) at Raven (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 9, 2 missiles hit! Raven gains 4 Heat!
- Fires Machine Gun at Raven (4 base + 4 range + 1 movement + 2 enemy movement = 11): rolled 10, miss!
- Fires Machine Gun at Raven (4 base + 4 range + 1 movement + 2 enemy movement = 11): rolled 5, miss!
- Fires Machine Gun at Raven (4 base + 4 range + 1 movement + 2 enemy movement = 11): rolled 6, miss!
- Fires Machine Gun at Raven (4 base + 4 range + 1 movement + 2 enemy movement = 11): rolled 7, miss!
- Fires Machine Gun at Raven (4 base + 4 range + 1 movement + 2 enemy movement = 11): rolled 4, miss!
- Gains 12 weapon heat

Drillson Heavy Hovertank
- Fires Large Laser at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement + 1 steam = 9): rolled 7, miss!

Plainsman Hovertank
- Fires SRM-6 at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 9, 3 missiles hit Right Leg (15/17 armor remains), Left Arm (0/12 armor remains), Right Leg (13/17 armor remains)!
- Fires SRM-6 at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 8, 6 missiles hit Left Arm (5/7 structure remains (Crit!)), Left Torso (13/15 armor remains), Right Torso (13/15 armor remains), Right Leg (11/17 armor remains), Center Torso (16/18 armor remains), Right Arm (10/12 armor remains)!


End Phase:
Talos II
- Must pass a 3+ consciousness test: rolled 5, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 9, succeeds!

Griffin
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 11, succeeds!

Toro
- Critical chance in Right Leg! 2 critical hits sustained!
- - Hip hit!
- - Foot Actuator Hit!
- Must pass a piloting test or fall (5 base + 2 hip hit + 0 kicked = 7): rolled 9, succeeds!
- Must pass a piloting test or fall (5 base + 2 hip hit + 0 kicked = 7): rolled 8, succeeds!
- Must pass a piloting test or fall (5 base + 2 hip hit + 0 kicked = 7): rolled 9, succeeds!

Blackjack
- Critical chance in Left Arm! 1 critical hit sustained!
- - PPC Damaged!

Raven
- Critical chance in Left Torso! No critical hits sustained!


Physical Combat Phase:
Raven
- Kicks Plainsman (5 base + 3 movement + 3 enemy movement - 2 kick = 9): rolled 6, miss!

Firebee
- Kicks Toro (5 base + 2 movement + 1 enemy movement - 2 kick = 6): rolled 5, miss!


End Phase:
Raven
- Must pass a piloting test (5 base + 0 missed kick = 5): rolled 9, succeeds!

Firebee
- Must pass a piloting test (5 base + 0 missed kick = 5): rolled 6, succeeds!



“The Rommel’s moving up on you, get clear Fynn.”

“Don’t worry—” Weber had only barely begun to say when his cockpit went completely dark. He sat in stunned silence for a moment before uttering a vile string of curses that could’ve stripped paint. His cockpit’s electrical systems had simply quit, without any warning lights or audio cues. That shouldn’t have been possible: if the primary systems failed, the secondary systems should’ve taken over. And then the tertiary systems if the original back-ups failed. Only a complete engine failure should’ve cut power so completely, but the steady thrum of the `Mech’s fusion-powered heart told him that hadn’t happened.

Weber fought with his cockpit restraints, freeing himself with a victory cry that turned to a shout of alarm as his Griffin rocked under a hit from the Rommel’s main gun. He landed heavily, his head glancing from a secondary monitor. The hardened steel-ceramic corner drove painfully into his left shoulder; but he took the hit without complaint. He had more important things to worry about than a little bruising.

Dropping to his hands and knees, Fynn found the quick-release for the floor panel covering the cockpit’s power systems, and winced. The secondary and tertiary power systems ended in blank rubber caps—they’d never been connected by the production lines! That was something no experienced technician should’ve missed, but Fynn’s machine was so new it’d never been given a thorough inspection. An arc of blue-white plasma crossed the six inch span between the primary line and its connection point. It sputtered and coughed, scoring blackened lines into the insulated metal on which it sat.

Fynn stared, then laughed bitterly under his breath. Being electrocuted was better than anything the Taurians would do to him. With a fearful wince Fynn did what may have been the stupidest thing he’d ever done in his entire career: he seized the insulated power cable with his right hand and thrust it against the bare metal connecter it’d detached from. A few moments later, he woke up on the other side of the cockpit; bright purple and green afterimages swimming through his vision. The plasma arc had gone—the power cable had fused itself to the primary feed and his cockpit’s monitors flickered as they quickly rebooted and reconnected themselves to the Griffin’s core DI Computer.

He stood with a groan, his right arm sluggish and unresponsive. A black burn three inches wide stretched across his palm, and a hole perhaps four inches across had been burned through the shoulder of his field uniform, right where his shoulder had brushed the back of the command couch. Still, his fingers responded—sluggishly—to his brain. He could toggle primary targeting over to the left-hand joystick easily enough.

At least he wasn’t dead.



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



“Crazy Cowboys are as eager for this fight as we are,” Anne Bellard said with a grim smile. She stuck to her target, a little Taurian Toro, like glue. The matchup was in her favor—the Toro was built for long-range fighting while her ancient Firebee excelled at close-range. The Toro sported perhaps a half-ton more armor, but now that she was close there was nothing the Taurian pilot could except try to buy itself a little breathing room or lure her into a trap. A difficult prospect when fighting a canny light `Mech pilot, made even harder when the light `Mech in question sported enough jump jets to flank any would-be ambushers.

Anne lived for fights like this: not the fight itself but crushing some arrogant son of a bitch who strutted onto the battlefield as though he’d already won the fight. In Anne’s mind, the Taurians were now the worst exemplars of this breed of `Mechwarriors. They’d expected some shock-and-awe and some nukes to win the fight for them, to demoralize the Duchy’s garrison forces and pave their way to a swift and painless take-over. Well, they’d been wrong. Dead wrong.

Their bombs hadn’t killed Anne. They hadn’t killed the Sirdar Militia. And now the Taurians were going to pay in blood for every square centimeter of soil they tried to occupy. She’d see to it personally.



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

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 (complete)

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 – Ran +2
- Cronus – Ran +2
- Hunter – Stationary +0
- Patton – Flanked +2

Yantai Reservation Enemy Movement Mods:
- Cicada – Ran +3
- Phoenix – Jumped +3
- Toro - Stationary +0
- Quasit II – Ran +1
- Drillson – Cruised +3
- Plainsman – Cruised +2

Player Status:


Enemy Status: