The Let's Play Archive

Battletech

by PoptartsNinja

Part 393: Ultimatum - Turn 19

Ultimatum: Tactical Update 19

Seconds ticked by with agonizing slowness on his secondary monitor as Star Commander Thresher’s hand hovered over the abort switch for his ejection system. A flick of a switch and he’d stay in the fight but ten seconds felt like an eternity. If his preferred machine had an array of secondary weapons he’d have had no qualms about remaining in battle; but with only the chin-mounted flamer his Wolf Spider was now virtually useless.

If he ejected, he’d save the chassis further damage and wouldn’t have to strain the fleet’s resources to find a replacement; but if he ejected and the Clans lost the stain on his career—and his honor—would be difficult to overcome. He didn’t know if it was worth preserving his own life for the sake of the future campaign. Clan experience told him that death in battle was always preferable and yet if his death here sabotaged the Clans’ chances for success on Andurien would any of them be remembered as anything other than abject failures?

He didn’t have the necessary mental framework to analyze such a question and so sat paralyzed with unClanlike indecision as the timer continued to erode a ten second eternity which remained too brief to make a real choice.



Combat Phase
Warhawk B
- Fires Gauss Rifle at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 7): rolled 4, miss!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 4, miss!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 6, miss!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 7, miss!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 12, hit Center Torso (11/18 armor remains)! TAC!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 7, miss!
- Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System - 1 targeting computer = 9): rolled 8, miss!
- Fires Streak SRM-6 at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System = 10): rolled 7, fails to lock-on!
- Fires Streak SRM-6 at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System = 10): rolled 10, 3 missiles hit Right Torso (12/14 armor remains), Center Torso (9/18 armor remains), Head (7/9 armor remains)! Pilot hit!
- Gains 37 heat, sinks 40!

Kraken 3
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 8, 16 missiles hit Right Leg (11/18 armor remains), Left Arm (7/16 armor remains), Center Torso (9/16 structure remains (TAC!)), Center Torso (8/16 structure remains (Crit!))!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 7, miss!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 12, 16 missiles hit Right Arm (4/16 armor remains), Center Torso (3/16 structure remains (Crit!)), Center Torso (0/16 structure remains (Mech destroyed!)), Left Leg (13/18 armor remains)!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 6, miss!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 4, miss!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 5, miss!
- Fires LRM-15 at Phoenix (2 base + 0 range + 0 movement + 3 enemy movement + 2 light woods + 1 heat = 8): rolled 8, 16 missiles hit Right Leg (6/18 armor remains), Center Torso, Left Torso (0/18 armor, 9/12 structure remains (Crit!)), Center Torso!
- Gains 35 heat, sinks 38! Overheating!

Wolf Spider B
- Fires ER PPC at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 2 smoke + 3 Void Signature System = 12): rolled 6, miss!
- Fires Gauss Rifle at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 2 smoke + 3 Void Signature System = 12): rolled 11, miss!
- Gains 17 heat, sinks 32!

Ebon Jaguar
- Fires ER PPC at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 8, miss!
- Fires ER PPC at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 7, miss!
- Fires ER Medium Laser at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 12, hit Center Torso (2/18 armor remains)!
- Fires ER Medium Laser at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 9, hit Right Leg (15/22 armor remains)!
- Fires Streak SRM-6 at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 4, fails to lock-on!
- Fires Streak SRM-6 at Crab (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 1 smoke = 9): rolled 5, fails to lock-on!
- Fires TAG at Hunchback (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 2 smoke = 9): rolled 3, miss!
- Gains 42 heat, sinks 40!

Huntsman A
- Fires Large Pulse Laser at Bobcat (2 base + 2 range + 3 movement + 3 enemy movement + 2 light woods + 2 heat - 2 Pulse Laser = 12): rolled 7, miss!
- Gains 15 heat, sinks 24! Overheating!

Longbow
- Holds fire!
- Gains 2 heat, sinks 26!

Longbow
- Holds fire!
- Gains 16 heat, sinks 26!

Black Knight
- Charges PPC Capacitor!
- Gains 17 heat, sinks 36!

Excalibur
- Holds fire!
- Gains 11 heat, sinks 22!

Coyote
- Holds fire!
- Gains 17 heat, sinks 28!

Hunchback
- Fires ER Medium Laser at Huntsman A (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover = 12): rolled 12, hit Right Torso (8/18 armor remains)!
- Fires ER Medium Laser at Huntsman A (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover = 12): rolled 5, miss!
- Gains 12 heat, sinks 22!

Crab
- Torso-twists to threaten hex 1214!
- Fires ER Large Laser at Warhawk B (2 base + 0 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 5): rolled 6, hit Right Arm (0/28 armor remains)!
- Fires ER Large Laser at Warhawk B (2 base + 0 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 5): rolled 7, hit Center Torso (34/42 armor remains)!
- Fires ER Medium Laser at Warhawk B (2 base + 2 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Warhawk B (2 base + 4 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System - 2 pulse = 7): rolled 8, hit Left Torso (0/26 armor, 17/18 structure remains)! Crit!
- Fires Medium Pulse Laser at Warhawk B (2 base + 4 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System - 2 pulse = 7): rolled 6, miss!
- Gains 47 heat sinks 36! Overheating! ACE!

Chameleon
- Fires Large Laser at Ebon Jaguar “R” (2 base + 2 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 3, miss!
- Fires Large Laser at Ebon Jaguar “R” (2 base + 2 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 8, miss!
- Fires TAG at Ebon Jaguar “R” (2 base + 2 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 7, miss!
- Gains 28 heat sinks 32!

Phoenix
- Fires Large Variable Speed Pulse Laser at Wolf Spider B (2 base + 0 range + 3 movement + 2 enemy movement + 1 smoke + 1 light woods - 2 pulse laser = 7): rolled 7, hit Right Torso (0/24 armor, 13/16 structure remains)! Crit!
- Fires SRM-4 (EMP) at Wolf Spider B (2 base + 0 range + 3 movement + 2 enemy movement + 1 smoke + 1 light woods = 9): rolled 7, miss!
- Fires SRM-4 (SRM) at Wolf Spider B (2 base + 0 range + 3 movement + 2 enemy movement + 1 smoke + 1 light woods = 9): rolled 5, miss!
- Gains 28 heat, sinks 30!

Phoenix
- Holds fire!
- Gains 5 heat, sinks 30!

Bobcat
- Fires Snub-Nose PPC w/ PPC Capacitor (charged) at Huntsman A (2 base + 0 range + 3 movement + 2 enemy movement + 1 light woods + 1 partial cover = 9): rolled 7, miss!
- Fires Light PPC at Huntsman A (2 base + 2 range + 3 movement + 2 enemy movement + 1 light woods + 1 partial cover = 11): rolled 11, hit Center Torso (10/16 structure remains)! Crit!
- Gains 26 heat, sinks 24!

Locust
- Fires ER Medium Laser at Wolf Spider B (2 base + 4 range + 2 movement + 2 enemy movement + 1 smoke = 11): rolled 6, miss!
- Gains 7 heat, sinks 20!



End Phase:
Crab
- Through-armor critical chance in Center Torso! No critical hits sustained (snake eyes)!
- Must pass a 3+ consciousness test: rolled 7, succeeds!

Warhawk B
- Critical chance in Left Torso! No critical hit sustained!

Wolf Spider B
- Critical chance in Right Torso! 1 critical hit sustained!
- - Gauss Rifle hit! Gauss Rifle explodes!
- - - Wolf Spider B suffers 20 damage to Right Torso (0/16 structure remains)! Torso destroyed! Engine hit! Engine hit!
- - - - C.A.S.E. vents remaining damage harmlessly!
- Must pass a 5+ consciousness test: rolled 6, succeeds!

Huntsman A
- Critical chance in Center Torso! 1 critical hit sustained!
- - Gyro hit!
- Must pass a piloting test or fall (2 base + 3 gyro hit = 5): rolled 10, succeeds!



Next Turn’s Movement Phase
Crab
- TSM Activated!
- Gains ACE Status!



Arrow IV Counter: 1 Turn









Special Rules
Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more!

Blind: Enemy units are only visible in direct Line of Sight

Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight.

Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a Phase 3 unit. Some of these units start on the map, others will enter from elsewhere.



Player Status:


Glorious Deaths




Phase 2 / Phase 3 Objectives:
- Defeat as many enemy `Mechs as possible (9/39 defeated)
- Defend Clan HQ Vehicles (2/3 remaining)
- Defend Clan Personnel (I lost count again, thanks smoke! )
- Defend Clan Equipment (22/36 units remaining)



Enemy Status:
Everything is a hair’s breadth from exploding. Probably.

Enemy Movement Mods:
- Longbow +1
- Longbow +0
- Black Knight +1
- Excalibur +0
- Coyote +2
- Crab +ACE
- Chameleon +2
- Chameleon +2
- Hunchback +2
- Hunchback +1
- Phoenix +3
- Bobcat +3
- Locust +4



Orders Due: Saturday Night!

PTN’s Note: I didn’t want to hold-up the update but that Italian Guy can still voluntarily eject. If he chooses to do so I’ll update the map and player status. And then you can all when you see his Phase 3