The Let's Play Archive

Battletech

by PoptartsNinja

Part 691: Snake Pit - Turn 19

Snake Pit 19

Rose D’antonio brought her Mongoose to a full stop a mere sixty meters from the blackened husk of the enemy Hunchback. One of its massive autocannons had collapsed into its chest cavity, and the coolant spilling from ruptured lines was certainly a death sentence in the long-term. But in the short term, the Hunchback could still fight, and the defiant position of its big rounded feet told her the pilot meant to do precisely that.

She hovered her crosshairs over the Hunchback, but held her fire long after her Mongoose established a lock. The gold dot in the center of her crosshairs pulsed hypnotically—a hard lock like that was sure to be noticed, assuming the Hunchback had any working secondary monitors left—yet something compelled her to stay her hand.

“C’mon, punch out you bastard, you can’t win this,” one of the Yakuza pilots broadcast, likely without even realizing. The Hunchback swiveled her way, either incensed by her target lock or by her temerity. A light ‘Mech did not stand still when a Hunchback was around, doing so was an insult no Draconis Combine pilot could have missed. The Clans weren’t much different than DCMS regulars, Rose had learned that back on Chatham. They had their hang-ups, and among those pride was always the easiest to exploit. Sensing—or perhaps simply seeing—the enemy’s intent, the eighty-ton Charger leapt through the air in an attempt to interpose itself between the Hunchback and Rose’s Mongoose. The unit’s only Assault ‘Mech had been battered and blackened by autocannon fire, and Rose thought she could see sky through its torso.

“Captain D’antonio, you’ve stopped maneuvering?” The Charger’s pilot sounded as young as he was confused. “Are you alright?”

“My job was getting you here in one piece,” Rose replied calmly. The Hunchback finished its torso twist. At speed she likely could have evaded it, it was so overheated even the littlest movements looked like the machine was fighting underwater. Without her flagrant insult, the Hunchback was certain to spend the rest of its fury on the Charger. Losing their only Assault ‘Mech to a medium would almost certainly crush the morale of the Yakuza pilots, if not Robert Korean’s resistance rookies.

“And,” Rose continued grimly. In her experience, chinpira were all cowardly idiots—right up until they were backed into a corner, or someone stuck their neck out to defend them and got their head lopped off. “To buy you time to finish the job. Finish the—!”

Time seemed to compress as the Hunchback’s autocannon vented propellant gasses. She could almost see the very instant the first shell left the barrel. A 200mm autocannon shell was only slightly smaller around than an average basketball, but silhouetted by an expanding cloud of its own burning propellant for an instant Rose was reminded of the Solar Eclipse she’d seen growing up on Philadelphia.

Her thumb stabbed down on the Mongoose’s primary target interlock circuit









Movement Phase
Centurion (Player)
- Enters building hex 2416!
- Must pass a piloting test to avoid damage (4 base + 2 heavy + 0 distance traveled = 6): rolled 10, succeeds!

Von Rohrs (Player)
- Insufficient MP to enter hex 2618 (needs 9, has 8)!



Shooting Phase
Roughneck DSI (Player)
- No Line of Sight to primary target!
- No Line of Sight to secondary target!
- Gains 1 heat, sinks 22!

Roughneck 3A (Player)
- Fires PPC at Hunchback IIC (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 3, miss!
- Fires PPC at Hunchback IIC (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Right Leg (1/11 structure remaining)! Crit!
- Fires Medium Laser at Hunchback IIC (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 6, miss!
- Fires Medium Laser at Hunchback IIC (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 8, hit Left Torso (7/12 structure remaining)! Crit!
- Fires Medium Laser at Hunchback IIC (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 10, hit Left Torso (2/12 structure remaining)! Crit!
- Fires Medium Laser at Hunchback IIC (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 8, hit Left Torso (0/12 structure remaining)! Torso destroyed!
- - Damage transfers to Center Torso (4/18 armor remaining)!
- Fires Small Laser at Hunchback IIC (out of range): Automatic Miss!
- Gains 35 heat, sinks 36!

Bandersnatch (Player)
- Timber Wolf D declines Line of Sight!
- Gains 2 heat, sinks 20!

Centurion (Player)
- Delays turn!

Mongoose (Player)
- Fires Medium Pulse Laser at Hunchback IIC (5 base + 0 range + 0 movement + 0 enemy movement - 2 pulse laser = 3): rolled 3, hit Head (0/9 armor, 1/3 structure remaining)! Crit! Pilot hit!
- Fires Medium Pulse Laser at Hunchback IIC (5 base + 0 range + 0 movement + 0 enemy movement - 2 pulse laser = 3): rolled 5, hit Right Leg (0/12 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (0/18 armor, 15/16 structure remaining)! Crit!)
- Fires Medium Pulse Laser at Hunchback IIC (5 base + 0 range + 0 movement + 0 enemy movement - 2 pulse laser = 3): rolled 7, hit Center Torso (9/16 structure remaining)! Crit!)
- Fires Small Laser at Hunchback IIC (5 base + 0 range + 0 movement + 0 enemy movement = 5): rolled 8, hit Center Torso (6/16 structure remaining)! Crit!)
- Gains 13 heat, sinks 20!

Sentinel (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Spider (Player)
- Fires Medium Pulse Laser at Timberwolf D (4 base + 0 range + 4 movement + 0 enemy movement - 2 pulse laser = 6): rolled 7, hit Right Arm (18/24 armor remaining)!
- Fires Medium Pulse Laser at Timberwolf D (4 base + 0 range + 4 movement + 0 enemy movement - 2 pulse laser = 6): rolled 10, hit Right Torso (9/25 armor remaining)!
- Gains 18 heat, sinks 23!

Charger (Player)
- Fires Medium Pulse Laser at Hunchback IIC (3 base + 0 range + 3 movement + 0 enemy movement - 2 pulse laser = 4): rolled 9, hit Center Torso (0/16 structure remaining)! ‘Mech Destroyed!
- Fires Medium Pulse Laser at Hunchback IIC (3 base + 0 range + 3 movement + 0 enemy movement - 2 pulse laser = 4): rolled 5, hit Center Torso!
- Fires Medium Pulse Laser at Hunchback IIC (3 base + 0 range + 3 movement + 0 enemy movement - 2 pulse laser = 4): rolled 10, hit Center Torso!
- Gains 7 heat, sinks 24!

Quickdraw (Player)
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 5, miss!
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Left Torso (20/25 armor remaining)!
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 10, hit Left Leg (27/32 armor remaining)!
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 2, miss!
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit Left Torso (15/25 armor remaining)!
- Fires Medium Laser at Timber Wolf D (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 10, hit Left Arm (14/24 armor remaining)!
- Gains 1 heat, sinks 36!

Von Rohrs (Player)
- Primary target already destroyed!
- Gains 0 heat, sinks 32!

Centurion (Player)
- Primary target already destroyed!
- Gains 1 heat, sinks 30!

Timber Wolf D (ACE)
- Torso-twists to threaten hex 2411!
- Reverses arms!
- Fires Streak SRM-6 at Spider (2 base + 0 range + 1 movement + 5 enemy movement = 8): rolled 8, hit Center Torso (11/13 armor remaining), Center Torso (9/13 armor remaining), Center Torso (7/13 armor remaining), Center Torso (5/13 armor remaining), Left Arm (8/10 armor remaining), Left Torso (8/10 armor remaining)!
- Fires Streak SRM-6 at Spider (2 base + 0 range + 1 movement + 5 enemy movement = 8): rolled 3, fails to lock-on!
- Fires ER PPC at Quickdraw (2 base + 0 range + 1 movement + 1 enemy movement + 2 secondary target not in front arc = 6): rolled 8, hit Left Torso (0/17 armor, 1/14 structure remaining)! Crit!
- Fires Streak SRM-6 at Quickdraw (2 base + 0 range + 1 movement + 1 enemy movement + 2 secondary target not in front arc = 6): rolled 9, hit Right Arm (11/13 armor remaining), Left Arm (11/13 armor remaining), Center Torso (1/18 armor remaining), Right Arm (9/13 armor remaining), Left Arm (9/13 armor remaining), Right Arm (7/13 armor remaining)!
- Fires Streak SRM-6 at Quickdraw (2 base + 0 range + 1 movement + 1 enemy movement + 2 secondary target not in front arc = 6): rolled 10, hit Right Arm (5/13 armor remaining), Right Torso (15/17 armor remaining), Center Torso (0/18 armor, 19/20 structure remaining (Crit!)), Left Arm (7/13 armor remaining), Center Torso (17/20 structure remaining (Crit!)), Head (7/9 armor remaining)! Pilot hit!
- Gains 28 heat, sinks 30!

Hunchback IIC
- Torso-twists to threaten hex 2217!
- Fires Ultra AC/20 (Ultra) at Mongoose (2 base + 0 range + 0 movement + 0 enemy movement + 3 heat = 5): rolled 11, 2 shells hit Center Torso (0/12 armor, 0/8 structure remaining (Torso destroyed! ‘Mech destroyed!)), Right Arm (0/8 armor, 0/4 structure remaining (Arm blown off! Damage transfers to Right Torso (2/10 armor remaining)))!
- Fires ER Medium Laser at Mongoose (2 base + 0 range + 0 movement + 0 enemy movement + 3 heat = 5): rolled 5, hit Left Arm (0/8 armor, 0/4 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (8/10 armor remaining)!
- Fires ER Medium Laser at Mongoose (2 base + 0 range + 0 movement + 0 enemy movement + 3 heat = 5): rolled 7, hit Left Torso (1/10 armor remaining)!
- Gains 24 heat, sinks 16!



End Phase:
Hunchback IIC
- Critical chance in Head: rolled 10, 2 critical hits sustained!
- - Cockpit Destroyed
- - Life Support damaged!

Timber Wolf D
- Must pass a piloting test or fall (3 base + 1 massive damage = 6): rolled 12, succeeds!

Quickdraw (Player)
- Critical chance in Left Torso: rolled 2, no critical hits sustained!
- Critical chance in Center Torso: rolled 7, no critical hits sustained!
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Must pass a 3+ consciousness test: rolled 9, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 10, succeeds!



Physical Combat Phase:
Spider (Player)
- Punches Timber Wolf D with both arms (4 base + 4 movement + 0 enemy movement = 8): rolled 10, hit Right Torso (6/25 armor remaining), Center Torso (27/30 armor remaining)!

Timber Wolf D
- Clobbers Spider with one arm (3 base + 1 movement + 5 enemy movement = 9): rolled 6, miss!





Map Link



Player Status:




Opposing Force Status:





Special Rules
- Enemy units are alert and aware of player positions



Primary Objectives
- Find and Destroy enemy commander (0/1)

Secondary Objectives
- Destroy Enemy BattleMechs (10/19 remaining)



Orders Due: Midnight Saturday!