The Let's Play Archive

Battletech

by PoptartsNinja

Part 722: Rabbit Warren - Turn 5

Rabbit Warren Update 5

“They’re covered in UV markings,” Delphina mentally typed on the Legion’s cockpit keyboard. “A unit marking, and some sort of individual identifier.”

“That wasn’t the question,” Syd Colbert’s response was clearly annoyed. “What are they?”

“Ultra-light ‘Mechs of some kind,” if plain text could carry a doubtful accent, Abhishek Gross’s conveyed it. “Like the Colonization Corps’ Longstriders. Only much slower.”

“No cockpit,” Delphina pointed out. “They’re either drones, or piloted from the chest cavity. Could they possibly be extremely heavy powered armor? This is why you shouldn’t ask rhetorical questions, Nephilim-1. Not enough data available.”

“Right,” Syd two-lined. “We should just kill them.”









Movement Phase
Legion #2 (Player)
- Unable to enter hex 0819, insufficient MP: needs 10, has 9!

Legion #9 (Player)
- Unable to enter hex 0622, insufficient MP: Needs 9, has 8!



Shooting Phase
Legion #1 (Player)
- Fires rHeavy PPC at Mithras #1 (2 base + 0 range + 2 movement + 2 enemy movement - 1 cybernetics = 5): rolled 11, hit Right Side (0/14 armor, 0/3 structure remaining)! Vehicle destroyed!
- Gains 22 heat, sinks 24!

Legion #2 (Player)
- Fires rHeavy PPC at Trevithick Caboose (2 base + 2 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics = 7): rolled 2, miss!
- Fires AP Gauss Rifle at Trevithick Caboose (2 base + 4 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics = 9): rolled 5, miss!
- Fires AP Gauss Rifle at Trevithick Caboose (2 base + 4 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics = 9): rolled 9, hit Rear (41/44 armor remaining)!
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Mithras #1 already destroyed!
- Gains 2 heat, sinks 24!

Legion #4 (Player)
- Fires rHeavy PPC, AP Gauss Rifle, and AP Gauss Rifle at nothing!
- Gains 27 heat, sinks 24!

Legion #5 (Player)
- Fires TSEMP at Trevithick Engine (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, rolled 10, target shuts down!
- Fires AP Gauss Rifle at Trevithick Engine (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 6, hit Right Side (63/66 armor remaining)!
- Fires AP Gauss Rifle at Trevithick Engine (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit Rear (49/52 armor remaining)! CfMSD!
- Gains 17 heat, sinks 24!

Legion #6 (Player)
- Fires rHeavy PPC at Trevithick Caboose (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 10, hit Right Side (21/41 armor remaining)!
- Fires AP Gauss Rifle at Trevithick Caboose (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 11, hit Turret (41/44 armor remaining)!
- Fires AP Gauss Rifle at Trevithick Caboose (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 8, hit Right Side (18/41 armor remaining)!
- Gains 27 heat, sinks 24!

Legion #7 (Player)
- Fires rHeavy PPC at Trevithick Engine (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics = 5): rolled 6, hit Right Side (43/66 armor remaining)! CfMDS!
- Gains 22 heat, sinks 24! Overheating!

Legion #8 (Player)
- Fires rHeavy PPC at Mad Dog E (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics = 5): rolled 6, hit Left Arm (1/16 armor remaining)!
- - Plasma arcs to Left Torso (11/16 armor remaining)!
- Gains 25 heat, sinks 24! Overheating!

Legion #9 (Player)
- Holds fire!
- Gains 2 heat, sinks 24!

Legion #10 (Player)
- Fires Large R-e Laser at JagerMech IIC (2 base + 4 range + 3 movement + 0 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 8): rolled 10, hit Right Arm (11/20 armor remaining)!
- Fires Large R-e Laser at JagerMech IIC (2 base + 4 range + 3 movement + 0 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 7): rolled 3, miss!
- Gains 22 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at Trevithick Engine (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 4): rolled 7, hit Right Side (34/66 armor remaining)!
- Fires Large R-e Laser at Trevithick Engine (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 4): rolled 5, hit Right Side (25/66 armor remaining)!
- Gains 22 heat, sinks 24! Overheating!

Legion #12 (Player)
- Fires Large R-e Laser at Trevithick Caboose (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 4): rolled 5, hit Front (35/44 armor remaining)! TAC!
- Fires Large R-e Laser at Trevithick Caboose (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 4): rolled 8, hit Front (26/44 armor remaining)!
- Gains 22 heat, sinks 24!

Hellbringer Z
- Holds fire!
- Gains 2 heat, sinks 32!

JagerMech IIC
- Fires ER Large Laser at Legion #10 (4 base + 2 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 8, miss!
- Fires ER Large Laser at Legion #10 (4 base + 2 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 7, miss!
- Fires Ultra AC/5 (Ultra) at Legion #10 (4 base + 2 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 5, miss!
- Fires Ultra AC/5 (Ultra) at Legion #10 (4 base + 2 range + 0 movement + 3 enemy movement + 1 partial cover = 10): rolled 9, miss!
- Gains 28 heat, sinks 28!

Mad Dog E
- Fires HAG-30 at Legion #8 (4 base + 0 range + 0 movement + 3 enemy movement + 1 partial cover = 8): rolled 7, miss!
- Fires HAG-30 at Legion #8 (4 base + 0 range + 0 movement + 3 enemy movement + 1 partial cover = 8): rolled 11, 18 pellets hit Left Torso (20/24 armor remaining), Right Leg (damage blocked), Right Torso (20/24 armor remaining), Center Torso (26/38 armor remaining)!
- Gains 2 heat, sinks 20!

Mithras #1
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 1 movement + 3 enemy movement - 1 targeting computer = 8):

Mithras #2
- Holds fire!

SM1 Tank Destroyer
- Holds fire!

Ares Medium Tank
- Holds fire!

Mithras #4
- Fires ER Large Laser at Legion #5 (5 base + 0 range + 1 movement + 3 enemy movement - 1 targeting computer = 8): rolled 8, hit Right Torso (16/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #5 (5 base + 0 range + 1 movement + 3 enemy movement - 1 targeting computer = 8): rolled 6, miss!

Mithras #9
- Holds fire!

Mithras #10
- Holds fire!

Trevithick Caboose
- Fires Ultra AC/10 (Ultra) at Legion #11 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 4, miss!
- Fires Ultra AC/10 (Ultra) at Legion #11 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!



End Phase:
Trevithick Engine
- Chance for Motive System Damage: Rolled 7, minor damage (+1 to driving tests)!
- Chance for Motive System Damage: Rolled 6, no damage sustained!

Trevithick Caboose
- Through-armor critical in Front: Rolled 6, Driver Hit! No driver to hit!
- - Driver Hit becomes Weapon Malfunction! No weapons to malfunction!
- - - Weapon Malfunction becomes Weapon Stabilizer Hit! No weapons to malfunction
- - - - Stabilizer Hit becomes Sensor Hit! No sensors to damage!
- - - - - Sensor hit becomes Commander Hit! No commander to Damage!
- - - - - - Commander Hit becomes Weapon Destroyed! No weapons to destroy!
- - - - - - - Weapon Destroyed becomes Crew Killed! Crew Killed!



Turn End Phase:
Trevithick Engine
- Shuts down!

Hellbringer Z
- Activates Clan Neural Implants!





Upper Level
Lower Ground Floor

Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain

PTN’s Note: This should make things easier.



Player Status:





OpForce Status:







Special Rules
Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack.



Primary Objectives
- Kill Everyone and Everything (0/1)

Secondary Objectives
- Prevent the Enemy Land Train from Escaping (0/1)
- Prevent the Society from finishing the Turkina Z’s Repairs (5 turns remaining)



Orders Due: Midnight Saturday!