The Let's Play Archive

Battletech

by PoptartsNinja

Part 729: Rabbit Warren - Turn 12

Rabbit Warren Update 12

“I thought the Clans were averse to physical combat?”

Samir Darby watched as one of the big Clan Assault ‘Mechs brought its metal club down onto the right shoulder of Syd Colbert’s Legion. The Legion’s weakened side armor shattered, and the Clanner’s club caromed off its engine housing. The Republic’s thin, aquamarine-colored coolant spurted for a few moments before automatic safeties disabled their feet system, depriving about half of the Legion’s engine heat sinks of vital coolant. The loss of Nephilim-1’s anti-personnel gauss rifles was the least of Syd’s concerns. The Legion kept to its feet, kicking the huge Clan ‘Mech in turn, but the Clanner’s reverse-jointed legs kept its knees out of easy kicking range.

“Clearly, one of the successor states has been teaching them.”

“Our entire order of battle is based on the idea that the Clans don’t willingly engage in melee combat,” Samir growled. “If that’s not true, we may actually be at a disadvantage!”









Movement Phase
Legion #11
- Unable to reach hex 2421: enemy unit in the way! Movement ends in hex 2622, final facing is kept!



Shooting Phase
Sin #1 (Player)
- Attacks the King Cobra’s legs (3 base + 0 surviving troopers + 1 enemy movement + 1 protected actuators = 5): rolled 5, deals 5 damage to Left Leg (35/40 armor remaining)! TAC!

Legion #2 (Player)
- Holds fire!
- Gains 5 heat, sinks 24!

Legion #3 (Player)
- Fires rHeavy PPC at Highlander IIC (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat + 2 minimum range - 1 cybernetics = 8): rolled 7, miss!
- Gains 25 heat, sinks 24! Overheating!

Sin #4 (Player)
- Attacks the Osteon D’s legs (3 base + 0 surviving troopers + 2 enemy movement + 1 protected actuators = 6): rolled 4, miss!

Legion #5 (Player)
- Fires rHeavy PPC at King Cobra (2 base + 0 range + 0 movement + 1 enemy movement + 2 minimum range - 1 cybernetics = 4): rolled 8, hit Left Arm (0/33 armor, 14/17 structure remaining)! Crit!
- - Plasma arcs to Left Torso (22/32 armor remaining)!
- Fires TSEMP Cannon at King Cobra (2 base + 0 range + 0 movement + 1 enemy movement - 1 cybernetics = 2): rolled 8, hit! Rolled 3, no effect!
- Fires AP Gauss Rifle at King Cobra (2 base + 0 range + 0 movement + 1 enemy movement - 1 cybernetics = 2): rolled 8, hit Right Arm (30/33 armor remaining)!
- Gains 43 heat, sinks 24! Overheating!

Legion #6 (Player)
- Fires rHeavy PPC at Highlander IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 8, hit Center Torso (16/40 armor remaining)!
- - Plasma arcs to Right Torso (23/28 armor remaining)!
- Fires AP Gauss Rifle at Highlander IIC (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 9, hit Left Arm (27/30 armor remaining)!
- Fires AP Gauss Rifle at Highlander IIC (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 9, hit Left Arm (24/30 armor remaining)!
- Gains 27 heat, sinks 24!

Sin #7 (Player)
- Continues to swarm Thunderbolt IIC, automatically hits Front Center Torso with AP Gauss Rifle (28/33 armor remaining)!

Legion #8 (Player)
- Osteon C denies Line of Sight!
- No Line of Sight to SM1 Tank Destroyer
- Fires rHeavy PPC at Nothing!
- Gains 24 heat, sinks 24! Overheating!

Legion #9 (Player)
- Fires Large R-e Laser at Thunderbolt IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 4): rolled 8, hit Center Torso! Chance to hit Sin 7: rolled 4, hit Center Torso (19/33 armor remaining)!
- Fires Large R-e Laser at Thunderbolt IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 4): rolled 7, Center Torso! Chance to hit Sin 7: rolled 6, hit Sin 7 (1/10 armor remaining)!
- Fires Light PPC at Thunderbolt IIC (2 base + 0 range + 3 movement + 1 enemy movement + 2 minimum range - 1 cybernetics = 7): rolled 12, hit Left Arm (17/22 armor remaining)!
- Gains 30 heat, sinks 24! Overheating!

Legion #10 (Player)
- Osteon C denies Line of Sight!
- Gains 5 heat, sinks 24!

Legion #11 (Player)
- Torso-twists to threaten hex 2621!
- Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 laser = 6): rolled 7, hit Left Arm (15/24 armor remaining)!
- Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 laser = 6): rolled 9, hit Right Leg (27/36 armor remaining)!
- Fires Light PPC at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 2 minimum range + 1 heat - 1 cybernetics = 9): rolled 3, miss!
- Gains 30 heat, sinks 24! Overheating!

Legion #12 (Player)
- Fires Large R-e Laser at Highlander IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 4): rolled 6, hit Left Leg (29/38 armor remaining)!
- Fires Large R-e Laser at Highlander IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 4): rolled 7, hit Right Leg (20/38 armor remaining)!
- Fires Light PPC at Highlander IIC (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 4, miss!
- Gains 30 heat, sinks 24! Overheating!

Osteon C
- Holds fire!
- Gains 5 heat, sinks 22!

Osteon D
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 4, miss!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 9, hit Left Arm (8/24 armor remaining)!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 7, miss!
- Gains 33 heat, sinks 36!

SM1 Tank Destroyer
- Holds fire!

Hellstar 2
- Fires ER PPC at Legion #9 (4 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 8): rolled 6, miss!
- Fires ER PPC at Legion #9 (4 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 8): rolled 9, hit Center Torso (17/38 armor remaining)!
- Fires ER PPC at Legion #9 (4 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 8): rolled 8, hit Right Arm (12/24 armor remaining)!
- Gains 47 heat, sinks 50!

Thunderbolt IIC #1
- Torso-twists to threaten hex 1415!
- Fires ER PPC at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 11, hit Right Torso (4/24 armor remaining)!
- Fires Medium Pulse Laser at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 12, hit Center Torso (33/38 armor remaining)!
- Fires Medium Pulse Laser at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 9, hit Right Leg (27/32 armor remaining)!
- Fires Medium Pulse Laser at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 6, hit Right Arm (17/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, hit Right Leg (25/32 armor remaining)!
- Fires AP Gauss Rifle at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit Left Arm (22/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #5 (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, hit Right Leg (23/32 armor remaining)!
- Gains 32 heat, sinks 32!

Highlander IIC
- Fires Gauss Rifle at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Right Arm (8/24 armor remaining)!
- Fires LRM-20 w/Artemis IV at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Center Torso (21/38 armor remaining)!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Leg (7/32 armor remaining)!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 9, hit Right Leg (2/32 armor remaining)!
- Gains 20 heat, sinks 24!

King Cobra
- Fires Gauss Rifle at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement + 2 minimum range - 1 targeting computer = 6): rolled 8, hit Left Arm (10/24 armor remaining)!
- Fires Flamer (Heat) at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement - 1 targeting computer = 4): rolled 7, hit! Target gains 2 heat!
- Fires ER Medium Laser at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement - 1 targeting computer = 4): rolled 8, hit Right Arm (12/24 armor remaining)!
- Fires Streak SRM-6 at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, 6 missiles hit Center Torso (32/38 armor remaining), Center Torso (31/38 armor remaining), Left Leg (31/32 armor remaining), Center Torso (30/38 armor remaining), Left Arm (9/24 armor remaining), Right Arm (11/24 armor remaining)!
- Fires Streak SRM-6 at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 11, 6 missiles hit Right Arm (10/24 armor remaining), Right Torso (3/24 armor remaining), Right Torso (2/24 armor remaining), Left Leg (30/32 armor remaining), Right Leg (22/32 armor remaining), Left Torso (23/24 armor remaining)!
- Gains 10 heat, sinks 32!



End Phase:
King Cobra
- Through-armor critical chance in Left Leg: rolled 6, no critical hits sustained!
- Critical chance in Left Arm: rolled 5, no critical hits sustained!



Physical Combat Phase:
Legion #3 (Player)
- Kicks Highlander IIC (3 base + 3 movement + 1 enemy movement - 2 kick - 1 cybernetics = 4): rolled 5, hit Left Leg (0/38 armor, 2/19 structure remaining)! Crit!

Legion #5 (Player)
- Kicks King Cobra (3 base + 3 movement + 1 enemy movement - 2 kick - 1 cybernetics = 4): rolled 9, hit Left Leg (13/22 armor remaining)!

Legion #9 (Player)
- Kicks Thunderbolt IIC (3 base + 3 movement + 1 enemy movement - 2 kick - 1 cybernetics = 4): rolled 5, hit Left Leg (3/28 armor remaining)!

Legion #11 (Player)
- Kicks Osteon D: target not in front arc!

Osteon D
- Kicks Sin #4 (5 base + 3 movement + 2 enemy movement + 1 small target - 2 kick = 9): rolled 7, miss!

Thunderbolt IIC
- Kicks Legion #9 (5 base + 2 movement + 3 enemy movement - 2 kick = 8): rolled 9, hit Left Leg (10/32 armor remaining)!

Highlander IIC
- Torso-twists to threaten hex 2012!
- Punches Legion #3 with Left Arm (3 base + 1 movement + 3 enemy movement = 7): rolled 9, hit Head (1/9 armor remaining)!

King Cobra
- Attacks Legion #5 with Mace (3 base + 1 movement + 0 enemy movement + 1 Mace = 5): rolled 8, hit Right Torso (0/24 armor, 0/16 structure remaining)! Torso destroyed! Right arm blown off! Engine hit! Engine hit!
- - Damage transfers to Center Torso (26/38 armor remaining)!



End Phase:
Osteon D
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 missed kick = 6): rolled 8, succeeds!

Thunderbolt IIC
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 10, succeeds!

Highlander IIC
- Critical chance in Left Leg: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked = 4): rolled 7, succeeds!

King Cobra
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked = 4): rolled 10, succeeds!

Legion #9
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked - 1 cybernetics = 3): rolled 7, succeeds!

Legion #5
- Must pass a piloting test or fall (3 base + 1 massive damage - 1 cybernetics = 3): rolled 5, succeeds!


Turn End Phase
Legion #5
- Must pass a 6+ test to avoid automatic shutdown: rolled 10, succeeds!

Legion #11
- Must pass a 6+ test to avoid automatic shutdown: rolled 7, succeeds!



Next Turn’s Movement Phase
SM1 Tank Destroyer
- Must pass a driving test to avoid skidding (6 base - 1 distance = 5): rolled 9, succeeds!
- Must pass a driving test to avoid skidding (6 base + 0 distance = 6): rolled 10, succeeds!






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 (Complete!)
- Prevent the Society from finishing the Turkina Z’s Repairs (Complete!)
- Win before Turn 15 (3 turns remaining)!



Orders Due: Midnight Saturday!