The Let's Play Archive

Battletech

by PoptartsNinja

Part 332: Steel Will - Turn 8

Steel Will: Tactical Update 8

Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Talos II (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Radiation = 9): rolled 11, hit Left Leg (0/18 armor, 6/13 structure remains)! Crit!
- Fires SRM-6 at Talos II (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Radiation = 9): rolled 9, 2 missiles hit Right Torso (4/13 structure remains (Crit!)), Left Leg (4/13 structure remains (Crit!))!
- Fires SRM-6 at Talos II (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Radiation = 9): rolled 5, miss!
- Gains 25 heat, sinks 22!

3) Enfield
- Fires Large Pulse Laser at Talos II (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 10, hit Center Torso (0/21 armor, 15/18 structure remains)! Crit!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference = 8): rolled 9, hit Center Torso (10/18 structure remains)! Crit!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference = 8): rolled 6, miss!
- Fires Small Laser at Talos II (4 base + 2 range + 1 movement + 2 enemy movement + 1 EM Interference = 10): rolled 7, miss!
- Fires LB-10X (CLUSTER) at Talos II (4 base + 0 range + 1 movement + 2 enemy movement + 1 EM Interference - 1 cluster = 7): rolled 6, miss!
- Gains 20 heat, sinks 22!

7) Huron Warrior
- Fires ER Large Laser at Rommel (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 4, miss!
- Fires Gauss Rifle at Rommel (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 8, hit Turret (25/40 armor remains)! Crit!
- Gains 15 heat, sinks 17!

4) Wolverine
- Torso-twists to threaten hex 1317!
- Fires Large Pulse Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 7, hit Left Torso (0/17 armor, 6/11 structure remains)! Crit!
- Fires Medium Pulse Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 7, hit Left Torso (0/11 structure remains)! Left Torso Destroyed!
- Fires Small Pulse Laser at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 7, hit Right Torso (6/17 armor remains)!
- Fires SRM-6 at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 6, miss!
- Fires SRM-6 at Bobcat (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 11, 5 missiles hit Left Leg (11/15 armor remains), Left Leg (9/15 armor remains), Right Torso (4/17 armor remains), Center Torso (14/18 armor remains), Center Torso (12/18 armor remains)!
- Gains 26 heat, sinks 26!

Talos II
- Fires Large Laser at Enfield (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Interference = 9): rolled 9, hit Center Torso (0/26 armor, 14/16 structure remains)! Crit!
- Fires SRM-6 at Enfield (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Interference = 9): rolled 8, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 2 movement + 2 enemy movement + 1 EM Interference = 11): rolled 9, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 2 movement + 2 enemy movement + 1 EM Interference = 11): rolled 7, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 2 movement + 2 enemy movement + 1 EM Interference = 11): rolled 6, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 2 movement + 2 enemy movement + 1 EM Interference = 11): rolled 7, miss!
- Fires LRM-5 at Wolverine (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 secondary target = 11): rolled 9, miss!
- Fires LRM-5 at Wolverine (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 secondary target = 11): rolled 5, miss!
- Fires LRM-5 at Wolverine (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 secondary target = 11): rolled 10, miss!
- Gains 18 weapon heat!

Bobcat
- Torso twists to threaten hex 1317!
- Fires PPC at Wolverine (4 base + 0 range + 3 movement + 1 enemy movement + 1 EM Interference + 3 minimum range = 12): rolled 5, miss!
- Fires Medium Laser at Enfield (4 base + 0 range + 3 movement + 1 enemy movement + 1 EM Interference = 9): rolled 5, miss!
- Fires Medium Laser at Enfield (4 base + 0 range + 3 movement + 1 enemy movement + 1 EM Interference = 9): rolled 7, miss!
- Gains 20 weapon heat! Overheating!

Cronus
- Fires Large Laser at Wolverine (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 9, hit Center Torso (10/26 armor remains)!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 10, hit Left Leg (damage blocked by terrain)!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 7, miss!
- Fires SRM-4 at Wolverine (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 7, miss!
- Gains 17 weapon heat!

Rommel Heavy Tank!
- Spots Wolverine for Hunter Light Support Tank!

Hunter Light Support Tank
- Indirectly Fires LRM-20 at Wolverine (4 base + 0 range + 2 movement + 2 enemy movement + 1 EM Interference + 1 spotter movement = 10): Rolled 11, 12 missiles hit Left Arm (8/18 armor remains), Left Arm (3/18 armor remains), Right Torso (18/20 armor remains)!



Yantai Reservation
9) Watchman
- Fires Large Laser at Quasit II (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires Medium Laser at Quasit II (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 2, miss!
- Fires Machine Gun at Quasit II (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 10, hit Right Arm (5/14 armor remains)!
- Fires Machine Gun at Quasit II (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 7, miss!
- Gains 15 heat, sinks 12! Overheating!

10) Blackjack
- Fires Medium Laser at Drillson (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 6, miss!
- Fires Medium Laser at Drillson (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 8, miss!
- Fires Medium Laser at Drillson (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 5, miss!
- Fires Medium Laser at Drillson (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 5, miss!
- Gains16 heat, sinks 20!

11) Raven
- No Orders Received!
- Gains 1 heat, sinks 12! Overheating!

12) Firebee
- Fires Large Laser at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 9, hit Left Leg (4/12 armor remains)!
- Fires SRM-2 at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires SRM-2 at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, 1 missile hit Left Arm (10/14 armor remains)!
- Fires SRM-2 at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, 2 missiles hit Left Arm (8/14 armor remains), Head (7/9 armor remains)! Pilot Hit!
- Fires SRM-2 at Quasit II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 5, miss!
- Gains 27 heat, sinks 10! Overheating!

Cicada
- Fires ER PPC at Watchman (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, hit Left Torso (0/14 armor remains)!
- Gains 15 weapon heat! Overheating!

Phoenix
- Torso-twists to threaten hex 1220!
- Fires PPC at Blackjack (4 base + 2 range + 0 movement + 2 enemy movement = 8): rolled 7, miss!
- Gains 10 weapon heat

Quasit II
- Torso-twists to threaten hex 1116!
- Fires Light AC/5 at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 5, miss!
- Fires Medium Laser at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 8, hit Left Leg (8/13 armor remains)!
- Fires SRM-2 at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, 1 missile hit Right Leg (11/13 armor remains)!
- Fires SRM-2 at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 5, miss!
- Fires SRM-2 (Inferno) at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, 2 missiles generate 4 heat!
- Fires SRM-2 (Inferno) at Firebee (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, 2 missiles generate 4 heat!
- Gains 15 weapon heat! Overheating!

Drillson Heavy Hovertank
- Fires Large Laser at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires SRM-2 at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 11, 1 missile hit Left Torso (11/15 armor remains)! TAC!
- Fires SRM-2 at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires SRM-2 at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires SRM-2 (Inferno) at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires SRM-2 (Inferno) at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires Machine Gun at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires Machine Gun at Blackjack (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 4, miss!

Plainsman Hovertank
- Fires SRM-6 at Raven (4 base + 2 range + 1 movement + 0 enemy movement + 1 steam = 8): rolled 8, 3 missiles hit Left Arm (7/11 armor remains), Left Arm (5/11 armor remains), Right Leg (13/15 armor remains)!
- Fires SRM-6 at Raven (4 base + 2 range + 1 movement + 0 enemy movement + 1 steam = 8): rolled 2, miss!
- Fires SRM-2 at Raven (4 base + 2 range + 1 movement + 0 enemy movement + 1 steam = 8): rolled 11, 1 missile hit Right Torso (4/11 armor remains)!



End Phase:
Talos II
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!
- Critical Chance in Left Leg! No critical hit sustained!
- Critical Chance in Right Torso! No critical hit sustained!
- Critical Chance in Left Leg! No critical hit sustained!
- Critical Chance in Center Torso! 1 critical hit sustained!
- - Heat Sink hit!

Bobcat
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!

Rommel Assault Tank
- Critical Chance in Turret! Ammunition hit!
- - Tank destroyed!

Enfield
- Critical chance in Center Torso! No critical hits sustained!

Quasit II
- Must pass a 3+ consciousness test: rolled 7, succeeds!

Blackjack
- Through-Armor Critical Chance in Left Torso! 2 critical hits sustained!
- - Medium Laser hit!
- - Double Heat Sink hit!



Physical Combat Phase:
Griffin
- Kicks Talos II (5 base + 2 movement + 2 enemy movement - 2 kick = 7): rolled 8, hit Right Leg (0/18 armor, 10/13 structure remains)! Crit!

Talos II
- Kicks Griffin (5 base + 2 movement + 3 enemy movement -2 kick = 8): rolled 12, hit Left Leg (13/24 armor remains)!

Watchman
- Kicks Quasit II (5 base + 3 movement + 1 enemy movement - 2 kick = 7): rolled 7, hit Left Leg (0/19 armor, 7/12 structure remains)! Crit!

Blackjack
- Kicks Drillson (5 base + 3 movement + 2 enemy movement - 2 kick = 8): rolled 3, miss!



End Phase:
Talos II
- Must pass a piloting test or fall (5 base + 0 kicked = 5): rolled 11, succeeds!
- Critical chance in Right Leg! 1 critical hit sustained!
- - Heat Sink destroyed!

Griffin
- Must pass a piloting test or fall (5 base + 0 kicked = 5): rolled 9, succeeds!

Quasit II
- Must pass a piloting test or fall (5 base + 0 kicked = 5): rolled 7, succeeds!
- Critical chance in Left Leg! 1 critical hit sustained!
- - Hip damaged!
- Must pass a piloting test or fall (5 base + 2 hip damage = 7): rolled 8, succeeds!




Turn End Phase:
Firebee
- Overheating! Must pass a 6+ test or shutdown: rolled 11, succeeds!
- Overheating! Must pass a 4+ test to avoid ammunition explosion: rolled 8, succeeds!



Next Turn Movement Phase
Drillson
- Must pass a piloting test to avoid a skid in hex 1329 (5 base - 1 distance traveled = 4): rolled 5, succeeds!
- Must pass a piloting test to avoid a skid in hex 1329 (5 base - 1 distance traveled = 4): rolled 8, succeeds!
- Must pass a piloting test to avoid a skid in hex 1329 (5 base - 1 distance traveled = 4): rolled 7, succeeds!
- Must pass a piloting test to avoid a skid in hex 1330 (5 base - 1 distance traveled = 4): rolled 5, succeeds!
- Must pass a piloting test to avoid a skid in hex 0832 (5 base + 1 distance traveled = 6): rolled 7, succeeds!





“Damn it,” Weber’s voice warbled a tinny curse over the comms as his Griffin’s wedge-shaped foot smashed into the Talos’s ankle, “why won’t you just die already?”

Sergeant Major Mao couldn’t disagree, these Taurian bastards were tougher than they had any right to be. Weber’s Griffin flinched visibly as an echoing staccato boom from behind took him by surprise. Mao laughed, and clapped her hands loudly enough for her helmet microphone to pick up. “That’s how you do it! Scratch one Rommel—now we’ve got the biggest gun!”

“No we don’t,” Fynn grumbled. “The Capellans do.”



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



Anne Bellard cried out as a quartet of SRMs loaded with gelled incendiaries burst against her Firebee’s chest. Fire spilled outwards, dripping from her `Mech as globules of high-potency oxidizers and chemical fuel splashed everywhere precisely as they’d been designed to do. Many Mechwarriors had died when those incendiaries flowed into cracks in the cockpit transplex to bake the pilot alive; or oozed through poorly-repaired seams or battle damage to cook off the ammo waiting in a `Mech’s storage bins.

She was lucky, her machine was still sealed up tight; but Inferno rounds had another, more insidious effect: they interfered with the convection currents that carried heat away from a BattleMech and oversaturated a machine’s heat sinks. Anne’s primary monitor screamed heat warnings at her, and she burned her hand slapping the button to abort a shutdown. The last thing a pilot under attack by Infernos ever wanted was to shut down!



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 – Ran +2
- Bobcat – Ran +2
- Cronus – Jumped +3
- Hunter – Cruised +1

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Stationary +0
- Quasit II – Stationary +0
- Drillson – Flanked +3
- Plainsman – Cruised +3

Player Status:


Enemy Status: