The Let's Play Archive

Battletech

by PoptartsNinja

Part 564: Air Raid - Turn 5

Air Raid: Tactical Update 5

“Hell—HELL!” Lam’ah jerked at her controls, twisting the Lancelot’s spindly arms up and down and wiggling its angular torso back and forth in an attempt to scatter damage all over her machine rather than letting the enemy hit her where they wanted. She felt none of the telltale hammer blows of direct hits, but the short hairs on the back of her neck stood on end and in the all-consuming thrum of near misses she could taste the ozone in the air.

The enemy had opened fire on her—not the single machine she’d been expecting, but its entire Lance. A billowing cloud of steam crossed the distance between, caressing the Lancelot’s armor like inquisitive fingers. Even with Icepick’s Chameleon a few paces ahead Lam’ah felt shockingly alone. Her Lancelot could’ve weathered the punishment—probably—but it’d take her almost half a minute to get back to anything resembling reasonable cover.

“They’re not supposed to fight like that!”

“Yeah, well, maybe they’re smartening up,” Jason’s voice was unsympathetic. “We knew the cake walk couldn’t last forever, but we’ve got a job to do. Let’s knock down some of this hardware.”

“There are more enemy `Mechs approaching,” Icepick’s voice was cold and devoid of emotion, all business. There was no trace of panic. It was calming in its own way, even though the utter, shocking emptiness of it was a far cry from the warm young man Lam’ah had met a few weeks prior. “Forget the planes and let the rabbits chase the rabbits. We need to get in and mix things up.”

“That bunch is way too organized,” Lam’ah agreed. As if on cue the five of them took to the air twisting and shifting positions, scrambling themselves and confusing her sensors for a few moments. They came within meters of striking one another, but the dance was so controlled, so perfectly choreographed she doubted any lance in the League could’ve pulled it off.

“They’re going to start picking us off one by one.”








Movement Phase
Ostscout
- Turns on concrete: must pass a piloting test or fall (4 base + 1 heavy rain - 1 distance traveled = 4): rolled 7, succeeds!

Gunsmith
- Activates MASC!
- Attempts to enter hex 2232 but has insufficient MP: needs 21, has 20!

Copperhead Charlie
- Attempts to face hex 1741 but has insufficient MP: needs 6, has 5!

Space Marine Infantry 3
- Finish digging in!



Shooting Phase
Space Marine Infantry 3
- Attacks Screamer (4 base + 4 range + 5 enemy movement + 1 heavy rain = 14): automatic miss!

Space Marine Infantry 4
- Attacks Copperhead Charlie (4 base + 2 range + 1 enemy movement + 1 heavy rain + 1 light woods = 9): rolled 3, miss!

Clan Foot Infantry Platoon 3 (ACE!)
- Attacks Ostscout (4 base - 2 range + 3 enemy movement + 1 heavy rain = 6): rolled 7, 1 troopers does 0 damage to Left Torso!

Atlas III
- Fires Heavy Gauss Rifle at Urbanmech IIC (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires Snub-Nose PPC at Urbanmech IIC (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 9): rolled 9, hit Left Arm (2/10 armor remaining)!
- Fires Snub-Nose PPC at Urbanmech IIC (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 9): rolled 6, miss!
- Fires Snub-Nose PPC at Urbanmech IIC (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Gains 33 heat, sinks 24! Overheating! TSM Activates!

Flashman
- Fires Large R-e Laser at Urbanmech IIC (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 12): rolled 6, miss!
- Fires Large R-e Laser at Urbanmech IIC (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 12): rolled 11, miss!
- Gains 20 heat, sinks 34!

Grasshopper
- Fires Large X-Pulse Laser at Urbanmech IIC (4 base + 4 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 9, miss!
- Fires Medium Laser at Clan Foot Infantry 1 (3 base + 4 range + 3 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 12): rolled 3, miss!
- Gains 21 heat, sinks 30!

Salamander
- Torso-twists to threaten hex 2031!
- Fires LRM-20 (no ammo chosen, high explosive ammo selected randomly) at Urbanmech IIC (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires LRM-20 (no ammo chosen, high explosive ammo selected randomly) at Urbanmech IIC (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires LRM-20 (no ammo chosen, semi-guided ammo selected randomly) at Urbanmech IIC (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Gains 19 heat, sinks 20!

Dragoon II
- Fires Republic ER PPC at Urbanmech IIC (3 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 7, miss!
- Gains 25 heat, sinks 26!

Copperhead Charlie
- Torso-twists to threaten hex 1741!
- Fires LB-10X Autocannon (Cluster) at Vandal (2 base + 2 range + 1 movement + 1 aerial target + 2 side arc + 1 heavy rain - 3 flak = 6): rolled 7, 6 submunitions hit Nose (28/29 armor remaining), Nose (27/29 armor remaining), Left Wing (19/20 armor remaining), Nose (26/29 armor remaining), Nose (25/29 armor remaining), Left Wing (18/20 armor remaining)!
- Fires Streak SRM-6 at Vandal (2 base + 4 range + 1 movement + 1 aerial target + 2 side arc + 1 heavy rain = 11): rolled 5, fails to lock-on!
- Fires Streak SRM-6 at Vandal (2 base + 4 range + 1 movement + 1 aerial target + 2 side arc + 1 heavy rain = 11): rolled 7, fails to lock-on!
- Fires LRM-20 w/Artemis IV at Vandal (2 base + 2 range + 1 movement + 1 aerial target + 2 side arc + 1 heavy rain = 9): rolled 8, miss!
- Gains 9 heat, sinks 24!

Lancelot
- Primary target to-hit too high!
- Secondary target to-hit too high!
- Fires Plasma Rifle at Turk 0324 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 11, hit Left Wing (34/44 armor remaining)!
- Fires Large Laser at Turk 0324 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 12, hit Left Wing (26/44 armor remaining)!
- Fires Large Laser at Turk 0324 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 4, miss!
- Gains 28 heat, sinks 32!

Komodo
- Primary target invalid (multiple valid targets in range with no distinctions chosen)!
- Fires AP Gauss Rifle at Space Marine Infantry 4 (4 base + 2 range + 3 movement + 0 enemy movement + 1 light woods + 2 heavy woods + 1 heavy rain = 13): automatic miss!
- Fires AP Gauss Rifle at Space Marine Infantry 4 (4 base + 2 range + 3 movement + 0 enemy movement + 1 light woods + 2 heavy woods + 1 heavy rain = 13): automatic miss!
- Fires AP Gauss Rifle at Space Marine Infantry 4 (4 base + 2 range + 3 movement + 0 enemy movement + 1 light woods + 2 heavy woods + 1 heavy rain = 13): automatic miss!
- Fires AP Gauss Rifle at Space Marine Infantry 4 (4 base + 2 range + 3 movement + 0 enemy movement + 1 light woods + 2 heavy woods + 1 heavy rain = 13): automatic miss!
- Fires AP Gauss Rifle at Space Marine Infantry 4 (4 base + 2 range + 3 movement + 0 enemy movement + 1 light woods + 2 heavy woods + 1 heavy rain = 13): automatic miss!
- Tertiary target invalid (multiple valid targets in range with no distinctions chosen)!
- Gains 10 heat, sinks 22!

Champion
- Fires ER PPC at Urbanmech IIC (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires Gauss Rifle at Urbanmech IIC (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Gains 18 heat, sinks 20!

Chameleon
- Fires ER Large Laser at Urbanmech IIC (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Fires Medium Pulse Laser at Clan Foot Infantry 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 12, 3 troopers killed!
- Gains 18 heat, sinks 20!

Screamer
- Fires Medium Pulse Laser at Turk 0324 (2 base + 2 range + 3 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 2): automatically hit Aft (39/46 armor remaining)!
- Fires Medium Pulse Laser at Turk 0324 (2 base + 2 range + 3 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 2): automatically hit Aft (32/46 armor remaining)!
- Fires ER PPC at Goshawk II 3 (2 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain + 1 secondary target = 12): rolled 9, miss!
- Gains 28 heat, sinks 25!

Stag
- Fires Medium Laser at Visigoth 0840 (4 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 11, hit Right Wing (42/47 armor remaining)!
- Fires SRM-4 at Visigoth 0840 (4 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 6, 2 missiles hit Aft (25/42 armor remaining), Right Wing (40/47 armor remaining)!
- Fires Medium Laser at Visigoth 0841 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain + 1 secondary target = 6): rolled 9, hit Right Wing (42/47 armor remaining)!
- Fires SRM-4 at Visigoth 0841 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain + 1 secondary target = 6): rolled 7, 2 missiles hit Right Wing (40/47 armor remaining), Nose (63/65 armor remaining)!
- Gains 14 heat, sinks 24!

Gunsmith
- No Line of Sight to target hex!
- Gains 2 heat, sinks 20!

Ostscout
- Primary target too close to engage!
- Fires ER Medium Laser at Kirghiz 0945 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 2): automatically hit Aft (43/48 armor remaining)!
- Fires ER Medium Laser at Kirghiz 0945 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 2): automatically hit Aft (38/48 armor remaining)!
- Fires Micro Pulse Laser at Kirghiz 0945 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 2): automatically hit Right Wing (59/62 armor remaining)!
- Gains 13 heat, sinks 20!

Phoenix Hawk
- Torso-twists to threaten hex 1640!
- Fires Large Pulse Laser at Urbanmech IIC (3 base + 4 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 11): 10, miss!
- Gains 15 heat, sinks 20!

Vandal
- Loses 1 altitude in a strike attack!
- Fires Heavy Large Laser at Atlas III (3 base + 2 strike + 0 target movement = 5): rolled 2, miss!
- Fires Heavy Large Laser at Atlas III (3 base + 2 strike + 0 target movement = 5): rolled 3, miss!
- Fires Heavy Large Laser at Atlas III (3 base + 2 strike + 0 target movement = 5): rolled 6, hit Rear Center Torso (4/12 armor remaining)! 2 damage negated!
- Gains 21 heat, sinks 20!

Vixen
- Holds fire!
- Gains 2 heat, sinks 20!

Urbanmech IIC
- Fires Ultra AC/10 (ultra) at Atlas III (4 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Gains 8 heat, sinks 10!

David
- Holds fire!
- Gains 2 heat, sinks 10!

Peregrine
- Fires Large Pulse Laser at Screamer (4 base + 2 range + 2 movement + 5 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 4, miss!
- Fires Medium Pulse Laser at Screamer (4 base + 2 range + 2 movement + 5 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 9, miss!
- Fires Medium Pulse Laser at Screamer (4 base + 2 range + 2 movement + 5 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 9, miss!
- Gains 20 heat, sinks 20!

Wolverine IIC
- Fires Large Pulse Laser at Chameleon (4 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 12, hit Left Torso (6/16 armor remaining)!
- Gains 12 heat, sinks 20!

Goshawk II 1
- Fires ER Large Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 11): rolled 2, miss!
- Gains 14 heat, sinks 20!

Goshawk II 2
- Fires ER Large Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 11): rolled 8, miss!
- Gains 14 heat, sinks 20!

Goshawk II 3
- Fires ER Large Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 11): rolled 10, miss!
- Gains 14 heat, sinks 20!

Goshawk II 4
- Fires ER Large Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 11): rolled 9, miss!
- Gains 14 heat, sinks 20!

Goshawk 5
- Fires Large Pulse Laser at Lancelot (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 8): rolled 6, miss!
- Gains 12 heat, sinks 20!



End Phase
Vandal
- Must pass a control roll (4 base - 1 fighter + 1 hurricane = 4): rolled 8, succeeds!



Physical Combat Phase:
Ostscout
- Kicks Infantry (4 base + 2 movement + 3 infantry target - 2 kick = 7): rolled 5, miss!



End Phase:
Ostscout
- Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 5, succeeds!



Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!
- Weather Alert! Hurricane Intensifies on Turn 5!



Next Turn’s Movement Phase
David
- Activates MASC!








Player Status:
Demon Hawks





Ally Status:




Opposing Force Status:





Objective Status




Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes

Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck.

Wind Vortices – +1 penalty to-hit with missile weapons. Streak missiles and semi-guided LRM attacks against Tagged targets ignore this penalty. +2 penalty to all Aerospace Fighter control rolls.



Mission Objective:
Primary Objectives
- Raid the Airfield (0/1)
- Don’t be Captured (0/1)

Secondary Objectives
- Accrue Bounty (2,050,000 c-bills / 3,100,000 goods)
- - Infantry Units Killed: 1 (50,000 c-bills each)
- - Light `Mechs: 0 (1,000,000 c-bills each)
- - Medium `Mechs: 0 (2,000,000 c-bills each)
- - Heavy ` Mechs: 0 (3,000,000 c-bills each)
- - Assault `Mechs: 0 (4,000,000 c-bills each)
- Grounded Aircraft: 8 (250,000 c-bills each)
- Revenants Unleashed: 15

- Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 20,050,000 c-bills (30,100,000 goods)



Orders Due: Midnight Tuesday!