Part 680: Snake Pit - Turn 8
Snake Pit 8Captain Dantonio kicked her Mongoose up to full speed. She hovered her hand momentarily over the MASC controls before deciding against it, shed save the extra speed for combat, or for evading enemy forces if it came to that. Swift as a Locust, it was hard to call what the Mongoose did running. The Locust was known for its hopping, birdlike gait, but the Mongoose was something else entirely. A combination of standard bipedal digitigrade legs, and the retrograde legs of the Locust, the Mongoose could stretch its legs farther than other designs. At a full run, she guessed it probably spent at least half the time with neither foot on the ground.
Its tiny, cloven feet were perfect for absorbing the shock of its movements, but the Mongoose had a much higher surface pressure than other Mechs. That meant a running Mongoose would regularly shatter standard concrete surfaces that even heavy BattleMechs wouldnt. Of course, that was hardly a problem in the Imperial City. Nearly every surface was reinforced ferrocretewhich required far less maintenance and could easily withstand the heat and pressure of a landing DropShip. The sheer expense of the city she was running through was staggeringa single stray shot could wind up costing the Draconis Suns more than a company of BattleMechs. Thats why it was so important to get this right.
Rapallino, the others have it well in hand. Come with me, were going to try to get some eyesor at least probeson some of the other patrollers. Id like to give the others at least some idea of whats coming.
Roger, came Narinders amused reply. Leave the fighting to the heavies, save the scouting for the scouts.
Shooting Phase
Roughneck DSI (Player)
- Holds fire!
- Gains 2 heat, sinks 22!
Roughneck 3A (Player)
- Fires PPC at Shadow Cat A (4 base + 2 range + 1 movement + 1 enemy movement + 1 narrow profile = 9): rolled 8, miss!
- Fires PPC at Shadow Cat A (4 base + 2 range + 1 movement + 1 enemy movement + 1 narrow profile = 9): rolled 12, hit Right Leg (8/18 armor remaining)!
- Fires Medium Laser at Shadow Cat A (4 base + 4 range + 1 movement + 1 enemy movement + 1 narrow profile = 11): rolled 11, hit Center Torso (15/20 armor remaining)!
- Fires Medium Laser at Shadow Cat A (4 base + 4 range + 1 movement + 1 enemy movement + 1 narrow profile = 11): rolled 11, hit Left Arm (5/10 armor remaining)!
- Fires Medium Laser at Shadow Cat A (4 base + 4 range + 1 movement + 1 enemy movement + 1 narrow profile = 11): rolled 9, miss!
- Fires Medium Laser at Shadow Cat A (4 base + 4 range + 1 movement + 1 enemy movement + 1 narrow profile = 11): rolled 10, miss!
- Gains 33 heat, sinks 36!
Bandersnatch (Player)
- Holds fire!
- Gains 1 heat, sinks 20!
Centurion (Player)
- Fires Snub-nose PPC w/PPC Capacitor (charged) at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile - 1 improved targeting (short) = 6): rolled 7, hit Left Leg (3/18 armor remaining)!
- Fires Snub-nose PPC at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile - 1 improved targeting (short) = 6): rolled 4, miss!
- Fires Medium Laser at Shadow Cat A (3 base + 4 range + 2 movement + 1 enemy movement + 1 narrow profile = 11): rolled 9, miss!
- Gains 30 heat, sinks 30!
Mongoose (Player)
- Holds fire!
- Gains 0 heat, sinks 20!
Hitman (Player)
- Holds fire!
- Gains 0 heat, sinks 20!
Sentinel (Player)
- Fires Gauss Rifle at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile = 7): rolled 9, hit Right Leg (0/18 armor, 4/11 structure remaining)! Crit!
- Fires Medium Laser at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile = 7): rolled 11, hit Right Arm (5/10 armor remaining)!
- Fires Small Laser at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile = 7): rolled 9, hit Right Arm (2/10 armor remaining)!
- Gains 7 heat, sinks 20!
Spider (Player)
- Holds fire
- Gains 10 heat, sinks 23!
Charger (Player)
- Fires Medium Pulse Laser at Shadow Cat A (3 base + 2 range + 2 movement + 1 enemy movement + 1 narrow profile - 2 pulse laser = 7): rolled 3, miss!
- Fires Medium Pulse Laser at Shadow Cat A (3 base + 2 range + 2 movement + 1 enemy movement + 1 narrow profile - 2 pulse laser = 7): rolled 7, hit Right Torso (12/18 armor remaining)!
- Fires Medium Pulse Laser at Shadow Cat A (3 base + 2 range + 2 movement + 1 enemy movement + 1 narrow profile - 2 pulse laser = 7): rolled 8, hit Right Leg (0/11 structure remaining)! Leg blown off! Mech Destroyed!
- - Damage transfers to Center Torso (13/20 armor remaining)!
- Fires Medium Pulse Laser at Shadow Cat A (3 base + 2 range + 2 movement + 1 enemy movement + 1 narrow profile - 2 pulse laser = 7): rolled 8, hit
- Fires LRM-20 w/Artemis IV at Shadow Cat A (3 base + 0 range + 2 movement + 1 enemy movement + 1 narrow profile + 2 minimum range = 9): rolled 6, miss!
- Gains 24 heat, sinks 24!
Quickdraw (Player)
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 7, miss!
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 7, miss!
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 10, hit Right Torso (3/5 armor remaining)!
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 7, miss!
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 10, hit Left Arm (5/10 armor remaining)!
- Fires Medium Laser at Urbanmech IIC (3 base + 4 range + 2 movement + 0 enemy movement + 1 low profile = 10): rolled 11, hit Right Torso (0/8 armor, 5/7 structure remaining)! Crit!
- Gains 20 heat, sinks 36!
Von Rohrs (Player)
- No orders received!
- Gains 0 heat, sinks 32!
Shadow Cat A
- Fires ER Large Laser at Centurion (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, hit Right Torso (7/17 armor remaining)!
- Fires ER Large Laser at Centurion (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 3, miss!
- Fires Streak SRM-6 at Centurion (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 10, 6 missiles hit Left Leg (22/24 armor remaining), Right Arm (14/16 armor remaining), Right Leg (22/24 armor remaining), Right Arm (12/16 armor remaining), Left Torso (15/17 armor remaining), Left Leg (20/24 armor remaining)!
Urbanmech IIC
- Fires Ultra AC/10 (Ultra) at Charger (4 base + 0 range + 0 movement + 2 enemy movement = 6): rolled 8, 1 shell hit Left Leg (12/22 armor remaining)!
- Gains 6 heat, sinks 20!
End Phase:
Urbanmech IIC
- Critical chance in Right Torso: rolled 7, no critical hits sustained!
Map Link
Player Status:
Opposing Force Status:
Special Rules
Half-Blind Enemy scout units are marked by blips, they are patrolling along set paths. If line of sight is established the players have 3 turns to destroy enemy scouts, or two turns to destroy enemy Star Commanders before reinforcements are summoned.
Primary Objectives
- Find and Destroy enemy command post (0/1)
- Evade or Destroy enemy scouts (3/5)
Secondary Objectives
- Destroy alerted enemies before they can call for assistance
- - Urbanmech IIC (1 turn remaining)
This Turn's Betting Pool Points
Unknown #5 Horned Owl
- No correct or partially correct guesses
Leaderboard
- Gun Jam - 9 points
- TheParadigm - 4 points
- Goatface - 4 points
- Raverrn - 3 points
- jng2058 - 3 points
- Scintilla - 1 point
- Farraday - 1 point
Orders Due: Midnight Tuesday!