The Let's Play Archive

Battletech

by PoptartsNinja

Part 723: Rabbit Warren - Turn 6

Rabbit Warren Update 6

PTN's note: Fluff omitted for time. This turn overwhelmed me a little bit, and I need to eat something. Common BattleTech wisdom says numbers will nearly always beat skill assuming rough equipment parity. Turns out when you're talking a four point skill differential, everything gets thrown out the window. I still think this mission is properly balanced but it's entirely possible that I'll get stomped without doing more than cosmetic damage to the Legion. It all depends on whether my heavy hitters actually heavily hit something









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 Sprite #8 (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics = 7): rolled 7, hit Torso (10/30 armor remaining)!
- Gains 23 heat, sinks 24!

Legion #2 (Player)
- Fires rHeavy PPC at Sprite #8 (2 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range + 1 heat - 1 cybernetics = 9): rolled 9, hit 9 (0/14 armor, 2/8 structure remaining)! Crit! Pilot hit!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 heat - 1 cybernetics = 5): rolled 8, 9 troopers killed!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 heat - 1 cybernetics = 5): rolled 4, miss!
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Fires rHeavy PPC at Sprite #6 (2 base + 0 range + 2 movement + 3 enemy movement - 1 cybernetics = 6): rolled 6, hit Torso (10/30 armor remaining)!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target - 1 cybernetics = 4): rolled 6, 11 troopers killed! Infantry unit destroyed!
- Fires TSEMP Cannon at Sprite #7 (2 base + 0 range + 2 movement + 3 enemy movement + 1 secondary target - 1 cybernetics = 7): rolled 7, hit! Rolled 3, no effect on target!
- Gains 33 heat, sinks 24! Overheating!

Legion #4 (Player)
- Fires rHeavy PPC at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 2 minimum range - 1 cybernetics = 8): rolled 5, miss!
- Fires AP Gauss Rifle at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 7, hit Right Leg (27/30 armor remaining)!
- Fires AP Gauss Rifle at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 7, hit Right Arm (8/20 armor remaining)!
- Gains 27 heat, sinks 24! Overheating!

Legion #5 (Player)
- Fires rHeavy PPC at Sprite #13 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EMP - 1 cybernetics = 8): rolled 8, hit Torso (10/30 armor remaining)!
- Gains 25 heat, sinks 24!

Legion #6 (Player)
- Fires rHeavy PPC at Boggart #7 (2 base + 0 range + 3 movement + 4 enemy movement + 2 minimum range - 1 cybernetics = 10): rolled 8, miss!
- Fires AP Gauss Rifle at Boggart #8 (2 base + 0 range + 3 movement + 4 enemy movement + 1 secondary target - 1 cybernetics = 9): rolled 9, hit Torso (22/25 armor remaining)!
- Fires AP Gauss Rifle at Boggart #8 (2 base + 0 range + 3 movement + 4 enemy movement + 1 secondary target - 1 cybernetics = 9): rolled 5, miss!
- Gains 27 heat, sinks 24!

Legion #7 (Player)
- Fires rHeavy PPC at Trevithick Engine (2 base + 0 range + 3 movement - 4 enemy movement + 1 heat - 1 cybernetics = 1): automatically hit Front (60/80 armor remaining)! CfMDS!
- Gains 23 heat, sinks 24! Overheating!

Legion #8 (Player)
- Fires rHeavy PPC at JagerMech (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat + 2 minimum range - 1 cybernetics = 9): rolled 11, hit Right Torso (8/23 armor remaining)!
- - Plasma arcs to Center Toso (27/32 armor remaining)!
- Fires AP Gauss Rifle at JagerMech (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics = 7): rolled 11, hit Right Torso (5/23 armor remaining)!
- Gains 26 heat, sinks 24! Overheating!

Legion #9 (Player)
- Fires Large R-e Laser at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics - 1 laser = 7): rolled 10, hit Left Leg (10/19 armor remaining)!
- Fires Large R-e Laser at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics - 1 laser = 7): rolled 8, hit Right Arm (3/12 armor remaining)!
- Fires Light PPC at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 10, hit Right Leg (14/19 armor remaining)!
- Gains 30 heat, sinks 24! Overheating!

Legion #10 (Player)
- Fires Large R-e Laser at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 6): rolled 7, hit Right Arm (0/20 armor, 9/10 structure remaining)! Crit!
- Fires Large R-e Laser at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 6): rolled 12, hit Right Arm (0/10 structure remaining)! Arm blown off!
- Gains 25 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at Mithras #2 (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 6): rolled 8, hit Rear (0/9 armor remaining)!
- Fires Large R-e Laser at Mithras #2 (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 6): rolled 9, hit Rear (0/3 structure remaining)! Tank destroyed!
- Gains 24 heat, sinks 24! Overheating!

Legion #12 (Player)
- Fires Large R-e Laser at Boggart #11 (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 1 laser = 8): rolled 7, miss!
- Fires Large R-e Laser at Boggart #11 (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 1 laser = 8): rolled 9, hit Torso (16/25 armor remaining)!
- Gains 25 heat, sinks 24!

Boggart #6
- Holds fire!

Boggart #7
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #8
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #9
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 6, miss!

Boggart #10
- Holds Fire!

Sprite #6
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 3, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 10, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!

Sprite #7
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!

Sprite #8
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 11, 3 missiles hit Right Arm (22/24 armor remaining)!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 3, miss!

Sprite #9
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 4, miss!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 11, 3 missiles hit Left Leg (30/32 armor remaining)!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!

Sprite #10
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 10, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!

Sprite #11
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!

Sprite #12
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 3, miss!

Sprite #13
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!

Sprite #14
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 3 movement + 2 enemy movement = 10): rolled 4, miss!

Sprite #15
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 4, miss!

Boggart #11
- Fires Medium Pulse Laser at Legion #7 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 2, miss!

Boggart #12
- Fires Medium Pulse Laser at Legion #7 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 8, miss!

Boggart #13
- Fires Medium Pulse Laser at Legion #10 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #14
- Fires Medium Pulse Laser at Legion #10 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 5, miss!

Boggart #15
Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 12, hit Right Leg (27/32 armor remaining)!

Osteon Prime
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 2, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 5, fails to lock-on!
- Gains 24 heat, sinks 20!

Savage Wolf Z
- Fires iATM-12 (HE) at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 2, fails to lock-on!
- Fires iATM-12 (HE) at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 6, fails to lock-on!
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 8, miss!
- Gains 18 heat, sinks 20!

Viper Z
- Fires iHeavy Large Laser at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!
- Fires iATM-3 (HE) at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, fails to lock-on!
- Gains 18 heat, sinks 20!

Hellbringer Z
- Fires ER PPC at Legion #12 (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 6, miss!
- Fires ER PPC at Legion #12 (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 4, miss!
- Gains 2 heat, sinks 32!

JagerMech IIC
- Fires ER Large Laser at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 4, miss!
- Fires Ultra AC/5 (Ultra) at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 11): rolled 8, miss!
- Fires ER Large Laser at Legion #8 (4 base + 0 range + 2 movement + 3 enemy movement + 1 secondary target = 10): rolled 7, miss!
- Fires Ultra AC/5 (Ultra) at Legion #8 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range + 1 secondary target = 12): rolled 9, miss!
- Gains 28 heat, sinks 28!

Mad Dog E
- Holds fire!
- Gains 2 heat, sinks 20!

Mithras #2
- Fires ER Large Laser at Legion #10 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 3, miss!

SM1 Tank Destroyer
- Holds fire!

Ares Medium Tank
- Holds fire!

Mithras #4
- Fires ER Large Laser at Legion #12 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 8, miss!

Mithras #9
- Holds fire!

Mithras #10
- Holds fire!

Clan MPP #6
- Attacks Legion #2 with Gauss SMG (4 base + 0 range + 2 enemy movement = 6): rolled 11, deal 5 damage to Right Torso (20/24 armor remaining)!



End Phase:
Trevithick Engine
- Chance for Motive System Damage: Rolled 12, vehicle immobilized!

Sprite #8
- Must pass a 3+ consciousness test: rolled 12, succeeds!
- Critical hit in Legs: -1 Walk MP!



Physical Combat Phase:
Legion #2 (Player)
- Kicks Sprite #6 (3 base + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics - 2 kick = 6): rolled 9, hit Right Arm (0/6 armor, 0/4 structure remaining)! Pilot hit! Arm blown off!
- - Damage transfers to Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed!

Legion #4 (Player)
- Kicks JagerMech IIC (3 base + 3 movement + 2 enemy movement - 1 cybernetics - 2 kick = 5): rolled 8, hit Right Leg (4/30 armor remaining)!

Legion #5 (Player)
- Kicks Sprite #8 (3 base + 3 movement + 2 enemy movement - 1 cybernetics - 2 kick = 5): rolled 10, hit Legs (0/2 structure remaining)! ProtoMech Immobilized! Pilot hit!
- - Damage transfers to Torso (0/30 armor, 5/15 structure remaining)! Crit! Pilot hit!

Legion #6
- Kicks Boggart #15 (3 base + 3 movement + 4 enemy movement - 1 cybernetics - 2 kick = 7): rolled 10, hit Legs (0/23 armor remaining)!

Legion #7
- Kicks Viper Z (3 base + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 2 kick = 8): rolled 8, hit Right Leg (0/19 armor, 0/10 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (0/16 armor, 1/12 structure remaining)!

Legion #11
- Kicks Sprite #9 (3 base + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics - 2 kick = 7): rolled 8, hit Torso (0/30 armor, 0/15 structure remaining)! ProtoMech destroyed!

Legion #20
- Unable to kick Boggart #11, target not in melee range!

Viper Z
- Kicks Legion #11 (5 base + 3 movement + 3 enemy movement - 2 kick = 9): rolled 3, miss!



End Phase:
JagerMech IIC
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 9, succeeds!

Sprite #8
- Must pass a 5+ consciousness test: rolled 8, succeeds!
- Must pass a 7+ consciousness test: rolled 7, 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 (4 turns remaining)



Orders Due: Midnight Saturday!
Orders Due: Midnight Tuesday!