The Let's Play Archive

Battletech

by PoptartsNinja

Part 270: Jeronimo: Breakout - Turn 2

Breakout: Tactical Update 2

Combat Phase
H1 Rifleman IIC
- Holds fire!
- Gains 0 heat, sinks 38!

H2 Cougar D
- Fires Large Pulse Laser at S10 Sunfire (3 base + 4 range + 3 movement + 2 enemy movement + 1 light woods - 2 pulse laser = 11): rolled 5, miss!
- Fires Large Pulse Laser at S10 Sunfire (3 base + 4 range + 3 movement + 2 enemy movement + 1 light woods - 2 pulse laser = 11): rolled 9, miss!
- Gains 26 heat, sinks 25!

X1 Banshee IIC
- Holds fire!
- Gains 2 heat, sinks 22!

H3 Wolf Spider A
- Holds fire!
- Gains 0 heat, sinks 38!

H4 Mad Dog Prime
- Activates Clan Neural Implants!
- Fires Large Pulse Laser at S11 Sunfire (3 base + 4 range + 3 movement + 2 enemy movement + 1 light woods - 2 pulse laser - 1 implants = 10): rolled 7, miss!
- Fires Large Pulse Laser at S11 Sunfire (3 base + 4 range + 3 movement + 2 enemy movement + 1 light woods - 2 pulse laser - 1 implants = 10): rolled 6, miss!
- Gains 22 heat, sinks 24!

H5 Stormcrow H
- Holds fire!
- Gains 0 heat, sinks 44!

X2 Exterminator
- Fires Medium Pulse Laser at S7 Valkyrie (3 base + 4 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 12): rolled 7, miss!
- Fires Medium Pulse Laser at S7 Valkyrie (3 base + 4 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 12): rolled 7, miss!
- Fires Medium Pulse Laser at S7 Valkyrie (3 base + 4 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 12): rolled 12, hit Left Torso (5/12 armor remains)!
- Fires Medium Pulse Laser at S7 Valkyrie (3 base + 4 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 12): rolled 9, miss!
- Gains 26 heat, sinks 26!

X3 Archer
- Holds fire!
- Gains 2 heat, sinks 15!

X4 Po
- Holds fire!
- Gains 0 heat, sinks 18!

X5 Blackjack
- Attempts to fire Large Laser at S7 Valkyrie! No Line of Sight to target!
- Attempts to fire Large Laser at S7 Valkyrie! No Line of Sight to target!
- Gains 4 heat, sinks 25!

X6 Dervish
- Fires LRM-10 at S7 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods - 1 iLK = 9): rolled 8, miss!
- Fires LRM-10 at S7 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods - 1 iLK = 9): rolled 11, 6 missiles hit Left Torso (0/12 armor remains), Left Leg (11/12 armor remains)!
- Gains 13 heat, sinks 15!

X7 Vindicator
- Holds fire!
- Gains 4 heat, sinks 24!

X8 Mongoose
- Holds fire!
- Gains 0 heat, sinks 15!

X9 Cyclops IIC
- Fires LRM-10 w/ Artemis IV at S7 Valkyrie (1 base+ 4 range + 2 movement + 3 enemy movement + 1 light woods = 11): rolls 12, 10 missiles hit Center Torso (9/14 armor remains (TAC!)), Center Torso (4/14 armor remains)!
- Gains 6 heat, sinks 30!

X10 Marauder
- Fires PPC at S7 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 1 light woods = 11): rolled 7, miss!
- Fires Large Laser at S7 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 1 light woods = 11): rolled 11, hit Right Torso (4/12 armor remains)!
- Fires Autocannon/5 at S7 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 1 light woods = 11): rolled 6, miss!
- Gains 21 heat, sinks 27!

X11 Merlin
- Fires PPC at S7 Valkyrie (0 base + 4 range + 2 movement + 3 enemy movement + 1 light woods = 10): rolled 7, miss!
- Fires LRM-5 at S7 Valkyrie (0 base + 2 range + 2 movement + 3 enemy movement + 1 light woods - 1 iLK = 7): rolled 6, miss!
- Gains 14 heat, sinks 27!

X12 Atlas
- Holds fire!
- Gains 2 heat, sinks 30!

H6 Gargoyle Tjris
- Holds fire!
- Gains 5 heat, sinks 42!

S5 Valkyrie
- Fires LRM-10 at X2 Exterminator (2 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 10): rolled 4, miss!

S7 Valkyrie
- Fires LRM-10 at X2 Exterminator (2 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 10): rolled 6, miss!

S8 Valkyrie
- Fires LRM-10 at X2 Exterminator (2 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 10): rolled 4, miss!



End Phase:
S7 Valkyrie
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 5, succeeds!
- Through-Armor Critical chance in Center Torso! 1 critical hit sustained!
- - Engine hit!



Swift and graceful, the thirty-ton Thrush was a pig in the atmosphere. Relying entirely on thrust to make up for its lack of in-atmosphere aeroframe, the Thrust slewed about wildly for a few seconds as Teric Cardeth dove after the descending dropships. This was the part he hated. His computer trilled a warning as a Chippewa tried for a missile lock and for a half-second Teric simply let his hand go slack on the controls.

Without the constant firing of its maneuvering thrusters, the little Thrush put itself into a six-g spin and vanished from the Chippewa’s targeting sensors before the other pilot could blink. A flight of LRMs corkscrewed wildly through empty air, their targeting sensors scrambling to find a target that was already kilometers behind them.

Teric leveled himself with a practiced hand and a face gone white from lack of blood. This, he corrected himself, was the part he really hated. “The eggs are in the basket,” he transmitted. “Turn up the heat.”



Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)

Optional
Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (0/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (0/40)
Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (0/40)







Key:
H1 Rifleman IIC, H2 Cougar D, X1 Banshee IIC
H3 Wolf Spider A, H4 Mad Dog Prime, H5 Stormcrow H
X2 Exterminator IIC, X3 Archer, X4 Po
X5 Blackjack, X6 Dervish, X7 Vindicator
X8 Mongoose, X9 Cyclops IIC, X10 Marauder
X11 Merlin, X12 Atlas, H1 Gargoyle Tjris

Enemy Movement Mods:
S1 Mackie +0
S2 Battlemaster +0
S3 Awesome +0
S4 Sunfire +0
S5 Valkyrie +3 (3 of them jumped)
S6 Valkyrie +3
S7 Valkyrie +3
S8 Valkyrie +3
S9 Sunfire +3
S10 Sunfire +3
S11 Sunfire +3
S12 Sunfire +3
S13 JagerMech +1
S14 JagerMech +1
S15 JagerMech +0
S16 JagerMech +0
F1 Firestarter, F2 Firestarter, F3 Firestarter, F4 Firestarter
F5 Hunchback, F6 Hunchback, F7 Hunchback, F8 Hunchback
F9 Grasshopper, F10 Grasshopper, F11 Grasshopper, F12 Grasshopper
G1 Phoenix Hawk, G2 Phoenix Hawk, G3 Phoenix Hawk, G4 Phoenix Hawk,
G5 Grasshopper, G6 Grasshopper, G7 Grasshopper, G8 Grasshopper
G9 Shadow Hawk, G9 Shadow Hawk, G9 Shadow Hawk, G9 Shadow Hawk
Dropships: Too high to fire at, do not block movement.

Player `Mech Status




Enemy `Mech Status