The Let's Play Archive

Battletech

by PoptartsNinja

Part 274: Jeronimo: Breakout - Turn 6

Breakout: Tactical Update 6

Combat Phase
H1 Rifleman IIC
- Fires Large Pulse Laser at S12 Sunfire (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 6, hit Right Torso (14/24 armor remains)!
- Fires Large Pulse Laser at S12 Sunfire (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 12, hit Right Torso (4/24 armor remains)! TAC!
- Fires Large Pulse Laser at S12 Sunfire (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 9, automatically hits Right Torso (0/24 armor, 10/16 structure remains)! Crit!
- Fires Large Pulse Laser at S12 Sunfire (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 10, automatically hits Right Torso (0/16 structure remains)! `Mech destroyed!
- PTN fun fact: I actually rolled right torso for those last two hits too
- Gains 42 heat, sinks 38!

H2 Cougar D
- Fires Large Pulse Laser at F4 Firestarter (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser = 8): rolled 7, miss!
- Fires SRM-2 at F4 Firestarter (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke = 10): rolled 6, miss!
- Fires SRM-2 at F4 Firestarter (3 base + 0 range + 3 movement + 3 enemy movement + 1 smoke = 10): rolled 3, miss!
- Gains 25 heat, sinks 25!

X1 Banshee IIC
- Torso twists to threaten hex 0226!
- Fires ER PPC at S9 Sunfire (3 base + 4 range + 2 movement + 2 enemy movement = 11): rolled 11, hit Left Arm (2/22 armor remains)!
- Gains 17 heat, sinks 22!

H3 Wolf Spider A
- No Orders Received
- Gains 0 heat, sinks 38!

H4 Mad Dog Prime
- Torso Twists to threaten hex 2330
- Fires Large Pulse Laser at S5 Valkyrie (3 base + 2 range + 2 movement + 3 enemy movement + 2 light woods - 2 pulse laser - 1 implants = 9): rolled 6, miss!
- Fires Large Pulse Laser at S5 Valkyrie (3 base + 2 range + 2 movement + 3 enemy movement + 2 light woods - 2 pulse laser - 1 implants = 9): rolled 7, miss!
- Gains 22 heat, sinks 24!

H5 Stormcrow H
- Fires Heavy Large Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy laser + 1 smoke + 1 partial cover = 10): rolled 8, miss!
- Fires Heavy Large Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy laser + 1 smoke + 1 partial cover = 10): rolled 6, miss!
- Fires ER Medium Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 smoke + 1 partial cover = 9): rolled 9, hit Right Arm (3/10 armor remains)!
- Fires ER Medium Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 smoke + 1 partial cover = 9): rolled 11, hit Center Torso (0/13 armor, 7/11 structure remains)! Crit!
- Gains 43 heat, sinks 44!

X2 Exterminator
- Fires Medium Pulse Laser at F4 Firestarter (3 base + 2 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser = 10): rolled 8, miss!
- Fires Medium Pulse Laser at F4 Firestarter (3 base + 2 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser = 10): rolled 7, miss!
- Fires Medium Pulse Laser at F4 Firestarter (3 base + 2 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser = 10): rolled 9, miss!
- Fires Medium Pulse Laser at F4 Firestarter (3 base + 2 range + 3 movement + 3 enemy movement + 1 smoke - 2 pulse laser = 10): rolled 11, hit Left Leg (0/8 structure remains)! Leg blown off!
- - Damage transfers to Left Torso (10/11 armor remains)!
- Gains 26 heat, sinks 26!

X3 Archer
- Fires LRM-20 at F2 Firestarter (1 base + 2 range + 2 movement + 3 enemy movement + 1 smoke = 9): rolled 9, 16 missiles hit Right Leg (0/4 structure remains (Leg blown off!)), Left Torso (0/11 armor, 7/8 structure remains (Crit!)), Left Leg (0/12 armor remains), Right Torso (10/11 armor remains)!
- - Damage transfers to Right Torso (9/11 armor remains)!
- Fires LRM-20 at F2 Firestarter (1 base + 2 range + 2 movement + 3 enemy movement + 1 smoke = 9): rolled 4, miss!
- Gains 14 heat, sinks 15!

X4 Po
- No Orders Received
- Gains 0 heat, sinks 18!

X5 Blackjack
- Fires Large Laser at F1 Firestarter (1 base + 2 range + 3 movement + 3 enemy movement = 9): rolled 8, miss!
- Fires Large Laser at S F1 Firestarter (1 base + 2 range + 3 movement + 3 enemy movement = 9): rolled 6, miss!
- Fires Medium Laser at F1 Firestarter (1 base + 2 range + 3 movement + 3 enemy movement = 9): rolled 8, miss!
- Fires Medium Laser at F1 Firestarter (1 base + 2 range + 3 movement + 3 enemy movement = 9): rolled 6, miss!
- Gains 26 heat, sinks 25!

X6 Dervish
- Attempts to fire LRM-10 at S12 Sunfire! Target already destroyed!
- Attempts to fire LRM-10 at S12 Sunfire! Target already destroyed!
- Gains 5 heat, sinks 15!

X7 Vindicator
- Fires PPC at S5 Valkyrie (1 base + 4 range + 3 movement + 3 enemy movement + 2 light woods = 13): automatic miss!
- Fires LRM-5 at S5 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 2 light woods = 11): rolled 6, miss!
- Gains 16 heat, sinks 24!

X8 Mongoose
- No Orders Received
- Gains 0 heat, sinks 15!

X9 Cyclops IIC
- Attempts to fire Medium Pulse Laser at F1 Firestarter! Target out of range!
- Attempts to fire Medium Pulse Laser at F1 Firestarter! Target out of range!
- Gains 2 heat, sinks 30!

X10 Marauder
- Attempts to fire PPC at S12 Sunfire! Target already destroyed!
- Attempts to fire Autocannon/5 at S12 Sunfire! Target already destroyed!
- Attempts to fire Large Laser at S12 Sunfire! Target already destroyed!
- Gains 2 heat, sinks 27!

X11 Merlin
- Fires PPC at F1 Firestarter (0 base + 4 range + 3 movement + 3 enemy movement = 10): rolled 6, miss!
- Fires LRM-5 at F1 Firestarter (0 base + 2 range + 3 movement + 3 enemy movement - 1 iLK = 7): rolled 4, miss!
- Gains 2 heat, sinks 27!

X12 Atlas
- Torso twists to threaten hex 1627!
- Fires Gauss Rifle at S9 Sunfire (0 base + 2 range + 1 movement + 2 enemy movement = 5): rolled 5, hit Center Torso (9/34 armor remains)! TAC!
- Fires MRM-40 at S9 Sunfire (0 base + 4 range + 1 movement + 2 enemy movement + 1 MRM - 1 iLK = 7): rolled 6, miss!
- Gains 14 heat, sinks 30!

H6 Gargoyle Tjris
- Fires Heavy Large Laser at F1 Firestarter (1 base + 0 range + 2 movement + 3 enemy movement + 1 heavy laser - 1 targeting computer = 6): rolled 6, hit Right Arm (0/10 armor, 0/6 structure remains)! Limb blown off!
- Fires Heavy Large Laser at F1 Firestarter (1 base + 0 range + 2 movement + 3 enemy movement + 1 heavy laser - 1 targeting computer = 6): rolled 9, hit Left Leg (0/12 armor, 4/8 structure remains)! Crit!
- Gains 37 heat, sinks 42!

F1 Firestarter
- Holds fire!

F2 Firestarter
- Fires Medium Laser at H6 Gargoyle Tjris (2 base + 0 range + 3 movement + 3 enemy movement = 8): rolled 8, hit Center Torso (33/38 armor remains)!
- Fires Medium Laser at H6 Gargoyle Tjris (2 base + 0 range + 3 movement + 3 enemy movement = 8): rolled 7, hit Right Leg (29/34 armor remains)!
- Fires Small Laser at H6 Gargoyle Tjris (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 9, miss!
- Fires Small Laser at H6 Gargoyle Tjris (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Fires Flamer (damage) at H6 Gargoyle Tjris (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 5, miss!
- Fires Flamer (damage) at H6 Gargoyle Tjris (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires Flamer (damage) at H6 Gargoyle Tjris (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 4, miss!

F4 Firestarter
- Torso Twists to threaten hex 2326!
- Fires Medium Laser at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires Small Laser at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 10, hit Left Leg (11/14 armor remains)!
- Fires Small Laser at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires Flamer (heat) at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 9, hit! H2 Cougar D gains 2 heat!
- Fires Flamer (heat) at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 10, hit! H2 Cougar D gains 2 heat!
- Fires Flamer (heat) at H2 Cougar D (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 2, miss!

S9 Sunfire
- Fires Heavy PPC at X10 Marauder (2 base + 4 range + 1 movement + 1 enemy movement = 8): rolled 7, miss!

S10 Sunfire
- Fires Heavy PPC at X5 Blackjack (2 base + 2 range + 1 movement + 2 enemy movement + 2 light woods + 1 partial cover = 10): rolled 5, miss!
- Fires Heavy PPC at X5 Blackjack (2 base + 2 range + 1 movement + 2 enemy movement + 2 light woods + 1 partial cover = 10): rolled 11, hit Center Torso (1/16 armor remains)!

S11 Sunfire
- Holds fire!

S12 Sunfire
- Fires Heavy PPC at H1 Rifleman IIC (2 base + 2 range + 1 movement + 1 enemy movement = 6): rolled 5, miss!

S13 JagerMech
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 5, miss!
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 7, miss!

S14 JagerMech
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 7, miss!
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 9, hit Right Leg (13/23 armor remains)!

S15 JagerMech
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 4, miss!
- Fires HVAC/10(guided) at H4 Mad Dog (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 8, miss!

S16 JagerMech
- Fires HVAC/10(guided) at X5 Blackjack (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 8, miss!
- Fires HVAC/10(guided) at X5 Blackjack (2 base + 4 range + 0 movement + 2 enemy movement + 1 light woods = 9): rolled 8, miss!



End Phase:
(please forgive me if I don’t roll piloting for anyone who has basically no chance of failure)

F1 Firestarter
- Critical chance in Left Leg! No critical hits sustained!

F2 Firestarter
- Critical chance in Left Torso! No critical hits sustained!
- Shuts Down!

F4 Firestarter
- Critical chance in Center Torso! No critical hits sustained!
- Shuts Down!

S9 Sunfire
- Through-Armor Critical chance in Center Torso! 2 critical hits sustained!
- - Engine hit!
- - Small Laser hit!
- S9 Sunfire is forced to withdraw!





While his starmates laughed, Hastur remained silent as he sat ensconced in his ferro-fiberous coffin. In his long career, he’d turned down more promotions than had been offered to the rest of Tjris’s trinary combined. Thrice he had been nominated for a bloodname, and the taciturn Mechwarrior had three times refused. At fifty-seven years old, he was so far past his prime he should have long-since been shuffled into a solamha unit; or even relegated to one of the Clan’s innumerable suicide infantry or tank units. He had been called dezegra, an anachronism, and worst of all un-Clan. If he cared one iota for the opinions of his inferiors, he had never let it show.

Mechwarrior Hastur was an enigma to the other members of his Clan, but the truth was he was precisely what and where he wanted to be.

He had been challenged of course, dozens of times. As he’d grown older, younger warriors had fought to unseat him; fought to claim a post he’d now held for thirty-seven years. He had yet to meet any who could match him, in single combat or otherwise. Hastur still admitted he was neither the best pilot, nor the best shot. He had met plenty of warriors who were his superior. They had all come and go, their skills waxing and then swiftly waning or disappearing entirely. Through it all, Hastur simply endured, surviving on his skill and experience.

His skill, his experience, and the unique brain chemesty upon which the Hell’s Horses had based their first generation of neural implants. Mechwarrior Hastur’s hands hadn’t touched his Rifleman’s controls in twenty years. The scientist caste still maintained it was an impossibility. The Mechwarriors of House Kurita had a word for it, the state of man and weapon as one. It was a state they prized, one that few warriors ever achieved for so much as a single battle.

It was a word Hastur had neither heard, nor would have cared to learn.

His Rifleman IIC’s computer sounded a lock-on tone. It was unnecessary, Hastur’s eyes didn’t so much as flick open. He was too busy interpreting a glut of information his `Mech’s sensors. He barely heard the announcements of his starmates, and utterly ignored the Inner Sphere barbarians he found himself fighting beside. Sapphire lances of laser light erupted one at a time from the barrels at the end of his Rifleman’s stumpy arms. Where most pilots would have fired them simultaneously, Hastur’s fire was as methodical as it was devastating. Each new burst of fire resumed a fraction of a second after the last ended, giving the cloud of molten armor that limned the Davion `Mech’s torso a moment to dissipate so the next pulsating blast could strike unabated. The Sunfire’s torso ran white hot, then collapsed an instant before the `Mech itself did as molten endo-steel flowed into its massive fusion engine.



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

Optional
Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (7/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (4/40)
Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (3/40)







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, H6 Gargoyle Tjris

Enemy Movement Mods:
S1 Mackie +0
S2 Battlemaster +0
S3 Awesome +0
S4 Sunfire +0
S5 Valkyrie +3 Jumped
S9 Sunfire +2
S10 Sunfire +2
S11 Sunfire +3
S13 JagerMech +0
S14 JagerMech +0
S15 JagerMech +0
S16 JagerMech +0
F1 Firestarter +3 Jumped
F5 Hunchback +2 Jumped (Mechanical Jump Booster depleted!)
F6 Hunchback +2 Jumped (Mechanical Jump Booster depleted!)
F7 Hunchback +2 Jumped (Mechanical Jump Booster depleted!)
F8 Hunchback +2 Jumped (Mechanical Jump Booster depleted!)
G1 Phoenix Hawk +3 Jumped
G2 Phoenix Hawk +3 Jumped
G3 Phoenix Hawk +3 Jumped
G4 Phoenix Hawk +3 Jumped
F9 Grasshopper, F10 Grasshopper, F11 Grasshopper, F12 Grasshopper
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