The Let's Play Archive

Battletech

by PoptartsNinja

Part 31: Hostage Situation - Turn 8

Hostage Situation: Tactical Update 8

Movement Phase
La Dama Muerta uses Distracting Tirade (needs 6, rolls 6)
No Hostage Killed



Combat Phase:
St Hunchback fires AC20 at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 0 range + 1 partial cover + 1 overheat = 9): rolled 9, hit left arm (0/20 armor, 9/11 structure remains)! Critical chance!
St Gains 9 heat, sinks 13. Now at Overheat 10!

F Catapult fires LRM15 at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 0 range + 1 minimum range = 4): rolled 9, 9 missiles hit left arm (4/11 armor remaining), left arm (0/11 armor remaining)! Arm blown off!
F Catapult fires LRM15 at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 0 range + 1 minimum range = 4): rolled 4, 12 missiles hit left leg (5/15 armor remaining), head (4/9 armor remaining), head (2/9 armor remaining)! Pilot hit! Pilot hit!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 9, hit right leg (5/15 armor remains)!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 3, miss!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 7, hit right torso (0/17 armor, 13/15 structure remains)! Critical chance!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 9, hit left torso (7/17 armor remains)!
F Catapult gains 24 heat, sinks 15! Now at Overheat 18! Movement reduced to 1/2/4, +3 penalty to hit!

TA APC fires machine gun at I3 Commandos! (6 base + 2 movement + 0 enemy movement + 0 range + 1 light woods = 9): rolled 5, miss!

TP Tech Platoon fire SRM (inferno) at D1 Warhammer! (5 base + 1 movement + 0 enemy movement + 0 range = 6): rolled 6, hit with 15 missiles! Increases D1 Warhammer heat by 15!

SS Rifleman fires large laser at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 6, miss!
SS Rifleman fires large laser at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 6, miss!
SS Rifleman fires AC5 at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 7, miss!
SS Rifleman fires AC5 at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 9, hit right arm (15/20 armor remains)!
SS Rifleman gains 18 heat, sinks 10! Now at Overheat 9! Movement reduced to 3/5/0, +1 penalty to hit!

Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 10, hit side (4/24 armor remains)! Critical chance!
Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 9, hit side (0/24 armor, 4/5 structure remains)! Critical chance!
Sw Wolverine fires SRM 6 at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 6, 4 missiles hit rear (14/20 armor remains), rear (12/20 armor remains), side (2/5 structure remains), rear (10/20 armor remains)! Critical chance! Chance for motive system damage! Chance for motive system damage! Chance for motive system damage!
Sw Wolverine gains 10 heat, sinks 14! Now at Overheat 0!

FY Lancelot fires Large Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 7, miss!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 9, hit rear right torso (0/6 armor, 9/11 structure remains)! Critical chance!
FY Lancelot fires Medium Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 5, miss!
FY Lancelot gains 20 heat, sinks 26! Now at Overheat 0!

S3 Scout Platoon fires at V1 APC (3 base + 0 movement + 0 enemy movement + 0 range = 3): rolled 7, hit for (16 + 6 scouts) 17 damage to rear (8/10 armor), rear (6/10 armor), side (11/13 armor), front (18/20 armor), side (9/13 armor), side (7/13 armor), side (5/13 armor), side (3/13 armor), side (2/13 armor)! Critical chance! Chance for motive system damage! Chance for motive system damage!

D1 Warhammer fires Medium Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover = 4): rolled 3, miss!
D1 Warhammer fires Medium Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover = 4): rolled 4, hit left torso (5/20 armor remains)! Through-armor critical chance!
D1 Warhammer fires Small Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 7, miss!
D1 Warhammer fires Small Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 7, miss!
D1 Warhammer fires Flamer at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 9, hit! Increases Hunchback heat by 2!
D1 Warhammer fires Flamer at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 6, miss!
D1 Warhammer fires SRM6 (Inferno) at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 4): rolled 7, hit with 4 missiles! Increases Hunchback heat by 8!
D1 Warhammer gains 17 heat, sinks 18! Now at Overheat 1!

D2 Vindicator holds fire
D2 Vindicator gains 4 heat, sinks 16

D4 Blackjack torso twists!
D4 Blackjack fires AC 2 at FY Lancelot (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 5, hit left leg (12/14 armor remains)!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 7, hit center torso (6/21 armor remains)!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 7, hit right torso (11/16 armor remains)!
D4 Blackjack gains 10 heat, sinks 11!

V1 Heavy Wheeled APC fires machine gun at S3 Scout Platoon (6 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 8): rolled 7, miss!

V2 Zhukov fires AC 10 at TA APC (4 base + 0 movement + 1 enemy movement + 0 range = 5): rolled 11, hit turret (0/4 armor, 0/1 structure remains)! TA APC destroyed!
V2 Zhukov fires AC 10 at TA APC (4 base + 0 movement + 1 enemy movement + 0 range = 5): rolled 5, hit left side (0/8 armor, 0/1 structure remains)! TA APC destroyed (again)!

V3 Goblin fires Large Laser at Sw Wolverine (5 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover + 1 light woods = 7): rolled 10, hit right torso (3/13 structure remains)! Critical chance!

I3 Death Commandos fire Inferno SRMs at F Catapult (3 base + 1 movement + 1 enemy movement + 2 range = 7): rolled 10, 9 missiles hit! F Catapult gains 9 heat!

I4 flamer platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 4 range + 1 light woods = 11): rolled 5, miss!



End Phase
Scout Snipers snipe I3 Capellan Militia, 3 commandos killed!

D1 Warhammer must make a 5+ consciousness roll: rolled 5, succeeds!
D1 Warhammer at Overheat 1, gains 15 additional heat! Now at Overheat 16!
D1 Warhammer must roll a 4+ to avoid automatic shutdown: rolled 8, succeeds!
D1 Warhammer movement reduced to 1/2/0, +3 penalty to hit!
D1 Warhammer must make a piloting check or fall (3 base + 1 massive damage = 4): rolled 10, succeeds!
D1 Warhammer critical chance in right torso! Suffers 2 critical hits!
D1 Warhammer SRM 6 destroyed! Medium laser destroyed!
D1 Warhammer must roll a 6+ to avoid inferno ammunition explosion: rolled 10, succeeds!

D2 Vindicator critical chance in right torso! 1 critical hit! Heat sink destroyed!

V1 APC critical chance in right side! Machine gun destroyed!
V1 APC chance for motive system damage: Heavy damage, movement reduced by half, now 2/3!
V1 APC chance for motive system damage: Heavy damage, movement reduced by half, now 1/2!

V3 Goblin critical chance in left side! No critical sustained!
V3 Goblin critical chance in left side! Stabilizer destroyed!
V3 Goblin critical chance in left side! Engine hit!
V3 Goblin chance for motive system damage: Immobilized!
V3 Goblin chance for motive system damage: Heavy damage (speed halved)! Vehicle already immobilized!
V3 Goblin chance for motive system damage: Moderate damage (mp reduced by 1)! Vehicle already immobilized!

St Hunchback critical chance in left torso! No critical sustained!
St Hunchback at Overheat 10, gains 10 additional heat! Now at Overheat 20!
St Hunchback must roll an 4+ to avoid ammunition explosion: rolled 8, succeeds!
St Hunchback must roll a 6+ to avoid automatic shutdown: rolled 8, succeeds!
St Hunchback movement reduced to 0/0/0! +3 penalty to hit!

F Firewalker at Overheat 18, gains 9 additional heat! Now at Overheat 27!
F Firewalker must roll a 6+ to avoid ammunition explosion: rolled 10, succeeds!
F Firewalker must roll a 10+ to avoid automatic shutdown: rolled 5, fails!
F Firewalker movement reduced to 0/0/4! +4 penalty to hit!
F Firewalker suffers 2 pilot hits!
F Firewalker must make a 7+ consciousness roll: rolled 8, succeeds!

Sw Wolverine critical chance in right torso! No critical hits sustained!



Physical Combat Phase:

End Phase:



“Someone kill that fucking infantry!” Engine Joe growled into his comms. His ‘Mech was an oven, his heavy steel neurohelmet was searing his skin. His joysticks would’ve been too hot to handle if his skin wasn’t in the process of burning to them. He smelled melting rubber as the soles of his boots slowly fused themselves with the non-stick surface of his foot pedals. Even his cooling vest, circulating icy ‘Mech coolant over the skin of his chest was insufficient to combat the heat. With all the shrapnel, it was probably leaking… and toxic as ‘Mech coolant was…

Engine Joe didn’t want to think about it. There were children at stake, he wasn’t about to back down in the face of death. His Apache heritage wouldn’t let him.

He grinned a wolfish grin and wondered if this was what it felt like to be Bobby Begay.



Enemy Forces
D1 WHM-6L Warhammer
D2 VND-1R Vindicator
D4 BJ-1 Blackjack
I1 Capellan Militia
I2 Capellan Militia
I3 Death Commando Infantry
I4 Capellan Militia
V1 Heavy Wheeled APC (MG Variant)
V2 Zhukov Heavy Tank
V3 Goblin Medium Tank
V4 SRM Carrier

Turn 9 OpForce Movement:
D1 Remained Stationary
D2 Jumped to 0408 (4 hexes)
D4 Jumped to 0809 (4 hexes)
I1 Remained Stationary
I3 Remained Stationary
I4 Moved to hex 1110 (1 hex)
V1 Flanked to 1111 (0 hexes (movement costs doubled, not on pavement))
V2 Reversed to 1113 (3 hexes)
V3 Immobile
V4 Flanked to 1203 (1 hex)

Mission Objectives
16/20 hostages remain!
Rescue the Hostages or Bury them







SS “Lil’ Sure Shot” RFL-3N Rifleman
Weight: 60 tons (Heavy)
HD A(S): 6/6 (3/3)
LT A(S): 12/15 (14/14)
LT R A(S): 2/2
CT A(S): 12/22 (20/20)
CT R A(S): 4/4
RT A(S): 15/15 (14/14)
RT R A(S): 2/2
LA A(S): 15/15 (10/10)
RA A(S): 15/15 (10/10)
LL A(S): 12/12 (14/14)
RL A(S): 12/12 (14/14)
Heat: 9/30
Overheat Penalty: Movement reduced to 3/5/0, +1 penalty to hit!
Heat Sinks: 10
Movement: 4/6/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Annie Sue Hurd
Mechwarrior Player: Tempest_56
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
AC5 – RA (Heat: 1, Ammo: 12, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
AC5 – LA (Heat: 1, Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc.

S2 Scout Snipers
Platoon(4/4)
Type: Sniper
Weapon: Sniper Rifle
Player: Tempest_56
Movement MP: 1
Range: 6 hexes
Notes: May snipe or double-tap at infantry or vehicles.



St “Stubby” HBK-4G Hunchback
Weight: 50 tons (Medium Class)
HD A(S): 9/9 (3/3)
LT A(S): 5/20 (12/12)
LT R A(S): 4/4
CT A(S): 22/26 (16/16)
CT R A(S): 5/5
RT A(S): 5/20 (12/12)
RT R A(S): 4/4
LA A(S): 11/16 (8/8)
RA A(S): 16/16 (8/8)
LL A(S): 15/20 (12/12)
RL A(S): 20/20 (12/12)
Heat: 20/30
Overheat Penalty: Movement reduced to 0/0/0, +3 penalty to hit
Heat Sinks: 13
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 5
Mechwarrior Name: Andre “Clueless” Norris
Mechwarrior Player: Polaron
Mechwarrior Status: OK!
Armament:
AC20 – RT (Heat: 7, Ammo: 7, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)

La Dama Muerta
Player: Polaron
May either use a Distracting Tirade or Mock and Berate the Capellans once per turn.



FY “Sir Fuck You” LNC25-01 Lancelot
Weight: 60 tons (Heavy)
HD A(S): 7/7 (3/3)
LT A(S): 16/16 (14/14)
LT R A(S): 10/10
CT A(S): 6/21 (20/20)
CT R A(S): 16/16
RT A(S): 16/16 (14/14)
RT R A(S): 10/10
LA A(S): 4/14 (10/10)
RA A(S): 14/14 (10/10)
LL A(S): 12/14 (14/14)
RL A(S): 14/14 (14/14)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 13 (double capacity)
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rebecca “Divot” Moss
Mechwarrior Player: bunnyofdoom
Mechwarrior Status: OK!
Armament:
PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

S1 Scout Sapper
Player: bunnyofdoom
May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP.
May use either ability this turn!



F “Firewalker” CPLT-C1 Catapult
Weight: 65 tons (Heavy)
HD A(S): 0/9 (2/3)
LT A(S): 17/19 (15/15)
LT R A(S): 8/8
CT A(S): 24/24 (21/21)
CT R A(S): 11/11
RT A(S): 19/19 (15/15)
RT R A(S): 8/8
LA A(S): 13/13 (10/10)
RA A(S): 13/13 (10/10)
LL A(S): 18/18 (15/15)
RL A(S): 18/18 (15/15)
Heat: 27/30
Overheat Penalty: Movement reduced to 0/0/4, +4 penalty to hit
Heat Sinks: 15
Movement: 4/6/4
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: “Engine Joe” Running Wild
Mechwarrior Player: Red_Mage
Mechwarrior Status: Injured, 2nd and 3rd degree burns, shrapnel wounds!
Armament:
LRM 15 – RA (Heat: 5, Ammo: 6 , Range: (L:21 M:14 S:7 Min:6), Status: OK!)
LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

TA Tech Platoon APC
Tank Status: Destroyed!

TP Tech Platoon (30/30)
Type: SRM Infantry
Weapon: SRM
Gunnery: 5
Anti-Mech: 3
Player: Red_Mage
Movement MP: 2
Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4
Notes: 0 rounds of Inferno ammo



SW “Skinwalker” WVR-6M Wolverine
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 18/20 (13/13)
LT R A(S): 6/6
CT A(S): 0/25 (15/18)
CT R A(S): 8/8
RT A(S): 0/20 (3/13)
RT R A(S): 6/6
LA A(S): 18/18 (9/9)
RA A(S): 18/18 (9/9)
LL A(S): 12/19 (13/13)
RL A(S):19/19 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 14
Movement: 5/8/3
Mechwarrior: Pilot 2, Gunnery 3
Mechwarrior Name: “Navajo Wolf” Bobby Begay
Mechwarrior Player: Bobbin Threadbare
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 – LT (Heat: 3, Ammo: 13, Range: (L:9 M:6 S:3), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)
Special Ability: Eights to Aces (2/2)

S3 Scout Company(30/30)
Type: Caballeros Scouts
Weapon: Submachine Guns and Grenades
Gunnery: 3
Anti-Mech: 4
Player: Bobbin Threadbare
Movement MP: 2
Range: To-hit modifier: 0: -2, 1: 0, 2: +3
Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1



Enemy Status
D1 WHM-6L Warhammer
Damage: None
Status: Pilot injured!
Armament: 1 PPC, 1 medium laser, 2 small laser, 2 flamer
Notes:

D2 VND-1R Vindicator
Damage: None
Status:
Armament: PPC, LRM 5, medium laser, small laser
Notes:

D3 CTF-1X Cataphract
Status: Disabled, counts as rough terrain

D4 BJ-1 Blackjack
Damage: AC2 destroyed, Left Shoulder Destroyed
Status: Pilot injured!
Armament: AC2, medium laser, medium laser, medium laser, medium laser
Notes:

I1 Capellan Militia (30/30)
Damage: None
Status:
Armament: Ballistic Rifle
Notes:

I3 Death Commando Infantry (18/21)
Damage: None
Status:
Armament: SRM
Notes: 1/3 inferno rounds remaining!

I4 Capellan Militia (24/30)
Damage: None
Status: Fine
[b]Armament:[/b] Flamer
[b]Notes:[/b]

[b]V1[/b] Heavy Wheeled APC (MG Variant)
[b]Damage:[/b] minor motive system damage +1 to all driving skill rolls
[b]Status:[/b]
[b]Armament:[/b] 5 Machine Guns
[b]Notes:[/b]

[b]V2[/b] Zhukov Heavy Tank
[b]Damage:[/b] minor motive system damage +1 to all driving skill rolls
[b]Status:[/b]
[b]Armament:[/b] AC 10, AC 10, SRM 6
[b]Notes:[/b]

[b]V3[/b] Goblin Medium Tank
[b]Damage:[/b] None
[b]Status:[/b] Immobilized
[b]Armament:[/b] Large Laser, Machine Gun
[b]Notes:[/b]

[b]V4[/b] SRM Carrier
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6
[b]Notes:[/b]

[b]K1[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

[b]K2[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

[b]K3[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain