The Let's Play Archive

Battletech

by PoptartsNinja

Part 338: Steel Will - Turn 14

Steel Will: Tactical Update 14

Initiative Phase
- Delta Battle Lance, Sirdar DNS Militia: Rolled 6!
- 2nd Lance, 3rd Chesterton Voltigeurs: Rolled 5!
New Syrtis Forces win initiative!



Movement Phase
Caeser
- Insufficient MP to reach hex 1229!



Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Huron Warrior (4 base + 0 range + 3 movement + 2 enemy movement + 1 EM Radiation = 10): rolled 5, miss!
- Gains 20 heat, sinks 22!

3) Enfield
- Fires LB-10X (SLUG) at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 9, hit Left Torso (0/20 armor, 12/13 structure remains)! Crit!
- Fires Large Pulse Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 6, miss!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 11, hit Left Torso (7/13 structure remains)! Crit!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 5, miss!
- Fires Small Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 8, miss!
- Gains 13 heat, sinks 22!

7) Huron Warrior
- Fires Gauss Rifle at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 4, miss!
- Fires ER Large Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 5, miss!
- Fires Medium Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover - 2 pulse = 7): rolled 8, hit Right Torso (12/20 armor remains)!
- Gains 24 heat, sinks 17! Overheating!

4) Wolverine
- Torso-twists to threaten hex 1016!
- Fires Large Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 3, miss!
- Fires Medium Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 5, miss!
- Fires Small Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 8, hit Left Torso (12/20 armor remains)!
- Fires SRM-6 at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 11, 4 missiles hit Left Torso (10/20 armor remains), Left Torso (8/20 armor remains), Center Torso (3/16 structure remains (Crit!)), Head (7/9 armor remains (Pilot Hit!))!
- Fires SRM-6 at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 5, miss!
- Gains 27 heat, sinks 24!

Cronus
- Holds fire!
- Gains 0 weapon heat!

Hunter Light Support Tank
- Fires LRM-20 at Griffin (4 base + 2 range + 0 movement + 3 enemy movement + 1 EM Interference = 10): Rolled 9, miss!



Yantai Reservation
9) Watchman
- Holds fire!
- Gains 2 heat, sinks 12!

10) Blackjack
- Reverses Right Arm!
- Fires PPC at Plainsman (4 base + 0 range + 3 movement + 3 enemy movement + 1 minimum range = 11): rolled 7, miss!
- Fires Medium Laser at Plainsman (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Gains 15 heat, sinks 20!

11) Raven
- Gains 2 heat, sinks 12!

Caesar
- Fires Gauss Rifle at Plainsman (5 base + 2 range + 2 movement + 3 enemy movement + 2 steam = 14): automatic miss!
- Fires Medium Laser at Plainsman (automatic miss): automatic miss!
- Fires Medium Laser at Plainsman (automatic miss): automatic miss!
- Gains 10 heat, sinks 28!

Cicada
- Fires ER PPC at Watchman (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 8, miss!
- Gains 15 weapon heat!

Phoenix
- Fires PPC at Watchman (4 base + 2 range + 2 movement + 0 enemy movement + 2 light woods = 10): rolled 7, miss!
- Gains 10 weapon heat!

Plainsman Hovertank
- Fires SRM-2 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires SRM-6 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-6 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!



End Phase:
Wolverine
- Critical Chance in Left Torso! No critical hit sustained!
- Critical Chance in Left Torso! 2 critical hits sustained!
- - Heat Sink destroyed!
- - SRM-6 destroyed!

Enfield
- Must pass a 3+ consciousness test: rolled , !
- Critical Chance in Center Torso! No critical hit sustained!




Physical Combat Phase:
Watchman
- Extracts the Firebee’s Cockpit (5 base + 1 movement + 5 environmental hazard - 1 both hands - 4 immobile target = 6): rolled 11, succeeds!

Raven
- Kicks Plainsman (5 base + 2 movement + 3 enemy movement - 2 kick = 8): rolled 11, hit Turret (6/18 armor remains)!




End Phase:
Watchman
- Must dedicate at least one hand to carrying the Firebee’s cockpit, the cockpit will be automatically dropped if the arm holding it is blown off. This can be avoided if the Watchman carries the Firebee’s cockpit with both hands.





The autoloader clicked incessantly as a computer glitch forced it to try to feed missiles from the Hunter’s empty magazines into its equally empty missile tubes. In another few minutes it was going to get really irritating but for now Corporal Asher had bigger things on her mind. Namely, the four BattleMechs that had, until very recently, been intent on killing her. Now, they were slugging it out with each other like the giant monsters from imported Capellan holocinema. And just like the tanks in those giant monster movies, Asher knew when to get the hell out of dodge.

She leaned forward, slapping the back of her driver’s helmet and shouted “Drive!” as loudly as she could manage in the smoke-filled crew cabin. Most of the Hunter’s electrical systems had been shot away and Eris, who pulled double duty as the tank’s gunner, had been forced to eyeball her shots through the gaping hole that had once been the front of her support vehicle. The chances of hitting anything with the main targeting computer offline had been slim but she’d still winced when her final flight of missiles slammed harmlessly into the low hill between her battered machine and the airborne Griffin.

The Concordat may have had ammo to spare, but that didn’t mean Asher felt good about wasting it. Not if the New Syrtis fighters were as stubborn as the one’s they’d met so far. She frowned as the Marshal’s words of encouragement before the landing came into her head unbidden.

“So much for an easy victory over a demoralized enemy,” she mumbled. “I think we just pissed them off.”

********************

Cy felt a moment of elation as his father’s Caesar cleared the rubble of what had once been a `Mech hangar. He held his pistol-like Large Laser at the ready, and goosed the machine’s Jump Jets to clear their leg-mounted nozzles of debris. He couldn’t help but feel vindicated as the lance—or most of a lance—of New Syrtis troops appeared on his sensors, along with a couple of unknowns.

Without a second thought, Cy dropped his crosshairs over the only hostile target in sight and squeezed the trigger—the Gauss Rifle’s kick surprised him and the weapon’s melon-shaped projectile blew a meter-wide crater in the hillside a dozen meters from his target. He’d have to try another tact—what was it his father had always said? Act, don’t react?

His crosshairs flashed a lock as he kept tracking the fast-moving enemy vehicle, and Cy squeezed the trigger. The Caesar’s medium lasers seemed hellishly bright for the few fractions of a second they’d lasted, and the atmospheric refraction left green afterimages momentarily seared in Cy’s vision. It’d been a clean hit, the two lasers had seemed to converge perfectly on the enemy vehicle; but it showed no damage from the attacks. Some new Capellan armor? It would explain why his father’s troops were so beaten up. He’d have to come up with some strategy to beat them, and could only nod in understanding as the scorched and blackened Raven smashed its birdlike foot into the tank’s turret. It seemed as though his father’s people had already figured out the trick!

It never even occurred to Cy that his lasers had simply been out of range.



Delta Battle Lance “The Avenging Angels” Primary Objectives:
- Survive (incomplete)
- Destroy the Capellan Survivors (incomplete)

Delta Battle Lance “The Avenging Angels” Secondary Objectives:
- Rescue Capellan Survivors (failed)
- Defeat Taurian Forces (failed)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Primary Objectives:
- Survive (incomplete)
- Destroy the New Syrtis Rescue Party (incomplete)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Secondary Objectives:
- Link up with the New Syrtis Rescue Party (failed)
- Defeat Taurian Forces (failed)

India Recon Lance “The Last Report” Primary Objectives:
- Retreat?
- Defeat Taurian Forces (incomplete)

India Recon Lance “The Last Report” Secondary Objectives:
- Defend the Fallout Bunker Entrance (failed)
- Use the Raven’s equipment to confirm the condition of the six bunkers and the number (if any) of the survivors (failed)







Point Zero Enemy Movement Mods:
- Cronus – Stationary +0
- Hunter – Flanked +2

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Jumped +3
- Plainsman – Flanked +3

Player Status:


Enemy Status: