The Let's Play Archive

Battletech

by PoptartsNinja

Part 342: Steel Will - Turn 18

Steel Will: Tactical Update 18

Initiative Phase
- Delta Battle Lance, Sirdar DNS Militia: Rolled Doesn’t Matter!
- 2nd Lance, 3rd Chesterton Voltigeurs: Rolled Doesn’t Matter!
Capellan Forces win initiative!



Combat Phase
Impact Point Zero
2) Griffin
- No Orders Received!
- Gains 0 heat, sinks 22!

7) Huron Warrior
- Torso-twists to threaten hex 1220!
- No Orders Received!
- Gains 10 heat, sinks 17!

4) Wolverine
- Fires Large Pulse Laser at Griffin (4 base + 4 range + 3 movement + 0 enemy movement + 1 EM Interference - 2 Pulse Laser = 10): rolled 11, hit Right Torso (4/13 structure remains)! Crit!
- Gains 22 heat, sinks 24!

Cronus
- Holds fire!
- Gains 0 weapon heat!



Yantai Reservation
9) Watchman
- Holds fire!
- Gains 14 heat, sinks 12!

10) Blackjack
- Fires PPC at Cicada (4 base + 2 range + 3 movement + 4 enemy movement + 2 light woods = 15): automatic miss!
- Gains 15 heat, sinks 18!

11) Raven
- Gains 2 heat, sinks 12!

Caeser
- Fires Gauss Rifle at Cicada (5 base + 0 range + 3 movement + 4 enemy movement = 12): rolled 6, miss!
- Fires Large Pulse Laser at Cicada (5 base + 0 range + 3 movement + 4 enemy movement -2 Pulse Laser = 10): rolled 3, miss!
- Fires Medium Laser at Cicada (5 base + 0 range + 3 movement + 4 enemy movement = 12): rolled 9, miss!
- Fires Medium Laser at Cicada (5 base + 0 range + 3 movement + 4 enemy movement = 12): rolled 8, miss!
- Fires Small Laser at Cicada (5 base + 4 range + 3 movement + 4 enemy movement = 16): automatic miss!
- Fires Small Laser at Cicada (5 base + 4 range + 3 movement + 4 enemy movement = 16): automatic miss!
- Gains 28 heat, sinks 28!

Cicada
- Fires Medium Laser at Caeser (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 4, miss!
- Fires Medium Laser at Caeser (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 10, hit Right Torso (10/15 armor remains)! TAC!
- Gains 6 weapon heat!

Rampage
- Fires Gauss Rifle at Caesar (2 base + 4 range + 2 movement + 2 enemy movement = 10): rolled 8, miss!

Plainsman Hovertank
- Holds fire!



End Phase:
Griffin
- Critical chance in Right Torso! No critical hits sustained!

Caeser
- Critical chance in Right Torso! 1 critical hit sustained!
- - Gauss Rifle hit!
- Gauss Rifle explodes damaging the Right Torso (0/15 armor, 5/15 structure remains)! Pilot hit! Pilot hit!
- Must pass a 5+ consciousness test: rolled 5, succeeds!
- Critical chance in Right Torso! 1 critical hit sustained!
- - Gauss Rifle hit!







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

Sweat poured down the back of Cy’s neck as the ungangly Caesar lifted itself into the air. His father had taught him how to pilot a BattleMech but he’d never really fired the weapons; and the AgroMechs he’d trained on hadn’t had jump jets. He kept things stable, but as he ascended the low bluffs Cy worried he’d made a critical mistake. The Caesar’s broad, birdlike feet hung below the flying `Mech, knees bent and braced for impact. The toes scraped the top of the bluff stone, and Cy had to scramble to keep from slipping off the ledge he’d barely cleared.

He stumbled and the Caesar flailed gracelessly as Cy struggled to keep his balance. The faint buzzing sound that filled the back of his head intensified as his Neurohelmet struggled to direct the machine’s DI Computer. The machine was familiar with him but that didn’t stop the noise. His father had looked at him like he was crazy when he mentioned it. He’d been worried until one of the battalion’s technicians had told him it wasn’t unusual and he’d soon learn to tune it out. His father was the rare case, rather than the other way around.

The persistent buzz was still distracting, and seemed so much worse now that he was in combat. He felt like he’d forgotten everything his father had taught him, and the Caesar’s formerly familiar controls were confusing and alien. It was as if someone had rearranged the whole cockpit in the hours after the Taurian’s initial bombardment; though he knew that wasn’t the case. The buttons and switches where exactly where they should be—but he found himself wasting critical time hunting for controls he should’ve known. A trainer might’ve forgiven him for rushing things.

The Taurians didn’t. His hasty shots bracketed the Cicada, shattering boulders and blasting craters in the ground on either side of the ungainly scout `Mech. The Cicada leaned forward, its stubby, weaponless arms twisting in a gesture resembling a shrug, then fired its torso-mounted lasers. The first laser missed wide, but the second found the open barrel of the Caesar’s Gauss Rifle. The finely-tuned weapon tore itself apart as its high-density capacitors exploded in a blinding flash.

The buzzing noise intensified into a piercing shriek that bored into Cy’s brain like a power drill.



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 (1/2)

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 – Jumped +3

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Plainsman – Cruised +3
- Rampage – Ran +2

Player Status:


Enemy Status: