The Let's Play Archive

Battletech

by PoptartsNinja

Part 36: Hostage Situation - Turn 13

Hostage Situation: Tactical Update 13

Movement Phase
La Dama Muerta uses Distracting Tirade (needs 6, rolls 5)
Hostage Killed
La Dama Muerta will be executed next turn!
1406 Minefield attacks FY Lancelot, hits left leg (4/14 armor remains), left leg (2/14 armor remains), left leg (0/14 armor remains)!
S1 Sapper uses Pyrotechnics on D4 Blackjack!



Combat Phase:

TP Tech Platoon holds fire

SS Rifleman fires large laser at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 0 range = 5): Rolled 7, hit left leg (0/18 armor, 9/11 structure remains)! Critical chance!
SS Rifleman fires large laser at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 0 range = 5): Rolled 7, hit center torso (0/18 armor remains)!
SS Rifleman fires AC5 at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 0 range = 5): Rolled 4, miss!
SS Rifleman fires AC5 at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 0 range = 5): Rolled 6, hit center torso (9/14 structure remains)! Critical chance!
SS Rifleman gains 19 heat, sinks 10! Now at Overheat 9! +1 penalty to hit, movement reduced to 3/5/0!

Sw Wolverine fires Large Laser at D2 Vindicator (3 base + 1 movement + 0 enemy movement + 2 range + 1 heat = 7): rolled 5, miss!
Sw Wolverine fires Medium Laser at D2 Vindicator (3 base + 1 movement + 0 enemy movement + 2 range + 1 heat = 7): rolled 8, hit head (4/9 armor remains)! Pilot hit!
Sw Wolverine fires Medium Laser at D2 Vindicator (3 base + 1 movement + 0 enemy movement + 2 range + 1 heat = 7): rolled 4, miss!
Sw Wolverine fires SRM6 at D2 Vindicator (3 base + 1 movement + 0 enemy movement + 2 range + 1 heat = 7): rolled 8, 6 missiles hit center torso (7/14 armor remains) (critical chance!), right arm (0/14 armor remains), right leg (6/18 armor remains) (floating critical chance!), left torso (0/16 armor, 10/11 structure remains) (critical chance!), right torso (14/16 armor remains), left leg (7/11 armor remains)!
Sw Wolverine gains 28 heat, sinks 14! Now at Overheat 23! Movement reduced to 1/2/3, +4 penalty to hit, chance for ‘Mech shutdown! Chance for ammo explosion!

S3 Scout Platoon fires at H4 Minelayer! (4 base + 1 movement + 0 enemy movement + 3 range = 8): rolled 10, hit! 1 trooper killed! H4 Minelayer destroyed!

FY Lancelot rotates arm-mounted weapons to threaten rear arc!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 2 range = 7): rolled 5, miss!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 0 enemy movement + 2 range = 7): rolled 3, miss!
FY Lancelot gains 21 heat, sinks 26! Now at Overheat 0!

D2 Vindicator fires PPC at Sw Wolverine (3 base + 0 movement + 0 enemy movement + 0 range + 2 heavy woods = 5): rolled 6, hit right arm (8/18 armor remains)!
D2 Vindicator fires LRM5 at Sw Wolverine (3 base + 0 movement + 0 enemy movement + 0 range +2 heavy woods + 1 minimum range = 6): rolled 5, hit miss!
D2 Vindicator gains 13 heat, sinks 16!

D4 Blackjack fires medium laser at Sw Wolverine (3 base + 0 movement + 0 enemy movement + 2 range + 2 heavy woods = 7): rolled 9, hit right leg (14/19 armor remains)!
D4 Blackjack fires medium laser at Sw Wolverine (3 base + 0 movement + 0 enemy movement + 2 range + 2 heavy woods = 7): rolled 4, miss!
D4 Blackjack fires medium laser at Sw Wolverine (3 base + 0 movement + 0 enemy movement + 2 range + 4 shoulder hit + 2 heavy woods = 11): rolled 7, miss!
D4 Blackjack gains 9 heat, sinks 11!

V3 Goblin holds fire!

I1 militia platoon holds fire!



End Phase
Scout Snipers double tap I1 Militia, 6 troopers killed!

H1 Death Commando Snipers snipe Scout Snipers, 3 troopers killed! Scout Snipers destroyed!

Sw Wolverine must roll an 8+ to avoid shutdown: rolls 7, fails!
Sw Wolverine must roll a 6+ to avoid ammunition explosion: rolls 11, succeeds!

D2 Vindicator critical chance in left leg! No critical hit sustained!
D2 Vindicator critical chance in center torso! 1 critical hit sustained!
Jump Jet destroyed!
D2 Vindicator critical chance in center torso! 3 critical hits sustained!
Engine Hit!
Engine Hit!
Engine Destroyed! Vindicator destroyed (3 engine hits!)
D2 Vindicator floating critical chance in right leg! 2 critical hits sustained!
Jump Jet destroyed!
Foot Actuator destroyed!
D2 Vindicator critical chance in left torso! No critical hit sustained!
D2 Vindicator critical chance in left leg! No critical hit sustained!
D2 Vindicator must roll to remain conscious, needs 3+! Rolled 7, succeeds!
D2 Vindicator must make a piloting test or fall (4 base + 1 massive damage + 1 injury + 1 leg actuator hit = 7): ‘Mech destroyed, automatic failure!

D4 Blackjack must make a piloting test or fall (4 base + 1 injury = 5): rolled 5, succeeds!



Physical Combat Phase:



End Phase:



“Snipers in the—” Someone started, but was lost in the general cacophony of combat as his ‘Mech shut down around him. Bobby wouldn’t have had it any other way. He watched dispassionately as his final salvo cored the blasted Vindicator, SRMs blasting the delicate engine apart in a storm of shrapnel. The Vindicator crumpled like a marionette with cut strings.

Skinwalker was satisfied, and would fight again. Bobby smiled a wolfish smile, resisted the urge to pat his ‘Mech’s control panel. The heat was sweltering, and with the engine failsafes engaged his ‘Mech wasn’t doing much more than circulating coolant now. He lit a cigarette, and cracked open his cockpit hatch to vent some of the blistering heat the good-old fashioned way.

He looked at the Vindicator again, thought he could make out a pilot fighting to free himself from a cockpit fused shut by a medium laser. The Blackjack’s jets fired as it simply abandoned its lancemate to the waiting coyotes. Bobby’s eyes sparkled with amusement as he took a puff from his cig. “Was it as good for you as it was for me?” he asked rhetorically. He wasn’t transmitting, there was nobody who could answer. It didn’t matter, as soon as his ‘Mech cooled down enough, that pilot was eating a large laser. It wasn’t even to punish him for firing at an ejecting ‘Mechwarrior. That’s just how Bobby was.



Enemy Forces
D4 BJ-1 Blackjack
I1 Capellan Militia
V3 Goblin Medium Tank
H1 Death Commando Snipers

Turn 14 OpForce Movement:
D4 Jumped to 0902
I1 Remained Stationary
V3 Immobile
H1 Remained Stationary

Mission Objectives
11/20 hostages remain! La Dama Muerta will be executed next turn!
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): 10/22 (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: 0/30
Overheat Penalty:
Heat Sinks: 10
Movement: 4/6/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Annie Sue Hurd
Mechwarrior Player: Tempest_56
Mechwarrior Status: 1 hit, light shrapnel wounds
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: 6, 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
Notes: ‘Mech destroyed!

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): 9/16 (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): 1/14 (10/10)
RA A(S): 4/14 (10/10)
LL A(S): 6/14 (14/14)
RL A(S): 0/14 (7/14)
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, pyrotechnics on an enemy ‘Mech within 6, Earthshaker on any hex within 6, and automatically Marks all minefields within 1 hex of himself. Has 2 MP.
May NOT use either ability this turn!



F “Firewalker” CPLT-C1 Catapult
’Mech Status: Destroyed

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, may Detonate enemy minefields



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 (10/18)
CT R A(S): 8/8
RT A(S): 0/20 (3/13)
RT R A(S): 6/6
LA A(S): 16/18 (9/9)
RA A(S): 8/18 (9/9)
LL A(S): 12/19 (13/13)
RL A(S): 14/19 (13/13)
Heat: 9/30
Overheat Penalty: Movement reduced to 1/2/3, +3 modifier to hit!
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: 11, 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), Gyro Hit, 2 Engine Hits
Special Ability: Eights to Aces (1/2)

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
Status: Destroyed, counts as rough terrain

D2 VND-1R Vindicator
Damage: None
Status: Destroyed, counts as rough terrain

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

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

I1 Capellan Militia (18/30)
Damage: None
Status:
Armament: Ballistic Rifle
Notes:

H1 Death Commando Snipers (5/5)
Damage: None
Status:
Armament: Zeus Anti-Material Sniper Rifles
Notes:

V1 Heavy Wheeled APC (MG Variant)
Status: Disabled, counts as rough terrain

V2 Zhukov Heavy Tank
Status: Disabled, counts as rough terrain

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

V4 SRM Carrier
Status: Destroyed, counts as rough terrain

K1 Karnov UR VTOL
Status: Crashed, counts as rough terrain

K2 Karnov UR VTOL
Status: Crashed, counts as rough terrain

K3 Karnov UR VTOL
Status: Crashed, counts as rough terrain