The Let's Play Archive

Battletech

by PoptartsNinja

Part 377: Ultimatum - Turn 3

Ultimatum: Tactical Update 3

“I am taking fire from LRM artillery,” The voice of the mechwarrior from Beta Galaxy—Tara couldn’t remember his name—was nearly indecipherable over the enemy jamming. Even broadcast unencrypted—their constantly-changing ComLang had always been more than sufficient, as it was tailored to the needs of each individual mission—the distortion was enough to make even the friendly pilot’s gender unclear. Tara’s active probe still displayed the happy little light that told her she wasn’t being jammed, nor did any of her sensors acknowledge the presence of even a single enemy unit. Not even the blue and red Stinger that was nearly close enough for her to spit on.

Tara suspected such a maneuver may even be preferable to firing, for all the good her weapons had proven to be. At least spittle would likely take the enemy mechwarrior by surprise. The enemy jamming was almost frighteningly efficient: it had even tricked Clan equipment into thinking it wasn’t being jammed at all. A feat Tara had previously believed to be impossible.

“They are making a heavy push for Gamma Galaxy’s H.Q,” the Beta mechwarrior whined again. “I suspect they have learned I am the only warrior—”

“So abandon them,” Tara hissed. “Coward. They are only Freebirths, after all! Leave the real fighting to Alpha Galaxy! And the Ghost Bears,” she amended hastily. “We are in a fight! A real fight, at last! Enjoy it! Revel in the carnage, and fight back as though you were a real Clan warrior!”

“Tara,” mechwarrior Crow cautioned, although she cut him off before he could say another word.

“Be silent, Crow. You may have an auspicious name but I am taking command of this star. We stand and fight, all of us! You can go see if the scientists brought an Iron Womb for you to cower in once we stand victorious over the corpses of these Rim Worlders!”



Combat Phase
Fire Moth Prime
- Shooting fixed, see end of the shooting phase!

Mist Lynx B
- Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 11, hit Right Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 3, miss!
- Fires ER Small Laser at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 9, hit Left Torso (3/8 armor remains)!
- Fires SRM-6 at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 7, miss!
- Fires SRM-6 at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 4, miss!
- Gains 24 heat, sinks 20!

Mist Lynx D
- Fires ER Small Laser at Stinger (3 base + 4 range + 3 movement + 3 enemy movement = 13): automatic miss!
- Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 4, miss!
- Fires Ultra AC/2 (Ultra) at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 9, 1 shell hit Left Leg (6/8 armor remains)!
- Gains 16 heat, sinks 20!

Arctic Cheetah
- Fires ER Medium Laser at Stinger (3 base + 2 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires ER Medium Laser at Stinger (3 base + 2 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!
- Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 8, miss!
- Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 3 enemy movement = 9): rolled 7, miss!
- Fires TAG at Stinger (3 base + 2 range + 3 movement + 3 enemy movement = 11): rolled 10, hit!
- Gains 20 heat, sinks 20!

Kit Fox
- Fires ER Large Laser at Hunchback (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 2 light woods = 10): rolled 8, miss!
- Fires LB 5-X Autocannon (Cluster) at Hunchback (3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System + 2 light woods - 1 cluster = 9): rolled 9, 5 submunitions hit Center Torso (25/26 armor remains), Right Arm (15/16 armor remains), Right Torso (19/20 armor remains), Left Arm (15/16 armor remains), Right Arm (14/16 armor remains)!
- Fires Streak SRM-6 at Hunchback (3 base + 2 range + 2 movement + 0 enemy movement + 3 Void Signature System + 2 light woods = 12): rolled 2, Streak SRM-6 fails to lock on!
- Gains 15 heat, sinks 20!

???
- Fires ??? at Batu Omnifighter! Unit destroyed!

Thug
- Charges Heavy PPC!
- Fires Heavy PPC w/ PPC Capacitor (Charged) at Fire Moth Prime (2 base + 2 range + 2 movement + 3 enemy movement + 1 Heavy PPC + 1 Void Signature System = 11): rolled 7, missed!
- Gains 37 heat, sinks 34!

Longbow
- Fires LRM-20 w/Artemis IV (Artemis IV) at Kit Fox (2 base + 2 range + 0 movement + 2 enemy movement + 1 Void Signature System = 7): rolled 12, 20 missiles hit Left Torso (3/8 armor remains), Center Torso (4/9 armor remains), Left Torso (0/8 armor, 5/7 structure remains (Crit!)), Left Leg (3/8 armor remains)!
- Fires LRM-20 w/Artemis IV (Artemis IV) at Kit Fox (2 base + 2 range + 0 movement + 2 enemy movement + 1 Void Signature System = 7): rolled 4, miss!
- Fires TAG at Kit Fox (2 base + 4 range + 0 movement + 2 enemy movement + 1 Void Signature System = 9): rolled 10, hit!
- Gains 26 heat, sinks 26!

???
- Fires LRM-20 w/Artemis IV (Semi-Guided) indirectly at Kit Fox (2 base + 4 range + 0 movement + enemy movement modifier ignored + spotter movement modifier ignored + indirect fire modifier ignored + 1 Void Signature System = 7): rolled 5, miss!
- Fires LRM-20 w/Artemis IV (Semi-Guided) indirectly at Kit Fox (2 base + 4 range + 0 movement + enemy movement modifier ignored + spotter movement modifier ignored + indirect fire modifier ignored + 1 Void Signature System = 7): rolled 6, miss!
- Gains 26 heat, sinks 26!

Black Knight
- Fires Heavy PPC w/PPC Capacitor at Locust IIC (2 base + 2 range + 2 movement - 4 immobile target + 1 Void Signature System = 3): rolled 8, hit Center Torso (0/10 armor, 0/8 structure remains)! Objective destroyed!
- Gains 30 heat, sinks 36!

Excalibur
- Holds fire!

Coyote
- Fires ER Large Laser at Clint IIC (2 base + 2 range + 0 movement - 4 immobile target + 1 Void Signature System = 1): automatically hits Center Torso (5/15 armor remains)!
- Gains 22 heat, sinks 28!

Chameleon
- ???
- Gains ?? heat, sinks 22!

Crab
- Fires ER Large Laser at Arctic Cheetah (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 light woods + 1 partial cover = 10): rolled 6, miss!
- Fires ER Large Laser at Arctic Cheetah (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 light woods + 1 partial cover = 10): rolled 8, miss!
- Gains 34 heat, sinks 36!

Hunchback
- Torso-twists to threaten hex 0744!
- Fires ER Medium Laser at Kit Fox (2 base + 2 range + 0 movement + 2 enemy movement + 1 Void Signature System + 1 light woods = 8): rolled 8, hit Left Arm (2/7 armor remains)!
- Fires ER Medium Laser at Kit Fox (2 base + 2 range + 0 movement + 2 enemy movement + 1 Void Signature System + 1 light woods = 8): rolled 7, miss!
- Gains 20 heat, sinks 22!

Bobcat
- Fires Light PPC at Fire Moth Prime (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System = 8): rolled 12, hit Center Torso (0/5 armor remains)!
- Fires Snub-Nose PPC w/ PPC Capacitor (Charged) at Fire Moth Prime (2 base + 0 range + 0 movement + 3 enemy movement + 1 Void Signature System = 6): rolled 5, miss!
- Gains 30 heat, sinks 24! Overheating!

Talon
- Fires Light PPC w/ PPC Capacitor (Drained) at Fire Moth Prime (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 light woods + 1 heat = 10): rolled 7, miss!
- Fires Light PPC w/ PPC Capacitor (Drained) at Fire Moth Prime (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 light woods + 1 heat = 10): rolled 2, miss!
- Gains 20 heat, sinks 22! Overheating!

Stinger
- Fires ER Medium Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 8): rolled 7, miss!
- Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 8): rolled 8, hit Right Leg (2/5 armor remains)!
- Gains 7 heat, sinks 20!

Stinger
- Fires ER Medium Laser at Fire Moth (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 3, miss!
- Gains 12 heat, sinks 20!

Fire Moth Prime
- Fires ER Medium Laser at Stinger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 8, hit Left Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Stinger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 4, miss!
- Fires SRM-6 at Stinger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 7, 3 missiles hit Right Torso (6/8 armor remains), Left Leg (4/8 armor remains), Center Torso (0/9 armor remains)!
- Fires SRM-4 at Stinger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 6, miss!
- Gains 19 heat, sinks 20!



End Phase:
Stinger
- Critical chance in Left Arm! 1 critical hit sustained!
- Lance hit!
- Critical chance in Right Arm! No critical hits sustained!

Kit Fox
- Critical chance in Left Torso! 2 critical hits sustained!
- - Double Heat Sink hit!
- - Double Heat Sink hit!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, succeeds!



Physical Combat Phase:
Fire Moth Prime
- Kicks Stinger (4 base + 2 movement + 3 enemy movement + 1 Clanner - 2 kick = 8): rolled 7, miss!



End Phase:
Fire Moth Prime
- Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 10, succeeds!


Turn End Phase:



Next Turn’s Movement Phase
Stinger A
- Disables Void Signature System!

Stinger B
- Disables Void Signature System!









Special Rules
Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more!

Blind: Enemy units are only visible in direct Line of Sight

Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight.

Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a weaker Phase 3 unit. Some of these units start on the map, others will enter from elsewhere.



Player Status:




Phase 1 Objectives:
- Delay the enemy for as many turns as possible
- Defend Clan HQ Vehicles (3/3 remaining)
- Defend Clan Personnel (76/84 tents remaining)
- Defend Clan Equipment (31/36 units remaining)

Phase 2 Objectives:
- Defeat as many enemy `Mechs as possible (0/39 defeated)
- Defend Clan HQ Vehicles (3/3 remaining)
- Defend Clan Personnel (76/84 tents remaining)
- Defend Clan Equipment (31/36 units remaining)

Phase 3 Objectives:
- Defeat as many enemy `Mechs as possible
- Defend Clan HQ Vehicles (3/3 remaining)
- Defend Clan Personnel (76/84 tents remaining)
- Defend Clan Equipment (31/36 units remaining)



Enemy Status:
Stinger –Structure damage
Hunchback – Armor damage

Enemy Movement Mods:
- Unknown 100-ton Assault +1
- Longbow +0
- ??? +?
- Thug +0
- Black Knight +2
- Excalibur +1
- Coyote +1
- Chameleon +1
- Hunchback +1
- Crab +2
- Bobcat +3
- Talon +0
- Stinger +3
- Stinger +3


Orders Due: Next Saturday!