The Let's Play Archive

Battletech

by PoptartsNinja

Part 387: Ultimatum - Turn 13

Ultimatum: Tactical Update 13

The Warhawk’s cockpit monitors flickered as an ancient Rim World Phoenix fired a flight of SRMs into the machine’s broad chest. One of Star Captain Ren Sukhanov’s tertiary monitors emitted a piercing shriek as the targeting computer reset; and another monitor, the one he typically used to display a satellite map of the area, flashed blue and died. The wave of nausea that assaulted his senses was a more immediate concern: it was a bit like an ammunition explosion, only tolerable.

The enemy Phoenix had twice the missile tubes his computer thought it should’ve, and the pulse laser had been an unpleasant surprise. The enemy’s single shot had done more damage than an equivalent Clan weapon but even that paled if the enemy had missiles that could induce a dangerous neuro-feedback loop. Ren dropped his crosshairs over both enemy mediums and squeezed the trigger—but the Warhawk’s crosshairs jumped past Ren’s intended target as though some unforeseen and impossible input lag had stolen control from him. Only one of his lasers struck the Phoenix and while his Gauss Rifle shot punished the enemy machine the Free Worlders identified as a ‘Bobcat,’ between the enemy ECM and the way his crosshairs jumped with even the slightest movement of the control stick, the Streak SRM’s failed to lock on.

“I have been struck by a new enemy weapon,” Ren announced calmly as the enemy mediums split to flank his heavier machine. Heat spiked in his cockpit as trio of Locusts opened fire with their infernos—one even going so far as to set the copse of trees he was taking cover in ablaze. “It seems to be some sort of electromagnetic pulse warhead. My secondary systems are restarting and fire control is inhibited. The warheads do not appear to do damage. Be on your guard, other secondary effects are currently unknown.”




Combat Phase
Warhawk B
- Fires Gauss Rifle at Bobcat (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System - 1 targeting computer = 7): rolled 8, hit Center Torso (7/22 armor remains)!
- Fires Streak SRM-6 at Bobcat (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System = 8): rolled 7, fails to lock on!
- Fires Streak SRM-6 at Bobcat (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System = 8): rolled 4, fails to lock on!
- Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 8): rolled 2, miss!
- Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 8): rolled 5, miss!
- Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 8): rolled 7, miss!
- Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 8): rolled 11, hit Right Torso (11/18 armor remains)!
- Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 8): rolled 7, miss!
- Gains 46 heat, sinks 40! Overheating!

Vapor Eagle
- Fires Medium Pulse Laser at Stinger (3 base + 0 range + 3 movement + 0 enemy movement + 3 light woods - 2 pulse laser - 1 targeting computer = 6): rolled 8, hit Left Leg (1/8 armor remains)!
- Fires Medium Pulse Laser at Stinger (3 base + 0 range + 3 movement + 0 enemy movement + 3 light woods - 2 pulse laser - 1 targeting computer = 6): rolled 6, hit Left Torso (0/8 armor, 0/5 structure remains)! Torso destroyed! Engine hit! Engine hit!
- - Damage transfers to Center Torso (8/9 armor remains)!
- Fires Medium Pulse Laser at Stinger (3 base + 0 range + 3 movement + 0 enemy movement + 3 light woods - 2 pulse laser - 1 targeting computer = 6): rolled 8, hit Right Leg (0/4 structure remains)! Leg blown off! `Mech destroyed!
- - Damage transfers to Right Torso (0/5 structure remains)! Torso destroyed! Engine destroyed!
- Fires Machine Gun at Stinger (target out of range): automatic miss!
- Fires Machine Gun at Stinger (target out of range): automatic miss!
- Fires Machine Gun at Stinger (target out of range): automatic miss!
- Fires Machine Gun at Stinger (target out of range): automatic miss!
- Fires Streak SRM-2 at Stinger (3 base + 0 range + 3 movement + 0 enemy movement + 3 light woods = 9): rolled 7, fails to lock on!
- Fires Streak SRM-2 at Stinger (3 base + 0 range + 3 movement + 0 enemy movement + 3 light woods = 9): rolled 2, fails to lock on!
- Gains 16 heat, sinks 22!

Wolf Spider B
- Fires ER PPC at Thug (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 3, miss!
- Fires ER PPC at Thug (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Right Leg (3/32 armor remains)!
- Fires Gauss Rifle at Thug (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss!
- Gains 33 heat, sinks 32!

Ebon Jaguar
- Holds fire!
- Gains 2 heat, sinks 40!

Huntsman A
- Target already destroyed!
- Gains 3 heat, sinks 24!

Unknown Assault
- Charges Light PPC!
- Charges Light PPC!
- Fires Gauss Rifle at Wolf Spider B (3 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover + 1 heat + 1 Void Signature System = 10): rolled 5, miss!
- Fires Plasma Rifle at Wolf Spider B (3 base + 4 range + 1 movement + 1 enemy movement + 1 partial cover + 1 heat + 1 Void Signature System = 12): rolled 9, miss!
- Gains 31 heat, sinks 32! Overheating!

Thug
- Fires Medium Pulse Laser at Wolf Spider B (3 base + 2 range + 2 movement + 1 enemy movement + 1 partial cover - 2 pulse laser = 7): rolled 6, miss!
- Gains 6 heat, sinks 34!

Longbow
- Deploys “Ultimatum”!
- Gains 10 heat, sinks 26!

Longbow
- Fires TAG at Vapor Eagle (2 base + 4 range + 1 movement + 1 enemy movement + 2 light woods + 1 Void Signature System = 11): rolled 5, miss!
- Gains 11 heat, sinks 26!

Coyote
- Torso-twists to threaten hex 1138!
- Fires ER Large Laser at Wolf Spider B (2 base + 4 range + 0 movement + 1 enemy movement + 1 Void Signature System + 1 light woods = 9): rolled 9, hit Rear Right Torso (0/8 armor remains)!
- Gains 22 heat, sinks 28!

Hunchback
- Holds fire!
- Gains 2 heat, sinks 22!

Phoenix
- Fires Large Variable Speed Pulse Laser at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods - 2 Pulse Laser = 4): rolled 5, hit Right Torso (15/26 armor remains)!
- Fires SRM-4 (Electromagnetic Pulse) at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 8, 3 missiles hit! Target gains +1 heat!
- Fires SRM-4 (Electromagnetic Pulse) at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 10, 3 missiles hit! Target gains +1 heat! EMP Threshhold Reached!
- Gains 28 heat, sinks 30!

Bobcat
- Fires Snub-Nose PPC w/PPC Capacitor (drained) at Warhawk (2 base + 0 range + 3 movement + 1 enemy movement + 1 Void Signature System + 1 light woods = 8): rolled 5, miss!
- Gains 26 heat, sinks 24!

Stinger
- Torso-twists to threaten hex 2148!
- Fires ER Medium Laser at Huntsman A (2 base + 0 range + 0 movement + 1 enemy movement + 1 light woods = 4): rolled 8, hit Left Torso (8/18 armor remains)!
- Gains 12 heat, sinks 20!

Locust
- Torso-twists to threaten hex 1224!
- Fires Inferno SRM-2 at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 2, miss!
- Fires Inferno SRM-2 at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 10, 2 missiles hit! Target gains 4 heat!
- Gains 6 heat, sinks 20!

Locust
- Fires ER Medium Laser at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 7): rolled 6, miss!
- Fires Inferno SRM-2 at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 7): rolled 11, 2 missiles hit! Target gains 4 heat!
- Fires Inferno SRM-2 at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 7): rolled 8, 1 missile hit! Target gains 2 heat!
- Fires Inferno SRM-2 at Warhawk B (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 7): rolled 9, 2 missiles hit! Target gains 4 heat!
- Fires Inferno SRM-2 at Hex 1423 (2 base + 0 range + 2 movement - 4 enemy movement + 2 light woods + 1 secondary target = 3): rolled 6, hit! Hex 1423 ignites!
- Gains 15 heat, sinks 20!

Locust
- Fires ER Medium Laser at Warhawk B (2 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 8): rolled 7, miss!
- Fires Inferno SRM-2 at Warhawk B (2 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 8): rolled 4, miss!
- Fires Inferno SRM-2 at Warhawk B (2 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 8): rolled 9, 1 missile hit! Target gains 2 heat!
- Gains 4 heat, sinks 20!

Locust
- Torso-twists to threaten hex 0219!
- Fires Inferno SRM-2 at tent (2 base + 0 range + 2 movement - 4 enemy movement = 0): automatic hit! The hex ignites!
- Fires Inferno SRM-2 at tent (2 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 1): rolled 8, hit! The hex ignites!
- Fires Inferno SRM-2 at tent (2 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 1): rolled 10, hit! The hex ignites!
- Fires Inferno SRM-2 at tent (2 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 1): rolled 9, hit! The hex ignites!
- Gains 10 heat, sinks 20!



Physical Combat Phase:
Coyote
- Attacks Gamma Galaxy Maher Mobile Command Center with Lance (3 base + 1 movement - 4 immobile target + 2 lance = 2): rolled 10, hit Left Side (25/98 armor remains)! Rolled 5, hit fails to penetrate!



Next Turn’s Movement Phase
Locust
- Activates 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 Phase 3 unit. Some of these units start on the map, others will enter from elsewhere.



Player Status:


Glorious Deaths




Phase 2 / Phase 3 Objectives:
- Defeat as many enemy `Mechs as possible (5/39 defeated)
- Defend Clan HQ Vehicles (3/3 remaining)
- Defend Clan Personnel (I lost count/84 tents remaining)
- Defend Clan Equipment (24/36 units remaining)



Enemy Status:
Thug – Damaged
Black Knight – Damaged
Excalibur – Damaged
Hunchback – Damaged
Longbow – Damaged, Pilot injured
Longbow – Damaged
Bobcat – Damaged
Phoenix – Damaged

Enemy Movement Mods:
- Unknown Assault +0
- Longbow +0
- Longbow +0
- Thug +1
- Coyote +1
- Hunchback +1
- Phoenix +3
- Bobcat +3
- Locust +3
- Locust +2
- Locust +0
- Locust +3



Orders Due: Saturday Night! (Again: apologies for the delay)