The Let's Play Archive

Battletech

by PoptartsNinja

Part 400: Ultimatum - Turn 26

Ultimatum: Tactical Update 26

Galaxy Commander Jan Hammond’s world spun in and out of focus, her head throbbing with the after-effects of the detonation of her Gauss Rifle. The rear of her canopy still ran white-hot from an enemy laser hit, her furious efforts to keep her `Mech’s torso in motion had turned what would’ve been a shot straight into the Dire Wolf’s back into a direct hit to her own cockpit. She had always enjoyed fighting the odds but as her Dire Wolf stood transfixed by enemy spears and her head pounding in agony Jan’s renowned confidence was flagging.

A dozen screams erupted over the comms only to be silenced immediately with the familiar crackle of plasma fire. Another of the Snow Raven command & control vehicles had been breached catastrophically and this time the crew hadn’t had enough time to spout some heroic last words. They were dead, forgotten ashes, and the cold fear that she’d share the same fate started once again to gnaw ravenously at her insides. It was a fear she thought every Clanner was familiar with: the impermanence of human actions and interactions. Would the things important in the here-and-now even be a footnote in human history? She wasn’t philosophical by nature, but the question still haunted her.

“Fight on,” she broadcast brazenly, not caring whether the enemy overheard her. “We are the Clans! Fight, and show these Rim Worlders—show the whole galaxy what that means! If you have to fight the stars and all who live amongst them, so be it! Fight on until they tremble at your name and dread your descendents to come!”

Another enemy lance transfixed her machine, but Hammond barely noticed. Her damage diagnostics showed almost pure red, and she was down to perhaps four tons of armor—and over half of that was on her machine’s right leg. “To my replacement,” she broadcast, “the Rim Worlders fight well. We have found a worthy foe at last.”



Movement Phase
Unknown Assault (ACE)
- Deactivates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Crab (ACE)
- Activates Void Signature System!



Combat Phase
Kraken 3
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 9, 12 missiles hit Left Leg (15/22 armor remains), Left Torso (0/14 armor remains), Left Arm (5/14 armor remains)!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Gains 22 heat, sinks 38!

Dire Wolf H
- Torso-twists to threaten hex 1405!
- Fires Gauss Rifle at Chameleon (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat - 1 targeting computer = 7): rolled 4, miss!
- Fires Gauss Rifle at Chameleon (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat - 1 targeting computer = 7): rolled 3, miss!
- Fires Heavy Large Laser at Locust (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat + 1 heavy laser + 1 secondary target - 1 targeting computer = 9): rolled 6, miss!
- Gains 37 heat, sinks 40! Overheating!

Atlas IIC
- Fires ER Medium Laser at Locust (2 base + 2 range + 0 movement + 3 enemy movement = 7): rolled 4, miss!
- Fires Hyper-Assault Gauss Rifle 40 at Locust (2 base + 2 range + 0 movement + 3 enemy movement = 7): rolled 6, miss!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 8, hit Right Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 7, hit Left Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 12, hit Left Torso (1/8 armor remains)! TAC!
- Fires SSRM-6 at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 4, fails to lock-on!
- Fires SSRM-6 at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 6, fails to lock-on!
- Gains 28 heat, sinks 38!

Dire Wolf B
- Fires LRM-20 w/Artemis IV (Artemis) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 10, 20 missiles hit Center Torso (28/33 armor remains), Center Torso (23/33 armor remains), Center Torso (18/33 armor remains), Right Torso (17/22 armor remains)!
- Fires LRM-20 w/Artemis IV (Artemis) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 8, 16 missiles hit Right Leg (23/28 armor remains), Center Torso (13/33 armor remains), Right Torso (12/22 armor remains), Center Torso (12/33 armor remains)!
- Fires flamer (damage) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 2, miss!
- Gains 15 heat, sinks 36!
Coyote
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 target movement + 1 partial cover + 3 smoke = 8): rolled 4, miss!
- Fires Snub-Nose PPC w/ PPC Capacitor (Charged) at Dire Wolf B (2 base + 0 range + 2 movement + 0 target movement + 1 partial cover + 3 smoke = 8): rolled 5, miss!
- Gains 39 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 11, hit Left Leg (33/41 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 10, 6 missiles hit Right Leg (39/41 armor remains), Center Torso (44/47 armor remains), Center Torso (42/47 armor remains), Left Leg (31/41 armor remains), Center Torso (40/47 armor remains), Left Leg (29/41 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 7, hit Left Torso (19/32 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 8, 6 missiles hit Right Leg (37/41 armor remains), Center Torso (38/47 armor remains), Center Torso (36/47 armor remains), Left Torso (17/32 armor remains), Left Torso (15/32 armor remains), Left Leg (27/41 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 7, hit Left Torso (7/32 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 4, fails to lock-on!
- Gains 24 heat, sinks 28! Overheating!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 8, hit Head (1/9 armor remains)! Pilot Hit!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 11, 6 missiles hit Rear Left Torso (8/10 armor remains), Rear Left Torso (6/10 armor remains), Rear Center Torso (12/14 armor remains), Rear Center Torso (10/14 armor remains), Left Arm (17/34 armor remains), Rear Center Torso (8/14 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Crab (ACE)
- Fires ER Large Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 6, hit Right Arm (6/34 armor remains)!
- Fires ER Large Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 8, hit Center Torso (36/46 armor remains)!
- Fires ER Small Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 9, hit Center Torso (33/46 armor remains)!
- Gains 36 heat sinks 36! Overheating! ACE!

Unknown Assault (ACE)
- Fires Snub-Nose PPC w/ PPC Capacitor (charged) at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 7, hit Rear (10/97 armor remains)!
- Fires LB-10X Autocannon (Slug) at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 8, hit Rear (0/97 armor remains)!
- Fires Plasma Rifle at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 6, hit Rear (0/10 structure remains)! Vehicle destroyed!
- Gains 28 heat, sinks 26! Overheating! ACE!

Unknown Assault
- Fires Gauss Rifle at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 3): rolled 8, hit Right Side (83/98 armor remains)!
- Fires Light PPC w/ PPC Capacitor (charged) at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System + 1 minimum range = 4): rolled 6, hit Right Side (73/98 armor remains)!
- Fires Light PPC w/ PPC Capacitor (charged) at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System + 1 minimum range = 4): rolled 5, hit Right Side (63/98 armor remains)!
- Fires Plasma Rifle at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 3): rolled 11, hit Right Side (53/98 armor remains)!
- Gains 43 heat, sinks 32! Overheating! ACE!

Longbow
- Holds fire!

Black Knight
- Fires Large Laser at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 3, miss!
- Fires Large Laser at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 7, miss!
- Charges PPC Capacitor!
- Gains 31 heat, sinks 36!

Excalibur
- Fires Gauss Rifle at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 8, hit Center Torso (21/47 armor remains)!
- Gains 11 heat, sinks 22!

Chameleon
- Fires Large Laser at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit Center Torso (27/47 armor remains)!
- Fires TAG at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit!
- Gains 14 heat sinks 32!

Chameleon
- Fires Large Laser at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 7, hit Center Torso (19/47 armor remains)!
- Fires TAG at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 10, hit!
- Gains 14 heat sinks 32!

Longbow
- Holds fire!
- Gains ?? heat, sinks 26!

???
- Fires LRM-20 w/ Artemis IV (Semi-Guided) at Dire Wolf H (2 base + 2 range + 0 movement + enemy movement ignored + spotter movement ignored + spotter shooting ignored + indirect fire penalty ignored + 1 Void Signature System = 5): rolled 12, 16 missiles hit Left Torso (17/32 armor remains), Right Leg (7/41 armor remains), Left Arm (11/34 armor remains), Left Torso (16/32 armor remains)!
- Fires LRM-20 w/ Artemis IV (Semi-Guided) at Dire Wolf H (2 base + 2 range + 0 movement + enemy movement ignored + spotter movement ignored + spotter shooting ignored + indirect fire penalty ignored + 1 Void Signature System = 5): rolled 9, 16 missiles hit Center Torso (30/47 armor remains), Right Arm (17/34 armor remains), Right Arm (12/34 armor remains), Right Leg (6/41 armor remains)!
- Gains 22 heat, sinks 26!

Locust
- Reverses arms!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 11, 2 missiles hit! Dire Wolf H gains 4 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, 1 missile hits! Dire Wolf H gains 2 heat!
- Gains 10 heat, sinks 20!

Locust
- Torso-twists to threaten hex 1405!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, 2 missiles hits! Dire Wolf H gains 4 heat but the heat-cap has been reached!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, 2 missiles hit! Dire Wolf H gains 4 heat but the heat-cap has been reached!
- Fires ER Medium Laser at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 11, hit Left Torso (11/32 armor remains)!
- Gains 25 heat, sinks 20! Overheating!

Locust
- Torso-twists to threaten hex 1605!
- Fires ER Medium Laser at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, hit Left Leg (25/41 armor remains)!
- Gains 7 heat, sinks 20!



End Phase:
Dire Wolf B
- Must pass a 7+ consciousness test: rolled 7, succeeds!

Locust
- Through-armor critical chance in Left Torso! 3 critical hits sustained!
- - Engine hit! +5 heat/turn!
- - Triple-Strength Myomer hit!
- - Engine hit! +10 heat/turn!
- Critical chance in Right Arm! No critical hit sustained!
- Critical chance in Left Arm! No critical hit sustained!



Physical Combat Phase:
Dire Wolf H
- Kicks Locust (2 base + 2 movement + 3 enemy movement + 1 Clanner - 2 kick = 6): rolled 9, hit Right Leg (0/8 armor, 0/4 structure remains)! Leg blown off!

Dire Wolf B
- Kicks Coyote (2 base + 1 movement + 1 enemy movement + 1 Clanner + 1 Void Signature System - 2 kick = 4): rolled 9, hit Right Leg (8/28 armor remains)!

Coyote
- Kicks Dire Wolf B (punch hit) (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System - 2 kick = 5): rolled 8, hit Left Torso (0/32 armor, 2/21 structure remains)! Crit!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 8, hit Left Leg (1/41 armor remains)! Rolled 5 to penetrate, fails!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 7, hit Left Arm (0/34 armor, 8/17 structure remains)! Crit!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 10, hit Rear Center Torso (0/14 armor, 13/18 structure remains)! Crit!



End Phase:
Dire Wolf B
- Critical chance in Left Torso! 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Left Arm! 1 critical hit sustained!
- - Shoulder hit!
- Critical chance in Center Torso! No critical hits sustained!
- Must pass a piloting test or fall (2 base + 1 massive damage + 0 kicked = 3): rolled 10, succeeds!

Coyote
- Must pass a piloting test or fall (3 base + 0 kicked = 3): rolled 7, succeeds!



Turn End Phase:



Next Turn’s Movement Phase
Unknown Assault
- TSM Activated!
- Gains ACE Status!

Unknown Assault
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Crab
- TSM Activated!
- Gains ACE Status!









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 (14/39 defeated)
- Defend Clan HQ Vehicles (1/3 remaining)
- Defend Clan Personnel (21 tents remain! )
- Defend Clan Equipment (17/36 units remaining)



Enemy Status:
Everything is a hair’s breadth from exploding. Probably.

Enemy Movement Mods:
- Unknown Assault +ACE
- Unknown Assault +ACE
- Longbow +0
- Longbow +???
- Black Knight +0
- Excalibur +0
- Coyote +ACE
- Coyote +ACE
- Coyote +ACE
- Coyote +ACE
- Crab +ACE
- Chameleon +3
- Chameleon +3
- Phoenix +0
- Bobcat +0
- Locust +3
- Locust +3



Orders Due: Tuesday Night!