The Let's Play Archive

Battletech

by PoptartsNinja

Part 415: Trial by Fire - Turn 6

Did the forum troubles eat my update?

Edit: Yup.



Trial By Fire: Tactical Update 6

Ariana winced as the Coyote’s torso jerked to the side as a shot from the Cyclops’s heavy gauss rifle shattered all of the armor protecting the fast heavy’s right arm. The machine wilted and blackened under the onslaught of a half-dozen medium lasers and a bolt of boiling plasma. The new armor held up beautifully but no machine could bear the brunt of so much firepower for long.

“Cadet Rayford’s armor has been breached,” The Watcher announced dispassionately. The black-and-white striped Cicada twisted in place to loom menacingly over the Coyote like a crow waiting to leap on some carrion. Ariana’s secondary monitor updated in a flash with new points totals but she only spared it a glance. Right now, the points mattered less than assembling enough force to resist their opponents’ advance.

“We’re outnumbered and spreading out,” she began. “They’re going to roll over us if we don’t—”

The radio squelched, cutting her off mid-sentence to allow Chase to shout, “I’ve found something!”








Movement Phase
Crusader – Back under Cloud Potato’s control! Thanks for covering, apostateCourier!



Combat Phase
Crab (Player)
- Fires ER Large Laser at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 1 light woods = 2): automatically hit (27/50 durability remaining)!
- Fires ER Large Laser at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 1 light woods = 2): automatically hit (19/50 durability remaining)!
- Fires ER Medium Laser at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 1 light woods = 2): automatically hit (14/50 durability remaining)!
- Fires ER Medium Laser at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 1 light woods = 2): automatically hit (9/50 durability remaining)
- Gains heat 36, sinks 36! Overheating!

Battlemaster (Player)
- Torso-twists to threaten hex 1322!
- Fires Plasma Rifle at Coyotl (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, hit Left Torso (5/15 armor remaining)! Target gains 4 heat!
- Fires Plasma Rifle at Coyotl: Target not in arc!
- Fires Medium Laser at Coyotl: Target not in arc!
- Fires Medium Laser at Coyotl: Target not in arc!
- Fires Medium Laser at Coyotl: Target not in arc!
- Fires Medium Laser at Coyotl: Target not in arc!
- Gains heat 34, sinks 34!

Coyote (Player)
- Fires Snub-Nose PPC w/ PPC Capacitor (Charged) at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 3, miss!
- - PPC Capacitor loses its charge!
- Fires ER Large Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 9, hit Right Torso (19/29 armor remains)!
- Fires Streak SRM-6 at Cyclops (3 base + 2 range + 2 movement + 1 enemy movement + 1 partial cover = 9): rolled 7, fails to lock-on!
- Gains 35 heat, sinks 30! Overheating!

Sentinel (Player)
- Torso-twists to threaten hex 1312!
- Fires Light Autocannon/5 (Standard) at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 2 light woods = 3): rolled 8, hit (4/50 durability remaining)!
- Fires Light Autocannon/5 (Standard) at Wreckage 1515 (3 base + 0 range + 2 movement - 4 enemy movement + 2 light woods = 3): rolled 8, hit (0/50 durability remaining)! Wreckage destroyed!
- There’s something unusual in the wreckage!
- Fires ER Medium Laser at Wreckage 1515: target already destroyed!
- Gains 4 heat, sinks 20!

Shadow Hawk (Player)
- Fires Light Autocannon/5 (Precision) at Wolverine: no Line of Sight to target!
- Fires ER Medium Laser at Wolverine: no Line of Sight to target!
- Fires ER Medium Laser at Wolverine: no Line of Sight to target!
- Fires iNarc (Ammo not specified, rolled 1: Homing) at Wolverine: no Line of Sight to target!
- Gains 4 heat, sinks 20!

Crusader (Player)
- Fires iNarc (Homing) at Coyotl (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 7, miss!
- Fires SRM-6 (Narc Capable) at Coyotl (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 6, miss!
- Fires ER Medium Laser at Coyotl (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 10, hit Right Leg (15/20 armor remains)!
- Gains 21 heat, sinks 20!

Commando
- Fires Narc Missile Beacon at Coyote (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 8, miss!
- Fires ER Medium Laser at Coyote (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 3, miss!
- Fires ER Medium Laser at Coyote (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 6, miss!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 3, miss!
- Gains 16 heat, sinks 20!

Coyotl
- Torso-twists to threaten hex 1127!
- Fires Plasma Rifle at Crusader (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 4, miss!
- Fires Streak SRM-4 at Crusader (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 6, fails to lock-on!
- Fires Small Pulse Laser at Crusader (3 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover - 2 pulse laser = 8): rolled 7, miss!
- Gains 19 heat, sinks 20!

Kintaro
- Fires Narc Missile Beacon at Coyote (3 base + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 6, miss!
- Fires Medium Laser at Coyote (3 base + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 9, miss!
- Fires Medium Laser at Coyote (3 base + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 6, miss!
- Fires LRM 15 at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover + 1 minimum range = 9): rolled 5, miss!
- Gains 11 heat, sinks 20!

Wolverine
- Holds fire!

Thunderbolt
- Holds fire!

Mountain Lion
- Fires Plasma Rifle at Coyote (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 5, miss!
- Fires Plasma Rifle at Coyote (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Right Arm (12/20 armor remains)! Coyote gains 6 heat!
- Fires ER Medium Laser at Coyote (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 9, hit Right Leg (24/28 armor remains)!
- Fires Streak SRM-6 at Coyote (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 4, fails to lock-on!
- Gains 21 heat, sinks 26!

Woodsman
- Holds fire!

Cyclops
- Fires Heavy Gauss Rifle at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover + 1 minimum range = 9): rolled 9, hit Left Arm (0/20 armor remains)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 12, hit Center Torso (29/33 armor remains)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 11, hit Left Leg (damage blocked by terrain)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 8, hit Center Torso (25/33 armor remains)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 8): rolled 9, Center Torso (21/33 armor remains)!
- Gains 24 heat, sinks 24!



End Phase:
Coyote (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!

Cyclops
- Must pass a piloting test or fall (4 base - 1 Assault moved while firing Heavy Gauss = 3): rolled 10, succeeds!



End Phase:
Battlemaster (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!

Cyclops
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds!









Player Status:


PTN’s Notes: I added a little marker to the Coyote’s PPC so he wouldn’t have to remember whether the capacitor was charged or not.

Neutral Forces:


Opposing Force (level)
Cyclops (Mk. 6) – Walked +1
Woodsman Prime (Mk. 6) – Stationary +0
Mountain Lion (Mk. 4) – Walked +1
Thunderbolt (Mk. ?) – Stationary +0
Kintaro (Mk. 2) – Ran +2
Wolverine (Mk. ?) – Walked +1
Coyotl A (Mk. 6) – Ran +2
Commando (Mk. 4) – Ran +2



Mission Objective:
Plunder Recovered (0/1500 points)

Secondary Objectives:
Enemy Units Damaged (0/400 points)
Penalty Accrued (-25/-300 points)



Orders Due: Saturday Night!