The Let's Play Archive

Battletech

by PoptartsNinja

Part 416: Trial by Fire - Turn 7

Trial By Fire: Tactical Update 7

“Just a little closer, you bastard,” Cadet Chase hissed to himself. His half-whisper was barely audible over the roar of the Sentinel’s massive engine. Although recent advances had done wonders to reduce the size of the Sentinel’s fusion-powered heart, the machine’s characteristic ‘ball on legs’ shape. While the newfound empty space inside the spherical body had done wonders for the machine’s ammunition capacity, it had done nothing for the Sentinel’s stealth. The machine was one of the loudest Chase had ever piloted, and he occasionally found himself straining to hear his teammates over the echoing cacophony.

The enemy Wolverine painted in the striking blue and red of the Republic’s Black Guard obliged, circling as though he planned to pursue the lighter Sentinel. Chase grimaced, fought the chills that machine gave him, and circled around to flank it. He fired a pair of precious armor-piercing slugs directly into the heavy medium’s broad, sloping chest. Like the ubiquitous standard ammunition found everywhere in the Inner Sphere, the outer shell of the armor-piercing rounds was formed from depleted uranium isotopes but unlike their more common brethren, these heavy isotopes surrounded a core not of high explosives but of a stable and proprietary blend of osmium-carbide. Each shell was literally worth its mass in gold.

Although the chances of a single shell striking something vital was negligible in theory, in practice the armor-piercing shells had proven so successful at defeating ferro-fibrous armor that the ammunition’s common deployment to planetary militia forces had prompted the Republic’s mad rush to develop new armors—like the high-density Ferro-Lamellor protecting Chase’s own Sentinel—which were capable of resisting the heavy-core slugs.

Chase’s first shot struck the Wolverine’s sloping chest dead center—it was a beautiful hit that practically guaranteed the shell’s osmium core would lodge itself in the Wolverine’s fusion reactor. The enemy machine didn’t even rock at the impact as the shot’s core bled off all its energy trying to punch through the Wolverine’s standard ceramet. An outer layer cracked and fell away, revealing a second layer that simply shouldn’t have been present.

“Oh, fuck my life,” Chase broadcast. “The Wolverine’s a mark 7! That’s not fair at all!”

“Suck it up,” Ariana’s reply was instantaneous. Unlike Chase, she’d been born and raised a member of the 331st. “This is a battle, plan for the unexpected! Kintaro’s a Mark 2, an SLDF Royal junkpile—I never thought I’d see a machine that old in person! Chase, Rayford’s down and he’s not targeting anything. He’s probably out cold but he’s still on the scoreboard which means he’s still a valid target. We’re going to try to buy him some breathing room. Anything you can do? Safely?”








Combat Phase
Crab (Player)
- Fires ER Large Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 11, hit Left Arm (17/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 4, miss!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Left Arm (12/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Center Torso (33/46 armor remaining)!
- Gains heat 27, sinks 36!

Battlemaster (Player)
- Torso-twists to threaten hex 1522!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, hit Left Torso (17/29 armor remaining)!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 4, miss!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 4, miss!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, hit Right Leg (27/37 armor remaining)!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Left Torso (12/29 armor remaining)!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, hit Left Torso (7/29 armor remaining)!
- Gains heat 38, sinks 34!

Coyote (Player)
- Fires Snub-Nose PPC w/ PPC Capacitor (drained) at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 8, hit Right Leg (17/37 armor remaining)!
- Fires ER Large Laser at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 9, hit Left Arm (4/29 armor remaining)!
- Fires Streak SRM-6 at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 6, 6 missiles hit Right Leg (25/37 armor remaining), Left Arm (2/29 armor remaining), Right Leg (15/37 armor remaining), Left Leg (23/37 armor remaining), Right Arm (22/29 armor remaining), Right Arm (20/29 armor remaining)!
- Gains 26 heat, sinks 30!

Sentinel (Player)
- Fires Light Autocannon/5 (Armor-Piercing) at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, hit Center Torso (45/50 armor remaining)! Armor-Piercing negated by Heavy Armor!
- Fires Light Autocannon/5 (Armor-Piercing) at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Left Torso (35/40 armor remaining)! Armor-Piercing negated by Heavy Armor!
- Fires ER Medium Laser at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 2, miss!
- Gains 9 heat, sinks 20!

Shadow Hawk (Player)
- Fires Light Autocannon/5 (Armor Piercing) at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Right Leg (21/26 armor remaining)! Armor-Piercing Critical Chance!
- Fires ER Medium Laser at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires ER Medium Laser at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires iNarc (Explosive) at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Arm (12/18 armor remaining)!
- Gains 15 heat, sinks 20!

Crusader (Player)
- Fires iNarc (Homing) at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 7, hit Left Leg!
- Fires SRM-6 (Narc Capable) at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement - 1 iNarc = 5): rolled 10, 6 missiles hit Left Leg (21/37 armor remaining), Left Torso (5/29 armor remaining), Right Torso (17/29 armor remaining), Right Arm (18/29 armor remaining), Right Leg (13/37 armor remaining), Left Torso (3/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Center Torso (28/46 armor remaining)!
- Fires LRM-15 at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement - 1 iNarc= 4): rolled 11, 15 missiles hit Center Torso (23/46 armor remaining), Left Leg (16/37 armor remaining), Center Torso (18/46 armor remaining)!
- Gains 16 heat, sinks 20!

Commando
- Fires Narc Missile Beacon at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Right Torso!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 12, hit Center Torso (17/33 armor remains)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, hit Left Arm (5/10 structure remains)! Crit!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, 5 missiles hit Center Torso (16/33 armor remains), Left Torso (21/22 armor remains), Left Leg (23/28 armor remains), Left Leg (22/28 armor remains), Left Arm (3/10 structure remains (Crit!))!
- Gains 16 heat, sinks 20!

Coyotl
- Fires Plasma Rifle at Crusader (3 base + 2 range + 3 movement + 1 enemy movement + 2 heavy woods = 11): rolled 5, miss!
- Gains 15 heat, sinks 20!

Kintaro
- Fires Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, hit Left Torso (17/22 armor remaining)!
- Fires Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 3 missiles hit Left Torso (16/22 armor remaining), Head (8/9 armor remaining (pilot hit)), Right Torso (21/22 armor remaining)!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 5 missile hit Right Torso (20/22 armor remaining), Left Leg (27/28 armor remaining), Left Torso (15/22 armor remaining), Head (7/9 armor remaining (pilot hit)), Right Arm (11/20 armor remaining)!
- Fires Narc Missile Beacon at Battlemaster (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target = 9): rolled 7, miss!
- Fires LRM-15 (Narc Capable) at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 1 secondary target + 1 minimum range = 8): rolled 5, miss!
- Gains 21 heat, sinks 20!

Wolverine
- Torso-twists to threaten hex 1012!
- Fires ER Large Laser at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires ER Medium Laser at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Right Leg (16/20 armor remaining)!
- Fires SRM-6 at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 4 missiles hit Right Leg (15/20 armor remaining), Center Torso (16/17 armor remaining), Right Leg (14/20 armor remaining), Head (8/9 armor remaining (pilot hit))!
- Fires SRM-6 at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss!
- Gains 27 heat, sinks 28!

Thunderbolt
- Torso-twists to threaten hex 0716!
- Fires ER PPC at Sentinel (3 base + 0 range + 0 movement + 2 enemy movement + 1 light woods = 6): rolled 9, hit Right Leg (6/20 armor remaining)!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 7, miss!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 5, miss!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 8, hit Right Torso (10/14 armor remaining)!
- Fires Streak SRM-2 at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 7, fails to lock-on!
- Gains 24 heat, sinks 28!

Mountain Lion
- Fires Large Variable-Speed Pulse Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement - 1 VSPL = 4): rolled 7, hit Left Leg (14/28 armor remains)!
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 secondary target = 9): rolled 3, miss!
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 secondary target = 9): rolled 11, hit Right Torso (19/28 armor remains)! Battlemaster gains 5 heat!
- Gains 32 heat, sinks 26! Overheating!

Woodsman
- Holds fire!

Cyclops
- Fires Heavy Gauss Rifle at Crusader (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Right Leg (1/21 armor remains)!
- Fires ER Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 7, miss!
- Fires ER Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires SRM-4 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target = 6): rolled 7, 3 missiles hit Right Torso (19/22 armor remains), Center Torso (15/33 armor remains), Right Arm (10/20 armor remains)!
- Gains 24 heat, sinks 24!



End Phase:
Coyote (Player)
- Critical chance in Left Arm! No critical hit sustained!
- Critical chance in Left Arm! No critical hit sustained!
- Must pass a 5+ consciousness test: rolled 2, failed!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): automatic fall!
- Suffers falling damage to Right Torso (15/22 armor remaining), Right Torso (no damage sustained)!
- PA(L) prevents falling damage to pilot!

Sentinel (Player)
- Must pass a 3+ consciousness test: rolled 10, succeeds!

Crusader (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds!

Cyclops
- Must pass a piloting test or fall (4 base - 1 Assault moved while firing Heavy Gauss + 1 massive damage = 4): rolled 11, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Kintaro
- Armor-Piercing critical chance in Right Leg (rolled (12 - 3 = 9))! 1 critical hit sustained!
- - Upper Leg Actuator hit! Movement reduced!
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 6, succeeds!



Physical Combat Phase:
Sentinel
- Kicks Wolverine (4 base + 2 movement + 1 enemy movement - 2 kick = 5): rolled 7, hit Left Leg (44/52 armor remaining)!



End Phase:
Wolverine
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 5, succeeds!









Player Status:


Neutral Forces:


Opposing Force (level)
Cyclops (Mk. 6) – Stationary +0
Woodsman Prime (Mk. 6) – Stationary +0
Mountain Lion (Mk. 4) – Ran +0
Thunderbolt (Mk. ?) – Walked +0
Kintaro (Mk. 2) – Ran +1
Wolverine (Mk. 7) – Walked +0
Coyotl A (Mk. 6) – Jumped +3
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: Tuesday Night!