The Let's Play Archive

Battletech

by PoptartsNinja

Part 417: Trial by Fire - Turn 8

Trial By Fire: Tactical Update 8

To his credit, the Cyclops’ pilot stuck with his machine even as his Gauss Rifle exploded. The machine was nearly thrown from its feet as the capacitors discharged and shattered a barrel thicker than a man’s torso. Armless, the machine sank to its knees like a penitent monk, its single eye-like cockpit staring at Silas’s lighter Crusader as though trying to curse the lighter machine with its baleful, cycloptic gaze.

“The Cyclops is disabled and out of the fight,” The Watcher’s passionless, computerized voice announced. Silas grinned for an instant until she continued, “The Crusader is disabled and out of the fight.”

“What?” Silas broadcast, “I’m fine! The damage isn’t bad at all, I can still fight!”

“Your zeal does you credit, but just because you can continue doesn’t mean you should. We may ask you to lay down your life in our service one day but never for the sake of practice. Even if you fail to win a position in the three-thirty-first you are still valuable: the Republic doesn’t have enough Mechwarriors to allow us to throw you away for the sake of our vanity. You deserve to know that you won’t be thrown away needlessly. We admire your spirit, we don’t wish to see you become one. Understood?”

“Aye,” Silas acceded. “I’m relinquishing control.”








Combat Phase
Crab (Player)
- Fires ER Large Laser at Cyclops (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 10, hit Right Torso (9/29 armor remaining)!
- Fires ER Large Laser at Cyclops (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, hit Center Torso (10/46 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Right Torso (4/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, hit Right Arm (13/29 armor remaining)!
- Gains heat 36, sinks 36!

Battlemaster (Player)
- Torso-twists to threaten hex 1522!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 11, hit Right Leg (3/37 armor remaining)! Cyclops gains 1 heat!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 10, hit Left Arm (0/29 armor, 7/15 structure remaining)! Cyclops gains 5 heat! Crit!
- Fires Medium Laser at Commando (3 base + 0 range + 1 movement + 2 enemy movement + 1 secondary target = 7): rolled 11, hit Left Leg (3/8 armor remains)!
- Fires Medium Laser at Commando (3 base + 0 range + 1 movement + 2 enemy movement + 1 secondary target = 7): rolled 10, hit Right Leg (3/8 armor remains)!
- Fires Medium Laser at Commando (3 base + 0 range + 1 movement + 2 enemy movement + 1 secondary target = 7): rolled 10, hit Left Arm (1/6 armor remains)!
- Gains heat 34, sinks 34!

Coyote (Player)
- Unconscious
- Gains 0 heat, sinks 30!

Sentinel (Player)
- Fires Light Autocannon/5 (Standard) at Truck 0719 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatic hit (10/15 durability remaining)!
- Fires Light Autocannon/5 (Standard) at Truck 0719 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatic hit (5/15 durability remaining)!
- Fires ER Medium Laser at Truck 0719 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatic hit (0/15 durability remaining)! Truck destroyed!
- Gains 9 heat, sinks 20!

Shadow Hawk (Player)
- Fires Light Autocannon/5 (Armor Piercing) at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 10, hit Center Torso (5/10 armor remaining)! Armor-Piercing Critical Chance!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 7, hit Left Arm (2/15 structure remaining)! Crit!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 7, hit Right Arm (8/29 armor remaining)!
- Fires iNarc (Explosive) at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 4, miss!
- Gains 11 heat, sinks 20!

Crusader (Player)
- Torso-twists to threaten hex 1723!
- Fires LRM-15 at Cyclops (3 base + 0 range + 2 movement + 0 enemy movement - 1 iNarc = 4): rolled 7, 12 missiles hit Right Torso (0/29 armor, 18/19 structure remaining (Crit!), Right Arm (3/29 armor remaining), Left Arm (0/15 structure remaining)! Arm blown off!
- Gains 16 heat, sinks 20!

Commando
- Fires Narc Missile Beacon at Shadow Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 5, hit Right Torso!
- Fires ER Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Right Torso (14/18 armor remains)!
- Fires ER Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Left Torso (14/18 armor remains)!
- Fires SRM-6 (Narc Capable) at Shadow Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, 5 missiles hit Left Torso (13/18 armor remains), Center Torso (25/26 armor remains), Left Arm (17/18 armor remains), Head EDGE Rerolls this hit to Right Leg (24/25 armor remains), Left Leg (24/25 armor remains)!
- Gains 16 heat, sinks 20!

Coyotl
- Fires Plasma Rifle at Crusader (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 10, hit Rear Right Torso (0/6 armor remains, 13/18 structure remains)! Crusader gains 4 heat! Crit!
- Fires Streak SRM-4 at Crusader (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 3, fails to lock-on!
- Fires Small Pulse Laser at Crusader (3 base + 4 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 10): rolled 6, miss!
- Gains 19 heat, sinks 20!

Kintaro
- Fires Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 6, miss!
- Fires Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires Narc Missile Beacon at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 10, hit Rear Center Torso!
- Fires SRM-6 (Narc Capable) at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 6, miss!
- Fires SRM-6 (Narc Capable) at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 10, 3 missiles hit Rear Right Torso (11/15 structure remaining (Crit!), Rear Left Torso (5/6 armor remaining), Right Leg (0/21 armor remaining)!
- Fires LRM-15 (Narc Capable) at Crusader (3 base + 0 range + 2 movement + 1 enemy movement + 1 minimum range = 7): rolled 2, miss!
- Gains 21 heat, sinks 20!

Wolverine
- Torso-twists to threaten hex 1012!
- Fires ER Large Laser at Sentinel (3 base + 2 range + 1 movement + 3 enemy movement + 3 light woods = 12): rolled 5, miss!
- Fires ER Medium Laser at Sentinel (3 base + 2 range + 1 movement + 3 enemy movement + 3 light woods = 12): rolled 12, hit Left Arm (8/12 armor remains)!
- Gains 18 heat, sinks 28!

Thunderbolt
- Torso-twists to threaten hex 0718!
- Fires ER PPC at Sentinel (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 12, hit Right Arm (4/12 armor remaining)!
- Fires Medium Laser at Sentinel (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 9, hit Right Leg (2/20 armor remaining)!
- Fires Medium Laser at Sentinel (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 6, miss!
- Fires Medium Laser at Sentinel (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 5, miss!
- Fires Streak SRM-2 at Sentinel (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 4, fails to lock-on!
- Gains 25 heat, sinks 28!

Mountain Lion
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Right Arm (19/27 armor remains)! Battlemaster gains 5 heat!
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 4, miss!
- Gains 22 heat, sinks 26!

Woodsman
- Holds fire!

Cyclops
- Fires Heavy Gauss Rifle at Crusader (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 7, hit Rear Left Torso! EDGE rerolls the fatal hit!
- - Fires Heavy Gauss Rifle at Crusader (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 8, hit Rear Left Torso (0/6 armor, 2/15 structure remains)! Crit!
- Fires ER Medium Laser at Crusader (3 base + 4 range + 0 movement + 1 enemy movement = 8): rolled 8, hit Right Leg (10/15 structure remains)! Crit!
- Fires ER Medium Laser at Crusader (3 base + 4 range + 0 movement + 1 enemy movement = 8): rolled 9, hit Left Arm (16/20 armor remains)!
- Fires ER Medium Laser at Crusader (3 base + 4 range + 0 movement + 1 enemy movement = 8): rolled 7, miss!
- Fires ER Medium Laser at Crusader (3 base + 4 range + 0 movement + 1 enemy movement = 8): rolled 7, miss!
- Gains 22 heat, sinks 24!



End Phase:
Coyote (player)
- Must pass a 5+ consciousness test: rolled 8, succeeds!

Crusader (player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!
- Critical chance in Right Torso! No critical hit sustained!
- Critical chance in Left Torso! No critical hit sustained!
- Crusader disabled by extensive structural damage!
- Cloudpotato, you only got to pilot your machine for 3 turns. I'll see you next mission!

Cyclops
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 5, succeeds!
- Armor-Piercing critical chance in Center Torso! (8 - 3 = 5) No critical hits sustained!
- Critical chance in Right Torso! 2 critical hits sustained!
- - Heavy Gauss Rifle hit!
- - Heavy Gauss Rifle destroyed!
- Heavy Gauss Rifle explodes, dealing 25 damage to the Right Torso (0/19 structure remains)!
- - Integral CASE vents the remaining damage!
- Cyclops disabled by extensive structural damage!









Player Status:


Neutral Forces:


Opposing Force (level)
Cyclops (Mk. 6) – Disabled!
Woodsman Prime (Mk. 6) – Ran +2
Mountain Lion (Mk. 4) – Ran +1
Thunderbolt (Mk. 2) – Walked +1
Kintaro (Mk. 2) – Ran +2
Wolverine (Mk. 7) – Ran +2
Coyotl A (Mk. 6) – Jumped +4
Commando (Mk. 4) – Ran +1



Mission Objective:
Plunder Recovered (0/1500 points)

Secondary Objectives:
Enemy Units Damaged (50/400 points)
Penalty Accrued (-75/-300 points)



Orders Due: Saturday Night!