The Let's Play Archive

Battletech

by PoptartsNinja

Part 462: Sludge Factory - Turn 6

Sludge Factory: Tactical Update 6

“Secure that shell!” Lt. Madlyn Dalca shouted as she wrapped her arms around her knees to keep her feet off the floor.

The Partisan’s auto-loader hadn’t malfunctioned, but the Partisan had never been intended to take so much direct enemy fire. Although a dozen armor plates glowed an angry orange none had been breached directly, but the impact of an enemy SRM had knocked one of the autocannon shells loose and sent it rolling along the floor. Although most Mechwarriors would’ve scoffed at the damage of one of the Partisan’s light autocannons, the shell was armed and active and had more than enough explosive power to kill the entire crew if it went off.

“Where is it?” Her primary gunner called, twisting in his chair. He unbuckled, leaning across the driver’s lap to try to get a look—and jammed the corner of his emergency breathing mask directly into his own right eye. He jumped with a yelp and a string of invectives that might’ve burned off the Partisan’s paint if the Clanners hadn’t already done such a thorough job of doing just that.

“It’s under my chair!” One of her machinegunners squirmed, his face white with fear. “I saw it roll under! I can hear it rattling around down there!”

“Calm down,” Dalca’s voice was firm and cool, trying to bring her crew under control before they broke. “Simms, recover that shell. Fitzgerald, keep our maneuvers slow and smooth and try to shake that Clan gunner! Everyone else, no sudden movements! And for the love of God don’t do anything that’ll activate the auto-loaders! The last thing we want is for the hydraulics to set it off!”








Indirect-Fire Artillery Targeting Phase
Mobile Long Tom fires indirectly!



Movement Phase
Epona (ACE)
- High-speed turn in hex 1619!
- - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 8, succeeds!




Indirect-Fire Artillery Phase
- Mobile Long Tom fires a shell at hex 3115 (4 base + 7 indirect fire = 11): rolled 10, Margin of Failure 1! Shell scatters 1 hex!
- - Shell lands in hex 3414!



Combat Phase
ACE Sylph Point
- Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Side (47/50 armor remaining)!
- Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Side (44/50 armor remaining (Crit!))!
- Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Turret (54/57 armor remaining (Crit!))!
- Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 4, miss!
- Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 5, hit Rear (33/36 armor remaining (CfMSD))!

ACE Epona
- Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 8, hit Rear (10/16 armor remaining (CfMSD))!
- Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 8, hit Right Side (12/18 armor remaining (Crit!))!
- Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 7, hit Front (16/22 armor remaining (CfMSD))!
- Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 11, hit Turret (16/22 armor remaining)!
- Fires Streak SRM-4 at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 9, 4 missiles hit Right Side (10/18 armor remaining (Crit!)), Rear (8/16 armor remaining (CfMSD)), Turret (14/22 armor remaining), Right Side (8/18 armor remaining)!

Manticore
- Fires LRM-10 at Anhur (4 base + 0 range + 1 movement + 4 enemy movement = 9): rolled 10, 10 missiles hit Right Side (4/14 armor remaining), Rotors (2/3 structure remaining (CfMSD, Crit))!

Manticore (LBX)
- Fires LB 10-X Autocannon (Cluster) at Anhur (4 base + 2 range + 1 movement + 4 enemy movement - 3 cluster = 8): rolled 7, miss!

Challenger X
- Fires LB 10-X Autocannon (Slug) at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 10, hit Front (8/20 armor remaining)!
- Fires Medium Pulse Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Right Side (8/20 armor remaining (CfMSD))!

Wasp
- Fires Medium Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 6, miss!
- Fires Small Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Small Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss!
- Gains 6 heat, sinks 10!

Partisan 1
- Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 6, miss!
- Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 3, miss!
- Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 7, miss!
- Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 6, miss!

Tokugawa 1
- Turret twists to threaten Rear Arc!
- Fires LB 10-X Autocannon (Cluster) at Anhur (4 base + 2 range + 0 movement + 4 enemy movement - 3 cluster = 7): rolled 10, 6 submunitions hit Left Side (13/14 armor remaining (Crit!)), Front (4/15 armor remaining), Left Side (12/14 armor remaining), Rear (11/12 armor remaining), Left Side (11/14 armor remaining), Left Side (10/14 armor remaining)!
- Fires Artemis SRM-6 at Anhur (4 base + 4 range + 0 movement + 4 enemy movement = 12): rolled , !

Hunter 1
- Fires ER Large Laser at Anhur (4 base + 0 range + 1 movement + 4 enemy movement + 1 light woods = 10): rolled 6, miss!
- Fires Artemis LRM-15 at Anhur (4 base + 0 range + 1 movement + 4 enemy movement + 1 light woods = 10): rolled 6, miss!

Hunter 2
- Fires ER Large Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Artemis LRM-15 at Hephaestus 1 (4 base + 0 range + 1 movement + 3 enemy movement + 2 minimum range = 10): rolled 6, miss!

Tokugawa 2
- Fires LB 10-X Autocannon (Slug) at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Artemis SRM-6 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 3, miss!
- Fires Medium Pulse Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 7, hit Front (14/20 armor remaining)!
- Fires Medium Pulse Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 6, hit Right Side (14/20 armor remaining (CfMSD))!

Partisan 2
- Turret rotates to threaten right arc!
- Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 4, miss!
- Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 11, hit Front (9/20 armor remaining)!
- Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 8, miss!
- Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 7, miss!
- Fires Machine Gun at Hephaestus 2 (4 base + 4 range + 1 movement + 3 enemy movement + 1 minimum range = 13): automatic miss!
- Fires Machine Gun at Hephaestus 2 (4 base + 4 range + 1 movement + 3 enemy movement + 1 minimum range = 13): automatic miss!

Regulator
- Turret rotates to threaten Rear Arc!
- Fires Gauss Rifle at Hunchback IIC (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 7, miss!

Drillson
- Holds fire!

PNT 10K2 Panther
- Fires ER PPC at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 3, miss!
- Fires SRM-4 at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires SRM-4 at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 6, miss!
- - Gains 23 heat, sinks 24!

Hunchback IIC
- Fires ER Medium Laser at Tokugawa (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 7, miss!
- Fires ER Medium Laser at Tokugawa (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 6, miss!
- Gains 11 heat, sinks 24!

Zorya 1
- Fires LB 5-X Autocannon (Cluster) at Manticore (4 base + 2 range + 0 movement + 0 enemy movement + 1 light woods - 1 cluster = 6): rolled 4, miss!

Zorya 2
- Fires LB 5-X Autocannon (Cluster) at Hunter 2 (4 base + 2 range + 1 movement + 1 enemy movement + 2 light woods - 1 cluster = 9): rolled 5, miss!

Hephaestus 1
- Fires Medium Pulse Laser at Panther (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Arm (4/10 armor remaining)!
- Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Fires TAG at Panther (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!

Hephaestus 2
- Turret twists to threaten Rear Arc!
- Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 8, hit Right Arm (0/4 armor, 1/3 structure remaining)! Crit!
- Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 10, hit Left Leg (0/5 armor, 3/4 structure remaining)! Crit!
- Fires TAG at Wasp (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit!

Mars Assault Vehicle
- Holds fire!

Anhur
- Holds fire!

Donar
- Holds fire!



End Phase
Anhur
- Movement reduced by rotor damage!
- Critical chance in Rotors! Flight stabilizer hit (Flank movement impossible, +3 penalty to piloting, +1 ToHit)!
- Chance for Motive System Damage! Moderate damage (-1 Cruise, +2 penalty to piloting)
- Critical chance in Left Side! No critical hit sustained!

Hephaestus 1
- Chance for Motive System Damage! Heavy damage sustained (Cruising MP halved, +3 penalty to driving)!

Hephaestus 2
- Chance for Motive System Damage! No damage sustained!

Challenger X
- Critical chance in Right Side! Streak SRM-2 Malfunctions!
- Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire)!
- Chance for Motive System Damage! Heavy damage sustained (Cruising MP halved, +3 penalty to driving)!

Partisan 1
- Chance for Motive System Damage! No damage sustained!
- Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire)!
- Chance for Motive System Damage! Minor damage (+1 penalty to driving)!
- Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire) (2 turns)!
- Chance for Motive System Damage! No damage sustained!

Wasp
- Critical chance in Right Arm! No critical hit sustained!
- Critical chance in Left Leg! 1 critical hit sustained!
- - Lower leg actuator hit!
- Must pass a piloting test or fall (5 base + 1 actuator hit = 6): rolled 7, succeeds!



Physical Combat Phase:
Wasp
- Unable to kick due to actuator damage!



Next Turn’s Movement Phase
Anhur
- Ascends to Height 4 in hex 1707 (1 mp)!
- Lands in hex 1405!
- Deploys Solamha Infantry into hex 1405!
- Deploys Solamha Infantry into hex 1405!
- Unable to deploy Solamha Infantry into hex 1405, stacking limit reached!

Hephaestus 1
- High-speed turn in hex 2907!
- - Must pass a sideslip test (5 base - 1 distance traveled + 3 damage = 7): rolled 7, succeeds!

Donar Assault Helicopter
- High-speed turn in hex 3522!
- - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 9, succeeds!

Mars Assault Vehicle
- Designates Sylph Battle Armor as Ace!








Final Player Status:



Opposing Force Status:




Mission Objective:
Capture the Coolant Factory (0/1)

Secondary Objectives:
Protect the Mobile Army Support Hospital from detection (0/1)
Defend the Mobile Army Support Hospital (0/1)
Locate the Clan Ammunition Dump (0/1)
Destroy the Clan Ammunition Dump (0/1)

Special Rules:
Caustic, Tainted Atmosphere (TacOps p56)
Vehicles suffer an automatic Crew Stunned if armor is breached, Mechwarriors take double damage from cockpit hits.
Point Commanders
As long as they are active combatants, the Mars Assault Vehicle and Epona Pursuit Tank may designate one unit each as an Ace for two turns. New Ace units may not be designated until Ace status expires. Units which opt to remain immobile for at least two turns gain Ace status on the first turn they move. BattleMechs and VTOLs may not be Aces.



Orders Due: Midnight Tuesday!