The Let's Play Archive

Battletech

by PoptartsNinja

Part 47: Vipers of Somerset - Turn 5

Vipers of Somerset: Tactical Update 5

Movement Phase
Random Ace Beta: B5 Unknown Heavy 3!
Random Ace Gamma: G2 Unknown Assault 2!
B3 Unknown Heavy 1 walks to 1911!



Combat Phase:
L* Cyclops fires Autocannon/20 at B2 Thunderchild (4 base + 1 movement + 0 enemy movement + 0 range - 4 immobile target - 2 target prone in adjacent hex = 0): rolled 7, hit! Rolled 7, hit target location! Hit right arm (0/16 armor, 0/8 structure remains)! Damage transfers to right torso (12/18 armor remains)! Limb blown off!
L* Cyclops gains 9 heat, sinks 12! Now at Overheat 0!

L2 Zeus attempts to start a fire in hex 1710 with Large Laser (4 base + 0 movement + 0 enemy movement + 2 range - 4 immobile target = 2): rolled 8, hits! Needs 7+ to start a fire, rolled 7! Fire started!
L2 Zeus attempts to start a fire in hex 1710 with Medium Laser (4 base + 0 movement + 0 enemy movement + 2 range - 4 immobile target = 2): rolled 9, hits! Needs 7+ to start a fire, rolled 3! No fire started!
L2 Zeus gains 11 heat, sinks 17! Now at Overheat 0!

L3 Banshee fires Autocannon/10 at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 7, hit right arm (2/12 armor remains)!
L3 Banshee fires Medium Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 6, hit left torso (0/14 armor, 9/10 structure remains)! Critical chance!
L3 Banshee fires Medium Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 5, miss!
L3 Banshee fires Medium Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 6, hit right torso (9/14 armor remains)!
L3 Banshee fires Medium Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 12, hit right torso (4/14 armor remains)!
L3 Banshee fires Small Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 2 range = 8): rolled 7, miss!
L3 Banshee fires Small Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 2 range = 8): rolled 8, hit left arm (9/12 armor remains)!
L3 Banshee fires SRM 6 at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 9, 4 missiles hit right arm (0/12 armor remains), center torso (17/19 armor remains), center torso (15/19 armor remains), right leg (16/18 armor remains)!
L3 Banshee gains 14 heat, sinks 21! Now at Overheat 0!

L4 Wolfhound holds fire!
L4 Wolfhound gains 1 heat, sinks 10! Now at Overheat 0!

T1 Rommel Tank fires Autocannon/20 at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range = 6): rolled 6, hit center torso (0/19 armor, 7/12 structure remains)! Critical chance!
T1 Rommel Tank fires LRM 5 at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 0 range + 3 minimum range = 9): rolled 9, 3 missiles hit center torso (4/12 structure remains)! Critical chance!
T1 Rommel Tank fires Small Laser at B1 Battle Cobra (4 base + 1 movement + 1 enemy movement + 4 range = 10): rolled 8, miss!

B1 Battle Cobra fires Large Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 0 range - 2 Pulse Laser = 2): rolled 7, hit center torso (30/40 armor remains)!
B1 Battle Cobra fires Large Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 0 range - 2 Pulse Laser = 2): rolled 7, hit left torso (10/30 armor remains)!
B1 Battle Cobra fires Small Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range - 2 Pulse Laser = 4): rolled 5, hit left torso (7/30 armor remains)!
B1 Battle Cobra fires Small Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range - 2 Pulse Laser = 4): rolled 7, hit right arm (8/21 armor remains)!
B1 Battle Cobra fires Small Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range - 2 Pulse Laser = 4): rolled 10, hit right torso (4/30 armor remains)!
B1 Battle Cobra fires Small Pulse Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range - 2 Pulse Laser = 4): rolled 9, hit left leg (23/26 armor remains)!
B1 Battle Cobra gains 29 heat, sinks 26! Now at overheat 3!

B2 Thunderchild gains 0 heat, sinks 34! Now at overheat 0!



End Phase
Friendly Fighter Flyover (Turn 3/5)

L3 Banshee must make a piloting check or fall (5 base + 1 massive damage + 0 hexes moved = 6): rolled 2, fails!
L3 Banshee suffers damage to rear left torso (5/10 armor remains), right arm (4/21 armor remains)!
L3 Banshee must make a piloting check to avoid pilot damage (5 base + 1 massive damage + 0 hexes moved + 1 trying to avoid pilot damage = 7): rolled 9, succeeds!

B1 Battle Cobra critical chance in left torso! No critical sustained!

B1 Battle Cobra critical chance in center torso! 2 critical hits sustained!
Gyro hit!
Engine hit!

B1 Battle Cobra critical chance in center torso! 1 critical hit sustained!
Gyro destroyed! ‘Mech crippled!

B1 Battle Cobra must make a piloting check or fall (4 base + 1 massive damage + 1 hexes moved = 6): automatic failure, gyro destroyed!
B1 Battle Cobra suffers damage to right leg (12/18 armor remains)!
B1 Battle Cobra must make a piloting check to avoid pilot damage (4 base + 1 massive damage + 1 hexes moved + 1 trying to avoid pilot damage = 7): rolled 10, succeeds!

B2 Thunderchild must make a 3+ consciousness test: rolled 4, succeeds!



Physical Combat Phase:



End Phase:
B3 Unknown Heavy 1 activates Clan Neural Implants (Gunnery)!

Fire needs 11+ to spread to 1609 (60 degrees from downwind), rolled 10, fire fails to spread!
Fire needs 11+ to spread to 1510 (60 degrees from downwind), rolled 6, fire fails to spread!



“And that,” the Colonel finished as his autocannon severed the fallen Thunderchild’s right arm, “is why they call me the architect. Star Colonel Dusk,” he continued, broadcasting in the open. “I have beaten your warrior on his terms—”

“His terms were foolish,” a male Clanner cut in as his large, birdlike ‘Mech cleared the corner of the spaceport’s main building. It had a pair of boxy missile-pods on each shoulder, and the arms were short and stubby—it vaguely reminded her of a strutting chicken, but those arms ended in the barrels of PPCs. The ‘Mech moved with a smooth grace she’d seldom seen from a retrograde—most ‘Mechs built like the Marauder had a bounding, jarring gait that threw a ‘mechwarrior’s aim, it took real skill to make one graceful—yet even at a running pace, the Clanner kept his ‘Mech’s torso steady. “Mechwarrior Knox’s shame is evident—will you claim him, or grant him Hegira?”

Sam’s mind whirled, both at the new design—which her ‘Mech once again tried to call both an Archer and a Marauder, seemed to possess a frightening array of firepower; yet the ‘Mechwarrior’s words? Claim a downed ‘Mechwarrior, or grant him—could Hegira be some sort of ritual suicide, like the Kurita practiced? Something to atone for his failure? She shuddered—the Clanners had said anyone not ‘bid’ to the combat would be granted Hegira, did that mean they wanted Colonel Steiner to—

“That depends on what Hay-Grah is,” the Colonel coached his answer, not committing to it.

“’Mechwarrior Knox,” the new Clanner taunted, “it seems even the Inner Sphere does not want the ‘best’ warrior of a failed Sibko, quiaff? Withdraw from the battlefield in disgrace. With luck, I will finally be able to transfer you to Zeta Galaxy.”

“Aff, Star Commander,” ‘Mechwarrior Knox agreed, his voice bitter. “I make no excuses for my failure. If the Colonel will permit me to withdraw, I shall do so.”

The big ‘Mech loomed behind the tiny Thunderchild, its posture evoking menace. “Colonel Rossi,” the Clanner began, “I am Star Commander Winter Breen, of Clan Steel Viper. I have served my clan with distinction for five years and have participated in several battles against the Smoke Jaguars and Ice Hellions. I have been present for all of our victories over Clan Jade Falcon, our most hated foe, for the right to invade the Inner Sphere.”

“Long-winded, isn’t he?” Sgt. Hammer commented quietly over the regimental frequency. Samantha quickly muted her, before the transmission was rebroadcast to every 2nd Donegal unit in range, then smiled. It was an accurate description.

“I am surprised to encounter so honorable a foe—had I known we faced a whole lance of worthy opponents, I would not have allowed your other warriors to grow so bored. I challenge you and the bored ‘Mechwarrior in the assault-weight ‘Mech beside you. I shall show you both what it means to be a Steel Viper, then claim you as my bondsmen once I have defeated you.”



Enemy Forces:
B2 Unknown Medium 2: Prone!
B3 Unknown Heavy 1: Runs 5 to 1410!
B4 Unknown Heavy 2: Walks 6 to 0616!
B5 Unknown Heavy 3: Waiting to Move!
G1 Unknown Assault 1: Remains Stationary!
G2 Unknown Assault 2: Waiting to Move!
G3 Unknown Assault 3: Remains Stationary!
G4 Unknown Assault 4: Remains Stationary!
G5 Unknown Assault 5: Remains Stationary!

Mission Objectives
Defeat Beta Star! (Partial Victory)
Survive! (4/20 Turns) (Total Victory)




Ace Note: Previous turn's movement will be in black, current turn's movement will be in green! Map Note: A height 1 tunnel extends from hex 0912 to 1213. It is large enough to accommodate the Rommel, but not large enough for a Battlemech. Due to heat concerns, the Rommel may not fire its weapons while within the tunnel.
Special Guest Note: Tank front arc is the triangle.



CP-10-Z Cyclops
Weight: 90 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 13/20 (19/19)
LT R A(S): 8/8
CT A(S): 23/30 (29/29)
CT R A(S): 11/11
RT A(S): 6/20 (19/19)
RT R A(S): 8/8
LA A(S): 0/10 (11/15)
RA A(S): 10/10 (15/15)
LL A(S): 17/17 (19/19)
RL A(S): 17/17 (19/19)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 4/6/0
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Name: Colonel Aldo Rossi
Mechwarrior Player: WarLocke
Mechwarrior Status: OK!
Armament:
Autocannon 20 – RT (Heat: 8, Ammo: 18, Range: (L:9 M:6 S:3), Status: OK!)
LRM 10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: DESTROYED!)
SRM 4 – CT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands

ZEU-6S Zeus
Weight: 80 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 18/18 (17/17)
LT R A(S): 6/6
CT A(S): 26/26 (25/25)
CT R A(S): 9/9
RT A(S): 18/18 (17/17)
RT R A(S): 6/6
LA A(S): 22/22 (13/13)
RA A(S): 22/22 (13/13)
LL A(S): 24/24 (17/17)
RL A(S): 24/24 (17/17)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 17
Movement: 4/6/0
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Name: Leutnant Samantha Clover
Mechwarrior Player: Mukaikubo
Mechwarrior Status: OK!
Armament:
Large Laser – LT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
LRM 15 – RA (Heat: 5, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser (REAR) – LT(R) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Autocannon/5 – LA (Heat: 1, Ammo: 20, Range: (L: M: S: Min:), Status: OK!)
Critical Damage: None!
Notes: No hands

BNC-3S Banshee
Weight: 95 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 4/30 (20/20)
LT R A(S): 5/10
CT A(S): 30/40 (30/30)
CT R A(S): 17/17
RT A(S): 20/30 (20/20)
RT R A(S): 10/10
LA A(S): 11/21 (16/16)
RA A(S): 4/21 (16/16)
LL A(S): 23/26 (20/20)
RL A(S): 26/26 (20/20)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 21
Movement: 3/5/0
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Name: Staff Sergeant Major Gerhart von Kempner
Mechwarrior Player: Angry_Ed
Mechwarrior Status: OK!
Armament:
Autocannon/10 – LT (Heat: 3, Ammo: 18, Range: (L:15 M:10 S:5), Status: OK!)
PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
PPC – LA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
SRM 6 – RT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Small Laser – CT (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Critical Damage: None!
Notes: 1 hand

WLF-1 Wolfhound
Weight: 35 tons (Light)
HD A(S): 9/9 (3/3)
LT A(S): 11/11 (8/8)
LT R A(S): 5/5
CT A(S): 16/16 (11/11)
CT R A(S): 6/6
RT A(S): 11/11 (8/8)
RT R A(S): 5/5
LA A(S): 12/12 (6/6)
RA A(S): 12/12 (6/6)
LL A(S): 16/16 (8/8)
RL A(S): 16/16 (8/8)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Corporal Richard Hunter
Mechwarrior Player: Spencerb
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser (REAR) – CT(R) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand

Rommel Tank:
Weight: 65 tons (Heavy)
Front A(S): 40/40 (7/7)
Left A(S): 39/39 (7/7)
Right A(S): 39/39 (7/7)
Turret A(S): 40/40 (7/7)
Rear A(S): 26/26 (7/7)
Movement: 4/6 Tracked
Crew: Driving 5, Gunnery 4
Tank Crew Twelve: Sergeant Bonnie Hammer, Private Sarah Montesquieu, PFC John Blucher
Player: Raverrn
Motive System Damage: None!
Critical Damage: None!
Armament:
Autocannon/20 – Turret (Ammo: 20, Range: (L:9 M:6 S:3), Status: OK!)
LRM 5 – Turret (Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Small Laser – Front (Range: (L:3 M:2 S:1), Status: OK!)
Notes:



Enemy Status
Beta Star
B1 Battle Cobra
Critical Damage: Destroyed!
Notes: Counts as rough terrain!

B2 Thunderchild
Tonnage: 50
Target: None
Critical Damage: Right Arm Destroyed!
Pilot Name: Mechwarrior Knox (severe concussion [3+ consciousness])
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes: Equipped with ECM, becomes 'hidden' when out of Line of Sight!

B3 Unknown Heavy 1
Tonnage: 60
Target: L* CP-10-Z Cyclops, L2 Zeus
Critical Damage: None!
Pilot Name: Star Commander Winter Breen
Pilot: Piloting 4, Gunnery 3(2)
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

B4 Unknown Heavy 2
Tonnage: 65
Target:
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

B5 Unknown Heavy 3
Tonnage: 65
Target:
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes: Equipped with ECM, becomes 'hidden' when out of Line of Sight!



Gamma Star
G1 Unknown Assault
Tonnage: 80
Target: None Possible!
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 2, Gunnery 1
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

G2 Unknown Assault
Tonnage: 80
Target: None Possible!
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

G3 Unknown Assault
Tonnage: 85
Target: None Possible!
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

G4 Unknown Assault
Tonnage: 90
Target: None Possible!
Critical Damage: None!
Pilot Name: ???
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes:

G5 Unknown Assault
Tonnage: 95
Target: None Possible!
Critical Damage: None!
Pilot Name: Star Colonel Dusk
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: Unknown
Notes: