The Let's Play Archive

Battletech

by PoptartsNinja

Part 476: Sludge Factory - Turn 20

Sludge Factory: Tactical Update 20

“Hell with this,” Kolar grunted, tapping his driver on the shoulder. He motioned for the man to advance and the Manticore’s engine roared as it scaled the embankment. The treads ground soft mud into the slick clay beneath as the tank’s driver struggled to make any headway. Kolar wished he could’ve opened the cupola to guide the driver towards a shallower incline.

“Give it more power,” he yelled over the hum of the engine and the metallic shriek of the Manticore’s brutalized treads.

“We snap the tread, we’re stuck,” his driver cautioned.

“We don’t risk it,” Kolar grunted, “We’re equally stuck. Or do you want me to radio that Davion Hunter and beg them for a tow?”






(Only realized after the fact that the Manticore didn’t have enough MP to drive up that hill. Whoops!)



ACE Mars Assault Vehicle
- Fires Gauss Rifle at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires LB 10-X Autocannon (Slug) at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, 9 missiles hit Left Arm (0/10 armor remaining), Right Leg (8/12 armor remaining)!
- Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 8, 12 missiles hit Right Leg (3/12 armor remaining), Right Torso (3/8 structure remaining (Crit!)), Right Arm (2/10 armor remaining)!
- Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 10, 9 missiles hit Left Leg (7/12 armor remaining), Right Arm (0/10 armor, 4/6 structure remaining (Crit!))!

Manticore (LBX)
- Fires LB 10-X Autocannon (Slug) at Horned Owl (4 base + 2 range + 2 movement + 3 enemy movement + 2 light woods = 13): automatic miss!
- Fires Streak SRM-6 at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 1 secondary target = 9): rolled 6, fails to lock-on!
- Medium Pulse Laser at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 1 secondary target - 2 pulse laser = 7): rolled 11, hit! 1 trooper killed!

Wasp
- Holds fire!
- Gains 4 heat, sinks 10!

Hunter 1
- Fires ER Large Laser at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods = 8): rolled 9, hit! 1 trooper killed!
- Fires LRM-15 at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 3 minimum range = 11): rolled 7, miss!

Tokugawa 2
- Fires Artemis SRM-6 at Infantry 2208 (4 base + 2 range + 0 movement + 0 enemy movement = 6): rolled 7, 2 missiles hit! Point destroyed!

Partisan 2
- MARS declines Line of Sight!
- No Line of Sight to secondary target!

PNT 10K2 Panther
- Fires ER PPC at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires SRM-4 at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 8, 3 missiles hit Front (11/50 armor remaining), Front (9/50 armor remaining), Front (7/50 armor remaining)!
- Fires SRM-4 at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 2, miss!
- Gains 25 heat, sinks 24!

Sylph Point
- Fires Micro Pulse Laser at M.A.S.H. (4 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 3): rolled 10, hit (14/50 CF remaining)!

Athena Combat Vehicle
- Fires ER Medium Laser at Building Hex 2707 (4 base+ 4 range + 0 movement - 4 enemy movement - 1 targeting computer = 3): rolled 10, hit (5/90 CF remaining)!
- Fires ER Medium Laser at Building Hex 2707 (4 base+ 4 range + 0 movement - 4 enemy movement - 1 targeting computer = 3): rolled 5, hit (0 CF remaining)! Building hex collapses!
- Fires Gauss Rifle at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target - 1 targeting computer = 5): rolled 10, hit Left Side (1/33 armor remaining)!
- Fires Gauss Rifle at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target - 1 targeting computer = 5): rolled 6, hit Turret (0/36 armor, 3/6 structure remaining)! Crit! Armor Breached! Crew Stunned!
- Fires LRM-10 at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target = 6): rolled 6, 6 missiles hit Front (5/40 armor remaining), Front (4/40 armor remaining)!

Horned Owl
- Torso-twists to threaten hex 2015!
- Fires Large Pulse Laser at Manticore (4 base + 2 range + 3 movement + 0 enemy movement + 2 light woods - 2 Pulse Laser = 9): Rolled 4, miss!
- Gains 20 heat, sinks 20!

Elementals
- Hold fire!

Zardos Squad
- Fire Gauss SMGs at Hunter (4 base + 4 range + 0 enemy movement + 2 light woods = 10): rolled 8, miss!



End Phase
Panther
- Critical chance in Right Torso! 2 critical hits sustained!
- - Double Heat Sink hit!
- - Double Heat Sink hit!
- Critical chance in Right Arm! No critical hit sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 2, fails!
- - Suffers 4 damage in the fall to Center Torso (0/14 armor remaining)!
- Must pass a piloting test to avoid pilot damage (5 base + 1 massive damage + 2 fall = 8): rolled 7, fails!
- Must pass a 3+ consciousness test: rolled 2, fails!

Tokugawa
- Crew stunned 1 turn!
- Critical chance in Turret! Turret Locks (Forward)!



Next Turn’s Movement Phase
Mars Assault Vehicle
- Designates Mars Assault Vehicle as Ace!








Player Status:




Opposing Force Status:




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

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