The Let's Play Archive

Battletech

by PoptartsNinja

Part 516: Laager - Turn 12

Laager: Tactical Update 12 The answer was '7'

Vassago’s Catapult groaned as the Snake’s autocannon shattered the ferro-titanium bones in its upper thigh. His machine lurched as the leg threatened to collapse beneath him. He leaned heavily to the left, throwing most of the Catapult’s weight over the intact left leg. Unlike most of the rest of his lance, Vassago had been shot out of a `Mech before. Another step, so much as the slightest shift, and he was guaranteed to snap the leg off at the hip.

Well. There was nothing left but to make sure the Capellans didn’t capture a Tight-Stream EMP Cannon. His hands spread wide, flipping the dual safeties that disabled the Catapult’s engine heat sinks and sealed the exhaust vents. Heat spiked to intolerable levels in an instant, and the temperature gauges in the ammo bins howled in warning. Distracted as he was, Vassago barely managed to align his crosshairs with the Lao Hu and the closer Snake. His thumbs stabbed down on his target interlock circuits, unloading his entire arsenal at both machines.

Prompted by the spiking heat, the Catapult’s auto-ejection system activated an instant later. Even so, the dual compression waves of the Catapult’s vaporization were faster than his command chair. Vassago blacked out, leaving his final, spiteful handiwork unwitnessed.








Movement Phase
BattleMaster (Player)
- Must pass a piloting test to Stand (4 base = 4): rolled 10, succeeds!



Shooting Phase
BattleMaster (Player)
- Fires ER PPC at Lao Hu (4 base + 0 range + 1 movement + 1 target movement = 6): rolled 5, miss!
- Fires Large Pulse Laser at Lao Hu (4 base + 0 range + 1 movement + 1 target movement - 2 pulse laser = 4): rolled 3, miss!
- Fires Medium Laser at Lao Hu (4 base + 0 range + 1 movement + 1 target movement = 6): rolled 8, hit Left Leg (18/28 armor remaining)!
- Fires Medium Laser at Lao Hu (4 base + 0 range + 1 movement + 1 target movement = 6): rolled 10, hit Right Leg (13/28 armor remaining)!
- Fires Medium Laser at Lao Hu (4 base + 0 range + 1 movement + 1 target movement = 6): rolled 6, hit Right Torso (5/24 armor remaining)!
- Gains 35 heat, sinks 34

Viking (Player)
- Holds fire!
- Gains 10 heat, sinks 20

Catapult II (Player)
- Fires ER Medium Laser at Snake (4 base + 2 range + 1 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires ER Medium Laser at Snake (4 base + 2 range + 1 movement + 3 enemy movement = 10): rolled 9, miss!
- Fires TSEMP at Lao Hu (4 base + 2 range + 1 movement + 1 enemy movement + 1 secondary target = 9): rolled 7, miss!
- Fires TSEMP at Lao Hu (4 base + 2 range + 1 movement + 1 enemy movement + 1 secondary target = 9): rolled 7, miss!
- Fires LRM-20 at Lao Hu (4 base + 0 range + 1 movement + 1 enemy movement + 1 secondary target = 7): rolled 6, miss!
- Fires LRM-20 at Lao Hu (4 base + 0 range + 1 movement + 1 enemy movement + 1 secondary target = 7): rolled 9, 20 missiles hit Right Leg (8/28 armor remaining), Left Torso (8/24 armor remaining), Center Torso (14/33 armor remaining), Center Torso (9/33 armor remaining)!
- Gains 43 heat, sinks 20! Overheating!

Legacy (Player)
- Fires Gauss Rifle at Lao Hu (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 7, hit Left Arm (2/23 armor remaining)!
- Fires ER Medium Laser at Lao Hu (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 4, miss!
- Fires ER Medium Laser at Lao Hu (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 8, hit Right Torso (0/24 armor remaining)!
- Fires Streak SRM-2 at Lao Hu (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 5, fails to lock-on!
- Gains 13 heat, sinks 18

SRM-6 Turret 1730
- Fires SRM-6 (Inferno) at Brutus (PPC) (3 base + 0 range + 0 movement - 4 enemy movement = -1): automatically hit, 5 missiles hit Front, Front, Front, Front, Turret!

SRM-6 Turret 1530
- Fires SRM-6 (Inferno) at Brutus (PPC) (3 base + 0 range + 0 movement - 4 enemy movement = -1): automatically hit, 4 missiles hit Turret, Front, Front, Front!

Lao Hu
- Fires LB 20-X Autocannon at BattleMaster (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit Center Torso (8/40 armor remaining)!
- Fires ER Large Laser at BattleMaster (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Right Torso (20/28 armor remaining)!
- Gains 20 heat, sinks 20!

Archer
- Holds fire!
- Gains 0 heat, sinks 24!

Rifleman II
- Holds fire!
- Gains 0 heat, sinks 28!

Huron Warrior
- Fires Gauss Rifle at BattleMaster (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 4, miss!
- Gains 3 heat, sinks 11!

Snake
- Fires LB-10X Autocannon (Cluster) at Catapult II (4 base + 0 range + 3 movement + 0 enemy movement - 1 cluster = 6): rolled 8, 6 submunitions hit Right Leg (1/15 structure remaining (Crit!)), Right Torso (9/20 armor remaining), Right Torso (8/20 armor remaining), Left Arm (15/18 armor remaining), Right Torso (7/20 armor remaining), Left Arm (14/18 armor remaining)!
- Fires Streak SRM-2 at Catapult II (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, 2 missiles hit Right Torso (5/20 armor remaining), Right Torso (3/20 armor remaining)!
- Fires Streak SRM-2 at Catapult II (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 9, 2 missiles hit Center Torso (22/24 armor remaining), Center Torso (20/24 armor remaining)!
- Fires Streak SRM-2 at Catapult II (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 6, fails to lock-on!
- Gains 11 heat, sinks 22!

Wolverine
- Fires ER Large Laser at Viking (4 base + 0 range + 2 movement + 0 enemy movement + 1 prone target = 7): rolled 9, hit Center Torso (20/33 armor remaining)!
- Fires Medium Pulse Laser at Viking (4 base + 4 range + 2 movement + 0 enemy movement + 1 prone target - 2 pulse laser = 9): rolled 4, miss!
- Fires SRM-6 at Viking (4 base + 4 range + 2 movement + 0 enemy movement + 1 prone target = 11): rolled 7, miss!
- Gained 22 heat, sinks 24!

Brutus
- Holds fire!

Brutus (PPC)
- Crew Stunned!

Demolisher (Gauss)
- Holds fire!



End Phase
Lao Hu
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 12, succeeds!

Brutus (PPC)
- Inferno critical chance in Front! No critical hit sustained!
- Inferno critical chance in Front! No critical hit sustained!
- Inferno critical chance in Front! (8 - 2 = 6) Driver Hit (second hit) becomes Crew Stunned!
- Inferno critical chance in Front! Driver Hit (second hit) becomes Crew Stunned (2 turns)!
- Inferno critical chance in Turret! (12 - 2 = 10) PPC Destroyed!
- Inferno critical chance in Turret! (10 - 2 = 8) Weapon Malfunction (no functional weapons)
- - Malfunction becomes Turret Lock (turret already locked)
- - - Turret lock becomes Weapon Destroyed: PPC Destroyed!
- Inferno critical chance in Front! (11 - 2 = 9) Sensors hit!
- Inferno critical chance in Front! No critical hit sustained!
- Inferno critical chance in Front! (10 - 2 = 8) Stabilizer hit (stabilizer already destroyed)!
- - Stabilizer hit becomes Sensor hit!

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

Catapult II (Player)
- Critical chance in Right Leg! 2 critical hits sustained!
- - Upper Leg Actuator damaged!
- - Hip Actuator damaged!
- Must pass a piloting test or fall (4 base + 2 actuator damage + 2 hip damage = 8): rolled 7, fails!
- - Suffers 8 damage in the fall to Center Torso (15/24 armor remaining), Right Leg (0/15 structure remaining)! Leg Blown Off!
- - - 4 damage transfers to Right Torso (0/20 armor, 14/15 structure remaining)!
- Critical chance in Right Torso! No critical hits sustained!
- Overheating! Must pass an 8+ Shutdown test: rolled 8, succeeds!
- Overheating! Must pass a 4+ Ammo Explosion test: rolled (I'm fudging this for the Drama Bonus. Since you're already out of the game it doesn't count as me cheating ), fails!
- Ammunition explodes!
- - Catapult II suffers 100 damage in Right Arm (0/18 armor, 0/11 structure remaining)! Arm Blown Off!
- - - 77 damage transfers to Right Torso (0/15 structure remaining)! Torso Destroyed!
- - - - 63 damage transfers to Center Torso!
- - Catapult II suffers 100 damage in Left Arm (0/18 armor, 0/11 structure remaining)! Arm blown off!
- - - 75 damage transfers to Left Torso (0/20 armor, 0/15 structure remaining)! Torso destroyed!
- - - - 40 damage transfers to Center Torso!
- Center Torso suffers 103 damage in an Ammunition Explosion (0/24 armor, 0/22 structure remaining)! Torso destroyed! `Mech destroyed!
- - 66 damage vented harmlessly!



Physical Combat Phase:
BattleMaster (Player)
- Kicks Lao Hu (4 base + 1 movement + 1 enemy movement - 2 kick = 4): rolled 10, hit Left Leg (2/28 armor remaining)!

Lao Hu
- Kicks BattleMaster (4 base + 2 movement + 0 enemy movement - 2 kick = 4): rolled 11, hit Right Leg (11/26 armor remaining)!



End Phase:
BattleMaster (Player)
- Must pass a piloting test or fall (4 base + 0 kicked kick + 1 massive damage = 5): rolled 10, succeeds!

Lao Hu (Player)
- Must pass a piloting test or fall (4 base + 0 kicked kick + 1 massive damage = 5): rolled 9, succeeds!



Next Turn’s Movement Phase
Lao Hu
- Forced to Withdraw!








Player Status:




Allied Status




Opposing Force Status:




Mission Objective:
- Hurt them (complete)
- - Hurt them more (5/6)
- - - Teach them the Word (5/9)

Secondary Objectives:
- Defend the Turret Control Tower (0/1)
- Defend the Administration Building (0/1)
- Keep enemy `Mechs out of the `Mechbay (Failed!)



Special Rules:
Construction Zones – Unless the hex states otherwise, all construction zones count as light woods.

Reload Point – ComStar’s technicians are very motivated and have six tons of LRM reloads available. They can reload 2 tons of LRM ammo per turn spent inside the Mechbay. The Legacy isn’t built for quick reloads, but the technicians may be able to supply it with one additional ton of gauss rifle ammo. If only one `Mech is in the Mechbay the technicians will also replace damaged armor plates, restoring the armor on all damaged sections up to the nearest multiple of 5. If a section is already at a multiple of five, its armor cannot be restored. Reload point disrupted!

Hidden Assets – The light autocannon turrets are currently in low-power standby mode. ComStar has always maintained up rumors that the power grid supporting them is incomplete or somehow insufficient to power them. They will not open fire until at least two players request their activation on the same turn. This deception may be detected by enemy units with a Beagle Active Probe.



Orders Due: Midnight Tuesday!