The Let's Play Archive

Battletech

by PoptartsNinja

Part 566: Air Raid - Turn 7

Air Raid: Tactical Update 7

“What’s in those smoke rounds, anyway?” Amazon sounded distracted, her voice breaking the momentary silence as most of her lance focused on maneuvering. “It’s burning hot and it’s burning green. And it’s messing with my thermals!”

“I don’t know the specifics, but Central knew what circumstances we’d be fighting in. Normally it’d be a liquid chemical that burns in air, but I’d bet ten sharks your smoke ammo’s packed full of solid tablets of something that’s hypergolic with water. Probably in water-soluble—wait,” Marshall Romero’s voice was clear and confident even over the crackling pops of her pulse lasers. She paused for only a moment before announcing, “Central reports that the CSR James McKenna is on the move. They’re updating our objectives. Stand by.”

“The hell do they want us to do about a battleship?” Taj quarreled insolently, The driving rain continued to pound against his `Mech’s canopy, and even his HUD’s circlevision strip was awash with water flowing over the machine’s innumerable cameras and sensors. The all-pervading wetness created clouds of rolling steam wherever lasers probed the gaps between war machines, and the `Mechs themselves were hot enough that they were all surrounded by nebulous clouds of heated vapor on thermals, obscuring their outlines. Fighting in the rain wasn’t usually much of a challenge, but fighting in a tropical storm on a high-gravity world was something Taj had never had the misfortune to try before. The raindrops seemed thicker than his thumb and struck so hard he might’ve sworn some poor idiot was attacking him with old-fashioned (and useless) lead bullets.

His shots missed his target wide as the Grasshopper’s DI computer overcompensated or misidentified a hot puff of vapor as part of the Clan machine he’d been attacking. One of the enemy’s Phoenix Hawk analogues collapsed as the Marshall put an autocannon slug through its gyro, but if its companions cared—or even noticed—it didn’t show through their constant maneuvering.

“Primary objectives have been scrubbed,” Romero ignored Taj’s outburst—it was more surprising that she was making the announcement to the whole company. “Orbital satellites estimate it’ll be overhead in six minutes. Central wants us to stick around for at least another minute, with a hefty bonus if we can last two.”

“If Central’s estimates are off, we’re dead,” Scorpion protested. “There’s no way those train tunnels will protect us from an orbital bombardment.”

“We still have permission to leave whenever the situation warrants,” Romero admitted. “And this is still Captain Kalma and Captain Youngblood’s call—but every battle we’ve had so far has been part of an effort to get the Snow Ravens to commit that WarShip to Andurien’s orbit. I don’t know why, but Central says getting that ship in orbit is more important than defeating the Clans’ air and ground forces.”

“And more important than one little mercenary company,” Bethany Cochraine pointed out. In Taj’s experience, the enigmatic former Clanner rarely made her thoughts known. During combat she was all business, the fact that she was sparing any thoughts to the matter was unusual. “It’s not my call, but how much do we trust that the Rimworld “Central Command” won’t hang us out long enough for that ship to get a shot off? Or several shots off? I’ve seen orbital bombardments, and the Ravens are going to be much more tempted by carrion that’s still alive and twitching.”








Movement Phase
Salamander
- Unable to enter hex 1534: needs 7 MP, has 6!
- Unable to enter hex 1633: hex already occupied!
- Movement ends in hex 1733!



Shooting Phase
Lucerne Hawk Hunter
- Holds fire!
- Gains 2 heat, sinks 42!

Space Marine Infantry 3
- Attacks Screamer (4 base + 4 range + 5 enemy movement + 1 heavy rain + 1 partial cover = 15): automatic miss!

Space Marine Infantry 4
- Attacks Copperhead Charlie (4 base + 4 range + 2 enemy movement + 1 heavy rain = 11): rolled 3, miss!

Atlas III
- Fires Heavy Gauss Rifle at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 9, hit Left Torso (0/19 armor, 6/12 structure remaining)! Crit!
- Fires Snub-Nose PPC at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 10, hit Right Leg (14/24 armor remaining)!
- Gains 14 heat, sinks 24!

Flashman
- Fires Large R-e Laser at Goshawk II 2 (4 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 12): rolled 11, miss!
- Fires Large R-e Laser at Goshawk II 2 (4 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 12): rolled 4, miss!
- Gains 20 heat, sinks 34!

Grasshopper
- Torso-twists to threaten hex 1432!
- Fires Large X-Pulse Laser at Goshawk II 3 (4 base + 2 range + 3 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 13): automatic miss!
- Fires Medium Laser at Goshawk II 3 (4 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain + 1 light woods = 17): automatic miss!
- Fires Medium Laser at Goshawk II 3 (4 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain + 1 light woods = 17): automatic miss!
- Fires Medium Laser at Goshawk II 3 (4 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain + 1 light woods = 17): automatic miss!
- Fires Medium Laser at Goshawk II 3 (4 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain + 1 light woods = 17): automatic miss!
- Gains 30 heat, sinks 30!

Salamander
- Torso-twists to threaten hex 2031!
- Fires LRM-20 (High Explosive) at David (4 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 0 wind = 12): rolled 10, miss!
- Fires LRM-20 (High Explosive) at David (4 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 0 wind = 12): rolled 7, miss!
- Fires LRM-20 (High Explosive) at David (4 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 0 wind = 12): rolled 7, miss!
- Gains 19 heat, sinks 20!

Dragoon II
- Fires Ultra AC/20 (single) at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods = 12): rolled 12, hit Center Torso (0/20 armor remaining)!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 10, hit Center Torso (7/14 structure remaining)! TAC!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 8, miss!
- Fires Medium Pulse Laser at Goshawk II 3 (3 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 light woods - 2 pulse laser = 10): rolled 8, miss!
- Gains 32 heat, sinks 26! Overheating!

Copperhead Charlie
- Fires LB-10X Autocannon (Slug) at Goshawk II 2 (2 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 9): rolled 12, hit Right Arm (2/12 armor remaining)!
- Fires Streak SRM-6 at Goshawk II 2 (2 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, fails to lock-on!
- Fires Streak SRM-6 at Goshawk II 2 (2 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 5, fails to lock-on!
- Fires LRM-20 w/Artemis IV at Goshawk II 2 (2 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain + 1 wind = 10): rolled 7, miss!
- Gains 9 heat, sinks 24!

Lancelot
- Torso-twists to threaten hex 1038!
- Fires Plasma Rifle at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 7, miss!
- Fires Large Laser at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Fires Large Laser at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk II 2 (4 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 11): rolled 6, miss!
- Gains 32 heat, sinks 32!

Komodo
- No orders received!
- Charges PPC Capacitor!
- Gains 0 heat, sinks 22!

Champion
- Torso-twists to threaten hex 2234!
- Fires Gauss Rifle at Vixen (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires ER PPC at Vixen (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 11, hit Rear Center Torso (0/5 armor, 5/10 structure remaining)! Crit!
- Gains 16 heat, sinks 20!

Chameleon
- Fires ER Large Laser at Wolverine IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Fires Medium Laser at Wolverine IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 6, miss!
- Fires Medium Pulse Laser at Wolverine IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 10, hit Right Arm (8/14 armor remaining)!
- Gains 21 heat, sinks 20!

Screamer
- Fires ER PPC at Wolverine IIC (2 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 9): rolled 9, hit Rear Right Torso (0/5 armor, 7/12 structure remaining)! Crit!
- - Plasma arcs to Right Arm (3/14 armor remaining)
- Fires Medium Pulse Laser at Wolverine IIC (2 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 4, miss!
- Fires Medium Pulse Laser at Wolverine IIC (2 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 9, hit Right Arm (0/14 armor, 4/8 structure remaining)! Crit!
- Gains 28 heat, sinks 25! Overheating!

Stag
- Fires SRM-4 at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 2, miss!
- Fires SRM-4 at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Fires Medium Laser at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 10, miss!
- Fires Medium Laser at Goshawk II 2 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 4, miss!
- Gains 14 heat, sinks 24!

Gunsmith
- No orders received!
- Gains 0 heat, sinks 20!

Ostscout
- No orders received!
- Gains 0 heat, sinks 20!

Phoenix Hawk
- Fires Large Pulse Laser at Vixen (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 7, hit Rear Right Torso (0/4 armor, 1/7 structure remaining)! Crit!
- Fires Medium Laser at Vixen (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 7, hit Rear Center Torso (0/10 structure remaining)! `Mech destroyed!
- Fires Medium Laser at Vixen (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 11, hit Rear Right Torso (0/7 structure remaining)! Torso destroyed!
- Gains 17 heat, sinks 20!

Vixen
- Torso-twists to threaten hex 2241!
- Fires ER Medium Laser at Ostscout (3 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 6): rolled 9, hit Center Torso (13/17 armor remaining)! Damage reduced!
- Fires ER Medium Laser at Ostscout (3 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 6): rolled 9, hit Right Leg (12/16 armor remaining)! Damage reduced!
- Burst-Fires Machine Gun at Ostscout: rolls 6 (3 base + 4 range + 2 movement + 0 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Burst-Fires Machine Gun at Ostscout: rolls 4 (3 base + 4 range + 2 movement + 0 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Burst-Fires Machine Gun at Ostscout: rolls 6 (3 base + 4 range + 2 movement + 0 enemy movement + 1 heavy rain = 10): rolled 10, hit Right Torso (5/12 armor remaining)!
- Burst-Fires Machine Gun at Ostscout: rolls 5 (3 base + 4 range + 2 movement + 0 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Gains 33 heat, sinks 20!

David
- Fires ER Medium Laser at Stag (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 3, miss!
- Fires ER Small Laser at Stag (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 10, hit Left Arm (4/14 armor remaining)!
- Fires ER Small Laser at Stag (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 9, hit Left Leg (12/22 armor remaining)!
- Gains 11 heat, sinks 10!

Peregrine
- Fires Large Pulse Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 12, hit Left Arm (6/16 armor remaining)!
- Fires Medium Pulse Laser at Chameleon (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 6, miss!
- Fires Medium Pulse Laser at Chameleon (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 10, hit Left Leg (9/16 armor remaining)!
- Gains 20 heat, sinks 20!

Wolverine IIC
- Torso-twists to threaten hex 0529!
- Fires Large Pulse Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 3, miss!
- Fires ER Medium Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 11, hit Left Leg (2/16 armor remaining)!
- Fires ER Medium Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 4, miss!
- Fires Streak SRM-2 at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 8, 2 missiles hit Left Torso (4/16 armor remaining), Left Arm (4/16 armor remaining)!
- Fires Streak SRM-2 at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 5, fails to lock-on!
- Gains 24 heat, sinks 20!

Goshawk II 1
- Torso-twists to threaten hex 0627!
- Fires ER Large Laser at Copperhead Charlie (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 10): rolled 2, miss!
- Gains 14 heat, sinks 20!

Goshawk II 2
- Fires ER Large Laser at Stag (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 8): rolled 3, miss!
- Fires Small Pulse Laser at Stag (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 8): rolled 10, hit Center Torso (18/21 armor remaining)!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 7, miss!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 11, hit Center Torso (15/21 armor remaining)!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 4, miss!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 6, miss!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 11, hit Right Torso (13/16 armor remaining)!
- Fires Micro Pulse Laser at Stag (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 10): rolled 3, miss!
- Gains 20 heat, sinks 20!

Goshawk II 3
- Fires ER Large Laser at Grasshopper (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 6, miss!
- Gains 14 heat, sinks 20!

Goshawk II 4
- Fires ER Large Laser at Grasshopper (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 11, hit Right Arm (34/44 armor remaining)!
- Gains 14 heat, sinks 20!

Goshawk 5
- Fires Large Pulse Laser at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 10, hit Right Leg (50/60 armor remaining)!
- Fires Medium Pulse Laser at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 10, hit Right Leg (43/60 armor remaining)!
- Fires Medium Pulse Laser at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 9, hit Center Torso (53/60 armor remaining)!
- Gains 24 heat, sinks 24!

Grendel D
- Fires ER PPC at Lancelot (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Gains 17 heat, sinks 20!

Unknown `Mech D
- Fires ER Large Laser at Dragoon II (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Gains 14 heat, sinks 44!

Nidhogg C
- Fires ER Large Laser at Flashman (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain + 1 partial cover - 1 targeting computer = 11): rolled 11, hit Right Torso (12/22 armor remaining)!
- Fires ER Large Laser at Flashman (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain + 1 partial cover - 1 targeting computer = 11): rolled 9, miss!
- Gains 26 heat, sinks 38!

Copperhead Alpha
- Holds fire!
- Gains 2 heat, sinks 28!



End Phase
Wolverine IIC
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Streak SRM-2 ammo hit!
- Ammunition explosion deals 196 damage in Left Torso (0/12 structure remaining)! Torso destroyed! Left Arm blown off! Pilot hit! Pilot hit!
- Must pass a 3+ consciousness test: rolled 4, succeeds!
- Must pass a 5+ consciousness test: rolled 11, succeeds!
- Critical chance in Right Torso: rolled 9, 1 critical hit sustained!
- - Jump Jet hit!
- Critical chance in Right Arm: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!

Goshawk II 3
- Critical chance in Center Torso: rolled 12, 3 critical hits sustained!
- - Gyro hit!
- - Engine hit!
- - Gyro destroyed! `Mech destroyed!

Ostscout
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 7, succeeds!

Chameleon
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!

Atlas III
- Must pass a piloting test or fall (5 base - 1 moved and fired HGR = 4): rolled 6, succeeds!

Stag
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 2, fails! (Vorenus, I swear you are the game’s bad luck sink)
- - Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 4, fails! (Yup)
- Suffers 5 damage in the fall to Left Torso (11/16 armor remaining)!
- Must pass a 3+ consciousness test: rolled 7, succeeds!

Grasshopper
- Must pass a piloting test or fall (4 base + 1 massive damage + 1 hardened armor = 6): rolled 8, succeeds!



Physical Combat Phase:
Chameleon
- Kicks Wolverine IIC (4 base + 3 movement + 3 enemy movement - 2 kick = 8): rolled 7, miss!



End Phase:
Chameleon
- Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 7, succeeds!



Turn End Phase:
Turn End Phase:
Hurricane Nebuchadnezzar
- 3 lightning strikes this turn!



Next Turn’s Movement Phase
David
- Activates MASC! Must pass a 6+ roll to avoid damage: rolled 4, fails!
- Critical chance in Right Front Leg: rolled 7, no critical hits sustained!
- Critical chance in Left Front Leg: rolled 12, leg blown off!
- Critical chance in Right Rear Leg: rolled 9, 1 critical hit sustained!
- - Hip actuator damaged!
- Critical chance in Left Rear Leg: rolled 12, leg blown off! `Mech destroyed!








Player Status:




Ally Status:




Opposing Force Status:





Objective Status




Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes

Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck.

Wind Vortices – +1 penalty to-hit with missile weapons. Streak missiles and semi-guided LRM attacks against Tagged targets ignore this penalty. +2 penalty to all Aerospace Fighter control rolls.



Mission Objective:
Primary Objectives
- Endure for at least 1 minute (6 turns remaining)
- - Endure for at least 2 minutes (12 turns remaining) (optional)
- Raid the Airfield
- Don’t be Captured

Secondary Objectives
- Accrue Bounty (7,050,000 c-bills / 10,575,000 goods)
- - Infantry Units Killed: 1 (50,000 c-bills each)
- - Light `Mechs: 3 (1,000,000 c-bills each)
- - Medium `Mechs: 1 (2,000,000 c-bills each)
- - Heavy ` Mechs: 0 (3,000,000 c-bills each)
- - Assault `Mechs: 0 (4,000,000 c-bills each)
- Grounded Aircraft: 8 (250,000 c-bills each)
- Revenants Unleashed: 24

- Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 25,050,000 c-bills (37,575,000 goods)



Orders Due: Midnight Saturday!