Part 570: Air Raid - Turn 11
Air Raid: Tactical Update 11Ronin panted, stinging sweat beading on his brow and dripping into his eyes. The neurohelmets absorbent foam liner was old and badly worn, offering little protection in places. Once they got back under the mountain Ronin resigned himself to using some of his pay to buy a replacement off the Rim Worlders. He wasnt even pushing his `Mech especially hard, but with all the water in the air the humidity in his cockpit had spiked so high and so fast that wispy clouds of condensing mists were rising from the coolant pump. Someone had shot a little hole clear through his armor, letting water drip directly onto the fusion engines cooling jacket. Either that, or one of the Rim World techs had missed a bit of damaged armor in their haste to refit the Komodo to something approaching RWA specs.
The problem at the exits worse than I thought, Ronin grumbled as the infantry below him scrambled. They were swift enough that one had evaded him while hed still been moving, and another had simply moved closer, letting the upper lip of the tunnel block his shot. He couldnt lean over far enough to attack them although their own counter-fire seemed little more than a haphazard attempt to keep him honest. No, the real trouble was the third group of infantry apparently following just behind the two that had already positioned themselves to make the Demon Hawks withdrawal a living hell.
Weve got more infantry inbound, both from the city and behind the mountain. Ill be completely overrun if I try to stay put. ETA on some help?
Were a little busy, was Bethanys immediate reply. Her Copperhead reeled as something hidden by the billowing pillars of chemical smoke shot her in the back with a PPC. Ronin watched as she twisted, leveling her arm at the Lucerne and opened fire with her lasers in a vain attempt to keep it off her back.
Marshal, Duncan cut in, his `Mechs massive frame little more than a ghostly, crimson figure in a cloud of pure white steam, what are our odds if we cut and run overland?
Not good, the Marshal replied immediately. She was still the units inside line to Central command, privy to information that even Duncan and Jason might not have been allowed to access. Visual and thermal sats are useless due to the storm, but somethings setting off tectonic sensors right and left. Centrals not sure what to make of it but if you want my opinion it isnt the storm. The Clans seem to favor groups of five so Id estimate somewhere between ten and fifteen more `Mechs inbound, fast and angry. No idea on the ETA, but its probably less than a minute. If we try to go overland theyll run us down before we can clear five kilometers. We need to get into the tunnels because even the Clans cant possibly cover all of the exits.
Clearing the exits now our top priority.
Its not going to be easy, Ronin sighed as one of the enemys Phoenix Hawk analogs touched down a few dozen meters away, the shattered bulk of its pulse laser sparking in the rain as its capacitors discharged. Its head turneda rare thin in a BattleMech, and the enemy pilot stared at him for a long moment before turning back to bigger threats. I think someone on the other sides got us figured out.
Movement Phase
Gunsmith
- Activates MASC: Must pass a 3+ test to avoid leg damage: rolled 8, succeeds!
- Must pass a piloting test to run (4 base + 3 actuator damage = 7): rolled 7, succeeds!
Chameleon
- Must pass a piloting test (4 base + 2 actuator damage = 6): rolled 6, succeeds!
Champion
- Attempts to face hex 2237, but has insufficient MP: needs 9, has 8!
Shooting Phase
Lucerne Hawk Hunter (ACE!)
- Fires ER Large Pulse Laser at Phoenix Hawk (2 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 5): rolled 8, hit Left Leg (0/18 armor, 8/11 structure remaining)! Crit!
- Fires ER Large Pulse Laser at Phoenix Hawk (2 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 5): rolled 9, hit Right Arm (3/13 armor remaining)!
- Fires Medium Pulse Laser at Grasshopper (2 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 secondary target - 2 pulse laser - 1 targeting computer = 7): rolled 2, miss!
- Fires Medium Pulse Laser at Grasshopper (2 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 secondary target - 2 pulse laser - 1 targeting computer = 7): rolled 9, hit Center Torso (39/60 armor remaining)!
- Fires Medium Pulse Laser at Grasshopper (2 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 secondary target - 2 pulse laser - 1 targeting computer = 7): rolled 4, miss!
- Gains 40 heat, sinks 42!
Space Marine Infantry 4 (ACE!)
- Holds fire!
Heavy Jump Infantry 1 (ACE!)
- Holds fire!
Heavy Jump Infantry 2 (ACE!)
- Holds fire!
Heavy Jump Infantry 4 (ACE!)
- Attacks Phoenix Hawk (3 base + 0 range + 1 enemy movement + 1 heavy rain = 5): rolled 5, 12 troopers deal 14 damage to Center Torso (12/22 armor remaining), Left Leg (3/11 structure remaining (Crit!)), Right Leg (10/18 armor remaining)!
Atlas III (Player)
- Torso-twists to threaten hex 1533!
- Fires Heavy Gauss Rifle at Lucerne (3 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires Snub-Nose PPC at Lucerne (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 7, miss!
- Fires Snub-Nose PPC at Lucerne (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 6, miss!
- Gains 24 heat, sinks 24! Overheating!
Flashman (Player)
- Torso-twists to threaten hex 1534!
- Fires Large R-e Laser at Grendel Epsilon (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 1 R-e pulse laser = 9): rolled 6, miss!
- Fires Large R-e Laser at Grendel Epsilon (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 1 R-e pulse laser = 9): rolled 4, miss!
- Fires Large Pulse Laser at Grendel Epsilon (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 6, miss!
- Fires Medium Laser at Grendel Epsilon (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Gains 33 heat, sinks 34!
Grasshopper (Player)
- Fires Medium Laser at Lucerne Hawk Hunter (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Fires Medium Laser at Lucerne Hawk Hunter (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 11, miss!
- Fires Medium Laser at Lucerne Hawk Hunter (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 11, miss!
- Fires Medium Laser at Lucerne Hawk Hunter (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 5, miss!
- Fires Large X-Pulse Laser at Lucerne Hawk Hunter (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 8, miss!
- Gains 30 heat, sinks 30!
Ostscout (Player)
- Fires TAG at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires ER Medium Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 8, miss!
- Fires ER Medium Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 9, hit Right Leg (13/25 armor remaining)!
- Gains 12 heat, sinks 20!
Salamander (Player)
- Torso-twists to threaten hex 1535!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 9): rolled 2, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 9): rolled 8, miss!
- Gains 19 heat, sinks 20!
Dragoon II (Player)
- Torso-twists to threaten hex 1837!
- Fires Ultra AC/20 (single) at Goshawk 5 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk II 4 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 4, miss!
- Fires Medium Pulse Laser at Goshawk II 4 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 10, hit Center Torso (23/30 armor remaining)!
- Fires Medium Pulse Laser at Goshawk II 4 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 4, miss!
- Gains 20 heat, sinks 26!
Copperhead Gamma (Player)
- Torso-twists to threaten hex 1635!
- Fires ER Medium Laser at Lucerne Hawk Hunter (2 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Fires ER Medium Laser at Lucerne Hawk Hunter (2 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Fires ER Medium Laser at Lucerne Hawk Hunter (2 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Right Leg (23/30 armor remaining)!
- Fires LB-10X Autocannon (Slug) at Lucerne Hawk Hunter: Target not in arc!
- Fires LRM-20 w/Artemis IV at Lucerne Hawk Hunter: Target not in arc!
- Gains 16 heat, sinks 24!
Lancelot (Player)
- Torso-twists to threaten hex 2034!
- Fires Plasma Rifle at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 10, hit Right Arm (8/18 armor remaining)! Goshawk 5 gains 1 heat!
- Fires Large Laser at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk 5 (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 8, miss!
- Gains 32 heat, sinks 32!
Komodo (Player)
- No Line of Sight to primary target!
- No Line of Sight to secondary target!
- Gains 2 heat, sinks 22!
Champion (Player)
- Torso-twists to threaten hex 2237!
- Fires Gauss Rifle at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires ER PPC at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 11, hit Right Arm (0/18 armor, 7/9 structure remaining)! Crit!
- Gains 18 heat, sinks 20!
Chameleon (Player)
- Fires ER Large Laser at Goshawk 5 (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires Medium Laser at Goshawk 5 (3 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain = 12): rolled 9, miss!
- Gains 20 heat, sinks 20!
Screamer (Player)
- Fires Republic PPC at Lucerne Hawk Hunter (2 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Gains 20 heat, sinks 25!
Stag (Player)
- Fires SRM-4 at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires SRM-4 at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 10, 2 missiles hit Left Arm (6/18 armor remaining), Right Torso (19/21 armor remaining)!
- Fires Medium Laser at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 3, miss!
- Fires Medium Laser at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Gains 2 heat, sinks 24!
Gunsmith (Player)
- Unable to identify target (Sorry, I just couldnt figure out what you were shooting at. Hex 1384 isnt even on the map, and therere no enemies it all in column 13).
- Gains 2 heat, sinks 20!
Phoenix Hawk (Player)
- Fires Large Pulse Laser at Goshawk 5 (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 5, miss!
- Fires Medium Laser at Goshawk 5 (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires Medium Laser at Goshawk 5 (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Gains 19 heat, sinks 20!
Goshawk II 1
- Fires ER Large Laser at Revenant (4 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain - 1 targeting computer = 10): rolled 4, miss!
- Gains 19 heat, sinks 20!
Goshawk 5
- Fires Large Pulse Laser at Stag (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 4, miss!
- Fires Medium Pulse Laser at Stag (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 4, miss!
- Fires Medium Pulse Laser at Stag (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 12, hit Left Torso (1/16 armor remaining)!
- Gains 28 heat, sinks 24!
Grendel Epsilon
- Fires ER PPC at Lancelot (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Right Leg (6/22 armor remaining)!
- Gains 17 heat, sinks 20!
Wolverine IIC 2
- Fires Large Pulse Laser at Screamer (4 base + 2 range + 2 movement + 5 enemy movement + 1 heavy rain - 2 pulse laser = 12): rolled 8, miss!
- Gains 2 heat, sinks 20!
Great Wyrm 1
- Fires Ultra AC/2 (Single) at Ostscout (4 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 14): automatic miss!
- Fires Ultra AC/2 (Single) at Ostscout (4 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 14): automatic miss!
- Gains 6 heat, sinks 20!
Hellfire
- Holds fire!
- Gains 2 heat, sinks 34!
Stalking Spider
- Fires ER PPC at Grasshopper (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain = 13): automatic miss!
- Gains 17 heat, sinks 22!
Great Wyrm 2
- Fires Ultra AC/2 (Single) at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 13): automatic miss!
- Fires Ultra AC/2 (Single) at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 13): automatic miss!
- Gains 6 heat, sinks 20!
Phoenix Hawk IIC 2
- Torso-twists to threaten hex 0539!
- Fires LRM-20 at Salamander (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 11): rolled 5, miss!
- Fires LRM-20 at Salamander (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 11): rolled 2, miss!
- Fires LRM-20 at Salamander (3 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 11): rolled 11, 16 missiles hit Center Torso (37/42 armor remaining), Left Leg (29/34 armor remaining), Right Arm (8/26 armor remaining), Center Torso (36/42 armor remaining)!
- Gains 19 heat, sinks 20!
Blood Kite
- Holds fire!
- Gains 2 heat, sinks 42!
Hellstar
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 1 heavy rain + 1 partial cover = 9): rolled 8, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 1 heavy rain + 1 partial cover = 9): rolled 7, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 1 heavy rain + 1 partial cover = 9): rolled 8, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 1 heavy rain + 1 partial cover = 9): rolled 11, hit Rear Left Torso (0/7 armor, 6/14 structure remaining)! Crit!
- Gains 62 heat, sinks 60!
Black Python 2
- Fires Large Pulse Laser at Revenant Evader (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 VSS - 1 targeting computer - 2 pulse laser = 7): rolled 2, miss!
- Fires Large Pulse Laser at Revenant Evader (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 VSS - 1 targeting computer - 2 pulse laser = 7): rolled 5, miss!
- Gains 25 heat, sinks 28!
Albatross C
- Fires LRM-15 at Atlas III (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain = 12): rolled 5, miss!
- Fires ER Large Laser at Atlas III (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain = 12): rolled 8, miss!
- Fires LB-10X Autocannon (Slug) at Atlas III (3 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain = 12): rolled 11, miss!
- Gains 21 heat, sinks 28!
Revenant Patroller 1
- Fires ER Medium Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 smoke = 11): rolled 8, miss!
- Fires ER Medium Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 smoke = 11): rolled 11, hit Left Torso (11/16 armor remaining)!
- Fires Medium Pulse Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 smoke - 2 pulse laser = 9): rolled 7, miss!
- Fires Medium Pulse Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 smoke - 2 pulse laser = 9): rolled 8, miss!
- Gains 20 heat, sinks 20!
Revenant Evader 1
- Holds fire!
- Gains 12 heat, sinks 20!
Revenant Emergency First Responder 1
- Holds fire!
- Gains 2 heat, sinks 20!
End Phase
Goshawk 5
- Critical chance in Right Arm: rolled 9, 1 critical hit sustained!
- - Large Pulse Laser hit!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds!
Atlas III
- Must pass a piloting test or fall (5 base - 1 moved while firing Heavy Gauss = 4): rolled 7, succeeds!
Phoenix Hawk
- Critical chance in Left Leg: rolled 4, no critical hits sustained!
- Critical chance in Left Leg: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds!
Copperhead Gamma
- Critical chance in Left Torso: rolled 9, 1 critical hit sustained!
- - XL Engine hit, +5 heat/turn!
Physical Combat Phase:
Phoenix Hawk
- Kicks Goshawk 5 (4 base + 3 movement + 3 enemy movement - 2 kick = 8): rolled 9, hit Head (0/9 armor, 2/3 structure remaining)! Pilot hit! Crit!
End Phase:
Goshawk 5
- Must pass a 3+ consciousness test: rolled 11, succeeds!
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 11, succeeds!
- Critical chance in Head: rolled 6, no critical hits sustained!
Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!
Next Turns Movement Phase
Goshawk 5
- Must pass a piloting test or fall (4 base + 2 rain devil = 6): rolled 10, succeeds!
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.
Rain Devils Micro-tornadoes disperse and destroy infantry. Contact may knock over BattleMechs, all weapons fire drawn through a Rain Devil automatically misses the target. BattleMechs may expend all of their MP for a turn to brace, providing a -2 bonus to piloting tests to avoid being knocked over.
Mission Objective:
Primary Objectives
- Endure for at least 1 minute (2 turns remaining)
- - Endure for at least 2 minutes (8 turns remaining) (optional)
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Secondary Objectives
- Accrue Bounty (20,050,000 c-bills / 30,075,000 goods)
- - Infantry Units Killed: 1 (50,000 c-bills each)
- - Light `Mechs: 4 (1,000,000 c-bills each)
- - Medium `Mechs: 4 (2,000,000 c-bills each)
- - Heavy ` Mechs: 2 (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 Missions Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 38,050,000 c-bills (57,075,000 goods)
Orders Due: Midnight Saturday!