The Let's Play Archive

Battletech

by PoptartsNinja

Part 573: Air Raid - Turn 14

Air Raid: Tactical Update 14

“Stay organized and get going, people,” Duncan’s Atlas reversed towards the train tunnel with surprising grace as he used the massive recoil of his Heavy Gauss Rifle to give himself a little last-minute boost. He’d always admired the Atlas—the `Mech that Kerensky designed was known for its brutal durability, and the version that Amaris had tweaked was in every way the original’s equal. “Forget about the bonus, we’ve done enough and we’ll hurt the Clans more by getting away scot free.”

“You first Duncan,” the beak of Jason’s Screamer pointed in his direction. A tiny sparkle of light washed across Duncan’s vision as Jason pointed what was probably his last remaining communications laser at the Atlas’s back. “I can’t receive so don’t bother arguing: you’re the slowest and your battle-ROM’s got the most combat data. I want to get paid every cent we earned on this one—and I want to see the Clans shit bricks the next time you turn up. Holy hell, after today Amaris is going to have to paint all of his Atlases to look like yours.”








Movement Phase
Gunsmith
- Ran with hip damage: must pass a piloting test or fall (4 base + 4 actuator damage = 8): rolled 10, succeeds!

Stag
- Activates MASC: must pass a 3+ failure test: rolled 10, succeeds!

Lancelot
- Attempts to throw off Foot Infantry Platoon 6, must pass a piloting test to avoid pilot damage (4 base + 1 avoiding damage = 5): rolled 6, succeeds!
- - Lancelot suffers 6 damage in the fall to Right Torso (0/22 armor, 12/14 structure remaining (Crit!)), Center Torso (17/28 armor remaining)!
- - 6 troopers killed!
- Must pass a piloting test to stand (4 base + 0 standing up = 4): rolled 9, succeeds!

Dragoon II Type-A
- Sets Angel ECM primary effect to Ghost Targets (3 base + 2 ghost targets = 5): rolled 5, Margin of Success: 0!
- Sets Angel ECM secondary effect to Ghost Targets (3 base + 2 ghost targets = 5): rolled 3, fails!

Grasshopper
- Attempts to recover downed pilot (4 base + 3 movement + 0 pilot waiting + 1 heavy rain = 8): rolled 8, succeeds! Recovers pilot with Left Hand.



Turn End Phase
Lancelot
- Critical chance in Right Torso: rolled 7, no critical hits sustained!



Shooting Phase
Foot Infantry Platoon 6 (ACE!)
- Stunned by a fall!

Atlas III (Player)
- Fires Heavy Gauss Rifle at Grendel (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires Snub-Nose PPC at Grendel (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 9): rolled 11, hit Left Arm (2/12 armor remaining)!
- Fires Snub-Nose PPC at Grendel (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 9): rolled 5, miss!
- Gains 24 heat, sinks 24! Overheating!

Flashman (Player)
- Torso-twists to threaten hex 2335!
- Fires Large R-e Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 3, miss!
- Fires Large R-e Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 5, miss!
- Fires Large Pulse Laser at Locust IIC (4 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 R-e pulse laser = 11): rolled 8, miss!
- Fires Medium Laser at Locust IIC (4 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain = 13): automatic miss!
- Gains 33 heat, sinks 34!

Grasshopper (Player)
- Fires Large X-Pulse Laser at Locust IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 10, hit Left Torso (0/8 armor, 5/6 structure remaining)! Crit!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 7, miss!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 9, miss!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 4, miss!
- Gains 30 heat, sinks 30!

Ostscout (Player)
- Fires TAG at Grendel (3 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 11): rolled 4, miss!
- Fires ER Medium Laser at Grendel (3 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Fires ER Medium Laser at Grendel (3 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Fires Micro Pulse Laser at Grendel (3 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 13): automatic miss!
- Gains 19 heat, sinks 20!

Salamander (Player)
- Torso-twists to threaten hex 2536!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 9, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 6, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 6, miss!
- Gains 20 heat, sinks 20!

Dragoon II (Player)
- Torso-twists to threaten hex 2537!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 4, miss!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 8, hit Head (2/9 armor remaining)! Pilot hit!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 5, miss!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 11, hit Center Torso (3/10 armor remaining)!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Pulse Laser at Locust IIC (3 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 9, hit Left Arm (1/8 armor remaining)!
- Gains 26 heat, sinks 26!

Copperhead Gamma (Player)
- Fires ER Medium Laser at Piranha 2 (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires LB-10X Autocannon (Slug) at Piranha 2 (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires Streak SRM-6 at Piranha 2 (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 9, fails to lock-on!
- Fires Streak SRM-6 at Piranha 2 (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 8, fails to lock-on!
- Fires LRM-20 w/Artemis IV at Piranha 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 10, 20 missiles hit Left Arm (0/6 armor, 0/3 structure remaining (Arm blown off! Damage transfers to Left Torso (2/8 armor remaining))), Center Torso (0/9 armor, 3/6 structure remaining (Crit!)), Left Torso (0/8 armor, 2/5 structure remaining (Crit!)), Head (4/9 armor remaining (Pilot hit!))!
- Gains 13 heat, sinks 24!

Lancelot (Player)
- Fires Plasma Rifle at Foot Infantry 6 (4 base + 0 range + 1 movement + 0 enemy movement + 1 heavy rain = 6): rolled 7, 5 troopers killed!
- Fires Large Laser at Foot Infantry 6 (4 base + 0 range + 1 movement + 0 enemy movement + 1 heavy rain = 6): rolled 6, 4 troopers killed!
- Fires Medium Pulse Laser at Foot Infantry 6 (4 base + 0 range + 1 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 7, 3 troopers killed!
- Gains 24 heat, sinks 32!

Komodo (Player)
- Holds fire!
- Gains 1 heat, sinks 22!

Champion (Player)
- Fires Gauss Rifle at Grendel (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Fires ER PPC at Grendel (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Gains 18 heat, sinks 20!

Screamer (Player)
- Fires rER PPC at Grendel (2 base + 2 range + 3 movement + 4 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Gains 20 heat, sinks 25!

Stag (Player)
- Torso-twists to threaten hex 2833!
- Fires Medium Laser at Foot Infantry Platoon 6 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 6, miss!
- Fires Medium Laser at Foot Infantry Platoon 6 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 10, 1 trooper killed!
- Fires SRM-4 at Foot Infantry Platoon 6 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 7, 4 missiles hit! 4 troopers killed!
- Fires SRM-4 at Foot Infantry Platoon 6 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 7, 3 missiles hit! 2 troopers killed! Unit destroyed!
- Gains 2 heat, sinks 24!

Gunsmith (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Phoenix Hawk (Player)
- No Line of Sight to primary target!
- Fires Large Pulse Laser at Black Python (3 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 6, miss!
- Gains 16 heat, sinks 20!

Grendel Epsilon
- Fires ER Medium Laser at Ostscout (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 10): rolled 2, miss!
- Fires Medium Pulse Laser at Ostscout (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 5, miss!
- Fires Small Pulse Laser at Ostscout (3 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 4, miss!
- Fires SRM-6 at Ostscout (3 base + 0 range + 3 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Gains 22 heat, sinks 20!

Wolverine IIC 2
- Fires Large Pulse Laser at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 8, miss!
- Fires Streak SRM-2 at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 5, fails to lock-on!
- Fires Streak SRM-2 at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 10, fails to lock-on!
- Gains 12 heat, sinks 20!

Great Wyrm 1
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 3, miss!
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 8, miss!
- Gains 6 heat, sinks 20!

Hellfire
- Holds fire!
- Gains 2 heat, sinks 34!

Stalking Spider
- Fires ER PPC at Salamander (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 10, miss!
- Gains 17 heat, sinks 22!

Great Wyrm 2
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 2, miss!
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 3, miss!
- Fires LRM-10 at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 partial cover = 12): rolled 5, miss!
- Gains 10 heat, sinks 20!

Blood Kite
- Torso-twists to threaten hex 1345!
- Fires ER Large Laser at Revenant (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 6, miss!
- Gains 13 heat, sinks 42!

Hellstar
- Fires ER PPC at Copperhead Gamma (2 base + 4 range + 0 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 4 range + 0 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 4 range + 0 movement + 3 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 4 range + 0 movement + 3 enemy movement + 1 heavy rain = 10): rolled 3, miss!
- Gains 60 heat, sinks 60!

Black Python 2
- Fires Large Pulse Laser at Phoenix Hawk (3 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 5, miss!
- Fires Large Pulse Laser at Phoenix Hawk (3 base + 2 range + 3 movement + 3 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 10, hit Left Arm (3/13 armor remaining)!
- Gains 25 heat, sinks 28!

Spirit
- Fires ER Large Laser at Lancelot (4 base + 4 range + 2 movement + 0 enemy movement + 1 heavy woods = 11): rolled 9, miss!
- Gains 14 heat, sinks 22!

Vixen
- Torso-twists to threaten hex 1445!
- Fires Large Pulse Laser at Revenant Patroller (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 4, miss!
- Gains 12 heat, sinks 20!

Howler 3 1
- Fires ER PPC at Grasshopper (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 12): rolled 7, miss!
- Gains 17 heat, sinks 20!

Howler 3 2
- Fires ER PPC at Grasshopper (4 base + 4 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 12): rolled 5, miss!
- Gains 17 heat, sinks 20!

Mandrill
- Fires LRM-20 at Revenant Patroller (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 7, miss!
- Fires LRM-20 at Revenant Patroller (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Gains 14 heat, sinks 20!

Thresher 1
- Holds fire!
- Gains 2 heat, sinks 26!

Pinion
- Holds fire!
- Gains 2 heat, sinks 28!

Griffin IIC
- Holds fire!
- Gains 2 heat, sinks 20!

Thresher 1
- Holds fire!
- Gains 2 heat, sinks 26!

Galahad
- Holds fire!
- Gains 2 heat, sinks 20!

Rifleman IIC 2 1
- Holds fire!
- Gains 2 heat, sinks 20!

Rifleman IIC 2 2
- Holds fire!
- Gains 2 heat, sinks 20!

Clint IIC
- Holds fire!
- Gains 2 heat, sinks 20!

Black Python 1
- Holds fire!
- Gains 2 heat, sinks 28!

Burrock
- Gains 2 heat, sinks 40!

Locust IIC 4
- Fires ER Medium Laser at Ostscout (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 10, hit Right Leg (8/16 armor remaining)!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 5, miss!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 3, miss!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Fires Heavy Small Laser at Ostscout (3 base + 4 range + 2 movement + 3 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Gains 25 heat, sinks 24!

Crimson Hawk
- Fires ER Large Laser at Dragoon II (3 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain = 9): rolled 8, miss!
- Gains 14 heat, sinks 20!

Piranha 2
- Fires Heavy Medium Laser at Copperhead Gamma (3 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Gains 9 heat, sinks 20!

Revenant Patroller 1
- Fires Medium Pulse Laser at Blood Kite (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 5): rolled 5, hit Rear Left Torso (3/9 armor remaining)!
- Fires Medium Pulse Laser at Blood Kite (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 5): rolled 2, miss!
- Fires ER Medium Laser at Blood Kite (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 6, miss!
- Fires ER Medium Laser at Blood Kite (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 8, hit Rear Left Torso (0/9 armor, 16/18 structure remaining)! Crit!
- Gains 20 heat, sinks 20!

Revenant Evader 1
- Fires Medium Pulse Laser at Mandrill (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 7, miss!
- Fires Medium Pulse Laser at Mandrill (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 9, hit Rear Right Torso (0/4 armor, 5/7 structure remaining)! Crit!
- Gains 20 heat, sinks 20!

Revenant Patroller 2
- Fires Medium Pulse Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 9, hit Left Arm (0/8 armor, 0/4 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (4/6 structure remaining)! Crit!
- Fires Medium Pulse Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 5, miss!
- Fires ER Medium Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 7, miss!
- Fires ER Medium Laser at Locust IIC (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 7, miss!
- Gains 20 heat, sinks 20!

Revenant Evader 2
- Fires Medium Pulse Laser at Black Python (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Black Python (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 9, hit Left Torso (16/22 armor remaining)!
- Gains 20 heat, sinks 20!

Revenant Emergency First Responder 2
- Fires Medium Pulse Laser at Black Python (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 11, hit Center Torso (27/33 armor remaining)!
- Fires Medium Pulse Laser at Black Python (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Black Python (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 10, hit Left Arm (19/24 armor remaining)!
- Fires Medium Pulse Laser at Black Python (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Gains 20 heat, sinks 20!



End Phase
Locust IIC
- Must pass a 3+ consciousness test: rolled 4, succeeds!
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink hit!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!

Piranha 2
- Must pass a 3+ consciousness test: rolled 8, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, 2 critical hits sustained!
- Critical chance in Center Torso: rolled 3, no critical hit sustained!
- - Gyro hit!
- - XL Engine hit!
- Must pass a piloting test or fall (4 base + 3 gyro hit + 1 massive damage = 8): rolled 10, succeeds!

Blood Kite
- Critical chance in Left Torso: rolled 12, 3 critical hits sustained!
- - Jump Jet hit!
- - LRM-15 damaged!
- - LRM-15 ammo hit! LRM-15 ammo explodes!
- - - LRM-15 ammo deals 120 damage to Left Torso (0/27 armor, 0/18 structure remaining)! Torso destroyed! Arm blown off! Pilot hit! Pilot hit!
- - - Remaining damage vented harmlessly by CASE!
- Must pass a 9+ consciousness test: rolled 8, fails!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): automatic failure! Pilot hit!
- Suffers 9 damage in the fall to Left Leg (25/30 armor remaining), Center Torso (35/39 armor remaining)!

Mandrill
- Critical chance in Right Torso: rolled 10, 2 critical hits sustained!
- - LRM-20 ammo hit! LRM-20 ammo explodes!
- - - LRM-20 ammo deals 100 damage to Right Torso (0/10 armor, 0/7 structure remaining)! Torso destroyed! Arm blown off! Pilot hit! Pilot hit! XL Engine hit! XL Engine hit!
- Remaining Critical transfers to Center Torso!
- - XL Engine destroyed! `Mech destroyed!



Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!








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 (complete)
- - Endure for at least 2 minutes (5 turns remaining) (optional)
- Raid the Airfield
- Don’t be Captured

Secondary Objectives
- Accrue Bounty (42,300,000 c-bills / 63,450,000 goods)
- - Infantry Units Killed: 6 (50,000 c-bills each)
- - Light `Mechs: 7 (1,000,000 c-bills each)
- - Medium `Mechs: 6 (2,000,000 c-bills each)
- - Heavy ` Mechs: 3 (3,000,000 c-bills each)
- - Assault `Mechs: 3 (4,000,000 c-bills each)
- Grounded Aircraft: 8 (250,000 c-bills each)

- Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 60,300,000 c-bills (90,450,000 goods)



Orders Due: Midnight Tuesday!