The Let's Play Archive

Battletech

by PoptartsNinja

Part 593: Nergal Reactor - Turn 15

Nergal Reactor: Tactical Update 15

“You’re not getting away,” Noretti growled as her lasers bracketed the Sea Fox Viper. Damp earth exploded into dusty plumes where her beams touched, her lasers dried the soil instantly. The Viper was retreating in good order, its pilot wasn’t lost in a panic. It swiveled on its bird-like hips as Noretti landed, its small hands curled into defensive fists.

She lashed out, smashing the Phoenix Hawk’s foot into the Viper’s shin. The Phoenix Hawk’s foot glanced from the Viper’s rounded armor, denting the ferro-fibrous weave and scratching a line through the pilot’s unit insignia. Its return strike caught her by complete surprise—she’d been expecting a kick herself, had braced her `Mech’s feet to keep them from being swept out from under her. But the Viper was ill-suited to kicks, its birdlike toes were too fragile for heavy duty work.

Its open fists slammed into the Phoenix Hawk’s head, neatly boxing the Phoenix Hawk’s ears and shattering the long aerial antennas that served both for communications and to feed data into her `Mech’s sensors. The simultaneous blows shook Noretti like a rag doll, nearly snapping her restraints. It was a neat and surprisingly effective maneuver, she had to admit, even as it retreated still further, trying to draw her away from her support.

Stravag,” she cursed under her breath, “I do not know how much farther I can chase that one. We may have to let the Viper go.”








Shooting Phase
Atlas III (Player)
- Gains 22 heat, sinks 24! Overheating!

Awesome (Player)
- Holds fire!
- Gains 2 heat, sinks 42!

Grasshopper (Player)
- Holds fire!
- Gains 4 heat, sinks 30!

Lament (Player)
- Fires rER PPC at Viper Ocean Breeze (3 base + 4 range + 2 movement + 4 enemy movement + 1 light woods - 1 targeting computer = 13): automatic miss!
- Gains 19 heat, sinks 32!

Hunchback #1 (Player)
- No orders received!
- Gains 0 heat, sinks 20!

Screamer (Player)
- Fires Medium Pulse Laser at Viper Ocean Breeze (2 base + 4 range + 3 movement + 4 enemy movement + 2 light woods - 1 targeting computer - 2 pulse laser = 12): rolled 8, miss!
- Gains 34 heat, sinks 25! Overheating!

Bobcat (Player)
- Holds fire!
- Gains 6 heat, sinks 26!

Phoenix Hawk (Player)
- Fires Large Pulse Laser at Viper Ocean Breeze (3 base + 0 range + 3 movement + 4 enemy movement - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Laser at Viper Ocean Breeze (3 base + 0 range + 3 movement + 4 enemy movement = 10): rolled 8, miss!
- Fires Medium Laser at Viper Ocean Breeze (3 base + 0 range + 3 movement + 4 enemy movement = 10): rolled 7, miss!
- Gains 21 heat, sinks 20!

Nergal (Allied Player)
- Holds fire
- Gains 2 heat, sinks 52!

Viper Ocean Breeze
- Holds fire
- Gains 8 heat, sinks 22!

Wolf Spider Upsilon
- ???
- Gains 1 heat, sinks 38!



End Phase



Physical Combat Phase:
Phoenix Hawk (Player)
- Kicks Viper Ocean Breeze (4 base + 3 movement + 4 enemy movement - 2 kick = 9): rolled 11, hit Right Leg (10/19 armor remaining)!

Viper Ocean Breeze
- Punches Phoenix Hawk with both arms (4 base + 3 movement + 3 enemy movement = 10): rolled 11, 2 punches hit Head (5/9 armor remaining (Pilot Hit!)), Head (1/9 armor remaining (Pilot Hit!))!



End Phase:
Viper Ocean Breeze
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 7, succeeds!

Phoenix Hawk (Player)
- Must pass a 3+ consciousness test: rolled 4, succeeds!
- Must pass a 5+ consciousness test: rolled 9, succeeds!








Player Status:




Allies





Opposing Force Status:




House Rule: Flooding Sucks – An armor breach underwater no longer destroys hit locations outright. A section that floods instead suffers damage to all weapons in that location, knocking them offline. All ammunition or special equipment in a flooded section is likewise rendered useless. Head armor breaches are treated as normal.



Primary Objectives
- Lure the Clans near the Nergal Reactor (failed!)
- Protect the NRG-0000-0X Nergal (Success!)

Secondary Objectives
- Accrue Bounty (50,000,000 c-bills / 75,000,000 goods)
- - Light `Mechs: 1 (1,000,000 c-bills)
- - Medium `Mechs: 5 (2,000,000 c-bills)
- - Heavy `Mechs: 5 (3,000,000 c-bills)
- - Assault `Mechs: 6 (4,000,000 c-bills)
- - Infantry Units: 0 (250,000) c-bills
- - Battle Armor Units: 0 (1,000,000) c-bills
- - AeroSpace Fighters: 0 (2,000,000) c-bills

- Last Mission’s Total Bounty: 62,300,000 c-bills (93,450,000 goods)
- Total Accumulated Bounty: 112,300,000 c-bills (168,450,000 goods)



Orders Due: Midnight Tuesday!