The Let's Play Archive

Battletech

by PoptartsNinja

Part 605: Gravedigger - Turn 9

Grave Digger: Tactical Update 9

Phelix growled in frustration as a shot from the Devil’s Due’s high-bore autocannon blew off the left-side IR camera. The impact had been enough to make the nearest crewmen flinch in fear, which the notorious tank commander ignored. How they felt hardly mattered: if they feared being killed, they’d fight all the harder and if they didn’t they were either adrenaline-junkies, easily-manipulated fools, or both. Still, Phelix had to admit his gunnery had been below his usual exacting standards.

With a loud ‘bah’ he relinquished turret control to his gunner’s station. The man had a steadier hand and more patience than his commander, so perhaps that would make the difference. Phelix remained a firm believer in micromanagement however, and shifted into his true role as combat coordinator without a second thought, designating high- and low-threat targets and sending priority lists for his gunner to sift through. If the man was as good as his resume claimed, he’d have no trouble with them. If he wasn’t, it didn’t take much effort to dig a shallow hole in sand and finding a replacement even less.








Shooting Phase
Marsden II (Player)
- Fires Autocannon/5 at Vedette (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit Rear (15/20 armor remaining)!
- Fires SRM-6 (Deadfire) at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 8, miss!
- Fires SRM-6 (Deadfire) at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 6, miss!

Goblin Medium Tank "Diamondback" (Player)
- Fires Heavy Chemical Laser at Devil’s Due (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Fires Heavy Chemical Laser at Devil’s Due (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Fires Machine Gun at Vedette (4 base + 0 range + 2 movement + 2 enemy movement + 1 secondary target = 9): rolled 8, miss!

Bulldog Medium Tank (Player)
- Fires Heavy Rifle at Vedette (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 4, miss!
- Fires SRM-4 (HE) at Vedette (3 base + 4 range + 2 movement + 2 enemy movement = 11): rolled 9, miss!
- Fires SRM-4 (HE) at Vedette (3 base + 4 range + 2 movement + 2 enemy movement = 11): rolled 4, miss!

Thor Artillery Vehicle "Exhumer" (Player)
- Holds fire!

Dig Lord “Sancho Panzer” (Player)
- Fires Autocannon/10 at Vedette (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires Light Machine Gun at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 3, miss!
- Fires Light Machine Gun at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss!
- Fires Light Machine Gun at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 6, miss!
- Fires Light Machine Gun at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 3, miss!
- Fires Light Machine Gun at Vedette (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 6, miss!
- Gains 3 heat, sinks 3!

Vedette
- Fires Autocannon/5 at Marsden II (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 8, hit Front (30/35 armor remaining)!

Vedette BAGC
- Crew stunned!

Devil’s Due
- Fires Autocannon/10 at Goblin (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Front (26/36 armor remaining)! TAC!



End Phase
Goblin (Player)
- Critical chance in Front: rolled 9, sensors hit!



Physical Combat Phase:
Scarback
- Rams Desert Hawg (4 base + 0 opposed driving + 2 enemy movement = 6): rolled 6, hit Left Side (32/40 armor remaining)!

Thor Artillery Vehicle
- Attacks Vedette BAGC with Dual Saw (4 base + 2 movement + 0 enemy movement + 0 dual saw = 6): rolled 9, hit Front (33/40 armor remaining)! CfMSD!
- Attacks Vedette BAGC with Backhoe (4 base + 2 movement + 0 enemy movement + 1 backhoe = 7): rolled 7, hit Turret (24/30 armor remaining)! TAC!



End Phase:
Vedette BAGC
- Chance for Motive System Damage: rolled 6, minor damage sustained!
- Through-armor critical chance in Turret: rolled 12, turret blown off! Vehicle destroyed!








Player Status:




Ally Status:




Opposing Force Status:




Special Rules
Drifting: Vehicles may shift one column to the left or right during the movement phase without expending an MP to turn, provided the move does not cross through an enemy unit or terrain that would cost additional MP. Adjacent vehicles may be rammed for low damage with a sideswipe and lighter vehicles may be knocked off course next turn!
Half-Height Terrain: All terrain features rise to only half their normal height. Vehicles behind a height 1 hill may still attack and be attacked, but may only receive damage to their turrets. Vehicles without turrets are hidden as normal. Hills only cost 1 MP to climb rather than the additional 2. BattleMech and IndustrialMech units treat height 1 hexes as if they are clear terrain, height 2 as if they are height 1, etc.
Oases: Oases are surrounded by boggy soil that will trap ground vehicles and may attract native fauna.
Mirages: Heat shimmer can make water appear where there is none. Mirages may be driven through safely but may hide other features.
Redline the Engines: The Desert Hawg’s speed cannot be reduced by damage or critical hits.



Primary Objectives
- Protect the Desert Hawg (0/1)
- Disable or destroy the Devil’s Due (0/1)

Secondary Objectives
- Drive away or destroy Scarback (Complete!)
- Destroy the ???? (0/1)



Orders Due: Midnight Tuesday!