The Let's Play Archive

Battletech

by PoptartsNinja

Part 607: Gravedigger - Turn 11

Grave Digger: Tactical Update 11

Terrance Ing smiled wickedly as his Dig Lord’s pace was slowed by the quicksand pools beside the small oasis. The pirate took big, exaggerated steps and stumbled, putting on a show of ineptitude befitting “Colonel” Humberto Q Petrovich III Esq, his assumed persona. Humberto had been incapable of freeing himself from the ‘clutches’ of a single Rotunda, of course Krel Ershmin would write him off the moment he fell behind. Terrance brought his Dig Lord to a stop, fighting his own movements as though his machine had gotten stuck in the mire completely.

Letting Krel forget about him was best—he wasn’t about to engage the Devil’s Due’s Capellan backers in an AgroMech. He simply needed a crew to extract and repair his new ride. Whether the deed was done by Krel or the Devils, Terrance hardly cared. He’d be waiting, just out of sight, for the moment to swoop in and seize the long-abandoned `Mech right from under their noses, and for that it was far better they knew him only as an insensate buffoon.








Movement Phase
Dig Lord
- Insufficient MP to reach hex 1009: needs 9, has 5!



Shooting Phase
Marsden II (Player)
- Fires Autocannon/5 at Vedette (4 base + 0 range + 2 movement + 1 enemy movement + 1 minimum range = 8): rolled 8, hit Rear (10/20 armor remaining)!
- Fires SRM-6 (Deadfire) at Vedette (4 base + 0 range + 2 movement + 1 enemy movement + 1 minimum range = 7): rolled 11, 2 missiles hit Rear (7/20 armor remaining), Rear (4/20 armor remaining)!
- Fires SRM-6 (Deadfire) at Vedette (4 base + 0 range + 2 movement + 1 enemy movement + 1 minimum range = 7): rolled 11, 4 missiles hit Rear (1/20 armor remaining (CfMSD)), Rear (0/20 armor, 3/5 structure remaining (Crit!)), Rear (0/5 structure remaining (Vehicle destroyed!)), Turret (17/20 armor remaining)!

Goblin Medium Tank "Diamondback" (Player)
- Fires Heavy Chemical Laser at Devil’s Due (4 base + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 11): rolled 9, miss!
- Fires Heavy Chemical Laser at Devil’s Due (4 base + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 11): rolled 11, hit Turret (47/55 armor remaining)!

Bulldog Medium Tank (Player)
- Fires SRM-4 (Inferno) at Old Scratch (3 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 11): rolled 11, 3 missiles hit Front (hit blocked by terrain), Front (hit blocked by terrain), Front (hit blocked by terrain)!
- Fires SRM-4 (HE) at Old Scratch (3 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 11): rolled 7, miss!

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

Dig Lord “Sancho Panzer” (Player)
- Fires Autocannon/10 at Devil’s Due (4 base + 2 range + 2 movement + 2 enemy movement + 1 light woods = 11): rolled 3, miss!
- Gains 3 heat, sinks 3!

Vedette
- Fires Autocannon/5 at Bulldog (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit Front (29/34 armor remaining)!

Devil’s Due
- Fires Autocannon/10 at Marsden II (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 10, hit Left Side (24/34 armor remaining)! CfMSD!

Old Scratch
- Fires Gauss Rifle at Desert Hawg (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 9, hit Front (23/40 armor remaining)!



End Phase
Marsden II
- Chance for Motive system Damage: rolled 5, no damage sustained!



Physical Combat Phase:
Thor Artillery Vehicle
- Attacks Vedette with Dual Saw! Target already destroyed!
- Attacks Vedette with Backhoe! Target already 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)
- Disable or destroy Old Scratch (0/1)



Orders Due: Midnight Saturday!