The Let's Play Archive

Battletech

by PoptartsNinja

Part 631: Operation: Deserved Requital - Turn 4

Operation: Deserved Requital: Tactical Update 4

“All right, we’ve waited long enough.” Lt. Caro’s voice came through shockingly loud and clear. Ingomar Di Pasqua hadn’t realized how still he’d gotten during the wait. “Earthshaker lance, advance forward. Let’s show these Clanners our guns!”

“Let’s fry these fuckers like fresh Pączki,” Martelli crowed as she kicked her boxy Sunder into gear.

“It’s always about food with you, Chiarina,” Ingomar taunted playfully—she always complained that field rations made her fat—and was probably dieting on the sly again, in spite of the Lieutenant’s orders. She was the first over the ridge, while Ingomar held back. In his experience, it never paid to be the first `Mech the enemy saw. They each fired as they crested, hoping to surprise the enemy with their ferocity and score a lucky hit or two. One of the cranes teetered and fell as Caro put a Gauss Rifle slug straight into one of the support struts rather than the `Mech he’d hastily aimed at.

Di Pasqua’s crosshairs fell over a boxy form his targeting computer tried to tell him was simultaneously an old SLDF Devastator and a Marauder. His Gauss Rifle struck clean, shattering armor over the Clan machine’s left breast, but his missile salvo flew wide. The soft rush of missile exhaust faded as the `Mech’s feed mechanism kicked in—but the telltale grinding of gears told him the mechanism had jammed again. He thumbed the transmit button and was just about to report when the second launcher attempted to reload and crushed its ammunition against the jammed mechanism that’d hopped its track.

The Zeus’s right arm exploded from within, sending puffs of black smoke and electronic cruft raining from the tubes of the destroyed launcher. The armor buckled but held, the rounded armor design folding in on itself. There were no myomer attachments so far down the forearm, and the damage diagnostic readout still showed green internals. Unless the sensors had been crippled, the launcher had absorbed most of the explosion.

“E-2 to E-Lead, my launchers just forcibly de-commissioned themselves. I’m down to just my direct-fire armament,” he paused and added bitterly, “and I haven’t even taken a hit yet.”








Movement Phase
Thunder Hawk (player)
- Insufficient MP to face hex 2334: needs 6, has 5!



Shooting Phase
Thunder Hawk (player)
- No Line of Sight to primary target (Cranes are still light level 2 buildings )
- Fires Gauss Rifle at Crane (4 base + 0 range + 2 movement - 4 target movement + 2 minimum range = 4): rolled 11, hit (0/10 CF remaining)! Building collapses!
- - Pilot skill discovered:
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 11, hit Right Arm (19/34 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 5, miss!
- Gains 5 heat, sinks 10!

Banshee (player)
- Fires PPC at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Center Torso (35/45 armor remaining)!
- Fires PPC at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 3, miss!
- Fires Autocannon/10 (AP Ammo) at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Left Arm (20/30 armor remaining)! AP Crit!
- Gains 24 heat, sinks 21!

Zeus (player)
- Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 12, hit Left Torso (13/28 armor remaining)!
- Fires LRM-15 at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 5, miss!
- - Ammo Feed Problem Jam Chance: rolled 10, launcher jammed!
- Fires LRM-15 at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 8, miss!
- - Ammo Feed Problem Jam Chance: Rolled 12, reload explodes in the launcher!
- Zeus suffers 15 damage to Right Arm (7/22 armor remaining)!
- Fires ER Large Laser at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 11, hit Center Torso (27/45 armor remaining)!
- Gains 24 heat, sinks 24!

Sunder Prime (player)
- Fires Medium Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 6, miss!
- Fires Medium Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss!
- Fires Large Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss!
- Fires Large Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 3, miss!
- Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 4, miss!
- Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 4, miss!
- Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss!
- Gains 33 heat, sinks 30!

Archer (player)
- No Line of Sight to target!
- Gains 1 heat, sinks 20!

Penetrator (player)
- No Line of Sight to target!
- Gains 1 heat, sinks 24!

Cestus (player)
- No orders received!
- Gains 0 heat, sinks 24!

Caesar (player)
- No Line of Sight to target!
- Gains 1 heat, sinks 32!

Cyclops (Allied)
- Fires Gauss Rifle at Nightstar (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 9, hit Right Arm (17/32 armor remaining)!
- Fires Gauss Rifle at Nightstar (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Left Leg (25/40 armor remaining)!
- Fires LRM-10 (Smoke) at hex 1536 (2 base + 2 range + 2 movement - 4 target movement + 1 secondary target = 3): rolled 3, hit!
- Gains 0 heat, sinks 14!

Warhawk Prime
- Assessing threats!
- Gains 2 heat, sinks 40!

Nightstar
- Fires Gauss Rifle at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 3, miss!
- Fires Gauss Rifle at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 9, hit Left Torso (15/30 armor remaining)!
- Fires ER PPC at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 7, miss!
- Gains 19 heat, sinks 28!

Dire Wolf Prime
- Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, 16 missiles hit Left Arm (29/34 armor remaining), Right Arm (29/34 armor remaining), Left Torso (27/32 armor remaining), Right Arm (28/34 armor remaining)!
- Gains 2 heat, sinks 40!

Kingfisher E
- Fires Gauss Rifle at Sunder (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Right Torso (13/28 armor remaining)!
- Fires Gauss Rifle at Sunder (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Left Arm (15/30 armor remaining)!
- Gains 4 heat, sinks 32!

King Cobra
- Fires Gauss Rifle at Zeus (3 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 8): rolled 10, hit Left Leg (damage blocked by terrain)!
- Gains 2 heat, sinks 26!

Wolverine II
- Seeking targets!
- Gains 2 heat, sinks 20!

Battle Cobra Prime
- Seeking targets!
- Gains 1 heat, sinks 26!

Battle Cobra B
- Seeking targets!
- Gains 1 heat, sinks 26!

Wyvern IIC
- Seeking targets!
- Gains 2 heat, sinks 24!

Battle Cobra A
- Seeking targets!
- Gains 2 heat, sinks 26!



End Phase
Kingfisher
- APAC TAC in Left Arm: rolled (8 - 2 = 6), no critical hit sustained!









Player Status:




Ally Status




Opposing Force Status:




Special Rules
Strict Zell – Clan Cloud Cobra is strictly following their Clan’s interpretation of Zellbrigen.
Buildings – Unless otherwise noted, all buildings are Light CF and level 2
Hidden Units – All player units count as hidden until an enemy unit establishes Line of Sight. Units which have lost ‘hidden’ status do not regain it.

House Rule
House Rule: Minimum Range – Rather than scaling based on distance, the minimum range penalty is fixed at +2



Primary Objectives
- Recover intercepted Clan HPG transmission data from the Saeder-Krupp Interstellar facility (0/1)
- Extract Saeder-Krupp Interstellar personnel (1/10 turns)

Secondary Objectives
- Protect the Green Knight (0/1)
- Extract if Necessary (0/8)



Orders Due: Midnight Saturday!