The Let's Play Archive

Battletech

by PoptartsNinja

Part 635: Operation: Deserved Requital - Turn 8

Operation: Deserved Requital: Tactical Update 8

The overheat warning howling in Sigfrid’s ear was doubly annoying since his Banshee was still running cool. He smashed a gloved fist on his secondary monitor and the siren stopped—this would be the sixth time he’d be forced to ask the regiment’s technicians to go over the warning system. It triggered so randomly he was half convinced it only registered temperature increases but never updated when his Banshee cooled off. He dropped his crosshairs over the distant Nightstar—there’d been a day not too long ago when the sight of a pristine Star League-era `Mech would’ve sent chills down his spine. It was amazing how quickly times changed, it felt like nothing could really surprise or awe him anymore.

He pulled the trigger, and stole another glance at the bullet-nosed Varangian. Even the heaviest-weight Clan machines were just targets now. Dangerous, deadly targets to be sure, but for the past year or more the entire LCAF had been drilled with gun camera footage and simulator runs based on recovered battle data from Clan forces. Although the Clan psyche was still largely unknown, the Lyran Commonwealth was huge and hardly devoid of psychoanalysts—and Archon Frederick wasn’t the sort to take half measures when it came to assessing a military threat. Clan pilots were good, their machines were deadly, but they could be beaten with a little leverage and enough applied force. In a matter of speaking, the LCAF had been reforged—they were no longer a sword and shield protecting the Commonwealth. Under Archon Frederick’s leadership they’d become a crowbar: a tool to force open the floodgates and wash the Clans from the Inner Sphere.

“The Hauptmann’s down,” someone from Reaper lance reported. Sigfrid didn’t care enough to check his transmission records to find out who.

“R.H.I.P.,” was Lt. Caro’s taciturn reply. He’d pulled himself up the promotion ladder by skill and loyal service, the Hauptmann’s family had simply bought him a high rank. Caro’s distaste for “political” officers was undisguised. Sigfrid snorted. Rank had its privileges—not the least of which: it marked one as a target a wary and dangerous enemy would seek to eliminate at the earliest possibility. The kid was a good pilot, but his tactical acumen was somewhat lacking.

“What’s the plan?” Sigfrid asked.

“Kill ‘em,” was Caro’s reply. “Then head north and help Reaper Lance out of the fire.”








Shooting Phase
Thunder Hawk (player)
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 9, hit Right Leg (26/41 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 10, hit Right Torso (17/32 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 10, hit Right Leg (21/41 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 4, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 11, hit Center Torso (42/47 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 3, miss!
- Gains 16 heat, sinks 10! Overheating!

Banshee (player)
- Fires PPC at Nightstar (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires Autocannon/10 (AP Ammo) at Nightstar (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 7, hit Right Leg (3/20 structure remaining)! Crit!
- Fires SRM-6 at Nightstar (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 11, 4 missiles hit Left Torso (14/20 structure remaining (Crit!)), Right Leg (1/20 structure remaining (Crit!)), Right Arm (9/16 structure remaining (Crit!)), Center Torso (27/50 armor remaining)!
- Gains 17 heat, sinks 21!

Zeus (player)
- Fires Gauss Rifle at Nightstar (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 5, miss!
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Gains 15 heat, sinks 24!

Sunder Prime (player)
- Torso-twists to threaten hex 1530!
- Fires Large Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 3, miss!
- Fires Large Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 8, hit Left Torso (6/20 structure remaining)! Crit!
- Fires Medium Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 8, hit Center Torso (22/50 armor remaining)!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 9, 1 missile hit Right Torso (26/32 armor remaining)!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 6, 2 missiles hit Right Leg (0/20 structure remaining (Leg blown off! Damage transfers to Center Torso (21/50 armor remaining)), Left Leg (8/40 armor remaining)!
- Gains 28 heat, sinks 30!

Archer (player)
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 2 enemy movement = 7): rolled 3, miss!
- Gains 10 heat, sinks 20!

Penetrator (player)
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 9, hit Rear Left Torso (0/5 armor, 9/10 structure remaining)! Crit!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 10, hit Rear Center Torso (0/6 armor remaining)!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 4, miss!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 6, hit Head (3/9 armor remaining)! Pilot hit!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Gains 26 heat, sinks 24!

Cestus (player)
- Fires Gauss Rifle at Battle Cobra A (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 11, hit Right Arm (0/12 armor, 3/6 structure remaining)! Crit!
- Fires Large Laser at Battle Cobra A (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Right Arm (0/6 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (10/15 armor remaining)!
- Fires Medium Laser at Battle Cobra A (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Head (0/9 armor, 1/3 structure remaining)! Crit! Pilot hit!
- Gains 13 heat, sinks 24!

Caesar (player)
- Fires ER PPC at Wolverine II (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 8, hit Center Torso (10/20 armor remaining)!
- Fires Gauss Rifle at Wolverine II (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Wolverine II (4 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 8): rolled 12, hit Left Torso (14/20 armor remaining)!
- Fires Medium Pulse Laser at Wolverine II (4 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 8): rolled 7, miss!
- Gains 25 heat, sinks 32!

Cyclops (Allied)
- Aims high and Fires Gauss Rifle at Dire Wolf Prime (2 base + 0 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 5): rolled 7, hit Center Torso (27/47 armor remaining)!
- Aims high and Fires Gauss Rifle at Dire Wolf Prime (2 base + 0 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 5): rolled 6, hit Center Torso (12/47 armor remaining)!
- Aims high and Fires Medium Laser at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 7): rolled 4, miss!
- Aims high and Fires Medium Laser at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 7): rolled 9, hit Left Arm (29/34 armor remaining)!
- Fires SRM-4 at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement = 4): rolled 8, 3 missiles hit Left Leg (39/41 armor remaining), Right Arm (9/34 armor remaining), Left Arm (27/34 armor remaining)!
- Gains 14 heat, sinks 14!

Nightstar
- Aims high and Fires Gauss Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) - 1 accurate weapon = 6): rolled 6, hit Center Torso (13/29 structure remaining)! Crit!
- Aims high and Fires ER PPC at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) - 1 accurate weapon = 6): rolled 7, hit Right Arm (0/26 armor, 9/15 structure remaining)! Crit!
- Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser - 1 accurate weapon = 3): rolled 3, hit Right Leg (5/29 armor remaining)!
- Gains 27 heat, sinks 28!

Dire Wolf Prime
- Fires Ultra AC/20 (Single) at Thunder Hawk (3 base + 4 range + 0 movement + 0 enemy movement = 7): rolled 7, hit Right Arm (8/34 armor remaining)!
- Fires ER PPC at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 7, hit Right Arm (0/34 armor, 10/7 structure remaining)! Crit!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 7, hit Left Arm (2/34 armor remaining)!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 12, hit Right Arm (3/17 structure remaining)! Crit!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 6, hit Left Torso (0/32 armor remaining)!
- Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 4, miss!
- Gains 43 heat, sinks 40!

King Cobra
- Extended torso-twist to threaten hex 3032!
- Fires Gauss Rifle at Crane 2632 (3 base + 0 range + 2 movement - 4 enemy movement - 1 targeting computer = 0): automatically hit (0/15 CF remaining)! Building collapses!
- Fires ER Medium Laser at Zeus (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target - 1 targeting computer = 8): rolled 9, hit Left Torso (12/25 armor remaining)!
- Gains 8 heat, sinks 26!

Wolverine II
- Fires Ultra AC/5 (Ultra) at Caesar (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 10, 1 shell hit Left Arm (16/21 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Caesar (3 base + 0 range + 3 movement + 0 enemy movement - 2 pulse laser = 4): rolled 5, hit Center Torso (7/26 armor remaining)!
- Fires SRM-6 w/Artemis IV at Caesar (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 9, 5 missiles hit Center Torso (5/26 armor remaining), Left Torso (13/15 armor remaining), Center Torso (3/26 armor remaining), Left Arm (14/21 armor remaining), Left Arm (12/21 armor remaining)!
- Gains 8 heat, sinks 20!

Battle Cobra Prime
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 3, hit Center Torso (14/34 armor remaining)!
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 7, hit Center Torso (4/34 armor remaining)!
- Fires Medium Pulse Laser at Penetrator (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Center Torso (0/34 armor, 20/30 structure remaining)! Crit!
- Gains 26 heat, sinks 26!

Battle Cobra B
- Extended Torso-twists to threaten hex 1020!
- Fires ER PPC at Cestus (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Center Torso (17/32 armor remaining)!
- Fires Medium Pulse Laser at Cestus (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 11, hit Left Arm (6/20 armor remaining)!
- Gains 25 heat, sinks 26!

Wyvern IIC
- Unable to act
- Gains 0 heat, sinks 24!

Battle Cobra A
- Torso-twists to threaten hex 1715!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Right Torso (10/24 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Center Torso (26/33 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Left Torso (10/24 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Right Torso (3/24 armor remaining)!
- Fires Streak SRM-6 at Archer (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, 6 missiles hit Center Torso (24/33 armor remaining), Center Torso (22/33 armor remaining), Left Torso (8/24 armor remaining), Left Torso (6/24 armor remaining), Left Leg (24/26 armor remaining), Right Arm (13/22 armor remaining)!
- Fires Streak SRM-6 at Archer (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, 6 missiles hit Right Torso (1/24 armor remaining), Right Torso (0/24 armor, 14/15 structure remaining (Crit!)), Right Torso (12/15 structure remaining (Crit!)), Right Torso (10/15 structure remaining (Crit!)), Right Torso (8/15 structure remaining (Crit!)), Right Torso (6/15 structure remaining (Crit!))!
- Gains 18 heat, sinks 26!



End Phase:
Nightstar
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Gauss Rifle Ammo destroyed!
- Critical chance in Right Arm: rolled 5, no critical hits sustained!
- Critical chance in Left Torso: rolled 9, 1 critical hit sustained!
- - XL Engine hit!

Battle Cobra A
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink damaged!
- Critical chance in Head: rolled 4, no critical hits sustained!
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Must pass a 5+ consciousness test: rolled 5, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Cyclops (Allied)
- Critical chance in Center Torso: rolled 12, 3 critical hits sustained!
- - Gyro hit!
- - Fusion Engine hit!
- - Fusion Engine destroyed! `Mech destroyed!
- Critical chance in Right Arm: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (3 base + 1 massive damage = 4):

Thunder Hawk (Player)
- Critical chance in Right Arm: rolled 8, 1 critical hit sustained!
- - Gauss Rifle hit! Gauss Rifle explodes!
- Suffers 20 damage in an ammunition explosion to Right Arm (0/17 structure remaining)! Arm blown off! 2 pilot hits!
- - 17 damage transfers to Right Torso (14/32 armor remaining)!
- Critical chance in Right Arm Torso: rolled 6, no critical hits sustained!
- Must pass a 3+ consciousness test: rolled 4, succeeds!
- Must pass a 5+ consciousness test: rolled 7, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 9, succeeds!

Penetrator (Player)
- Critical chance in Center Torso: rolled 10, 2 critical hits sustained!
- - Anti-missile system damaged!
- - Engine hit!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!

Archer (Player)
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - LRM-15 hit!
- Critical chance in Right Torso: rolled 10, 2 critical hits sustained!
- - XL Engine hit!
- - XL Engine hit!
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Streak SRM-2 Ammo hit! Streak SRM-2 ammo explodes!
- Suffers 200 damage in an ammunition explosion to Right Torso (0/15 structure remaining)! Torso destroyed! Engine destroyed! 2 pilot hits!
- - 194 damage vented harmlessly by C.A.S.E.!
- Critical chance in Right Center Torso: rolled 11, 2 critical hits sustained!
- - XL Engine hit!
- - XL Engine hit!
- Critical chance in Right Center Torso: rolled 8, 1 critical hit sustained!
- - XL Engine hit!



Physical Combat Phase:
Penetrator (Player)
- Punches Battle Cobra A with Right Arm (5 base + 1 movement + 2 enemy movement = 8): rolled 10, hit Rear Left Torso (5/10 structure remaining)! Crit! No hand actuator, damage reduced!
- Punches Battle Cobra A with Left Arm (5 base + 1 movement + 2 enemy movement = 8): rolled 12, hit Rear Left Torso (1/10 structure remaining)! Crit! No hand actuator, damage reduced!



End Phase:
Battle Cobra A
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Streak SRM-6 ammo hit! Streak SRM-6 ammo explodes!
- Suffers 156 damage in an ammunition explosion to Right Torso (0/15 armor, 0/10 structure remaining)! Torso destroyed! 2 XL Engine hits! 2 pilot hits!
- - 145 damage vented harmlessly by C.A.S.E.!
- Critical chance in Left Center Torso: rolled 8, 1 critical hit sustained!
- - XL Engine destroyed! `Mech destroyed!



Turn End Phase:
Wyvern IIC
- Must pass an 11+ consciousness test: rolled 3, fails!



Next Turn’s Movement Phase
King Cobra
- ACE Status no longer suppressed!

Dire Wolf
- ACE Status no longer suppressed!

Battle Cobra Prime
- ACE Status no longer suppressed!








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 (6/10 turns)

Secondary Objectives
- Protect the Green Knight (failed)
- Extract if Necessary (0/7)



Orders Due: Midnight Saturday!