The Let's Play Archive

Battletech

by PoptartsNinja

Part 636: Operation: Deserved Requital - Turn 9

Operation: Deserved Requital: Tactical Update 9 (Happy Birthday to me!)

“What do you mean, ‘it’s loose’?” Morgaine’s hands slipped on the Cyclops’s entry hatch, her neurohelmet clattered as she smashed her head against the lip. The Cyclops had never been built with a PA(L) suit in mind and the machine was notoriously hard to get into even without body armor. Squeezing through the entry hatch was difficult under even the best conditions, but the machine’s fall had warped the frame and made the task even more difficult. She squeezed an arm and shoulder through, alongside her head, and momentarily wondered if she’d be forced to dislocate her left shoulder to extract herself completely.

“I told you,” she grunted as she worked to extricate herself, “put in just enough water to walk it into the DropShip, drain the excess immediately, and pull the pilot out before we hit the three minute threshold.”

The secondary doors on the Leopard-class DropShip Leitholm bowed outward and burst from their tracks with a gout of inky black smoke. There was an explosive flash and the control panel on the ship’s exterior caught fire, spreading the smoke further still. The cloud of black smoke seemed to roll out of the ship’s MechBay, clinging to the ground rather than rising in the usual column, and for a brief moment something thick, black, and club-like interposed itself between Morgaine and the burning panel.

“—pilot said he detected an instability in the fusion engine and stayed onboard to do a last minute check. The machine was powered down and the ground crew reported that they did drain the reaction mass immediately.”

“It’s just punched its way out of the MechBay you idiot!” Morgaine roared as she tried to force her shoulder through the hatch. If she could get both shoulders through she shouldn’t have any trouble getting clear of her crippled Cyclops. “Get me a headcount of the tech crews, someone clearly didn’t do their job—”

“Service crews reports all but one accounted for,” the controller replied. “Master Tech Surrey reports Astech Altdorf had to climb inside the chest cavity to detach the draining hose—”

“Inside? Jesus Christ!” The slim, streamlined form of a Marauder burst from the Leitholm’s bay. It was inky black, matte and featureless, and some joker had painted a shark-toothed grin on it since she’d last seen it. It seemed to roar as the funnels on its back emitted still more inky black carbon-heavy smoke. It swiveled as if looking about, too-sleek body practically vanishing into its own miasma. For a moment its cockpit seemed to glow with an angry orange light as it pointed itself squarely at her.

The machine broke into a run, charging directly towards her downed Cyclops. Morgaine dislocated her shoulder with an audible pop and eeled herself out the access hatch. She dove and rolled just in time to clear the Marauder’s cloven black foot. As the cloud of black smoke that followed the thing enveloped her, her light power armor automatically switched to bottled oxygen. “Remind me: how much water’s in the human body again? Thirty liters or so? So it’s got enough reaction mass for—maybe a minute at full combat output?”

“Sounds about right, but what—“

“It ate your Astech, Leitholm.” Morgaine watched the Marauder come about, it seemed to have forgotten her at least, if it’d ever realized she was there. She’d seen the reports, gone over the records, and agreed to attempt the recovery mission all the same. That had clearly been a mistake, the ancient Marauder they’d found by chance on a bleak asteroid in a nearby system had always been a technological enigma. It’d operated just fine in the airless vacuum but the first time they’d opened it up for maintenance they’d found—or rather, hadn’t found—a gyro. The Marauder didn’t seem to need one, and its chassis had apparently been highly streamlined to account for its absence.

The machine itself seemed cursed from the outset, the JumpShip that carried it in system suffered a drive failure and two of the crew committed suicide under unusual circumstances—at the inquiry afterwards, the captain maintained they must have suffered some sort of jump psychosis due to the near misjump. Most of the Marauder’s early tests had gone reasonably well, but it wasn’t long before the test pilots had started reporting that they felt nauseous while piloting and most tests ended early. Only a single pilot stuck through the nausea to test the weapons systems—and rumors abounded that when the black Marauder returned to the `Mechbay the pilot was simply gone, vanished from the `Mech’s cockpit as though he’d never existed in the first place.

Saeder-Krupp had shut it away and slated it to be dismantled so they could rip whatever SLDF secrets it carried from its mechanical corpse—and just days after that order had been signed the Clans dropped in force and it’d taken every ounce of subterfuge the guileless plant manager possessed to keep the Clans from noticing it.

Now it was lose, it had a pilot, and it had—apparently—turned an astech into reaction mass to keep its fusion engine running. She winced as it twisted seemingly at random and shot the Banshee in the side. The Lyrans would have to be told something or they’d destroy the damned thing and all her efforts would be worthless. She patched herself into the company’s command frequency.

“Hauptmann Van Tonder, one of our technicians has suffered a psychotic break and stolen a Marauder from Leitholm’s hold. We were hoping to give you a little more support, but on the trip in-system the Marauder suffered a major fuel leak—if it’s got a full tank it’s got enough power to fight for two minutes, tops. We’re still piecing together what happened, but we’d appreciate it if you didn’t kill our pilot.” She paused, staring at the black Marauder’s back for a long moment. “Unless you have to.”








Movement Phase
King Cobra
- Must pass a 3+ test to activate MASC: rolled 5, succeeds!

The Black Marauder (Allied?)
- Emits smoke in hex 1734!



Shooting Phase
Thunder Hawk (player)
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 9, hit Right Leg (6/41 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 7, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 3, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 8, miss!
- Gains 11 heat, sinks 10! Overheating!

Banshee (player)
- Fires PPC at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 7, hit Left Leg (29/41 armor remaining)!
- Fires Autocannon/10 (AP Ammo) at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 4, miss!
- Fires SRM-6 at Dire Wolf (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 8, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 3, miss!
- Gains 20 heat, sinks 21!

Zeus (player)
- Primary Target Dire Wolf declines Line of Sight!
- Gains 2 heat, sinks 24!

Sunder Prime (player)
- Fires Large Laser at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 3, miss!
- Fires Large Laser at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 6, hit Right Leg (0/41 armor, 19/21 structure remaining)! Crit!
- Fires Medium Laser at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 12, hit Center Torso (4/47 armor remaining)!
- Fires SRM-4 at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 7, 1 missile hit Right Leg (17/21 structure remaining)! Crit!
- Fires SRM-4 at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 10, 3 missiles hit Center Torso (2/47 armor remaining), Right Torso (15/32 armor remaining), Center Torso (0/47 armor remaining)!
- Fires SRM-4 at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 8, 3 missiles hit Right Arm (7/34 armor remaining), Right Arm (5/34 armor remaining), Right Torso (13/32 armor remaining)!
- Gains 28 heat, sinks 30!

Archer (player)
- Fires LRM-15 (HE) at Battle Cobra B (3 base + 3 range + 1 movement + 3 enemy movement = 10): rolled 2, miss!
- Fires LRM-15 (HE) at Battle Cobra B (3 base + 3 range + 1 movement + 3 enemy movement = 10): rolled 9, miss!
- Fires Streak SRM-2 at Wolverine II (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target = 8): rolled 11, 2 missiles hit Left Torso (12/20 armor remaining), Right Arm (14/16 armor remaining)!
- Fires Streak SRM-2 at Wolverine II (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target = 8): rolled 5, fails to lock-on!
- Fires Medium Pulse Laser at Wolverine II (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target - 2 pulse laser = 6): rolled 7, hit Right Arm (8/16 armor remaining)!
- Fires Medium Pulse Laser at Wolverine II (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target - 2 pulse laser = 6): rolled 8, hit Right Leg (14/20 armor remaining)!
- Gains 23 heat, sinks 20!

Penetrator (player)
- Torso-twists to threaten hex 1419!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 7, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 8, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 2, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 9, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 7, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 4 range + 2 movement + 3 enemy movement - 2 pulse laser = 11): rolled 3, miss!
- Gains 31 heat, sinks 24!

Cestus (player)
- Fires Gauss Rifle at Wyvern IIC (4 base + 0 range + 1 movement - 4 enemy movement + 1 target prone = 2): automatically hit Left Leg (7/22 armor remaining)!
- Fires Large Laser at Wyvern IIC (4 base + 0 range + 1 movement - 4 enemy movement + 1 target prone = 2): automatically hit Rear Center Torso (0/6 armor, 12/14 structure remaining)! Crit!
- Fires Medium Laser at Wyvern IIC (4 base + 2 range + 1 movement - 4 enemy movement + 1 target prone = 4): rolled 6, hit Rear Center Torso (9/14 structure remaining)! Crit!
- Gains 13 heat, sinks 24!

Caesar (player)
- No Line of Sight to primary target!
- Fires ER PPC at Battle Cobra B (4 base + 2 range + 1 movement + 3 enemy movement = 10): rolled 6, miss!
- Fires Gauss Rifle at Battle Cobra B (4 base + 2 range + 1 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Wolverine II (4 base + 2 range + 1 movement + 3 enemy movement + 2 secondary target not in front arc - 2 pulse laser = 10): rolled 6, miss!
- Gains 21 heat, sinks 32!

Dire Wolf Prime
- Fires Ultra AC/20 (Ultra) at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 2 shells hit Right Leg (8/33 armor remaining), Right Torso (0/19 structure remaining)! Torso destroyed! XL Engine destroyed! `Mech destroyed!
- - 4 Damage transfers to Center Torso (22/41 armor remaining)!
PTN’s note: if it’d fired on single this would’ve been a head hit instead
- Fires ER Medium Laser at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, hit Right Arm Center Torso (15/41 armor remaining)!
- Fires ER Medium Laser at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 12, hit Right Arm (8/41 armor remaining)!
- Fires LRM-20 w/Artemis IV at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, 12 missiles hit Left Torso (3/28 armor remaining), Left Torso (0/28 armor, 17/19 structure remaining (TAC!)), Center Torso (6/41 armor remaining)!
- Fires Streak SRM-6 at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit 8 Right Leg (6/33 armor remaining), Center Torso (4/41 armor remaining), Left Torso (15/19 structure remaining), Center Torso (2/41 armor remaining), Left Torso (13/19 structure remaining), Left Torso (11/19 structure remaining)!
- Fires Streak SRM-6 at Sunder (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, hit 6 Left Torso (9/19 armor remaining), Left Leg (16/33 armor remaining), Center Torso (0/41 armor remaining), Left Torso (7/19 armor remaining), Left Torso (5/19 armor remaining), Center Torso (17/29 structure remaining)!
- Gains 38 heat, sinks 40!

King Cobra
- Holds fire, unable to shoot primary target in a forward arc!
- Gains 2 heat, sinks 26!

Wolverine II
- Fires Ultra AC/5 (Ultra) at Cestus (3 base + 2 range + 3 movement + 1 enemy movement = 9): rolled 12, 2 shells hit Rear Right Torso (3/8 armor remaining), Rear Left Torso (3/8 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Cestus (3 base + 4 range + 3 movement + 1 enemy movement - 2 pulse laser = 9): rolled 5, miss!
- Fires SRM-6 w/Artemis IV at Caesar (3 base + 0 range + 3 movement + 0 enemy movement + 1 partial cover + 1 secondary target = 8): rolled 4, miss!
- Gains 13 heat, sinks 20!

Battle Cobra Prime
- Fires Large Pulse Laser at Cestus (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 4, hit Center Torso (7/32 armor remaining)!
- Fires Large Pulse Laser at Cestus (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 9, hit Left Leg (20/30 armor remaining)!
- Fires Medium Pulse Laser at Cestus (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 9, hit Center Torso (0/32 armor remaining)!
- Gains 26 heat, sinks 26!

Battle Cobra B
- Fires ER PPC at Cestus (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Center Torso (6/21 structure remaining)! Crit!
- Fires Medium Pulse Laser at Cestus (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 7, hit Head (2/9 armor remaining)! Pilot hit!
- Gains 25 heat, sinks 26!

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

The Black Marauder (Allied?)
- Randomly Determines Gunnery: Rolled 2!
- Randomly determines target (3 available): rolled 6, Banshee!
- Fires Heavy PPC w/ PPC Capacitor at Banshee (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Right Torso (0/30 armor, 14/20 structure remaining)! Crit! Capacitor drained!
- Fires Heavy PPC w/ PPC Capacitor at Banshee (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 3, miss! Capacitor drained!
- Gains 42 heat, sinks 42!



End Phase:
Dire Wolf
- Critical chance in Right Leg: rolled 7, no critical hits sustained!
- Critical chance in Right Leg: rolled 10, 2 critical hits sustained!
- - Double Heat Sink hit!
- - Hip Actuator hit!
- Must pass a piloting test or fall (4 base + 1 massive damage + 2 hip damage = 7): rolled 7, succeeds!

Wyvern IIC
- Critical chance in Center Torso: rolled 11, 2 critical hits sustained!
- - Gyro hit!
- - Gyro destroyed!
- Critical chance in Center Torso: rolled 9, 1 critical hit sustained!
- - Gyro hit!

Cestus (Player)
- Critical chance in Center Torso: rolled 8, 1 critical hit sustained!
- - Gyro hit!
- Pilot hit, must pass a 3+ consciousness test: rolled 8, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage + 3 gyro hit = 9): rolled 11, succeeds!

Banshee (Player)
- Critical chance in Right Torso: rolled 3, no critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 8, succeeds!



Turn End Phase:
The Black Marauder (Allied?)
- Forcibly Overcharges PPC Capacitor: must pass a 3+ test to avoid capacitor explosion: rolled 7, succeeds!
- Forcibly Overcharges PPC Capacitor: must pass a 3+ test to avoid capacitor explosion: rolled 6, succeeds!








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 (canceled)
- - Outlast or destroy the Black Marauder (0/5 turns, 0/1 `Mech remaining)

Secondary Objectives
- Protect the Green Knight (failed)
- - Do not destroy the Black Marauder (0/1)
- Extract if Necessary (0/8)



Orders Due: Midnight Tuesday!