The Let's Play Archive

Battletech

by PoptartsNinja

Part 637: Operation: Deserved Requital - Turn 10

Operation: Deserved Requital: Tactical Update 10

He hadn’t meant to do it, but it had happened. A combination of factors were to blame—the heat of the moment, the enemy’s threatening advance, and perhaps even distraction caused by the wildly maneuvering “berserk” Marauder. The Clan Varangian’s cockpit had been reduced to a smoldering wreck by one of Qasim’s Gauss Rifles, but even in death the Clanner’s aim had been true—and whether it had been the last impulses of a brain certain of its own demise, a computer glitch, or vengeance from the beyond, the Clan machine had simply unloaded every last weapon it had into Lt. Caro’s Thunder Hawk.

His cockpit had gone dark an instant after the right side of his `Mech’s damage diagnostic display flashed a very concerning shade of red. The engine had been destroyed, stripping Lt. Caro’s `Mech of life and ending the erratic battle updates. The Thunder Hawk rocked and shook as the Clanner’s fury spent itself on its unpowered corpse, and then fell silent. The Clan `Mech toppled, its SRM racks still trailing plumes of inky smoke. Almost miraculously, the Thunder Hawk did not.

Qasim sighed. He didn’t mind being a soldier, even when he was doing nothing but painting fences back at base. The structure and uniformity of it was comforting both on base and out in the field. To take another’s life was the part about his job he hated most, he’d done so before, and he’d have to do so again—but he quietly questioned the sanity of any Mechwarrior who claimed to relish such circumstances. Even so, the sheer gleeful apathy of the strange black Marauder as it casually blew Lt. Di Pasqua’s leg off chilled him to the core—as did the way it stalked around the wreck of the Cyclops. It almost seemed like it was searching for a pilot to crush. Qasim didn’t particularly like the Saeder-Krupp Mechwarrior, but all the same, he hoped they were still safe in their `Mech’s spacious cockpit.








Movement Phase
Zeus (Player)
- Must pass a piloting test to avoid a skid (4 base - 1 distance traveled = 3): rolled 5, succeeds!

The Black Marauder (Allied?)
- Emits smoke in hex 1934!



Shooting Phase
Thunder Hawk (player)
- Fires Gauss Rifle at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 4, miss!
- Fires Gauss Rifle at Dire Wolf (4 base + 0 range + 0 movement + 1 enemy movement = 5): rolled 5, hit Head (0/9 armor, 0/3 structure remaining)! `Mech destroyed!
- Fires Medium Laser at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 9, hit Left Torso (12/32 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 12, hit Left Arm (22/34 armor remaining)!
- Gains 8 heat, sinks 10! Overheating!

Banshee (player)
- Primary target already destroyed!
- Gains 2 heat, sinks 21!

Zeus (player)
- Torso-twists to threaten hex 2920!
- Fires ER Large Laser at King Cobra (4 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 8, miss!
- Fires Gauss Rifle at King Cobra (4 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover + 2 minimum range = 12): rolled 6, miss!
- Gains 15 heat, sinks 24!

Archer (player)
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 9, 12 missiles hit Left Leg (4/19 armor remaining), Left Leg (0/19 armor, 9/10 structure remaining (Crit!), Right Arm (10/12 armor remaining)!
- Fires Streak SRM-2 at Battle Cobra B (3 base + 2 range + 2 movement + 3 enemy movement + 1 secondary target = 11): rolled 6, Fails to Lock-on!
- Fires Streak SRM-2 at Battle Cobra B (3 base + 2 range + 2 movement + 3 enemy movement + 1 secondary target = 11): rolled 7, Fails to Lock-on!
- Fires Medium Pulse Laser at Battle Cobra B (3 base + 2 range + 2 movement + 3 enemy movement + 1 secondary target - 2 pulse laser = 9): rolled 9, hit Left Torso (4/15 armor remaining)!
- Fires Medium Pulse Laser at Battle Cobra B (3 base + 2 range + 2 movement + 3 enemy movement + 1 secondary target - 2 pulse laser = 9): rolled 11, hit Left Torso (0/15 armor, 8/10 structure remaining)! Crit!
- Gains 20 heat, sinks 20!

Penetrator (player)
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 2 range + 3 movement + 2 enemy movement + 1 heat - 2 pulse laser = 10): rolled 6, miss!
- Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 2 range + 3 movement + 2 enemy movement + 1 heat - 2 pulse laser = 10): rolled 6, miss!
- Gains 13 heat, sinks 24!

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

Caesar (player)
- Fires ER PPC at Battle Cobra Prime (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 5, miss!
- Fires Gauss Rifle at Battle Cobra Prime (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 8, miss!
- Gains 21 heat, sinks 32!

Dire Wolf Prime
- Fires Ultra AC/20 (Ultra) at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 5, 2 shells hit Right Torso (0/32 armor, 15/21 structure remaining (Crit!)), Left Leg (17/42 armor remaining)!
- Fires ER PPC at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, hit Right Torso (0/15 structure remaining)! Torso destroyed! XL Engine destroyed! `Mech destroyed!
- Fires ER PPC at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 5, hit Right Leg (6/42 armor remaining)!
- Fires ER Medium Laser at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, hit Center Torso (23/50 armor remaining)!
- Fires ER Medium Laser at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires ER Medium Laser at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 10, hit Left Arm (0/34 armor, 12/17 structure remaining)! Crit!
- Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires Streak SRM-6 at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, 6 missiles hit Right Leg (4/42 armor remaining), Center Torso (21/50 armor remaining), Center Torso (19/50 armor remaining), Left Arm (10/17 structure remaining (Crit!)), Center Torso (17/50 armor remaining), Center Torso (15/50 armor remaining)!
- Fires Streak SRM-6 at Thunder Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 6 missiles hit Left Leg (15/42 armor remaining), Center Torso (13/50 armor remaining), Center Torso (11/50 armor remaining), Center Torso (9/50 armor remaining), Right Leg (2/42 armor remaining), Center Torso (7/50 armor remaining)!
- Gains 75 heat, sinks 38! Overheating!

King Cobra
- Torso-twists to threaten hex 2029!
- Fires Gauss Rifle at Zeus (3 base + 0 range + 2 movement + 0 enemy movement + 2 minimum range - 1 targeting computer = 6): rolled 8, hit Left Leg (0/24 armor, 11/17 structure remaining)! TAC!
- Fires ER Medium Laser at Zeus (3 base + 0 range + 2 movement + 0 enemy movement + 2 minimum range - 1 targeting computer = 6): rolled 11, hit Center Torso (17/26 armor remaining)!
- Gains 2 heat, sinks 26!

Wolverine II
- Fires Ultra AC/5 (Ultra) at Archer (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 11, 2 shells hit Right Torso (12/24 armor remaining), Left Torso (12/24 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Archer (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover - 2 pulse laser = 6): rolled 8, hit Left Arm (8/22 armor remaining)!
- Fires SRM-6 w/Artemis IV at Archer (3 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 10): rolled 11, 5 missiles hit Left Leg (damage blocked by terrain), Left Leg (damage blocked by terrain), Right Arm (13/22 armor remaining), Left Torso (10/24 armor remaining), Left Torso (8/24 armor remaining)!
- Gains 13 heat, sinks 20!

Battle Cobra Prime
- Torso-twists to threaten hex 1722!
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Right Arm (11/21 armor remaining)!
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit 7 (10/23 structure remaining)! Crit!
- Fires Medium Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Arm (4/21 armor remaining)!
- Gains 26 heat, sinks 26!

Battle Cobra B
- Fires ER PPC at Caesar (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Left Leg (6/21 armor remaining)!
- Fires Medium Pulse Laser at Caesar (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Leg (7/21 armor remaining)!
- Gains 25 heat, sinks 26!

Black Marauder (Allied?)
- Randomly Determines Gunnery: Rolled (1 - 1 = 0)!
- Randomly determines target (Banshee = 1, King Cobra = 2, 3, Zeus = 4, 5, reroll = 6): rolled 4, Zeus!
- Fires Heavy PPC w/ PPC Capacitor at Zeus (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatically hit Left Arm (0/22 armor, 6/13 structure remaining)! Crit! Capacitor Drained!
- Fires Heavy PPC w/ PPC Capacitor at Zeus (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatically hit Left Leg (0/17 structure remaining)! Leg blown off! Capacitor Drained!
- 9 damage transfers to Center Torso (8/26 armor remaining)!
- Gains 42 heat, sinks 42!



End Phase:
Battle Cobra Prime
- Critical chance in Left Leg: rolled 7, no critical hits sustained!

Battle Cobra B
- Critical chance in Left Torso: rolled 5, no critical hits sustained!

Penetrator (Player)
- Critical chance in Center Torso: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage - 1 stable = 4): rolled 10, succeeds!



Turn End Phase:
The Black Marauder (Allied?)
- Forcibly Overcharges PPC Capacitor: must pass a 5+ test to avoid capacitor explosion: rolled 8, succeeds!
- Forcibly Overcharges PPC Capacitor: must pass a 5+ test to avoid capacitor explosion: rolled 10, 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 (2/5 turns, 0/1 `Mech remaining)

Secondary Objectives
- Protect the Green Knight (failed)
- - Do not destroy the Black Marauder (0/1)
- Extract if Necessary (0/5)



Orders Due: Midnight Tuesday!