The Let's Play Archive

Battletech

by PoptartsNinja

Part 706: Aeaea - Turn 7

Aeaea 7

“New contact, bearing—shit,” Varsha cursed. “Disregard, disregard!”

Captain Réka twisted as she drove into the rear of the enemy assault formation. They either hadn’t noticed her, or they’d disregarded the threat she and Dieudonné posed to their larger machines. Assault ‘Mech pilots tended to be so myopic, fixating on other big ‘Mechs to the exclusion of all others. According to one of the Wolverine assault jocks she’d run simulator battles with and against, they had so much firepower it was “practically unfair” to leverage it against a light ‘Mech. In her experience, that sentiment lingered right up until the first time a light ‘Mech managed to wriggle in behind an assault’s big, slow ass.

A pair of pulse lasers flickered a few meters behind her. At least one of the Coyotes had recognized the danger—the medium ‘Mech, of course. Medium ‘Mechs had to pay nearly as much attention to their surroundings as lights did. She raised a couple of fingers in a quick salute even as the angular Clan machine started to come around to face her. It was already far too late.

“Say again,” Captain Brannigan’s unsettling monotone sent an involuntary shiver down Réka’s spine. Rim World Regulars were always a bit odd, but the chemically-enhanced combat coordinators were something else altogether. She was momentarily grateful that most of the so-called Legion had been left behind. Legionnaires may be the “future” of combat for the manpower-starved Republic, but every one she’d ever spoken had been even worse. Brannigan at least had some personality off the battlefield.

“My sensors picked up a heavy metal deposit and some movement,” Varsha explained. “No contacts, the enemy is not being reinforced. Apologies for the false report.”

“Understood,” Brannigan wasn’t even angry, it was clear she’d already completely disregarded Varsha’s contact report. That was another advantage she had over the Legion, Stefan Amaris VII’s champion trusted the Wolverines in a way Amaris himself did not. For all his brilliance, Stefan Amaris VII was no Mechwarrior. Either BattleMechs frightened him, or the Wolverines’ independence did. His champion served, among other things, as a buffer to keep tensions as low as possible. If Brannigan’s presence was a sign of the Republic’s continued trust, the inclusion of the Legion Battalion was a symptom of the Stefan Amaris VII’s paranoia.

She put that out of her mind along, but she couldn’t dismiss Varsha’s hasty report so easily. Circe wasn’t as mineral starved as some other Clan worlds were said to be, it was possible her Nyx had simply detected a surface deposit and some wind-blown leaves. Still, the hairs on the back of Réka’s neck stood on end. If they did get flanked by a second enemy force, the battle would be over in a matter of seconds. She couldn’t come up with any reason the Clans wouldn’t have already mined minerals easily detected by BattleMech sensors. Especially so close to one of their own facilities.

“Varsha,” she barked as she dropped her crosshairs on the Varangian’s broad, square back. “If you can spare a moment, take a closer look with your Mark I Eyeballs. Worst case, they’ve got more battle armor or ‘Mechs than we expected. Best case, it may be some friendly “bandit caste” rebels we can make contact with.”

“Good thought,” Brannigan’s voice was empty even when she gave praise. “Don’t take too long. The Clans are giving us a pounding.”

“Right,” Réka agreed as she jammed her thumb down on the Gurkha’s firing stud. “Let’s pound them back.”









Movement Phase
Coyote (Player)
- Unable to face hex 0919: insufficient MP (needs 9, has 8)! Turn ends facing hex 0920!

Gurkha #1 (Player)
- Activates MASC!

Fire Elemental Battle Armor
- Disembark in hex 1218!

Rampge II
- Activates Blue Shield PFD!
- Sets Gauss AMS to Selfless Mode!



Shooting Phase
Dragoon II (Player)
- No Line of Sight to primary target: target occupying same hex!
- Fires Plasma Rifle at Fire Elementals (3 base + 0 range + 1 movement + 0 enemy movement + 1 small targets + 1 light woods + 2 smoke = 8): rolled 3, miss!
- Fires Plasma Rifle at Fire Elementals (3 base + 0 range + 1 movement + 0 enemy movement + 1 small targets + 1 light woods + 2 smoke = 8): rolled 10, Fire-Resistant Armor blocks all damage
- Fires Large Pulse Laser at Fire Elementals (3 base + 0 range + 1 movement + 0 enemy movement + 1 small targets + 1 light woods + 2 smoke - 2 pulse laser = 6): rolled 7, hit Trooper 2 (0/10 armor remaining)!
- Gains a reduced (42-3=)28 heat, sinks 36!

Wolverine II (Player)
- Torso-twists to threaten hex 1019!
- Fires Plasma Rifle at Elementals 2 (3 base + 0 range + 3 jumped + 2 enemy movement + 1 small targets = 9): rolled 8, miss!
- Fires SRM-6 w/Artemis IV at Elementals 2 (3 base + 0 range + 3 jumped + 2 enemy movement + 1 small targets = 9): rolled 9, 3 missiles hit Trooper 4 (8/10 armor remaining), Trooper 3 (6/10 armor remaining), Trooper 2 (6/10 armor remaining)!
- Fires AP Gauss Rifle at Elementals 2 (3 base + 0 range + 3 jumped + 2 enemy movement + 1 small targets = 9): rolled 7, miss!
- Fires AP Gauss Rifle at Elementals 2 (3 base + 0 range + 3 jumped + 2 enemy movement + 1 small targets = 9): rolled 11, hit 7 Trooper 3 (3/10 armor remaining)!
- Gains 20 heat, sinks 24!

Coyote (Player)
- Torso-twists to threaten hex 0919!
- Fires LRM-20 w/Artemis IV at Elementals 1 (3 base + 0 range + 2 movement + 2 enemy movement + 1 small targets = 8): rolled 11, 12 missiles hit Trooper 2 (5/10 armor remaining), Trooper 2 (0/10 armor remaining), Trooper 3 (8/10 armor remaining)!
- Fires LRM-20 w/Artemis IV at Elementals 1 (3 base + 0 range + 2 movement + 2 enemy movement + 1 small targets = 8): rolled 7, miss!
- Fires LRM-20 w/Artemis IV at Elementals 1 (3 base + 0 range + 2 movement + 2 enemy movement + 1 small targets = 8): rolled 8, 12 missiles hit Trooper 5 (0/1 trooper remaining (Trooper killed!)), Trooper 3 (3/10 armor remaining), Trooper 4 (8/10 armor remaining)!
- Gains 19 heat, sinks 20!

Black Watch (Player)
- Fires LRM-20 w/Artemis IV at Elementals 2 (3 base + 0 range + 0 movement + 2 enemy movement + 1 small targets = 6): rolled 6, 16 missiles hit Trooper 3 (0/10 armor, 0/1 trooper remaining (Trooper killed!)), Trooper 5 (3/10 armor remaining), Trooper 4 (3/10 armor remaining), Trooper 4 (2/10 armor remaining),!
- Fires LRM-20 w/Artemis IV at Elementals 2 (3 base + 0 range + 0 movement + 2 enemy movement + 1 small targets = 6): rolled 10, 12 missiles hit Trooper 4 (0/10 armor, 0/1 trooper remaining (Trooper killed!)), Trooper 5 (0/10 armor, 0/1 trooper remaining (Trooper killed!)), Trooper 1 (6/10 armor remaining)!
- Gains 8 heat, sinks 22!

Rampage II (Player)
- Fires Gauss Rifle at Dire Wolf (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 9, hit Left Leg (26/41 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 9, hit Left Arm (19/34 armor remaining)!
- Fires Large R-e Laser at Dire Wolf (3 base + 4 range + 1 movement + 1 enemy movement - 1 R-e = 8): rolled 7, miss!
- Fires Medium R-e Laser at Elementals 1 (3 base + 0 range + 1 movement + 2 enemy movement + 1 small targets + 1 secondary target - 1 R-e = 7): rolled 12, hit Trooper 1 (4/10 armor remaining)!
- Gains 20 heat, sinks 22!

Gurkha #1 (Player)
- Torso-twists to threaten hex 1914!
- Fires Snub-Nose PPC at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Head (0/9 armor, 2/3 structure remaining)! Crit! Pilot hit!
- Fires Micro Pulse Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 12, hit Rear Left Torso (7/10 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 8, hit Rear Right Torso (7/10 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 10, hit Rear Right Torso (4/10 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 3, hit Rear Right Torso (1/10 armor remaining)!
- Fires M-Pod at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, 15 submunitions hit Rear Left Torso (6/10 armor remaining), Left Arm (18/34 armor remaining), Left Arm (17/34 armor remaining), Left Arm (16/34 armor remaining), Right Leg (40/41 armor remaining), Right Leg (39/41 armor remaining), Rear Center Torso (13/14 armor remaining), Left Arm (15/34 armor remaining), Left Arm (14/34 armor remaining), Rear Left Torso (5/10 armor remaining), Rear Right Torso (0/10 armor remaining (TAC!)), Right Arm (33/34 armor remaining), Rear Left Torso (4/10 armor remaining), Rear Center Torso (12/14 armor remaining), Rear Center Torso (11/14 armor remaining)!
- Gains 23 heat, sinks 20!

Nyx #1 (Player)
- Fires ER Medium Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Right Arm (28/34 armor remaining)!
- Fires ER Medium Laser at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Right Leg (34/41 armor remaining)!
- Fires SRM-6 (Acid) at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, 4 missiles hit Rear Left Torso (1/10 armor remaining), Rear Right Torso (19/21 structure remaining (Crit!)), Right Leg (31/41 armor remaining), Rear Left Torso (0/10 armor, 20/21 structure remaining (Crit!))!
- Fires SRM-6 (Acid) at Dire Wolf (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, 4 missiles hit Left Arm (11/34 armor remaining), Rear Right Torso (17/21 structure remaining (Crit!)), Rear Center Torso (8/14 armor remaining), Left Leg (23/41 armor remaining)!
- Gains 20 heat, sinks 20!

Gurkha #2 (Player)
- Torso-twists to threaten hex 0520!
- Fires Snub-Nose PPC at Fire Moth (3 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods = 10): rolled 10, hit Right Arm (0/3 armor, 0/3 structure remaining)! Right arm blown off!
- - Damage transfers to Rear Right Torso (0/2 armor, 3/5 structure remaining)! Crit!
- Fires Micro Pulse Laser at Fire Moth (3 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods - 2 pulse laser = 8): rolled 4, miss!
- Fires Micro Pulse Laser at Fire Moth (3 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods - 2 pulse laser = 8): rolled 9, hit Rear Right Torso (0/5 structure remaining)! Torso destroyed! Engine hit! Engine hit!
- Fires Micro Pulse Laser at Fire Moth (3 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods - 2 pulse laser = 8): rolled 7, miss!
- Fires Micro Pulse Laser at Fire Moth (3 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods - 2 pulse laser = 8): rolled 3, miss!
- Gains 23 heat, sinks 20!

Nyx #2 (Player)
- Fires ER Medium Laser at Savage Coyote (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 10, hit Right Torso (21/26 armor remaining)!
- Fires ER Medium Laser at Savage Coyote (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 7, miss!
- Gains 12 heat, sinks 20!

Elementals 1
- Fires AP Gauss Rifles at Coyote (3 base + 0 range + 1 enemy movement = 4): rolled 6, 3 attacks hit Center Torso (24/32 armor remaining), Center Torso (21/32 armor remaining), Right Arm (2/20 armor remaining)!
- Fires SRM-2 at Coyote (3 base + 0 range + 1 enemy movement = 4): rolled 8, friendly AMS reduces the hits from 10 to 8! 8 missiles hit Left Arm (11/20 armor remaining), Left Arm (9/20 armor remaining), Center Torso (19/32 armor remaining), Left Leg (26/28 armor remaining), Right Leg (21/28 armor remaining), Left Torso (20/22 armor remaining), Left Torso (18/22 armor remaining), Center Torso (17/32 armor remaining)!

Elementals 2
- Fires AP Gauss Rifles at Dragoon II (3 base + 0 range + 0 enemy movement = 3): rolled 10, 3 attacks hit Right Torso (18/24 armor remaining), Center Torso (26/36 armor remaining), Right Torso (15/24 armor remaining)!
- Fires SRM-2 at Dragoon II (3 base + 0 range + 0 enemy movement = 3): Rolled 7, 6 missiles hit Left Arm (20/22 armor remaining), Right Arm (7/22 armor remaining), Right Leg (27/29 armor remaining), Left Leg (17/29 armor remaining), Left Arm (18/22 armor remaining), Left Arm (16/22 armor remaining)!

Ironhold (Ace)
- Attacks Dragoon II with AP Gauss Rifles (3 base + 0 range + 0 enemy movement = 3): rolled 12, hit Right Arm (12/22 armor remaining)!
- Attacks Dragoon II with AP Gauss Rifles (3 base + 0 range + 0 enemy movement = 3): rolled 7, hit Right Arm (9/22 armor remaining)!

Golem (Ace)
- Holds fire!

Dire Wolf
- Fires ER PPC at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 10, hit Left Arm for a reduced 7 damage (9/31 armor remaining)!
- Fires ER PPC at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 11, hit Left Torso for a reduced 7 damage (25/32 armor remaining)!
- Fires LRM-20 w/Artemis IV at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, 16 missiles hit Left Torso (20/32 armor remaining), Left Leg (35/40 armor remaining), Left Arm (4/31 armor remaining), Left Arm (3/31 armor remaining)!
- Gains 48 heat, sinks 40!

Savage Wolf Prime
- Reverses arms!
- Fires ER PPC at Nyx #1 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, miss!
- Fires Streak SRM-6 (Rear) at Nyx #1 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, Fails to lock-on!
- Fires Streak SRM-6 (Rear) at Nyx #1 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, Fails to lock-on!
- Gains 21 heat, sinks 34!

Savage Wolf C
- Fires ER Large Laser at Coyote (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 4, miss!
- Fires ER Medium Laser at Coyote (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 2 range + 2 movement + 1 enemy movement - 1 Artemis V = 7): rolled 8, 15 missiles hit Right Arm (0/20 armor, 7/10 structure remaining (Crit!)), Right Torso (17/22 armor remaining), Left Torso (13/22 armor remaining)!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 2 range + 2 movement + 1 enemy movement - 1 Artemis V = 7): rolled 10, 12 missiles hit Right Leg (16/28 armor remaining), Left Arm (4/20 armor remaining), Left Torso (11/22 armor remaining)!
- Gains 33 heat, sinks 34!

Savage Coyote
- Torso-twists to threaten hex 1412!
- Fires ATM-12 (ER) at Nyx #2 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 11, 8 missiles hit Left Leg (1/10 armor remaining), Right Leg (7/10 armor remaining)!
- Fires ATM-12 (ER) at Nyx #2 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 6, miss!
- Fires ER PPC at Nyx #2 (3 base + 2 range + 2 movement + 4 enemy movement = 11): rolled 6, miss!
- Gains 33 heat, sinks 34!

Rabid Coyote
- Torso-twists to threaten hex 1415!
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 6, miss!
- Gains 10 heat, sinks 24!

Dingo
- Fires LRM/20 at Wolverine II (3 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 8): rolled 9, 16 missiles hit Right Torso (15/20 armor remaining), Center Torso (21/26 armor remaining), Right Torso (10/20 armor remaining), Left Arm (17/18 armor remaining)!
- Fires LRM/20 at Wolverine II (3 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 8): rolled 9, 12 missiles hit Right Leg (21/26 armor remaining (TAC!)), Right Arm (13/18 armor remaining), Left Torso (18/20 armor remaining)!
- Fires ER Medium Laser at Wolverine II (3 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 8): rolled 7, miss!
- Fires ER Medium Laser at Wolverine II (3 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 8): rolled 4, miss!
- Gains 22(27) heat, sinks 32!

Lobo
- Holds fire!
- Gains 2 heat, sinks 20!

Fire Moth
- Torso-twists to threaten hex 0721!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover - 1 targeting computer = 5): rolled 5, hit Right Torso (8/24 armor remaining)! TAC!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover - 1 targeting computer = 5): rolled 6, hit Center Torso (19/36 armor remaining)!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover - 1 targeting computer = 5): rolled 4, miss!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover - 1 targeting computer = 5rolled 5, hit Left Leg (damage blocked by terrain)!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover - 1 targeting computer = 5): rolled 8, hit Center Torso (12/36 armor remaining)!
- Gains 32 heat, sinks 20! Overheating!



End Phase:
Fire Elementals
- Trooper 2 burns to death!

Dire Wolf
- Must pass a 3+ Consciousness test: rolled 6, succeeds!
- Critical chance in Head: rolled 8, 1 critical hit sustained!
- - Sensors damaged!
- Through-armor critical chance in Right Torso: rolled 6, no critical hits sustained!
- Critical chance in Right Torso: rolled 9, 1 critical hit sustained!
- - ER Medium Laser damaged!
- Critical chance in Left Torso: rolled 9, 1 critical hit sustained!
- - Streak SRM-6 Damaged!
- Critical chance in Right Torso: rolled 11, 2 critical hits sustained!
- - LRM-20 damaged!
- - ER Medium Laser damaged!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!

Rampage II (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Coyote (Player)
- Critical chance in Right Arm: rolled 12, arm blown off!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Wolverine II (Player)
- Through-armor critical chance in Right Leg: rolled 9, 1 critical hit sustained!
- - Foot actuator damaged!
- Must pass a piloting test or fall (4 base + 1 massive damage + 1 actuator damage = 6): rolled 7, succeeds!

Dragoon II (Player)
- Through-armor critical chance in Right Torso: rolled 3, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!



Physical Combat Phase:
Gurkha #1 (Player)
- Attacks Dire Wolf with Large Vibrosword (Active) (4 base + 2 movement + 1 enemy movement - 1 sword = 6): rolled 9, hit Rear Left Torso (6/21 structure remaining)! Crit!

Gurkha #2 (Player)
- Attacks Fire Moth with Large Vibrosword (Active) (4 base + 2 movement + 3 enemy movement + 2 heavy woods - 1 sword = 10): rolled 8, miss!



End Phase:
Dire Wolf
- Critical chance in Left Torso: rolled 10, 2 critical hits sustained!
- - Streak SRM-6 Damaged!
- - Streak SRM-6 ammo hit!
- Dire Wolf suffers 180 damage in an ammunition explosion to Left Torso (0/32 armor, 0/21 structure remaining)! Torso destroyed! Left arm blown off! Pilot hit! Pilot hit! XL Engine hit! XL Engine hit!
- - 142 damage vented harmlessly by CASE!
- Must pass a 5+ consciousness test: rolled 7, succeeds!
- Must pass a 7+ consciousness test: rolled 6, fails!



Turn End Phase:
Fire Moth
- Must pass a 4+ test to avoid automatic engine shutdown: rolled 2, fails!





Map Link



Player Status:




Opposing Force Status:




Special Rules
Aces Some enemy ‘Mech units may become aces if certain conditions are met
BattleArmor Aces All battle armor units are aces



Primary Objectives
- Destroy Enemy BattleMechs (2/10)

Secondary Objectives
- Destroy Enemy BattleArmor (0/5)



Orders Due: Midnight Saturday!