The Let's Play Archive

Battletech

by PoptartsNinja

Part 707: Aeaea - Turn 8

Aeaea 8

“In order to obtain a certain result, you must want to obtain precisely that result. If you want to obtain a certain result, you will obtain it. I need only such people as will obtain the results I need.”

Behind and above her, Nadia Lysenko’s Type 255 Extra-Light Engine roared to life as her code-phrase disabled the engine safeties. Ensconced securely within the armored hulk of a BattleMech, the ex-Jade Falcon scientist’s thin lips curled into a wicked smile. Her sharp, hawkish features and powerful frame told the full story: she’d been a failed warrior, driven out of her sibko at a young age and relegated to the Scientists so that her keen intellect would not go wasted.

She’d always been doomed to fail, of course. The Society had shown her that much, the Warrior caste did not prize a sharp mind or a quick wit. Warriors favored only fast reflexes, good eyesight, and ruthless aggression. She had possessed all but the first, and so her contributions to Clan society were doomed to go forgotten in favor of warriors—imbeciles incapable of acts of true creation—men and women whose only possible contribution to society was destruction and a waste of the Homeworlds’ dwindling resources. Even now, those fools were expending their strength and fury fighting an unwinnable war to “punish” an Inner Sphere that had long forgotten the names of their ancestors.

“Status,” she asked. It was perfunctory, she could call up a live feed if she wished, but Nadia Lysenko had people to monitor the tactical situation for her and unlike the average warrior caste member she knew how to let her analysts do their jobs.

“Coyote and Wolverine forces have battered themselves nigh senseless,” the report came quickly. “The latest models are doing well, no damage yet sustained. Star Colonel Kyung-Ja is down and almost certainly dead. Her ejector seat almost certainly clipped the Dire Wolf’s intentional design flaw.”

Nadia’s smile widened. The warrior caste would believe anything. An armored shelf to protect the pilot from aerial attacks sounded good on paper, but positioned just so it was practically guaranteed to kill an ejection pilot if the ‘Mech fell forward. It still took effort to bring a Dire Wolf down, but once an enemy managed it they were almost certain to kill or cripple a Ristar or a highly ranked Clanner.

Warrior idiots.

“Send to scouts: disrupt this little fracas. The Rim World Republic has served its purpose, but the Homeworlds hardly need another resurrected Clan. Especially since we don’t control this one.”

“Stefan Amaris has overreached,” her analyst confirmed.

Without a word Nadia brought up a general broadcast. Moments later, her voice was on every frequency. “Wolverines, Clan Society thanks you and your insane master for throwing the Homeworlds into utter chaos on our behalf. Now, if you all would kindly lie down and die, we can begin to restore a proper order.”



****************************************



The Lobo collapsed, cored through the back by Serena’s pulse lasers and plasma rifles. Sweat trickled down the back of her neck even as her combat computer struggled to optimize the flow of the ‘Mech’s coolant. She wasn’t able to enjoy her victory, the unknown transmission had been followed by a wave of intense jamming that seemed to have confused even the Coyotes. They milled about, hostile, but for the first time it seemed neither side was eager to press the battle.

Serena’s fingers played over her support keyboard. Even her Angel ECM couldn’t get ahead of the enemy jamming, it was too all-pervading. The universe seemed to slow to a crawl around her as the computer struggled to keep up with her typing. She keyed in a brief message in an old Star League code she knew the Wolverine ‘Mechs still watched for. She was certain the Clan computers would as well, ‘Mechs had to be able to communicate if their transmission aerials got shot away, after all. In a moment her exterior lights began blinking in repeating sequence, calling for everyone’s attention. ‘Mechs swiveled her way, weapons raised. She’d kept her message brief, trusting the surviving Clan commander to understand.

BETTER THE ENEMY YOU KNOW?

A moment later, the smallest Timberwolf analog dipped its shoulders and pulsed a coded response with its surviving running lights.

AGREED.









Movement Phase
Coyote (Player)
- Unable to reach hex 1322: enemy unit in hex 1021! Movement ends in hex 1021!

Wolverine II (Player)
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 7, succeeds!

Dingo Prime
- Activates AMS!

Lobo
- Activates AMS!



Shooting Phase
Dragoon II (Player)
- Fires Plasma Rifle at Lobo (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Rear Center Torso (0/5 armor, 7/12 structure remaining)! Target gains 3 heat! Crit!
- Fires Plasma Rifle at Lobo (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 11, hit Right Arm (0/12 armor, 0/6 structure remaining)! Target gains 5 heat! Arm blown off!
- - Damage transfers to Right Torso (3/5 armor remaining)!
- Fires Large Pulse Laser at Lobo (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 7, hit Rear Right Torso (0/5 armor, 3/10 structure remaining)! Crit!
- Fires Large Pulse Laser at Lobo (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 5, hit Right Torso (0/10 structure remaining)! Torso destroyed!
- - Damage transfers to Center Torso (0/12 structure remaining) ’Mech destroyed!
- Gains a reduced (42-3=)39 heat, sinks 36!

Wolverine II (Player)
- Fires Plasma Rifle at Ironholds (3 base + 0 range + 3 jumped + 1 small targets = 7): rolled 7, hit Trooper 5 (0/16 armor, 0/1 structure remaining)!
- Fires Plasma Rifle at Ironholds (3 base + 0 range + 3 jumped + 1 small targets = 7): rolled 10, hit!
- Gains 24 heat, sinks 24!

Coyote (Player)
- Primary target already destroyed!
- Gains 2 heat, sinks 20!

Black Watch (Player)
- Primary target already destroyed!
- Gains 0 heat, sinks 22!

Rampage II (Player)
- Fires Gauss Rifle at Dingo (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 10, hit Left Leg (0/18 armor remaining)!
- Fires Gauss Rifle at Dingo (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Right Leg (0/18 armor remaining)!
- Fires Large R-e Laser at Elementals 1 (3 base + 0 range + 2 movement + 1 enemy movement + 1 small targets + 1 light woods + 1 secondary target - 1 R-e = 8): rolled 11, hit Trooper 4 (0/10 armor, 0/1 trooper remaining)! Trooper killed!
- Fires Medium R-e Laser at Elementals 1 (3 base + 0 range + 2 movement + 1 enemy movement + 1 small targets + 1 light woods + 1 secondary target - 1 R-e = 8): rolled 9, hit Trooper 3 (0/10 armor, 0/1 trooper remaining)! Trooper killed!
- Gains 20 heat, sinks 22!

Gurkha #1 (Player)
- Torso-twists to threaten hex 1914!
- Fires Snub-Nose PPC at Dire Wolf’s Right Torso (3 base + 0 range + 2 movement + 0 enemy movement - 4 immobile target = 1): automatically hit, rolled 6 to confirm, hit Right Torso (22/32 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf’s Right Torso (3 base + 2 range + 2 movement + 0 enemy movement - 4 immobile target - 2 pulse laser = 1): automatically hit, rolled 9 to confirm, hit Center Torso (44/47 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf’s Right Torso (3 base + 2 range + 2 movement + 0 enemy movement - 4 immobile target - 2 pulse laser = 1): automatically hit, rolled 5 to confirm, hit Right Leg (28/41 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf’s Right Torso (3 base + 2 range + 2 movement + 0 enemy movement - 4 immobile target - 2 pulse laser = 1): automatically hit, rolled 4 to confirm, hit Right Arm (25/34 armor remaining)!
- Fires Micro Pulse Laser at Dire Wolf’s Right Torso (3 base + 2 range + 2 movement + 0 enemy movement - 4 immobile target - 2 pulse laser = 1): automatically hit, rolled 4 to confirm, hit Center Torso (41/47 armor remaining)!
- Gains 16 heat, sinks 20!

Nyx #1 (Player)
- Fires ER Medium Laser at Savage Coyote (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 12, hit Left Leg (25/30 armor remaining)!
- Fires ER Medium Laser at Savage Coyote (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, hit Left Leg (20/30 armor remaining)!
- Fires SRM-6 (HE) at Savage Coyote (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, 3 missiles hit Rear Center Torso (13/15 armor remaining), Left Leg (18/30 armor remaining), Rear Left Torso (8/10 armor remaining)!
- Fires SRM-6 (Inferno) at Savage Coyote (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 12, 4 missiles increase the target’s heat by 8!
- Gains 20 heat, sinks 20!

Gurkha #2 (Player)
- Primary target already destroyed!
- Gains 2 heat, sinks 20!

Nyx #2 (Player)
- Torso-twists to threaten hex 2013!
- Fires ER Medium Laser at Dire Wolf (3 base + 0 range + 2 movement + 0 enemy movement - 4 immobile target = 1): automatically hit Rear Center Torso (3/14 armor remaining)!
- Fires ER Medium Laser at Dire Wolf (3 base + 0 range + 2 movement + 0 enemy movement - 4 immobile target = 1): automatically hit Left Leg (18/41 armor remaining)!
- Fires SRM-6 at Dire Wolf (3 base + 0 range + 2 movement + 0 enemy movement - 4 immobile target = 1): 6 missiles automatically hit Left Leg (16/41 armor remaining), Rear Center Torso (1/14 armor remaining), Rear Right Torso (15/21 structure remaining (Crit!)), Rear Center Torso (0/14 armor, 30/31 structure remaining (Crit!)), Right Arm (23/34 armor remaining), Rear Center Torso (28/31 structure remaining (Crit!))!
- Fires SRM-6 at Dire Wolf (3 base + 0 range + 2 movement + 0 enemy movement - 4 immobile target = 1): 5 missiles automatically hit Left Leg (14/41 armor remaining), Rear Right Torso (13/21 structure remaining (Crit!)), Rear Center Torso (26/31 structure remaining (Crit!)), Right Arm (21/34 armor remaining), Rear Center Torso (24/31 structure remaining (Crit!))!
- Gains 12 heat, sinks 20!

Elementals 1
- Initiates Leg Attack on Wolverine II (4 base + 0 active troopers + 2 enemy movement = 6): rolled 10, hit Left Leg (22/26 armor remaining)! TAC!

Elementals 2
- Initiates Leg Attack on Coyote (4 base + 5 active troopers + 0 enemy movement = 9): rolled 8, miss!

Fire Elementals
- Fires AP Gauss Rifles at Dragoon II (3 base + 0 range + 1 enemy movement = 4): rolled 7, 2 Gauss Rifles hit Head (6/9 armor remaining), Right Arm (4/22 armor remaining)!
- Fires SRM-2(OS) at Dragoon II (3 base + 0 range + 1 enemy movement = 4): rolled 7, 6 missiles hit Right Arm (2/22 armor remaining), Right Arm (0/22 armor remaining), Left Arm (14/22 armor remaining), Right Leg (25/29 armor remaining), Right Leg (23/29 armor remaining), Head (4/9 armor remaining)!

Ironhold (Ace)
- Attacks Rampage II with AP Gauss Rifles (3 base + 0 range + 0 enemy movement = 3): rolled 3, hit Right Arm (28/31 armor remaining)!
- Attacks Rampage II with AP Gauss Rifles (3 base + 0 range + 0 enemy movement = 3): rolled 7, hit Right Leg (37/30 armor remaining)!

Golem (Ace)
- Holds fire!

Dire Wolf
- Unconscious
- Gains 10 heat, sinks 40!

Savage Wolf Prime
- Fires ER PPC at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 3, miss!
- Fires ER PPC at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Left Arm for a reduced 7 damage (0/3 armor, 13/17 structure remaining)! Crit!
- Gains 36 heat, sinks 34!

Savage Wolf C
- Fires ER Large Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Rear Center Torso (0/9 armor, 20/21 structure remaining)! Crit!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, hit Left Leg (19/28 armor remaining)!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 0 range + 2 movement + 0 enemy movement - 1 Artemis V = 4): rolled 11, 15 missiles hit Rear Right Torso (3/8 armor remaining), Rear Right Torso (0/8 armor, 13/15 structure remaining (Crit!)), Left Arm (0/20 armor, 9/10 structure remaining (Crit!))!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 0 range + 2 movement + 0 enemy movement - 1 Artemis V = 4): rolled 8, 15 missiles hit Right Leg (11/28 armor remaining), Left Arm (4/10 structure remaining (Crit!)), Rear Right Torso (8/15 structure remaining (Crit!))!
- Gains 33 heat, sinks 34!

Savage Coyote
- Fires ATM-12 (MR) at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, 8 missiles hit Center Torso (37/48 armor remaining), Right Torso (26/32 armor remaining)!
- Fires ATM-12 (MR) at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, 8 missiles hit Center Torso (32/48 armor remaining), Center Torso (29/48 armor remaining)!
- Fires ER Medium Laser at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Center Torso (22/48 armor remaining)!
- Fires ER Medium Laser at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires LB 10-X Autocannon (Cluster) at Rampage II (3 base + 2 range + 2 movement + 0 enemy movement - 1 cluster = 6): rolled 8, 10 submunitions hit Center Torso (21/48 armor remaining), Left Torso (19/32 armor remaining (TAC!)), Left Arm (12/17 structure remaining (Crit!)), Left Torso (18/32 armor remaining), Center Torso (20/48 armor remaining (TAC!)), Center Torso (19/48 armor remaining), Center Torso (18/48 armor remaining), Left Leg (34/40 armor remaining), Right Leg (36/40 armor remaining), Center Torso (17/48 armor remaining)!
- Gains 38 heat, sinks 34!

Rabid Coyote
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 8, hit Left Torso (4/11 armor remaining)!
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Gurkha #1 (3 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 7, hit Right Arm (5/12 armor remaining)!
- Fires ATM-12 (MR) at Gurkha #1 (3 base + 0 range + 1 movement + 3 enemy movement - 1 Improved Targeting = 6): rolled 7, 8 missiles hit Left Leg (11/16 armor remaining), Left Leg (8/16 armor remaining)!
- Gains 25 heat, sinks 24!

Dingo
- Torso-twists to threaten hex 0718!
- Fires LRM/20 at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, 12 missiles hit Rear Right Torso (3/15 structure remaining (Crit!)), Left Leg (14/28 armor remaining), Rear Right Torso (1/15 structure remaining (Crit!))!
- Fires LRM/20 at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, 20 missiles hit Rear Right Torso (0/15 structure remaining (Torso destroyed! XL Engine hit! XL Engine hit! damage transfers to Rear Center Torso (16/21 structure remaining (Crit!))), Right Leg (6/28 armor remaining), Rear Center Torso (11/21 structure remaining (Crit!)), Rear Left Torso (3/8 armor remaining)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 3, miss!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 5, hit Rear Center Torso (4/21 structure remaining (Crit!))!
- Fires ER Small Laser at Coyote (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 9, hit Rear Left Torso (0/8 armor, 13/15 structure remaining (Crit!))!
- Fires ER Small Laser at Coyote (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 3, miss!
- Gains 26 heat, sinks 32!

Lobo
- Fires ER Large Laser at Black Watch (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, hit Right Torso (42/52 armor remaining)!
- Fires Heavy Medium Laser at Black Watch (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy laser = 8): rolled 8, hit Right Arm (38/48 armor remaining)!
- Fires Heavy Medium Laser at Black Watch (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy laser = 8): rolled 8, hit Right Arm (28/48 armor remaining)!
- Fires ATM-6 (HE) at Black Watch (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 12, 4 missiles hit Center Torso (70/74 armor remaining)!
- Fires ATM-6 (HE) at Black Watch (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, 4 missiles hit Left Torso (48/52 armor remaining)!
- Gains 2 heat, sinks 20!

Fire Moth
- Shut Down!
- Gains 0 heat, sinks 20!



End Phase:
Dire Wolf
- Critical chance in Right Torso: rolled 5, no critical hits sustained!
- Critical chance in Center Torso: rolled 10, 2 critical hits sustained!
- - LRM-20 Ammo hit!
- - Gyro hit!
- Ammo explosion deals 100 damage to Center Torso (0/47 armor, 0/31 structure remaining)! Mech Destroyed!
- Critical chance in Center Torso: rolled 3, no critical hits sustained!
- Critical chance in Right Torso: rolled 4, no critical hits sustained!
- Critical chance in Center Torso: rolled 4, no critical hits sustained!
- Critical chance in Center Torso: rolled 6, no critical hits sustained!

Wolverine II (Player)
- Through-armor critical chance in Left Leg: rolled 8, 1 critical hit sustained!
- - Left Lower Leg Actuator damaged!

Dragoon II (Player)
- Chance for Pilot Damage: Rolled 5, damage blocked by PilotPA(L)!
- Chance for Pilot Damage: Rolled 6, damage blocked by PilotPA(L)!

Rampage II (Player)
- Critical chance in Left Arm: rolled 7, no critical hits sustained!
- Through-armor critical chance in Left Torso: rolled 10, 2 critical hits sustained!
- - Gauss Rifle ammo hit!
- - XL Engine hit!
- Critical chance in Left Arm: rolled 8, 1 critical hit sustained!
- - Large R-e Laser damaged!
- Through-armor critical chance in Center Torso: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds!

Coyote (Player)
- Critical chance in Center Torso: rolled 9, 1 critical hit sustained!
- - LRM-20 Ammo hit!
- Ammo explosion deals 1 damage to Center Torso (3/21 structure remaining)! Remaining damage vented harmlessly by CASE II! Crit! Pilot hit! Pilot hit!
- Critical chance in Left Arm: rolled 8, 1 critical hit sustained!
- - Upper Arm Actuator hit!
- Critical chance in Left Arm: rolled 9, 1 critical hit sustained!
- - LRM-20 Ammo hit!
- Ammo explosion deals 1 damage to Left Arm (3/10 structure remaining)! Remaining damage vented harmlessly by CASE II! Crit! Pilot hit! Pilot hit!
- Critical chance in Center Torso: rolled 11, 2 critical hits sustained!
- - Gyro hit!
- - XL Engine destroyed! Mech destroyed!
- Critical chance in Center Torso: rolled 6, 0 critical hits sustained!
- Critical chance in Center Torso: rolled 5, 0 critical hits sustained!
- Critical chance in Left Torso: rolled 6, 0 critical hits sustained!
- Critical chance in Center Torso: rolled 4, critical hits sustained!
- Critical chance in Left Arm: rolled 9, 1 critical hit sustained!
- - LRM-20 w/Artemis IV Damaged!



Physical Combat Phase:
Wolverine II (Player)
- Kicks Fire Moth (4 base + 3 movement + 0 enemy movement + 3 actuator damage + 2 heavy woods - 4 immobile target - 2 kick = 6): rolled 5, miss!

Rampage II (Player)
- Kicks Fire Moth (4 base + 2 movement + 0 enemy movement + 2 heavy woods - 4 immobile target - 2 kick = 2): automatically hit Right Leg (0/4 armor, 0/4 structure remaining)! Leg blown off! ‘Mech destroyed!



End Phase:
Wolverine II
- Must pass a piloting test or fall (4 base + 3 actuator damage + 0 missed kick = 7): rolled 6, fails!
- Must pass a piloting test to avoid pilot damage (4 base + 3 actuator damage + 2 avoiding damage - 1 PilotPA(L) + 0 missed kick = 8): rolled 8, succeeds!
- Suffers 5 damage to Rear Right Torso (1/6 armor remaining)!





Map Link



Player Status:




Ally Status:




OpForce 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
- Defeat or Drive Off the Society (0/??)
- Destroy Enemy BattleMechs (2/10)

RWA Secondary Objectives
- Call Down the Legion (0/1)
- Destroy Enemy BattleArmor (0/5)

Coyote Secondary Objectives
- Find a Way to Call for Help (0/1)
- Destroy all RWA forces (1/9)



Orders Due: Midnight Tuesday!