The Let's Play Archive

Battletech

by PoptartsNinja

Part 708: Aeaea - Turn 9

Aeaea 9

“We will drive them into the woods to slow them down. Be ready.”

The surviving Clan commander’s voice was tinny and so distorted Marduk couldn’t even determine the speaker’s gender. The Rampage’s own communication system was especially robust, able to punch through most ECM-based jamming with ease. He turned the dials up to maximum and sent a simple, “Acknowledged” even as the Coyote forces turned to interpose themselves between the interloping scout ‘Mechs and the rest of the combatants. The Coyotes were still organized in spite of the jamming, which spoke either of their skill, or that they were very good at following the only voice on their unit’s commnet.

Marduk tried to draw a bead on one of the scouts, but the hazy, all-too-familiar shimmer of a Chameleon system threw off his targeting computer. He fired anyway, in an effort to keep the little light ‘Mech honest. He missed clean, but a combined attack from the enemy heavy star knocked the little ‘Mech off its feet while a trio of heavy ‘Mechs brought down its partner. Marduk suppressed an involuntary shudder. It had taken the better part of a Clan heavy ‘mech star to take down a single light ‘Mech.

“So much for our armor advantage,” Harendra’s voice was nearly indistinguishable from the Clan commander’s.

“The enemy’s pilots are not very good,” the Clan leader warbled. “Perhaps we can exploit that.”

“Try to knock them off their feet,” Marduk agreed. “But keep an eye out. They’re not going to take over the Homeworlds with only a few scout—”

A fireball erupted from the upper dome of the Roseau as an Arrow IV artillery missile smashed into it. The upper armor plating buckled around the impact site, but held firm. It’d take more than a single missile to knock a DropShip out of commission. A second missile slammed into the Coyote’s surviving assault ‘Mech, nearly knocking the pilot off his feet.

“That was a low arc,” Marduk roared, “the shooter’s close! Find me that artillery platform now!









Movement Phase
Wolverine II (Player)
- Stands carefully in hex 0619: (4 base + 2 actuator damage - 2 careful stand = 4): rolled 4, succeeds!

Rampage II (Player)
- Disables Blue Shield PFD!

Gurkha #1 (Player)
- Activates MASC!



Shooting Phase
Dragoon II (Player)
- Torso-twists to threaten hex 1324!
- Fires Large Pulse Laser at Cephalus D #4 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser = 6): rolled 4, miss!
- Fires Large Pulse Laser at Cephalus D #4 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser = 6): rolled 10, hit Right Leg for a reduced 8 damage (4/12 armor remaining)!
- Fires Plasma Rifle at Cephalus D #4 (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 4, miss!
- Gains a reduced (32-3=29) heat, sinks 36!

Wolverine II (Player)
- Fires Plasma Rifle at Cephalus Prime #2 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 2, miss!
- Fires Plasma Rifle at Cephalus Prime #2 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 6, miss!
- Gains 22 heat, sinks 24!

Black Watch (Player)
- No orders received!
- Gains 0 heat, sinks 22!

Rampage II (Player)
- Fires Gauss Rifle at Cephalus Prime #2 (3 base + 2 range + 1 movement + 4 enemy movement + 1 Chameleon LPS = 11): rolled 5, miss!
- Fires Gauss Rifle at Cephalus Prime #2 (3 base + 2 range + 1 movement + 4 enemy movement + 1 Chameleon LPS = 11): rolled 8, miss!
- Gains 3 heat, sinks 22!

Gurkha #1 (Player)
- Fires Snub-Nose PPC at Cephalus Prime #1 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, hit Left Arm for a reduced 8 damage (0/6 armor, 2/4 structure remaining)! Crit!
- Gains 12 heat, sinks 20!

Nyx #1 (Player)
- Fires ER Medium Laser at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 5, miss!
- Fires ER Medium Laser at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, miss!
- Fires SRM-6 (HE) at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 9, 4 missiles deal reduced armor damage to Right Arm (5/6 armor remaining), Rear Left Torso (3/4 armor remaining), Rear Left Torso (2/4 armor remaining), Rear Center Torso (3/4 armor remaining)!
- Fires SRM-6 (HE) at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, 3 missiles deal reduced armor damage to Rear Left Torso (1/4 armor remaining), Rear Right Torso (3/4 armor remaining), Left Arm (5/6 armor remaining)!
- Gains 20 heat, sinks 20!

Gurkha #2 (Player)
- Fires Snub-Nose PPC at Cephalus Prime #5 (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 10, hit Center Torso (0/10 modular armor remaining)! Modular Armor destroyed!
- Gains 11 heat, sinks 20!

Nyx #2 (Player)
- Torso-twists to threaten hex 2013!
- Fires ER Medium Laser at Cephalus Prime #1 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 6, miss!
- Fires ER Medium Laser at Cephalus Prime #1 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 8, miss!
- Gains 12 heat, sinks 20!

Elementals 1 (Ally)
- Holds fire!

Elementals 2 (Ally)
- Holds fire!

Fire Elementals (Ally)
- Fires AP Gauss Rifles at Cephalus Prime #3 (3 base + 0 range + 4 enemy movement = 7): rolled 10, 4 troopers hit Right Leg (10/12 armor remaining), Right Leg (8/12 armor remaining), Left Torso (7/10 modular armor remaining), Right Leg (6/12 armor remaining)!

Golem (Ally)
- Holds fire!

Savage Wolf Prime (Player)
- Fires ER PPC at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 5, miss!
- Fires ER PPC at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 9, hit Left Leg for a reduced 12 damage (0/12 armor remaining)!
- Fires Streak SRM-6 at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 6, Fails to Lock-On!
- Gains 36 heat, sinks 34!

Savage Wolf C (Ally)
- Fires ER Medium Laser at Cephalus Prime #2 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 6, miss!
- Fires ER Medium Laser at Cephalus Prime #2 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, miss!
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser = 7): rolled 7, hit Right Arm for a reduced 5 damage (1/6 armor remaining)!
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser = 7): rolled 7, hit Center Torso (3/10 modular armor remaining)!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 0 range + 2 movement + 4 enemy movement - 1 Artemis V = 8): rolled 10, Laser AMS reduces the missile hits to 5 missiles hit Left Arm (0/6 armor, 1/4 structure remaining (Crit!))!
- Fires LRM-15 w/Artemis V at Coyote (3 base + 0 range + 2 movement + 4 enemy movement - 1 Artemis V = 8): rolled 11, Laser AMS reduces the missile hits to 9 missiles hit Right Arm (2/6 armor remaining), Center Torso (0/10 modular armor, 12/12 armor remaining)!
- Gains 34 heat, sinks 34!

Savage Coyote (Ally)
- Fires ATM-12 (HE) at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, miss!
- Fires ATM-12 (HE) at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 8, miss!
- Fires ER Medium Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 4, miss!
- Fires ER Medium Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 4, miss!
- Fires ER Small Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, hit Left Torso (3/10 modular armor remaining)!
- Fires ER Small Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 7, miss!
- Fires LB 10-X Autocannon (Cluster) at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement - 1 cluster = 8): rolled 10, 6 submunitions do reduced armor damage to Head (9/9 armor remaining), Right Torso (9/10 modular armor remaining), Right Leg (6/12 armor remaining), Head (9/9 armor remaining), Left Leg (12/12 armor remaining), Right Torso (8/10 armor remaining)!
- Gains 34 heat, sinks 34!

Rabid Coyote (Ally)
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 5): rolled 10, hit Rear Right Torso for a reduced 5 damage (0/4 armor, 5/6 structure remaining)! Crit!
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 5): rolled 9, hit Rear Center Torso for a reduced 5 damage (0/4 armor, 7/8 structure remaining)! Crit!
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 5): rolled 5, hit Left Arm for a reduced 5 damage (1/6 armor remaining)!
- Fires Medium Pulse Laser at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 5): rolled 4, miss!
- Fires ATM-12 (HE) at Cephalus Prime #2 (3 base + 0 range + 1 movement + 4 enemy movement - 1 improved short range targeting = 7): rolled 8, 8 missiles deal reduced armor damage to Left Leg (3/6 structure remaining (Crit!)), Rear Right Torso (2/6 structure remaining (Crit!)), Right Leg (10/12 armor remaining), Left Arm (0/1 structure remaining (Arm blown off! damage transfers to Rear Left Torso (3/4 armor remaining)), Rear Center Torso (4/8 structure remaining (Crit!)), Rear Center Torso (1/8 structure remaining (Crit!)), Rear Left Torso (1/4 armor remaining), Rear Center Torso (0/8 structure remaining (’Mech Destroyed!))!
- Gains 25 heat, sinks 24!

Dingo (Ally)
- Fires ER Medium Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 6, miss!
- Fires ER Medium Laser at Cephalus Prime #3 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, hit Center Torso (3/10 armor remaining)!
- Fires ER Small Laser at Cephalus Prime #3 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 6, miss!
- Fires ER Small Laser at Cephalus Prime #3 (3 base + 2 range + 2 movement + 4 enemy movement + 1 Chameleon LPS = 12): rolled 8, miss!
- Gains 26 heat, sinks 32!

Cephalus Prime #1
- Holds fire!
- Gains 12 heat, sinks 20!

Cephalus Prime #2
- Fires Light TAG at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 7, miss!
- Gains 22 heat, sinks 20!

Cephalus Prime #3
- Fires Light TAG at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 9, hit!
- Gains 12 heat, sinks 20!

Cephalus D #4
- Fires iHeavy Large Laser at Rampage II (5 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 10): rolled 8, miss!
- Gains 30 heat, sinks 20! Overheating!

Cephalus Prime #5
- Fires Light TAG at Excalibur-Class DropShip Roseau (5 base + 0 range + 2 movement - 4 enemy movement = 3): rolled 9, hit!
- Gains 12 heat, sinks 20!

Arrow IV (Homing)
- Attacks Lower Mapsheet (Base 4 = 4): rolled 9, hit!
- - Missile homes in on Savage Wolf (Base 4 = 4): rolled 5, hit Left Arm (5/25 armor remaining)!

Arrow IV (Homing)
- Attacks Lower Mapsheet (Base 4 = 4): rolled 6, hit!
- - Missile homes in on Excalibur-Class DropShip Roseau: rolled 4, hit!



End Phase:
Cephalus Prime #1
- Critical chance in Right Arm: rolled 2, no critical hits sustained!

Cephalus Prime #3
- Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 6, fails!
- Suffers a reduced 2 damage in the fall to Rear Left Torso (2/4 armor remaining)!
- - Must pass a piloting test to avoid pilot damage (6 base + 1 massive damage + 2 avoiding damage = 9): rolled 9, succeeds!



Next Turn’s Movement Phase
Cephalus Prime #3
- Must pass a piloting test to stand (6 base = 6): rolled 6, succeeds!





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 (1/14)

RWA Secondary Objectives
- Destroy the Septicemia Z to call in the Legion (0/1)

Coyote Secondary Objectives
- Secure hex 1909 or 1904 to warn the Clan (0/1)



Orders Due: Midnight Saturday!