The Let's Play Archive

Battletech

by PoptartsNinja

Part 721: Rabbit Warren - Turn 4

Rabbit Warren Update 4

Most of the Rim World Army considered the Legion to be without pride. Most of the Rim World Army had also never seen more than a dozen people in the towns and villages where they’d grown up in the sparsely populated Rim World Republic. While the Legion had willingly chosen to let themselves become the instruments of Stefan Amaris VII’s will, they were still first and foremost Mechwarriors, which meant they were just as competitive as any elite unit, even if they didn’t acknowledge individual credit for kills. Wars were a team effort, after all, it hardly mattered who could stamp the most ‘Mech silhouettes next to their cockpit glass.

The Legion’s competitions were nearly always ones of positioning: who could take the most ideal position first, and who could best turn a less-than-ideal position into an asset. This time, it was Diana Mendez’s chance to shine. While the others jockeyed for ideal positions from which to storm the mine entrances, Diana had lingered and waited—and sure enough a surviving enemy battle tractor came rumbling up behind, trying to flank the others. They even got a hasty shot off when her heavy BattleMech landed right next to them, scoring the armor protecting her right arm.

With an almost clinical neatness she tore the little combat vehicle in half with her ‘Mech’s taloned feet, spilling the corpses of its two-man crew onto Circe’s hard-packed earth.









Movement Phase
Legion #3 (Player)
- Unable to enter hex 0527, hex already occupied! Movement ends in hex 0627!

Legion #9 (Player)
- Unable to enter hex 0627, hex already occupied! Movement ends in hex 0628!



Shooting Phase
Legion #1 (Player)
- Holds fire!
- Gains 5 heat, sinks 24!

Legion #2 (Player)
- Fires rHeavy PPC, AP Gauss Rifle, and AP Gauss Rifle at nothing meaningful to maintain heat.
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Holds fire!
- Gains 4 heat, sinks 24!

Legion #4 (Player)
- Holds fire!
- Gains 3 heat, sinks 24!

Legion #5 (Player)
- Fires rHeavy PPC at Mithras #4 (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 5, miss!
- Gains 25 heat, sinks 24!

Legion #6 (Player)
- Holds fire!
- Gains 5 heat, sinks 24!

Legion #7 (Player)
- Fires rHeavy PPC at Mithras #3 (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 6): rolled 5, miss!
- Fires AP Gauss Rifle at Mithras #3 (2 base + 2 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 8): rolled 6, miss!
- Fires AP Gauss Rifle at Mithras #3 (2 base + 2 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, miss!
- Gains 27 heat, sinks 24! Overheating!

Legion #8 (Player)
- Fires rHeavy PPC at Mithras #4 (2 base + 2 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics = 9): rolled 5, miss!
- Fires AP Gauss Rifle at Mithras #4 (2 base + 4 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics = 11): rolled 11, hit Front (13/16 armor remaining)!
- Fires AP Gauss Rifle at Mithras #4 (2 base + 4 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics = 11): rolled 7, miss!
- Gains 24(+24=48) heat, sinks 24! Overheating!

Legion #9 (Player)
- No Line of Sight to primary target!
- Gains 4 heat, sinks 24!

Legion #10 (Player)
- Fires Large R-e Laser at Mithras #7 (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics - 1 laser = 6): rolled 11, hit Rear (0/9 armor remaining)! CfMSD!
- Fires Large R-e Laser at Mithras #7 (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics - 1 laser = 6): rolled 9, hit Right Side (5/14 armor remaining)!
- Fires Light PPC at Mithras #7 (2 base + 0 range + 3 movement + 3 enemy movement + 2 minimum range - 1 cybernetics = 9): rolled 7, miss!
- Gains 30 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 2 range + 3 movement + 3 enemy movement - 1 cybernetics - 1 R-e Laser = 8): rolled 4, miss!
- Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 2 range + 3 movement + 3 enemy movement - 1 cybernetics - 1 R-e Laser = 8): rolled 5, miss!
- Fires Light PPC at SM1 Tank Destroyer (2 base + 2 range + 3 movement + 3 enemy movement - 1 cybernetics = 9): rolled 10, hit Turret (19/24 armor remaining)!
- Gains 30 heat, sinks 24! Overheating!

Legion #12 (Player)
- Mithras #8 already destroyed!
- Fires Large R-e Laser at Mithras #3 (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 9, hit Front (7/16 armor remaining)!
- Fires Large R-e Laser at Mithras #3 (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 8, hit Front (0/16 armor, 0/3 structure remaining)! Tank destroyed!
- Fires Light PPC Mithras #3 (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 6, miss!
- Gains 5 heat, sinks 24!

Hellbringer Z
- Holds fire!
- Gains 2 heat, sinks 32!

JagerMech IIC
- Holds fire!
- Gains 1 heat, sinks 28!

Mad Dog E
- Holds fire!
- Gains 2 heat, sinks 20!

Mithras #1
- Fires ER Large Laser at Legion #8 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 9, hit Center Torso (30/38 armor remaining)!

Mithras #1
- Fires ER Large Laser at Legion #8 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 6, miss!

SM1 Tank Destroyer
- Holds fire!

Ares Medium Tank
- Holds fire!

Mithras #3
- Fires ER Large Laser at Legion #8 (5 base + 0 range + 1 movement + 3 enemy movement - 1 targeting computer = 8): rolled 7, miss!

Mithras #4
- Fires ER Large Laser at Legion #8 (5 base + 0 range + 1 movement + 3 enemy movement - 1 targeting computer = 8): rolled 9, hit Right Arm (16/24 armor remaining)!

Mithras #7
- Fires ER Large Laser at Legion #10 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 9, hit Right Arm (16/24 armor remaining)!

Mithras #9
- Holds fire!

Mithras #10
- Holds fire!



End Phase:



Physical Combat Phase:
Legion #10 (Player)
- Kicks Mithras #7 (3 base + 3 movement + 3 enemy movement - 1 cybernetics - 2 kick = 6): rolled 8, hit Front (0/16 armor, 0/3 structure remaining)! Tank destroyed!





Upper Level
Lower Ground Floor

Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain

PTN’s Note: This should make things easier.



Player Status:





OpForce Status:







Special Rules
Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack.



Primary Objectives
- Kill Everyone and Everything (0/1)

Secondary Objectives
- Prevent the Enemy Land Train from Escaping (0/1)
- Prevent the Society from finishing the Turkina Z’s Repairs (6 turns remaining)



Orders Due: Midnight Tuesday!