The Let's Play Archive

Battletech

by PoptartsNinja

Part 724: Rabbit Warren - Turn 7

Rabbit Warren Update 7

There was no time to chat once battle was joined in earnest, but that was how Elias Combs preferred it. The Legion associated with one another out of necessity, tolerated one another’s presence and largely stayed out of each other’s way. They did not bunk together. They did not entertain one another. They were allowed private rooms and as much solitude as they cared for—which meant, outside of their ‘Mechs, they often went weeks without seeing one another.

It took a very special sort of person to agree to be transformed into a Legion pilot, the invasive and time-consuming cybernetic surgeries left those who underwent them sterile and numb to pain. None of them cared, the allure of seeing through the “eyes” of a fourteen-meter tall death machine had been too great, as was the sheer exhilaration Elias felt when he opened fire with his PPC. Knowing that he would be greatly rewarded for turning that PPCs against irritants was merely icing on the cake.

It took a sociopath to join the Legion.

Certainly, most had been high-functioning before they’d joined. They could get by in society, feign emotional connections that they didn’t feel, and every single one would have gladly slaughtered everyone they’d ever known if they had the means, a motive, and thought they could get away with it. Which wasn’t to suggest they were murderers, although Elias suspected the Rim World Army would’ve looked the other way if they had been, but given proper motivation there was no incentive to even attempt to feign remorse.

The Republic didn’t believe in the Death Penalty, after all. The truly broken were locked away where they could do no harm, while lesser criminals were assigned prison terms only long enough for the prisoner to be assigned to the next colonization mission. First generation colonists always had things rough, but giving offenders real, honest work to do to better their own situation was preferable to execution. The Republic was too efficient to waste anything—even the dregs of its society.

Dregs like Elias. That thought amused him. Diana Mendez’s machine was staring straight at him with her bubble-shaped head’s directional camera. That camera was often the only cue the Legion had to their compatriot’s intentions. It showed which direction the other pilot planned to move. Elias did a quick calculation, then pointed his directional camera squarely at her machine as well.

The two leapt in tandem, and seized the other’s left hand in mid-air. They held their grip only for a moment, just long enough for both the other’s jump jet thrust to spin them around, and then they were past. Elias touched down along the cliff wall, while Diana landed almost exactly in Elias’s footprints. The coordinated swap had done its job, most of the enemy’s shots at the flying pair of ‘Mechs missed wide. If they’d just kept their crosshairs in place they might have fared a little better.

Elias shoved the enemy Copperhead with an open palm and shot it as it fell. He probably could have smashed one of its legs with a kick from the Legion’s taloned feet, but it wasn’t mercy that stayed his hand. He just wanted to illustrate two very simple facts to that enemy pilot: they were outclassed.

And they were all going to die.









Shooting Phase
Legion #1 (Player)
- Fires rHeavy PPC at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement + 2 minimum range - 1 cybernetics = 10): rolled 3, miss!
- Fires AP Gauss Rifle at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 9, hit Torso (22/25 armor remaining)!
- Fires AP Gauss Rifle at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 7, miss!
- Gains 25 heat, sinks 24!

Legion #2 (Player)
- Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics = 5): rolled 6, hit Center Torso (23/35 armor remaining)!
- - Plasma arcs to Left Torso (20/24 armor remaining)!
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat + 2 EMP - 1 cybernetics = 7): rolled 7, hit Right Torso (12/24 armor remaining)!
- - Plasma arcs to Center Torso (19/35 armor remaining)!
- Gains 24 heat, sinks 24! Overheating!

Legion #4 (Player)
- Fires rHeavy PPC at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement + 2 minimum range - 1 cybernetics = 7): rolled 4, miss!
- Fires AP Gauss Rifle at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 4, miss!
- Fires AP Gauss Rifle at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit Right Arm (13/16 armor remaining)!
- Gains 27 heat, sinks 24! Overheating!

Legion #5 (Player)
- Fires TSEMP Cannon at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 12, hit! Rolled 9, target shuts down!
- Fires AP Gauss Rifle at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 6, hit Turret (14/17 armor remaining)! TAC!
- Fires AP Gauss Rifle at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit Front (16/19 armor remaining)!
- Gains 17 heat, sinks 24!

Legion #6 (Player)
- Fires rHeavy PPC at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 7, hit Head (0/9 armor, 0/3 structure remaining)! Pilot killed! ’Mech destroyed!
- - Plasma arcs to Center Torso (27/32 armor remaining)!
- Fires AP Gauss Rifle at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 5, hit Right Leg (27/30 armor remaining)!
- Fires AP Gauss Rifle at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 5, hit Right Torso (20/23 armor remaining)!
- Gains 27 heat, sinks 24!

Legion #7 (Player)
- Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics = 5): rolled 9, hit Head (0/9 armor, 0/3 structure remaining)! Pilot killed! ‘Mech destroyed!
- - Plasma arcs to Center Torso (14/35 armor remaining)!
- Gains 23 heat, sinks 24! Overheating!

Legion #8 (Player)
- Fires TSEMP Cannon at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 8, hit! Rolled 12, Sprite #2 shuts down!
- Fires AP Gauss Rifle at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, hit Near Miss (no damage sustained)!
- Fires AP Gauss Rifle at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, hit Left Arm (3/6 armor remaining)!
- Gains 17 heat, sinks 24! Overheating!

Legion #9 (Player)
- Fires Large R-e Laser at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 8, hit Legs (6/15 armor remaining)!
- Fires Large R-e Laser at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 9, hit Near Miss (no damage sustained)!
- Fires Light PPC at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement + 2 minimum range - 1 cybernetics = 6): rolled 3, miss!
- Gains 30 heat, sinks 24! Overheating!

Legion #10 (Player)
- Fires Large R-e Laser at Mad Dog E (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 2, miss!
- Fires Large R-e Laser at Mad Dog E (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 11, hit Right Arm (4/16 armor remaining)!
- Gains 25 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 5): rolled 5, hit Left Leg (27/36 armor remaining)!
- Fires Light PPC at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 6): rolled 2, miss!
- Gains 24 heat, sinks 24! Overheating!

Legion #12 (Player)
- Hellbringer Z already destroyed!
- Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 5): rolled 8, hit Center Torso (31/40 armor remaining)!
- Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 5): rolled 3, miss!
- Gains 40 heat, sinks 24! Overheating!

Boggart #6
- Fires Medium Pulse Laser at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #7
- Fires Medium Pulse Laser at Legion #5 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 2, miss!

Boggart #8
- Fires Medium Pulse Laser at Legion #5 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 2, miss!

Boggart #9
- Holds fire!

Boggart #10
- Fires Medium Pulse Laser at Legion #12 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 9, miss!

Sprite #7
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, miss!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!

Sprite #8
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 11, 3 missiles hit Right Leg (30/32 armor remaining)!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 6, miss!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Rear Left Torso (4/8 armor remaining)!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!

Sprite #10
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, miss!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Right Arm (20/24 armor remaining)!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Left Arm (20/24 armor remaining)!
- Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 8, 3 missiles hit Rear Left Torso (1/8 armor remaining)!

Sprite #11
- Torso-twists to threaten hex 1118!
- Fires ER Large Laser at Legion #9 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 10, hit Center Torso (29/38 armor remaining)!

Sprite #12
- Torso-twists to threaten hex 1118!
- Fires ER Large Laser at Legion #9 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 6, miss!

Sprite #13
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!

Sprite #14
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 4, miss!

Sprite #15
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 8, hit Head (0/9 armor remaining)!

Boggart #11
- Holds fire!

Boggart #12
- Holds fire!

Boggart #13
- Holds fire!

Boggart #14
- Holds fire!

Boggart #15
- Holds fire!

Osteon Prime
- Torso-twists to threaten hex 2017!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 8, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 5, fails to lock-on!
- Fires iATM-9 (IMP) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 8, fails to lock-on!
- Fires iATM-9 (IMP) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 5, fails to lock-on!
- Gains 1 heat, sinks 20!

Savage Wolf Z
- Fires iATM-12 (HE) at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 7, 12 missiles hit Left Arm (20/24 armor remaining), Right Arm (20/24 armor remaining), Right Torso (20/24 armor remaining), Right Torso (16/24 armor remaining), Left Arm (16/24 armor remaining), Center Torso (34/38 armor remaining), Left Torso (20/24 armor remaining), Center Torso (34/38 armor remaining)!
- Fires iATM-12 (HE) at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 11, 12 missiles hit Right Torso (12/24 armor remaining), Left Arm (12/24 armor remaining), Center Torso (30/38 armor remaining), Center Torso (26/38 armor remaining), Center Torso (22/38 armor remaining), Left Torso (16/24 armor remaining), Right Arm (16/24 armor remaining), Head (9/9 armor remaining)!
- Fires ER Large Laser at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires ER Large Laser at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 12, hit Left Arm (3/24 armor remaining)!
- Gains 40 heat, sinks 20!

Osteon C
- Holds fire!
- Gains 5 heat, sinks 20!

Osteon D
- Holds fire!
- Gains 2 heat, sinks 36!

Septicemia E
- Fires ER PPC at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 9): rolled 8, miss!
- Fires ER PPC at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 9): rolled 6, miss!
- Gains 32 heat, sinks 30!

Hellbringer Z
- Fires ER PPC at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit Right Leg (20/32 armor remaining)!
- Fires ER PPC at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 8, hit Left Torso (4/24 armor remaining)! TAC!
- Fires Plasma Cannon at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit! Target gains 9 heat!
- Fires Plasma Cannon at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit! Target gains 9 heat! Heat from external sources capped at 15!
- Fires iATM-6 (HE) at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 6, 6 missiles hit Center Torso (34/38 armor remaining), Left Arm (20/24 armor remaining), Left Leg (28/32 armor remaining), Right Torso (22/24 armor remaining)!
- Gains 2 heat, sinks 32!

JagerMech IIC
- Fires ER Large Laser at Legion #4 (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 5, miss!
- Fires Ultra AC/5 (Ultra) at Legion #4 (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 9, 2 shells hit Right Torso (20/24 armor remaining), Center Torso (34/38 armor remaining)!
- Gains 14 heat, sinks 28!

Mad Dog E
- Fires HAG-30 at Legion #10 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 5, miss!
- Fires HAG-30 at Legion #10 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Gains 3 heat, sinks 20!

SM1 Tank Destroyer
- Fires Ultra AC/20 (Ultra) at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 4, miss!
- Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 11, hit Left Leg (30/32 armor remaining)!
- Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 6, miss!
- Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 3, miss!
- Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 3, miss!

Ares Medium Tank
- Fires Plasma Cannon at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 9, miss!
- Fires LRM-15 w/Artemis IV at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires LRM-15 w/Artemis IV at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 4, miss!

Mithras #4
- Fires ER Large Laser at Legion #6 (5 base + 0 range + 0 movement + 3 enemy movement - 1 targeting computer = 7): rolled 11, hit Left Torso (16/24 armor remaining)!

Mithras #9
- Holds fire!

Mithras #10
- Holds fire!

Clan MPP #3
- Attacks Legion #11 with Gauss SMG (4 base + 2 range + 3 enemy movement = 9): rolled 8, miss!



End Phase:
Ares
- Through-armor critical chance in Turret: rolled 10, Plasma Cannon destroyed!

Legion #12
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Jump Jet hit!



Physical Combat Phase:
Legion #1 (Player)
- Kicks Boggart #8 (3 base + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 2 kick = 8): rolled 11, hit Head (0/5 armor, 0/3 structure remaining)!
- - Damage transfers to Torso (0/25 armor, 0/13 structure remaining)! Protomech Destroyed!

Legion #2 (Player)
- Kicks Sprite #11 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 8, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed!

Legion #3 (Player)
- Kicks Sprite #14 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 6, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed!

Legion #4 (Player)
- Pushes Mad Dog E (3 base + 3 movement + 1 enemy movement - 1 cybernetics - 1 Push = 5): rolled 6, hit! Mad Dog displaced into hex 2223!

Legion #5 (Player)
- Kicks Boggart #6 (3 base + 3 movement + 4 enemy movement - 1 cybernetics - 2 kick = 7): rolled 11, hit Torso (2/25 armor remaining)!

Legion #6
- Kicks Osteon Prime (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 8, hit Right Leg (0/36 armor, 35/36 structure remaining)! Crit!

Legion #7
- Melee target already destroyed!

Legion #8
- Kicks Sprite #2 (3 base + 3 movement + 3 enemy movement - 1 cybernetics - 2 kick = 6): rolled 7, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech destroyed!

Legion #9
- “Whichever” is not a valid target and will be ignored next turn! Please give me a target hex at least!
- Kicks Sprite #12 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 6, hit Torso (0/30 armor, 0/15 structure remaining)! ProtoMech destroyed!

Legion #10
- Kicks JagerMech IIC (3 base + 3 movement + 0 enemy movement - 1 cybernetics - 2 kick = 3): rolled 9, hit Right Leg (0/30 armor, 0/15 structure remaining)! Leg Blown Off! ‘Mech destroyed!
- - Damage transfers to Center Torso (23/32 armor remaining)!

Legion #11
- Kicks Ares Tank (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 8, hit Front (0/19 armor, 0/4 structure remaining)! Vehicle destroyed!

Legion #12
- Kicks Osteon Prime (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 11, hit Left Leg (0/36 armor, 23/36 structure remaining)! Crit!

Mad Dog E
- Kicks Legion #4 (5 base + 1 movement + 3 enemy movement - 2 kick = 7): rolled 7, hit Left Leg (23/32 armor remaining)!



End Phase:
Legion #4 (Player)
- Must pass a piloting test or fall (3 base + 0 kicked - 1 cybernetics = 2): Automatic success!

Osteon Prime
- Critical chance in Right Leg: rolled 7, no critical hits sustained!
- Critical chance in Left Leg: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 8, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 8, succeeds!

Mad Dog E
- Automatically falls in hex 2223!
- Suffers 12 damage to Center Torso (18/23 armor remaining), Head (4/9 armor remaining (Pilot hit!)), Right Torso (14/16 armor remaining)!
- Must pass a piloting test to avoid pilot damage (5 base + 2 avoiding pilot damage + 1 fall height + 1 massive damage = 9): rolled 3, fails!
- Must pass a 3+ consciousness test: rolled 8, succeeds!
- Must pass a 5+ consciousness test: rolled 7, succeeds!



Next Turn’s Movement Phase
Mad Dog E
- Must pass a piloting test to stand (5 base = 5): rolled 10, succeeds!

Osteon C
- Jumps into Hex 2023! Legion #4 must move or face Death from Above!






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 (Complete!)
- Prevent the Society from finishing the Turkina Z’s Repairs (3 turns remaining)



Orders Due: Midnight Saturday!