The Let's Play Archive

Battletech

by PoptartsNinja

Part 728: Rabbit Warren - Turn 11

Rabbit Warren Update 11

“There’s something strange about this,” Pete Fisher brought his Legion to a stop. “If the enemy has some sort of underground ferry system, they could have simply evacuated with it and collapsed the tunnel behind them. We’d never have known how they escaped, only that they’d abandoned the base entirely.”

Pete loved puzzles of all sorts. Physical ones, intellectual ones, they were all the same to him. This one didn’t make sense. Even with the Legion deploying immediately, it had still taken hours to reach the mine. That was enough time for an evacuation—the small fry could’ve occupied them for a while while key personnel and research was removed. So why hadn’t the Society done it?

“They underestimated us, that’s all.” Came Syd’s immediate answer. “They thought we’d be easy prey.”

Pete shook his head. It couldn’t be that simple. “I don’t like to assume our enemy is less intelligent than we are. We’ve lost three BattleMechs and—” he blinked in sudden revelation, “they’ve lost nothing of long-term value. They’re collecting combat data. Ours, their own small fry, everything. They’re iterating.”

“I think you mean ‘irritating,’” Syd growled. “You’re getting there yourself.”

“No,” Pete pressed. “They’re studying us—like we’re test subjects. Watching what we do, how we do it, and learning what it takes to break us. This is bad—we need to win quickly or leave.”









Shooting Phase
Sin #1 (Player)
- Fires AP Gauss Rifle at Thunderbolt IIC (2 base + 0 range + 1 enemy movement - 1 cybernetics = 2): rolled 9, hit Left Leg (25/28 armor remaining)!

Legion #2 (Player)
- Fires rHeavy PPC at SM1 Tank Destroyer (2 base + 2 range + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics = 9): rolled 5, miss!
- Fires AP Gauss Rifle at SM1 Tank Destroyer: automatic miss!
- Fires AP Gauss Rifle at SM1 Tank Destroyer: automatic miss!
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Fires rHeavy PPC at Clan MPP #3 (2 base + 0 range + 1 movement + 0 enemy movement + 2 heat - 1 cybernetics = 4): rolled 6, hit! 2 troopers killed!
- Fires AP Gauss Rifle at Clan MPP #3 (2 base + 2 range + 1 movement + 0 enemy movement + 2 heat - 1 cybernetics = 6): rolled 8, hit! 2 troopers killed!
- Fires AP Gauss Rifle at Clan MPP #3 (2 base + 2 range + 1 movement + 0 enemy movement + 2 heat - 1 cybernetics = 6): rolled 4, hit! 4 troopers killed! Clan MPP #3 destroyed!
- Gains 23 heat, sinks 24! Overheating!

Sin #4 (Player)
- Attacks the Osteon D’s legs (3 base + 0 surviving troopers + 2 enemy movement + 1 protected actuators = 6): rolled 10, hit Left Leg (7/36 structure remaining)! Crit! Crit!

Legion #5 (Player)
- Thunderbolt IIC declines Line of Sight!
- Fires rHeavy PPC at Mithras #10 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 6, hit Front (0/16 armor, 0/3 structure remaining)! Vehicle destroyed!
- Gains 25 heat, sinks 24!

Legion #6 (Player)
- No orders received!
- Gains 0 heat, sinks 24!

Sin #7 (Player)
- Initiates a Swarm Attack on Thunderbolt IIC (3 base + 2 surviving troopers + 1 enemy movement = 6): rolled 7, swarm attack successful!

Legion #8 (Player)
- No Line of Sight to primary target!
- Fires rHeavy PPC at SM1 Tank Destroyer (2 base + 4 range + 2 movement + 3 enemy movement + 2 EMP - 1 cybernetics = 12): rolled 10, miss!
- Gains 24 heat, sinks 24! Overheating!

Legion #9 (Player)
- Fires Large R-e Laser at Thunderbolt IIC (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 7, hit Right Arm (13/22 armor remaining)!
- Fires Large R-e Laser at Thunderbolt IIC (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 6, hit Right Leg (19/28 armor remaining)!
- Fires Light PPC at Thunderbolt IIC (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 9, hit Left Arm (17/22 armor remaining)!
- Gains 20 heat, sinks 24!

Legion #10 (Player)
- No Line of Sight to Osteon D!
- Gains 5 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 5): rolled 9, hit Center Torso (31/40 armor remaining)!
- Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 5): rolled 9, hit Right Torso (15/24 armor remaining)!
- Fires Light PPC at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 2 minimum range - 1 cybernetics = 8): rolled 6, miss!
- Gains 30 heat, sinks 24!

Legion #12 (Player)
- Fires Large R-e Laser at Mithras #9 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 6, hit Front (0/16 armor, 0/3 structure remaining)! Tank destroyed!
- Fires Large R-e Laser at Mithras #9 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 4, hit Front!
- Fires Light PPC at Mithras #9 (2 base + 0 range + 3 movement + 0 enemy movement + 2 minimum range - 1 cybernetics = 6): rolled 5, miss!
- Gains 30 heat, sinks 24!

Osteon C
- Holds fire!
- Gains 5 heat, sinks 22!

Osteon D
- Torso-twists to threaten hex 2725!!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 2, miss!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 11, hit Left Arm (16/24 armor remaining)!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 11, hit Left Torso (16/24 armor remaining)!
- Gains 33 heat, sinks 36!

SM1 Tank Destroyer
- Holds fire!

Mithras #9
- Fires ER Large Laser at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, hit Left Arm (11/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 10, hit Left Arm (9/24 armor remaining)!

Mithras #10
- Fires ER Large Laser at Legion #5 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss!

Hellstar 2
- Holds fire!
- Gains 1 heat, sinks 50!

Thunderbolt IIC #1
- Fires ER PPC at Legion #9 (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 5, miss!
- Fires LRM-20 w/Artemis IV at Legion #9 (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 8, miss!
- Gains 23 heat, sinks 32!

Highlander IIC
- Holds fire!
- Gains 2 heat, sinks 24!

King Cobra
- Holds fire!
- Gains 0 heat, sinks 20!



End Phase:
Osteon D
- Critical chance in Left Leg: rolled 5, no critical hits sustained!
- Critical chance in Left Leg: rolled 7, no critical hits sustained!



Physical Combat Phase:
Legion #11 (Player)
- Kicks Osteon D (3 base + 3 movement + 2 enemy movement - 2 kick - 1 cybernetics = 5): rolled 7, hit Right Torso (0/24 armor, 29/36 structure remaining)! Crit!




End Phase:
Osteon D
- Critical chance in Right Torso: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 10, succeeds!



Next Turn’s Movement Phase
SM1 Tank Destroyer
- Must pass a driving test to avoid skidding (6 base - 1 distance = 5): rolled 10, succeeds!
- Must pass a driving test to avoid skidding (6 base + 0 distance = 6): rolled 6, succeeds!
- Must pass a driving test to avoid skidding (6 base + 2 distance = 8): rolled 7, fails! Unit skids into hex 1635!






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 (Complete!)
- Win before Turn 15 (4 turns remaining)!



Orders Due: Midnight Saturday!