The Let's Play Archive

Battletech

by PoptartsNinja

Part 612: Ikuta Glacier - Turn 1

Ikuta Glacier: Tactical Update 1



Nevra’s cockpit was icing up again. The bitter cold air outside stuck even the smallest droplets of moisture to any unheated surface. She sighed, stretched a thin arm forward to turn a dial until it reached its next ‘click,’ increasing the amount of waste heat her fighter’s fusion reactor would vent into the cockpit. Unlike BattleMechs, which regularly enjoyed such niceties as a breathable atmosphere, the Kirghiz Omnifighter spent most of its operational lifespan in space. On a day such as today, Nevra took a moment to pity the fighter pilots of centuries past who would have been unable to fly in such bitter cold.

To such a pilot, her Kirghiz would’ve undoubtedly felt like god’s own gift to fighter pilots. Even laden with ten tons of high-explosive bombs and powering through a crosswind at what was—to Nevra—an uncomfortably low altitude the Kirghiz remained remarkably stable. She wasn’t in any danger of icing up—her machine’s control surfaces doubled as heat radiators. As long as the machine was in flight, the fighter’s entire ferro-aluminium outer hull would’ve been uncomfortably warm to the touch—far too warm for any condensation to stick long enough to freeze. The only exception was the trans-plexiglass canopy, which relied on interior cockpit heat—which meant Nevra had long since pushed past “uncomfortably warm.”

“Coming up on target zone,” she announced suddenly, her large, pale gray eyes unblinking as she watched the glacier flash past below. An experienced pilot, Nevra watched neither landmarks nor her sensors—she knew the timetable and simply counted the seconds as they passed. She could’ve flown the outbound leg with her eyes shut, but that would hardly get August the recon he needed.

“Contact,” her wing mate Adra announced. The other pilot was a few dozen kilometers to port. It had been a risk assuming the Widowmakers would deploy as they’d done in training, but it appeared to have paid off. “One star. Light and medium `Mechs. They are staying close together. Must be RIF. Permission to bomb?”

“Neg. Claw Actual to Stinger Actual. Stinger, take your half-star to Adra’s location. If the enemy is just a single try to avoid shaking your cargo overly much—level bombing first. If they attempt to engage deploy the package and trust the Elementals to do the job. If they scatter or flee pursue and annihilate then resume seeking for other scout stars. Adra—continue on. They cannot be far from the main blob,” Nevra licked her lower lip. Her light brown skin glistened with nervous sweat, she would undoubtedly be seen before she spotted her prey. August’s plan had called for a complete disregard of camouflage, instead every machine and elemental in the Supernova had been painted in a variation on the unit’s parade colors: a bright rust-red with yellow highlights. Unlike parade formations, the yellow had been applied haphazardly as the individual Techs and pilots saw fit, giving most of the machines in the unit an asymmetrical, lopsided appearance the Nova Commander insisted would drive the hidebound Widowmakers mad.

“You are still certain the enemy will remain bunched together? Tactically, it would be wiser to disperse all over the glacier and strike in hit-and-run fashion until they know our strength.”

“The Nova Commander believes they will remain together and attempt to win overall victory in a single pitched battle. I—” Nevra had been about to say she was less certain the Widowmakers would oblige with a quick fight when she spotted a sliver of Star League Green spanning the ice chasm she overflew. “—have spotted the main group. One—two moderate-sized bridges across the chasm. Overflying—now,” she pressed a button on her console, transmitting her global positioning data to the Nova Commander. She knew August would be listening in. He’d told her once that his first assignment had been to a scout star, she knew he preferred his reconnaissance data as close to firsthand as possible. “Two, three stars. Mixed weights. Make that four, a star is lagging about six kilometers behind the others—two Assault `Mechs in that one. ETA—rough estimate is seven to eleven minutes at present speed. Looks like they blundered into an ice patch.”

She did a little math in her head, and grinned. “Nova Commander, if you push hard you can catch them just as they catch up with the main body. Permission to gather Claw flight in target zone? We can herald your arrival, quiaff?”

“Roger, Claw flight.” August’s voice was clear as the antarctic sky. “Permission granted. Will try to reach coordinates in six-thirty.”

“Understood.” She flipped a few switches, setting the release timing for her bomb racks. The Goliath Scorpions had never shied from bombing runs, either straight and level or, as Nevra preferred, precision dive-bombing. Even with their forces swollen to bursting with the addition of Burrock and Fire Mandrill warriors taken in the harvest trials, the Goliath Scorpions—who had always had a comparatively small touman—continued to conserve their BattleMech forces. They continued to rely heavily on combined arms and close air support while spurning the “niceties” of zellbrigen, which had drawn derision from the Widowmakers in the early waves. The Goliath Scorpions had won many quick victories, but the Widowmakers claimed those victories were “tainted.”

“Claw Actual. We shall start the night with a few noisemakers and once everyone has begun dancing we will deploy gifts as you call for them. As I have heard the Freeborns say in that club on Kaesong: Let us party until the sun comes up.”








Shooting Phase
Kirghiz 1
- Drops 2 bombs in hex 1923 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 8, hit!
- Drops 2 bombs in hex 2022 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 8, hit!
- - Shadowcat suffers 20 damage to Left Torso (13/18 armor remaining), Right Leg (13/18 armor remaining (TAC!)), Right Torso (13/18 armor remaining), Center Torso (15/20 armor remaining)!
- - Reinforced Temporary Bridge hex 2022 suffers 20 damage (50/70 CF remaining)!
- Drops 2 bombs in hex 2122 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 8, hit!
- - Mad Dog D suffers 20 damage to Right Arm (11/16 armor remaining), Center Torso (18/23 armor remaining), Left Arm (11/16 armor remaining), Left Leg (18/23 armor remaining)!
- - Reinforced Temporary Bridge hex 2122 suffers 20 damage (50/70 CF remaining)!
- Drops 2 bombs in hex 2221 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 8, hit!
- Drops 2 bombs in hex 2321 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!

Kirghiz 2
- Drops 2 bombs in hex 1824 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 9, hit!
- Drops 2 bombs in hex 1924 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 6, miss! MOF 1 reduced to 1 by Golden Goose!
- - Bombs scatter into hex 1923!
- Drops 2 bombs in hex 2023 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 11, hit!
- - Mad Dog A suffers 20 damage to Left Arm (11/16 armor remaining), Center Torso (18/23 armor remaining), Right Leg (18/23 armor remaining), Center Torso (13/23 armor remaining)!
- - Reinforced Temporary Bridge hex 2023 suffers 20 damage (50/70 CF remaining)!
- Drops 2 bombs in hex 2123 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 6, miss! MOF 1 reduced to 1 by Golden Goose!
- - Bombs scatter into hex 2022!
- - Shadowcat suffers 20 damage to Left Arm (5/10 armor remaining), Right Torso (8/18 armor remaining), Left Arm (0/10 armor remaining), Right Torso (3/18 armor remaining)!
- - Reinforced Temporary Bridge hex 2022 suffers 20 damage (30/70 CF remaining)!
- Drops 2 bombs in hex 2222 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 11, hit!

Kirghiz 3
- Drops 2 bombs in hex 1432 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 11, hit!
- Drops 2 bombs in hex 1532 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!
- - Warhawk H suffers 20 damage to Right Arm (23/28 armor remaining), Right Torso (21/26 armor remaining), Left Arm (23/28 armor remaining), Center Torso (37/42 armor remaining)!
- Drops 2 bombs in hex 1631 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 8, hit!
- Drops 2 bombs in hex 1731 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 9, hit!
- - Wolf Spider Prime suffers 20 damage to Left Arm (19/24 armor remaining), Left Arm (14/24 armor remaining), Right Arm (19/24 armor remaining), Right Arm (14/24 armor remaining)!
- Drops 2 bombs in hex 1830 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 9, hit!

Kirghiz 4
- Drops 2 bombs in hex 1133 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!
- Drops 2 bombs in hex 1232 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 11, hit!
- Drops 2 bombs in hex 1332 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!
- Drops 2 bombs in hex 1431 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 6, miss! MOF 1 reduced to 1 by Golden Goose!
- - Bombs scatter into hex 1331!
- Drops 2 bombs in hex 1531 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 9, hit!

Kirghiz 5
- Drops 2 bombs in hex 0935 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 11, hit!
- Drops 2 bombs in hex 1034 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 2, miss! MOF 5 reduced to 4 by Golden Goose!
- - Bombs scatter into hex 1436!
- Drops 2 bombs in hex 1134 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!
- Drops 2 bombs in hex 1233 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 7, hit!
- - Nova Cat D suffers 20 damage to Right Torso (18/23 armor remaining), Center Torso (30/35 armor remaining), Center Torso (25/35 armor remaining), Right Leg (25/30 armor remaining)!
- Drops 2 bombs in hex 1333 (2 base + 2 bombing + 5 altitude - 2 golden goose = 7): rolled 6, miss! MOF 1 reduced to 1 by Golden Goose!
- - Bombs scatter into hex 1233!
- - Nova Cat D suffers 20 damage to Left Leg (25/30 armor remaining), Right Torso (13/23 armor remaining), Left Torso (18/23 armor remaining), Center Torso (20/35 armor remaining)!



End Phase
Temporary Bridge hex 2022
- Insufficient CF to support Shadowcat B: needs 45, has 30! Structure collapses!

Temporary Bridge hex 2122
- Insufficient CF to support Mad Dog D: needs 60, has 50! Structure collapses!

Temporary Bridge hex 2023
- Insufficient CF to support Mad Dog A: needs 60, has 50! Structure collapses!

Shadowcat B
- Suffers 20 damage in the fall to Left Leg (13/18 armor remaining), Left Torso (8/18 armor remaining), Right Torso (0/18 armor, 9/11 structure remaining (Crit!)), Center Torso (10/20 armor remaining)!
- Through-armor critical chance in Right Leg: rolled 7, no critical hit sustained!
- Critical chance in Right Torso: rolled 4, no critical hit sustained!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 5, fails!
- Enters Ice Hex 2022: rolled 5, the ice cracks but does not break!
- Must pass a 3+ consciousness roll: rolled 9, succeeds!

Mad Dog D
- Suffers 30 damage in the fall to Left Arm (6/16 armor remaining), Left Arm (1/16 armor remaining), Left Leg (13/23 armor remaining), Center Torso (13/23 armor remaining), Left Torso (11/16 armor remaining), Right Leg (18/23 armor remaining)!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 7, succeeds!
- Enters Ice Hex 2122: rolled 5, the ice cracks but does not break!

Mad Dog A
- Suffers 30 damage in the fall to Left Arm (6/16 armor remaining), Left Arm (1/16 armor remaining), Right Torso (11/16 armor remaining), Left Arm (0/16 armor, 6/10 structure remaining (Crit!)), Left Torso (11/16 armor remaining), Left Leg (18/23 armor remaining)!
- Critical chance in Right Torso!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 6, fails!
- Enters Ice Hex 2023: rolled 6, the ice breaks!
- Falls through the ice in hex 2023!
- - Suffers 6 damage in the fall to Center Torso (8/23 armor remaining), Right Arm (15/16 armor remaining)!
- Critical chance in Left Arm: rolled 7, no critical hit sustained!
- Left arm floods!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 4, fails!
- Must pass a 3+ consciousness roll: rolled 11, succeeds!
- Must pass a 5+ consciousness roll: rolled 10, succeeds!

Warhawk H
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 5, succeeds!

Wolf Spider Prime
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, succeeds!

Nova Cat D
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!








Player Status:




Opposing Force Status:





Special Rules
Necrosia Stimulants Once per game, BattleMechs and Elementals may inject themselves with Necrosia stimulants granting them heightened reaction times for three turns. While Necrosia stimulants are active, Mechwarriors gain a -1 bonus to gunnery due to their heightened reaction times but suffer a +1 penalty to piloting tests due to minor visual hallucinations. Elementals in Ironhold Armor gain a -1 bonus to gunnery with no penalties. All other Elementals instead gain a -2 bonus to Anti-Mech attacks with no penalties.
Icy Conditions Ice hexes are in play. At the bottom of the ravine, all ice hexes are treated as though they are elevation -6. It is possible to break through these ice hexes and fall into the liquid water below. If a `Mech does not extract itself from the water in two turns it will be frozen in place and immobilized (or destroyed if completely submerged).
-60 C All `Mechs cool 3 additional points each turn

House Rule
Heavy Vibro Claws deal +1 damage per claw per elemental on leg and swarm attacks rather than the standard ruling.



Primary Objectives
- Achieve 100% humiliation or more


Secondary Objectives
- Push or charge a Widowmaker unit into the ravine (+0%/5%)
- Kill Star Colonel Jolán Vickers (+0%/5%)
- Leave one crippled enemy alive (+0%/5%) (+5% if that unit is an enemy officer)
- Completely destroy a crippled enemy (+0%/4%)
- Defeat 3 `Mechs with Elementals (+0%/6%)
- Drug Free: defeat 5 enemy `Mechs without the aid of Necrosia (+0%/5%)
- Battle High: defeat 5 enemy `Mechs with the aid of Necrosia (+0%/5%)



Attention, Mechwarriors! You will be receiving a PM / E-Mail soon.

Orders Due: Midnight Tuesday!