The Let's Play Archive

Battletech

by PoptartsNinja

Part 621: Ikuta Glacier - Turn 10

Ikuta Glacier: Tactical Update 10




A baleful moan poured from the Grand Dragon’s external speakers as it smashed into the tiny Widowmaker Locust. Its blunt, ram-shaped chest struck like a sledge, deforming the Locust’s torso so badly the lightweight machine’s ferro-fibrous armor actually shattered and one of its crippled legs snapped off at the upper thigh. Hanako Tjäder watched its body twist and fall like a pinioned bird, scattering snow and chunks of buried ice as it tumbled into the glacial crevasse. It was nearly time for her to leave. She’d joined the engagement when she’d seen the telltale signs of weapons fire, hoping against hope that it might be a Draconis Combine counter-assault.

She’d been disheartened to find only more Clanners and had expected to be attacked by both sides almost at once, but the newcomers with their garish and asymmetrical rust-red and yellow color schemes and black scorpion logos had ignored her almost completely. She probably should have withdrawn, but kicking the Widowmakers when they were down was too good an opportunity to pass up. Plus, at the time, the newcomers had seemed almost hopelessly outnumbered—and if they’d fought like the Widowmakers did they’d almost certainly have been annihilated. There was an old Inner Sphere truism that claimed an attacking force needed to outnumber the defenders almost 3:1 to be assured of victory, but clearly no one had ever explained that to these new arrivals.

They’d more than tolerated her interference but she was certain their largess would end the moment the final Widowmaker `Mech fell—and as capably as they’d dismantled the Widowmakers, they’d certainly be far more challenging to engage. Hanako had been running the local Widowmaker defenders ragged with her near-constant one-woman hit-and-run raids but even she felt a palpable sense of dread as she watched the scorpions pull down the last standing Copperhead. If the newcomers planned on sticking around, her days of “easy” hard-fought victories were over. They were too efficient, they worked together—and they even seemed to have factored her unexpected arrival into their fighting style, giving her space to work and coordinating around her. In all her experience fighting the Widowmakers, she’d never seen the like. Clanners weren’t supposed to coordinate. When forced to work together, they always squabbled.

She’d laughed when they’d announced they were the descendants of the Star League Defense Force coming home after three hundred years in space. From the lips of the Widowmakers, those claims were as ludicrous as a pack of brawling Yakuza claiming to be DCMS Regulars. She’d have put more stock in the idea that they were the last remnants of the armies of Alexander the Great. The Widowmakers weren’t an army, they were a pack of glory-seeking brats just like she herself had been before they’d executed the local Jarls—like her father—and forced her to grow up. She wasn’t the only rebel on Kobe, but she was the only one operating on the glacier—her family’s lands had never been wealthy, but she knew them far better than any topographical satellite could. There were still days, when the Widowmakers hunted her with their entire defense force, that she’d felt perhaps she was the only rebel in the entire southern hemisphere. She’d survived this long by knowing when to retreat.

That time was now. Mechanically, she punched her global positioning data into the Yuki-Onna’s battle computer that she might return later and do a little more post-battle salvaging.








Movement Phase
Stormcrow (Player)
- Entered ice hex 1923: rolled 4, the ice remains stable!
- Turned on ice: must pass a piloting test or fall (3 base + 4 ice = 7): rolled 11, succeeds!
- Entered ice hex 1022: rolled 1, the ice remains stable!
- Ran on ice: must pass a piloting test or fall (3 base + 4 ice = 7): rolled 6, fails!
- Suffers 6 damage in the fall to Left Leg (15/25 armor remaining), Left Leg (14/25 armor remaining)!

Grand Dragon (Player)
- Must roll a 3+ to activate MASC: rolls 5, succeeds!
- Initiates a charge attack on Locust IIC!

Afreet Point
- Reactionary move to pursue enemy infantry!



Shooting Phase
Executioner G (player)
- Holds fire!
- Gains 4 heat, sinks 37!

Grand Dragon “Yuki-Onna” (Player)
- Holds fire!
- Gains 2 heat, sinks 28!

Crossbow G (player)
- Torso-twists to threaten hex 1514!
- Fires ATM-12 (ER) at Black Lanner (3 base + 2 range + 1 movement + 4 enemy movement + 1 light woods = 11): rolled 12, 5 missiles hit Left Arm (8/13 armor remaining)!
- Fires ATM-12 (ER) at Black Lanner: target not in firing arc!
- Fires Medium Pulse Laser at Black Lanner: Automatic miss, target out of range!
- Fires Medium Pulse Laser at Black Lanner: target not in firing arc!
- Gains 13 heat, sinks 27!

Stormcrow Prime (player)
- Holds fire!
- Gains 26 heat, sinks 47!

Ironhold Battle Armor 5 (player)
- Holds fire!

Pouncer Prime (player)
- Fires ER PPC at Mad Dog D (3 base + 0 range + 1 movement + 0 enemy movement - 1 necrosia = 3): rolled 9, hit Left Leg (0/23 armor, 5/14 structure remaining)! Crit!
- Fires ER PPC at Mad Dog D (3 base + 0 range + 1 movement + 0 enemy movement - 1 necrosia = 3): rolled 4, hit Center Torso (0/20 structure remaining)! `Mech destroyed!
- Gains 31 heat, sinks 27! Overheating!

Elementals 3
- Fires AP Gauss Rifle at Afreet, no Line of Sight to target!
- Fires APWM at Afreet, no Line of Sight to target!

Nova G (player)
- Primary target already destroyed!
- Gains 1 heat, sinks 37!

Wraiths 1
- Holds fire!

Timber Wolf G (player)
- Fires LRM-20 w/Artemis V at Afreet Point (3 base + 0 range + 0 movement + 1 enemy movement + 1 small targets - 1 Artemis V = 4): rolled 5, 20 missiles hit Trooper 4 (0/5 armor remaining), Trooper 4 (0/1 trooper remaining), Trooper 1 (0/5 armor remaining), Trooper 3 (0/5 armor, 0/1 trooper remaining)!
- Fires LRM-20 w/Artemis V at Afreet Point (3 base + 0 range + 0 movement + 1 enemy movement + 1 small targets - 1 Artemis V = 4): rolled 3, miss!
- Gains 26 heat, sinks 33!

Elemental 4
- Fires AP Gauss Rifle at Afreet Point (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 8, 3 troopers hit Trooper 5 (2/5 armor remaining), Trooper 2 (1/5 armor remaining), Trooper 2 (0/5 armor, 0/1 trooper remaining)!
- Fires SRM-2 at Afreet Point (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 8, hit 6 missiles hit Trooper 5 (0/5 armor remaining), Trooper 5 (0/1 trooper remaining), Trooper 1 (0/1 Trooper remaining), Trooper 1, Trooper 2, Trooper 2!
- Fires APWM at Afreet Point (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 8, 4 troopers hit Trooper 1, Trooper 1, Trooper 5, Trooper 5!

Huntsman G (player)
- Primary target Mad Dog A is not an active unit!
- No Line of Sight to secondary target!
- Gains 4 heat, sinks 39!

Wraith 2
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 2 troopers automatically hit Left Arm (3/8 structure remaining (Crit!)), Rear Center Torso (2/8 armor remaining)!
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 2 troopers automatically hit Rear Center Torso (0/8 armor remaining), Right Arm (6/8 structure remaining (Crit!))!

Hellbringer Prime (field refit)
- Holds fire!
- Gains 2 heat, sinks 31!

Mad Dog D
- Torso-twists to threaten hex 2019!
- Fires Rotary AC/5 (6 shots) at Nova G (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 shells hit Left Arm (11/16 armor remaining), Left Torso (0/12 structure remaining (Torso destroyed! Left arm blown off! 2 Engine hits! (1 damage transfers to Center Torso (17/24 armor remaining))), Center Torso (12/24 armor remaining), Right Leg (10/15 armor remaining)!
- Fires ATM-12 (HE) at Nova G (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, 8 missiles hit Head (6/9 armor remaining (Pilot hit!)), Right Torso (15/18 armor remaining), Right Torso (12/18 armor remaining), Center Torso (9/24 armor remaining), Center Torso (6/24 armor remaining (TAC!)), Right Arm (10/16 armor remaining), Right Arm (7/16 armor remaining), Left Leg (10/24 armor remaining)!
- Gains 26 heat, sinks 32!

Afreet Point
- Fire Heavy Recoilless Rifle at Elemental Point 4 (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 7, 3 troopers hit Trooper 5 (4/10 armor remaining), Trooper 1 (0/1 trooper remaining), Trooper 3 (6/10 armor remaining)!
- Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 12, 4 troopers hit Trooper 5 (2/10 armor remaining), Trooper 4 (6/10 armor remaining), Trooper 5 (0/10 armor remaining), Trooper 4 (4/10 armor remaining)!
- Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 8, 4 troopers hit Trooper 4 (2/10 armor remaining), Trooper 5 (0/1 trooper remaining), Trooper 3 (4/10 armor remaining), Trooper 3 (2/10 armor remaining)!

Locust IIC 3
- Torso-twists to threaten hex 1215!
- Fires ER Large Laser at Grand Dragon (3 base + 0 range + 1 movement + 2 enemy movement + 1 light woods = 7): rolled 8, hit Left Torso (3/16 armor remaining)!
- Fires Small Pulse Laser at Grand Dragon (3 base + 0 range + 1 movement + 2 enemy movement + 1 light woods - 2 pulse laser = 5): rolled 8, hit Right Torso (10/16 armor remaining)!
- Fires Small Pulse Laser at Grand Dragon (3 base + 0 range + 1 movement + 2 enemy movement + 1 light woods - 2 pulse laser = 5): rolled 6, hit Right Leg (15/18 armor remaining)!
- Gains 16 heat, sinks 23!

Black Lanner B
- Holds fire!
- Gains 14 heat, sinks 20!



End Phase:
Crimson Langur
- Critical chance in Left Arm: rolled 7, no critical hits sustained!
- Critical chance in Right Arm: rolled 8, 1 critical hit sustained!
- - Shoulder actuator damaged!

Nova G
- Pilot hit, must pass a 3+ consciousness test: rolled 11, succeeds!
- Critical chance in Center Torso: rolled 5, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds!



Physical Combat Phase:
Grand Dragon “Yuki-Onna”
- Charges Locust IIC (3 base + 2 movement + 2 enemy movement - 1 difference in piloting skill = 6): rolled 11, hit!
- - Locust IIC suffers 36 damage in the collision to Right Torso (3/8 armor remaining), Right Torso (0/8 armor, 4/6 structure remaining (Crit!)), Center Torso (5/10 armor remaining), Left Torso (3/8 armor remaining), Center Torso (0/10 armor remaining), Left Torso (0/8 armor, 4/6 structure remaining (Crit!)), Left Leg (0/6 structure remaining (Leg blown off! Damage transfers to Center Torso (4/8 structure remaining (Crit!))), Right Arm (7/8 armor remaining)!
- - Grand Dragon suffers 3 damage in the collision to Center Torso (24/27 armor remaining)!



End Phase:
Locust
- displaced into hex 1317!
- Must pass a piloting test or fall (4 base + 1 massive damage + 5 leg destroyed + 1 actuator damage 2 charge attack = 13): rolled 8, Margin of Failure 3!
- - Displaced into hex 1318! Displaced into hex 1320!
- Suffers 8 damage in the fall to Right Torso (0/6 structure remaining (Torso destroyed!) Damage transfers to Center Torso (3/8 structure remaining (Crit!))), Center Torso (0/8 structure remaining)! `Mech destroyed!
- Critical chance in Left Torso: rolled 7, no critical hits sustained!
- Critical chance in Center Torso: rolled 8, 1 critical hit sustained!
- - Fusion engine hit!
- Critical chance in Center Torso: rolled 7, no critical hits sustained!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 5 leg destroyed + 2 charge attack + 2 avoiding damage + 1 actuator damage = 15): automatic failure! Pilot hit!

Grand Dragon “Yuki-Onna”
- Must pass a piloting test or fall (3 base + 2 charge attack = 5): rolled 9, succeeds!



Next Turn’s Movement Phase
Black Lanner B
- Activates MASC: must pass a 5+ test: rolled 6, 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 (Complete!)


Secondary Objectives
- Push or charge a Widowmaker unit into the ravine (+10%/10%)
- Kill Star Colonel Jolán Vickers (+10%/10%)
- Leave one crippled enemy alive (+0%/5%) (+5% if that unit is an enemy officer)
- Completely destroy a crippled enemy (+0%/10%)
- Defeat 3 `Mechs with Elementals (+10%/10%)
- Drug Free: defeat 5 enemy `Mechs without the aid of Necrosia (+10%/10%)
- Battle High: defeat 5 enemy `Mechs with the aid of Necrosia (+10%/10%)
- Give the Hunchback IIC pilot an honorable death OR capture them honorably (+0%/10%)
- Score twice as many kills than the Glacier (10%/10%)
- - Players 15
- - Glacier 3
- Kill an enemy `Mech without breaching its armor (+10%/10%)


Orders Due: Midnight Saturday!