The Let's Play Archive

Battletech

by PoptartsNinja

Part 622: Ikuta Glacier - Turn 11

Ikuta Glacier: Tactical Update 11




Point Commander Zandra’s machineguns chattered away, chewing apart more of the crippled Crimson Langur’s foamed-titanium skeleton. The pilot, either too busy assembling his survival gear or too stunned by the sudden loss of his `Mech’s leg, had never gotten around to turning off his IFF and signaling a surrender. That was hardly unusual, and had the pilot been from any other Clan Zandra likely would have given them the benefit of the doubt. But this was a Widowmaker, and the only doubt in Zandra’s mind was whether or not the enemy pilot’s DI computer was properly updating the `Mech’s damage diagram.

Zandra brought her arm up and shattered a few dozen rounds against the back of the Crimson Langur’s head. That was something the pilot couldn’t ignore, the machine rocked as he tried to work one of his arms enough to sit it upright, only to snap one off at the bicep. Point Member Caleha laughed viciously—she’d been worrying that arm for a good thirty seconds and was overjoyed to see her efforts rewarded. Zandra could punish her later, if necessary—some of the damage the point was doing would likely be considered wastefully excessive—but as yet they hadn’t been ordered to stop. In theory that meant they had the Nova Commander’s tacit approval. Zandra always felt something of a visceral thrill when she was thoroughly dismantling the ride of a high-and-mighty Mechwarrior—the Nova Commander wasn’t so bad but most were so disgustingly arrogant she’d have rather endured listening to three hours of brazen aeropilot lies than spend ten minutes with an average `Mech Jock.








Movement Phase
Stormcrow (Player)
- Stands carefully (4 base + 4 ice - 2 careful stand = 6): rolled 7, succeeds!
- Moved on ice hex 1022: rolled 5, the ice cracks but does not break!

Executioner G (Player)
- Must roll a 3+ to activate MASC: rolls 10, succeeds!

Huntsman G (Player)
- Insufficient MP to reach hex 0518: needs 6, has 5!



Shooting Phase
Executioner G (player)
- Fires iHeavy Large Laser at Black Lanner (2 base + 2 range + 2 movement + 4 enemy movement = 10): rolled 11, hit Left Torso (0/16 armor remaining)!
- Fires iHeavy Large Laser at Black Lanner (2 base + 2 range + 2 movement + 4 enemy movement = 10): rolled 3, miss!
- Fires Gauss Rifle at Black Lanner (2 base + 0 range + 2 movement + 4 enemy movement = 8): rolled 3, miss!
- Gains 39 heat, sinks 37!

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

Crossbow G (player)
- Fires ATM-12 (ER) at Black Lanner (3 base + 2 range + 1 movement + 4 enemy movement + 1 light woods = 11): rolled 5, miss!
- Fires ATM-12 (ER) at Black Lanner (3 base + 2 range + 1 movement + 4 enemy movement + 1 light woods = 11): rolled 6, miss!
- Fires Medium Pulse Laser at Black Lanner (3 base + 4 range + 1 movement + 4 enemy movement + 1 light woods - 2 pulse laser = 11): rolled 8, miss!
- Fires Medium Pulse Laser at Black Lanner (3 base + 4 range + 1 movement + 4 enemy movement + 1 light woods - 2 pulse laser = 11): rolled 10, miss!
- Gains 21 heat, sinks 27!

Stormcrow Prime (player)
- Holds fire!
- Gains 2 heat, sinks 47!

Ironhold Battle Armor 5 (player)
- Holds fire!

Pouncer Prime (player)
- Activates Targeting Computer
- Fires ER PPC at Mad Dog D (3 base + 4 range + 3 movement + 4 enemy movement + 1 heat + 3 Targeting Computer Aimed Shot = 18): automatic miss!
- Gains 20 heat, sinks 27!

Elementals 3
- Holds fire!

Nova G (player)
- Fires iHeavy Large Laser at Black Lanner (3 base + 2 range + 3 movement + 4 enemy movement + 1 light woods = 13): automatic miss!
- Gains 29 heat, sinks 37!

Wraiths 1
- Holds fire!

Timber Wolf G (player)
- Torso-twists to threaten hex 1129!
- Fires ER Large Laser at Black Lanner (3 base + 4 range + 0 movement + 4 enemy movement + 2 light woods = 13): automatic miss!
- Fires ER Large Laser at Black Lanner (3 base + 4 range + 0 movement + 4 enemy movement + 2 light woods = 13): automatic miss!
- Gains 24 heat, sinks 33!

Elemental 4
- Holds fire!

Huntsman G (player)
- No Line of Sight to primary target!
- Gains 4 heat, sinks 39!

Wraith 2
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 3 troopers automatically hit Rear Center Torso (7/16 structure remaining (Crit!)), Head (7/9 armor remaining (Pilot hit!)), Left Arm (1/8 structure remaining (Crit!))!
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 4 troopers automatically hit Left Arm (0/8 structure remaining (Arm blown off! Damage transfers to Rear Left Torso (3/12 structure remaining (Crit!))), Left Leg (18/24 armor remaining), Rear Center Torso (5/16 structure remaining (Crit!)), Rear Center Torso (3/16 structure remaining (Crit!))!

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

Black Lanner B
- Torso-twists to threaten hex 0612!
- Fires LRM-20 at Executioner G (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 16 missiles hit Left Arm (19/31 armor remaining), Right Arm (15/31 armor remaining), Left Arm (14/31 armor remaining), Right Torso (27/30 armor remaining)!
- Fires LRM-20 at Executioner G (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, 20 missiles hit Right Arm (10/31 armor remaining), Center Torso (23/47 armor remaining), Center Torso (18/47 armor remaining), Left Leg (34/39 armor remaining)!
- Gains 14 heat, sinks 20!



End Phase:
Crimson Langur
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Critical chance in Rear Center Torso: rolled 10, 2 critical hits sustained!
- - Gyro hit!
- - XL Engine hit!
- Critical chance in Rear Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Rear Center Torso: rolled 5, no critical hits sustained!
- Critical chance in Rear Center Torso: rolled 2, no critical hits sustained!

Executioner G
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds!



Next Turn’s Movement Phase
Black Lanner B
- Activates MASC: must pass a 7+ test: rolled 9, 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 Tuesday!