Part 74: Operation Himinbjörg - Turn 8
Operation Himinbjörg: Tactical Update 8Movement Phase
Combat Phase:
H1 Valkyrie fires LRM 10 at P1 Locust (4 base + 1 movement + 1 enemy movement + 0 range + 2 minimum range = 8): rolled 7, miss!
H1 Valkyrie fires Medium Laser at P3 Warrior! (4 base + 0 movement + 0 enemy movement + 0 range + 1 fog + 1 secondary target in forward arc = 6): rolled 8, hit left side (0/5 armor remains)!
H1 Valkyrie gains 8 heat, sinks 11! 0 heat builds up!
H2 Commando fires SRM 4 at P3 Warrior (4 base + 1 movement + 0 enemy movement + 0 range = 5): rolled 7, 4 missiles hit left side (1/3 structure remains (critical chance!)), front (2/6 armor remains), front (0/6 armor remains), front (1/3 structure remains (critical chance!))! Critical chance!
H2 Commando fires Medium Laser at P3 Warrior (4 base + 1 movement + 0 enemy movement + 0 range + 1 fog = 6): rolled 5, miss!
H2 Commando gains 6 heat, sinks 10! 0 heat builds up!
H3 Assassin fires SRM 2 at P3 Warrior (4 base + 3 movement + 0 enemy movement + 0 range = 7): rolled 3, miss!
H3 Assassin fires medium laser at P3 Warrior (4 base + 3 movement + 0 enemy movement + 0 range + 1 fog = 8): rolled 4, miss!
H3 Assassin gains 12 heat, sinks 10! 2 heat builds up!
H4 Javelin fires SRM 6 at S1 Stinger (4 base + 3 movement + 3 enemy movement + 0 range = 10): rolled 7, miss!
H4 Javelin gains 7 heat, sinks 11! 0 heat builds up!
S1 Stinger Torso Twists right!
S1 Stinger fires medium laser at H4 Javelin (4 base + 3 movement + 1 enemy movement + 0 range + 1 fog = 9): rolled 9, hit right arm (1/6 armor remains)!
S2 Stinger gains 5 heat, sinks 10! 0 heat builds up!
S2 Stinger holds fire!
S2 Stinger gains 0 heat, sinks 10! 0 heat builds up!
S3 Scorpion Light Tank holds fire!
S4 Galleon Light Tank holds fire!
P1 Locust fires Medium Laser at H1 Valkyrie (4 base + 2 movement + 0 enemy movement + 2 range + 1 fog = 9): rolled 11, hit left leg (7/12 armor remains)!
P1 Locust fires Medium Laser at H1 Valkyrie (4 base + 2 movement + 0 enemy movement + 2 range + 1 fog = 9): rolled 2, miss!
P1 Locust gains 8 heat, sinks 10! 0 heat builds up!
P2 Locust holds fire!
P3 Warrior fires SRM 4 at H2 Commando (4 base + 1 movement + 0 enemy movement + 0 range = 5): rolled 10, 3 missiles hit left torso (0/6 armor remains), left arm (4/6 armor remains), center torso (1/8 armor remains)!
End Phase
P3 Warrior critical chance on left side! No critical hit sustained!
P3 Warrior critical chance on front side! Weapon destroyed!
Autocannon/2 Destroyed!
Physical Combat Phase:
H1 Valkyire punches building hex 0921! Automatic hit (0/15 structure remains)! Building hex 0921 collapses into rubble! 200,000 c-bills in damage sustained!
Building in hexes 0820, 0921, and 1021 collapses into rubble! 2,400,000 c-bills in damage sustained!
H3 Asassin kicks Building Hex 1123! Automatic hit (7/15 structure remains)! 130,000 c-bills in damage sustained!
H4 Javelin punches S1 Stinger with Right Arm (4 base + 3 movement + 3 enemy movement = 10): rolled 9, miss!
H4 Javelin punches S1 Stinger with Left Arm (4 base + 3 movement + 3 enemy movement = 10): rolled 2, miss!
S1 Stinger punches H4 Javelin with Right Arm (4 base + 3 movement + 1 enemy movement = 8): rolled 11, hit head (4/6 armor remains)! Pilot hit!
End Phase:
H4 Javelin must pass a 3+ consciousness roll! Rolled 6, succeeds!
P2 Locust activates floodlight!
P3 Warrior deactivates floodlight!
Snow cursed as a swarm of LRMs crossed in front of his target, causing his SRMs to lose their lock and spiral off to detonate harmlessly in the park. He stabbed his thumb down on the primary TIC, firing his laser ineffectually at the space the Warrior VTOL had just occupied.
Already rapidly ascending, the Warrior launched a quartet of its own SRMs at the Commandobut without any sort of radio contact, Snow couldnt tell what sort of damage had been done.
The Package has been delivered, the androgynously-feminine voice on his radio called quietly. The Little Cock has left the henhouse. Primary mission objective has changed: Destroy the Heavy Snow Nightclub. Leave no evidence of our agents presence.
The ex-Lyran Guardsman checked his radar and cursedthe target was on the other side of the park and, if his magnetic resonance scanners could be trusted, even more enemy Mechs had just arrived.
Just another stroll through Tharkad City, he mumbled darkly, trying to formulate some kind of plan. Without any way to communicate with his Lance, he wasnt sure certain there was much he could do.
Enemy Forces:
S1 STG-3G Stinger: jumps 3 to 1903! Floodlight active!
S2 STG-3G Stinger: jumps 6 to 1210! Floodlight active!
S3 Scorpion Light Tank: Flanks 2 to hex 1710!
S4 GAL-100 Galleon Light Tank: Flanks 2 to hex 0513!
P1 LCT-1E Locust: walks 2 to hex 1321!
P2LCT-1S Locust: runs 3 to hex 1322! Floodlight active!
P3 Warrior H-7 Attack Helicopter ascends to Height 7! P3 Warrior ascends above the fog! Flanks 8 to hex 1220! Currently at height 7!
G1 Home Guard Griffin enters the map on hex 0116!
G2 Home Guard Jaegermech enters the map on hex 2110!
G3 Home Guard Von Luckner Heavy Tank enters the map on hex 0127!
Mission Objectives
Destroy the Statue of Duke Lestrade (hex 1214) to draw LOKI away from the Heavy Snow Nightclub! (Complete!)
Destroy the Heavy Snow Nightclub (orange) Building! (0/3 hexes destroyed)
Avoid damaging residential (blue) buildings! (0/20,000,000 c-bills in damage sustained)
Cause Property Damage to Commercial and Industrial (red) buildings or enemy units! (3,716,000/30,000,000 c-bills in damage caused)
Await Further Objectives!
H1 VLK-QA Valkyrie
Weight: 30 tons (Light)
HD A(S): 8/8 (3/3)
LT A(S): 12/12 (7/7)
LT R A(S): 2/2
CT A(S): 14/14 (10/10)
CT R A(S): 4/4
RT A(S): 7/12 (7/7)
RT R A(S): 2/2
LA A(S): 9/9 (5/5)
RA A(S): 9/9 (5/5)
LL A(S): 7/12 (7/7)
RL A(S): 12/12 (7/7)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 11
Movement: 5/8/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rain
Mechwarrior Player: Dominus Caedis
Mechwarrior Status: OK!
Armament:
LRM 10 LT (Heat: 4, Ammo: 10, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)
H2 COM-2D Commando
Weight: 25 tons (Light)
HD A(S): 6/6 (3/3)
LT A(S): 0/6 (6/6)
LT R A(S): 3/3
CT A(S): 1/8 (8/8)
CT R A(S): 4/4
RT A(S): 4/6 (6/6)
RT R A(S): 3/3
LA A(S): 4/6 (4/4)
RA A(S): 6/6 (4/4)
LL A(S): 8/8 (6/6)
RL A(S): 6/8 (6/6)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Sleet
Mechwarrior Player: Terror Storm
Mechwarrior Status: OK!
Armament:
SRM 6 CT (Heat: 4, Ammo: 14, Range: (L:9 M:6 S:3), Status: OK!)
SRM 4 RA (Heat: 3, Ammo: 22, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands
H3 ASN-21 Assassin
Weight: tons (Class)
HD A(S): 8/8 (3/3)
LT A(S): 10/10 (10/10)
LT R A(S): 2/2
CT A(S): 12/12 (12/12)
CT R A(S): 4/4
RT A(S): 10/10 (10/10)
RT R A(S): 2/2
LA A(S): 6/6 (6/6)
RA A(S): 6/6 (6/6)
LL A(S): 6/6 (10/10)
RL A(S): 6/6 (10/10)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/7
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Snow
Mechwarrior Player: Capskye
Mechwarrior Status: OK!
Armament:
Medium Laser RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
LRM 5 RT (Heat: 2, Ammo: 22, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
SRM 2 LT (Heat: 2, Ammo: 46, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)
H4 JVN-10N Javelin
Weight: 30 tons (Light)
HD A(S): 4/6 (3/3)
LT A(S): 8/8 (7/7)
LT R A(S): 2/2
CT A(S): 8/8 (10/10)
CT R A(S): 2/2
RT A(S): 8/8 (7/7)
RT R A(S): 2/2
LA A(S): 1/6 (5/5)
RA A(S): 1/6 (5/5)
LL A(S): 8/8 (7/7)
RL A(S): 8/8 (7/7)
Heat: 1/30
Overheat Penalty:
Heat Sinks: 10
Movement: 6/9/6
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Hail
Mechwarrior Player: TildeATH
Mechwarrior Status: Shrapnel Wound (3+ consciousness)!
Armament:
SRM 6 RT (Heat: 4, Ammo: 23, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands
Enemy Status
S1 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:
S2 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:
S3 Scorpion Light Tank
Tonnage: 25 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament: Autocannon/5, Machine Gun
Motive System Damage: None!
Notes:
S4 GAL-100 Galleon Light Tank
Tonnage: 30 tons
Critical Damage: None!
Pilot: Driving 3, Gunnery 4
Armament: Medium Laser, 2 Small Lasers
Motive System Damage: +1 penalty on all driving skill rolls!
Notes:
P1 LCT-1E Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers, 2 Small Lasers
Notes:
P2LCT-1S Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: Medium Laser, 2 SRM 2s
Notes:
P3 Warrior H-7 Attack Helicopter
Tonnage: 21 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament:
Motive System Damage: None!
Notes: Movement reduced to 8/12!
G1 Home Guard GRF-1N Griffin
Tonnage: 55 tons
Critical Damage: None!
Pilot: Piloting 2, Gunnery 1
Heat: 0/30
Overheat Penalty: None!
Armament: PPC, LRM 10
Notes:
G2 Home Guard JM6-S Jagermech
Tonnage: 65 tons
Critical Damage: None!
Pilot: Piloting 2, Gunnery 1
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Autocannon/2s, 2 Autocannon/5s, 2 Medium Lasers
Notes:
G3 Home Guard VNL-K65N Von Luckner Heavy Tank
Tonnage: 75 tons
Critical Damage: None!
Pilot: Driving 2, Gunnery 1
Armament: Autocannon/20, 2 SRM 6s, SRM 4, LRM 10, Machine Gun, Flamer
Motive System Damage: None!
Notes: