The Let's Play Archive

Battletech

by PoptartsNinja

Part 78: Operation Himinbjörg - Turn 12

Operation Himinbjörg: Tactical Update 12

Movement Phase
I will jumpjet my Valkyrie to 1022, I can see a path 0925-0824-0823-0923-1022. I will end the jump facing Southwest. I will fire all weapons at the first floor of hex 0924 and I will give 1023 a nice kick, just on the off chance that I don't die horribly to the Von Luckner. ON WINGS OF FIRE I FLY!!!!!

H1 Valkyrie jumps to hex 1022! Jump Jets trigger fuel-air explosion in Rubble hex 1025!
H1 Valkyrie gains 5 heat, sinks 11! 0 heat builds up!

Ace G4 Home Guard PHX-1 Phoenix Hawk enters hex 0120!
Ace G5 Home Guard GHR-5D Grasshopper enters hex 1232!
Ace G6 Home Guard Schreck PPC Carrier enters hex 2124!



End Phase
H1 Valkyrie must make a piloting test to avoid explosion (4 base + 1 movement + 2 ground zero + 1 didn’t jump clear of explosion + 1 localized earthquake = 9): rolled 7, fails!
H1 Valkyrie suffers damage in the fuel-air explosion, head (3/8 armor remains), center torso (9/14 armor remains), left arm (2/9 armor remains), right arm (4/9 armor remains)! Pilot hit!

H1 Valkyrie must make a 3+ consciousness test! Rolled 6, succeeds!

H1 Valkyrie must make a piloting test to avoid catching fire (4 base + 1 movement + 2 ground zero + 1 didn’t jump clear of explosion = 8): rolled 2, fails!
H1 Valkyrie gains 40 heat, sinks 6! 30 heat builds up!
H1 Valkyrie shuts down due to heat!

H1 Valkyrie must roll an 8+ to avoid ammunition explosion! Rolled 7, fails!
H1 Valkyrie suffers 100 damage to right torso (0/12 armor, 0/7 structure remains)! 86 damage transfers to center torso (0/14 armor, 0/10 structure remains)! 67 damage vents harmlessly!

H1 Valkyrie detonates, pilot killed!



Building hex 1025 explodes!
Building hex 1026 explodes!
Building hex 0825 explodes!
Building hex 0824 explodes!
Building hex 0725 explodes!
Building hex 1126 explodes!
Building hex 1127 explodes!
Building hex 1024 explodes!
Building hex 1023 explodes!
Building hex 0924 explodes!
Building hex 1123 explodes!
Refinery hex 1124 collapses due to shockwave!
Refinery hex 1125 collapses due to shockwave!
Refinery explodes! 10,000,000 c-bills in damage sustained!

Building hex 1323 collapses due to shockwave!
Building hex 1324 collapses due to shockwave!
Building hex 1325 collapses due to shockwave!
Building hex 1326 collapses due to shockwave!
Building hex 1327 collapses due to shockwave!

Building hex 0722 collapses due to shockwave!
Building hex 0723 collapses due to shockwave!
Building hex 0622 collapses due to shockwave!
Building hex 0623 collapses due to shockwave!

Building hex 0928 collapses due to shockwave!
Building hex 1028 collapses due to shockwave!
Building hex 0929 collapses due to shockwave!

Residential Building hex 0626 collapses due to shockwave! 1,500,000 c-bills in damage sustained!
Residential Building hex 0627 collapses due to shockwave! 1,500,000 c-bills in damage sustained!
Residential Building hex 0727 collapses due to shockwave! 1,500,000 c-bills in damage sustained!
Residential Building hex 0728 collapses due to shockwave! 1,500,000 c-bills in damage sustained!
Residential Building hex 0628 collapses due to damage! 1,500,000 c-bills in damage sustained!
Residential Building hex 0629 collapses due to damage! 1,500,000 c-bills in damage sustained!
Residential Building hex 0729 collapses due to damage! 1,500,000 c-bills in damage sustained!
Residential Building hex 0730 collapses due to damage! 1,500,000 c-bills in damage sustained!

Building hex 1624 collapses due to localized earthquake! 800,000 c-bills in damage sustained!
Building hex 1625 collapses due to localized earthquake! 800,000 c-bills in damage sustained!

Building hex 1130 collapses due to localized earthquake!
Building hex 1030 collapses due to localized earthquake!
Building hex 0931 collapses due to localized earthquake!

G3 Von Luckner Heavy Tank damaged by shockwave on front (36/41 armor remains), front (31/41 armor remains)! Critical chance!

G3 Von Luckner critical chance on front! Flamer malfunctions, may not be fired next turn!



Combat Phase:
H3 Assassin fires SRM 2 at train (4 base + 3 movement + 0 enemy movement + 0 range + 2 full moon night - 4 immobile target = 5): rolled 8, 2 missiles hit (56/60 structure remains)!
H3 Assassin gains 8 heat, sinks 10! 0 heat builds up!

H4 Javelin fires SRM 6 at building hex 0414 (4 base + 3 movement + 0 enemy movement + 0 range + 2 full moon night - 4 immobile target = 5): rolled 10, 2 missiles hit (86/90 structure remains)! 10,000 c-bills in damage sustained!
H4 Javelin fires SRM 6 at building hex 0414 (4 base + 3 movement + 0 enemy movement + 0 range + 2 full moon night - 4 immobile target = 5): rolled 12, 6 missiles hit (74/90 structure remains)! 10,000 c-bills in damage sustained!
H4 Javelin gains 14 heat, sinks 11! 3 heat builds up!

S1 Stinger holds fire!
S1 Stinger gains 5 heat, sinks 10! 0 heat builds up!

S2 Stinger holds fire!
S2 Stinger gains 4 heat, sinks 10! 0 heat builds up!

S3 Scorpion Light Tank holds fire!

S4 Galleon Light Tank fires medium laser at H4 Javelin (4 base + 0 movement + 3 enemy movement + 2 range + 2 full moon night + 1 fog + 2 light woods = 14): automatic miss!

P2 Locust holds fire!
P2 Locust gains 1 heat, sinks 10! 0 heat builds up!

G1 Home Guard Jagermech holds fire!

G2 Home Guard Griffin holds fire!
G2 Home Guard Griffin gains 5 heat, sinks 12! 0 heat builds up!

G3 Home Guard Von Luckner holds fire!

G4 Home Guard Phoenix Hawk holds fire!

G5 Home Guard Grasshopper holds fire!

G6 Home Guard Schreck PPC Carrier holds fire!



End Phase



Physical Combat Phase:
H3 Assassin kicks train (4 base + 3 movement + 0 enemy movement + 2 full moon night + 1 localized earthquake - 4 immobile target = 6): rolled 6, hit (48/60 structure remaining)!



End Phase:



Rain rubbed her forehead through the tiny triangular porthole in her neurohelmet, then flipped the armored safety-glass back down. She checked her radar, checked her maps, then smiled as a plan coagulated in her mind. She’d jump out, setting the fuel tanks aflame—if they were as full as the one she’d smashed through, the explosion shouldn’t be huge. She’d come down on the other side of the refinery and let the building itself shield her from the blast; then use her weapons to take apart whatever the explosion didn’t destroy.

She kicked down hard on her foot pedals, and her ‘Mech’s jump jets kicked in. Sailing into the air on superheated plasma; the vaporous fumes from the spilled fuel oil caught flame almost instantly. A wave of heat flared up behind her, and Rain risked a glance at the rear quarter of her circle-vision strip. The glare was intense as the vaporized fuel went up.

Her first inkling that something was wrong came as the heat in her ‘Mech’s cockpit continued to spike; but it was only when the tongues of orange flame licked past her cockpit glass that she realized her Valkyrie had been doused in gasoline! Cursing, she tried a quick mid-air pirouette to try to douse the flames. It was a spin most expert ‘Mechwarriors would’ve been proud of, but it succeeded only in scattering droplets of flaming gasoline throughout the refinery.

Fighting a wave of nausea brought on by the intense heat, Rain brought her ‘Mech in line with her intended landing zone. Her plan was still sound—touch down safely and let the fires burn themselves out, then she could—

Only a third full and engulfed in flames, the refinery’s other fuel tanks ruptured as the gasoline within started to boil. The instant the fumes were exposed to open flame, the entire refinery went up like a massive bomb; the normal safety measures—the floating internal roof that kept the fuel from evaporating—simply not sufficient to cope with ‘Mech-related damage.

Rain, fortunately, didn’t have time to realize her miscalculation. The heat from the detonation triggered a sympathetic explosion of her LRM ammunition; which in turn triggered the high-yield explosives which filled every spare bit of airspace within her little Valkyrie.



Enemy Forces:
S1 STG-3G Stinger: jumps 4 to 1605! Floodlight active!
S2 STG-3G Stinger: jumps 4 to 1207! Floodlight active!
S3 Scorpion Light Tank: holds position!
S4 GAL-100 Galleon Light Tank: holds position!
P1 LCT-1E Locust: flees off-map!
P2LCT-1S Locust: runs to hex 1217! Floodlight active!
G1 Home Guard Griffin jumps 5 to hex 1211!
G2 Home Guard Jaegermech walks to hex 1712!
G3 Home Guard Von Luckner Heavy Tank holds position!
G4 Home Guard Phoenix Hawk enters hex ! ACE! Floodlight Active!
G5 Home Guard Grasshopper enters hex ! ACE! Floodlight Active!
G6 Home Guard Schreck PPC Carrier enters hex ! ACE!



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! (Complete!)
Await Further Objectives! (Complete!)
Avoid damaging residential (blue) buildings! (12,000,000/20,000,000 c-bills in damage sustained)
Cause Property Damage to Commercial and Industrial (red) buildings or enemy units! (27,537,000/30,000,000 c-bills in damage caused)
Destroy all Home Guard ‘Mechs (Failed!)
Avoid damaging any Home Guard ‘Mech (???)
Die before the start of Turn 17! (1/4)








H1 VLK-QA Valkyrie
Weight: 30 tons (Light)
HD A(S): 3/8 (3/3)
LT A(S): 0/12 (7/7)
LT R A(S): 2/2
CT A(S): 9/14 (10/10)
CT R A(S): 4/4
RT A(S): 7/12 (7/7)
RT R A(S): 2/2
LA A(S): 2/9 (5/5)
RA A(S): 4/9 (5/5)
LL A(S): 7/12 (7/7)
RL A(S): 12/12 (7/7)
Heat: 30/30
Overheat Penalty: None
Heat Sinks: 11
Movement: 5/8/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rain
Mechwarrior Player: Dominus Caedis
Mechwarrior Status: Vaporized in an explosion
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: Vaporized in an ammunition explosion

H2 COM-2D Commando
Weight: 25 tons (Light)
Mechwarrior Name: “Sleet”
Mechwarrior Player: Terror Storm
Mechwarrior Status: Vaporized in an explosion
Notes: Vaporized in an explosion

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): 10/12 (12/12)
CT R A(S): 4/4
RT A(S): 10/10 (10/10)
RT R A(S): 2/2
LA A(S): 4/6 (6/6)
RA A(S): 6/6 (6/6)
LL A(S): 1/6 (10/10)
RL A(S): 1/6 (10/10)
Heat: 3/30
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: 44, 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: 0/30
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: 17, 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: 1 Medium Lasers, 1 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
Notes: Fled off-map!

G1GRF-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 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 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:

G4 PHX-1 Phoenix Hawk (ACE)
Tonnage: 45 tons
Critical Damage: None!
Pilot: Piloting 2, Gunnery 1
Heat: 0/30
Overheat Penalty: None!
Armament: Large Laser, 2 Medium Lasers, 2 Machine Guns
Notes:

G5 GHR-5H Grasshopper (ACE)
Tonnage: 70 tons
Critical Damage: None!
Pilot: Piloting 2, Gunnery 1
Heat: 0/30
Overheat Penalty: None!
Armament: Large Laser, 4 Medium Lasers, LRM 5
Notes:

G6 Schreck PPC Carrier (ACE)
Tonnage: 80 tons
Critical Damage: None!
Pilot: Piloting 2, Gunnery 1
Armament: 3 PPCs
Motive System Damage: None!
Notes: