The Let's Play Archive

Battletech

by PoptartsNinja

Part 620: Ikuta Glacier - Turn 9

Ikuta Glacier: Tactical Update 9




Ione’s Night Gyr vanished from the secondary monitors as a blast from the Grendel’s autocannon tore through the last of its engine shielding. The failure of the engine’s magnetic containment was marked by a dull flash as the Night Gyr’s bizarre laser heat sinks lost computer control and shut down. For a moment the machine was shrouded in a scintillating rainbow of light and color before darkness took it. Ione rode her machine to the ground as ordered, but with no power and no way to arrest her fall she’d almost certainly come away with an injury.

Compared to the state she’d left the Grendel pilot in, her condition was enviable. She’d come out ahead in their little game of chicken, and a shot from her pulse laser had caught the Widowmaker machine square in the cockpit. Something inside—probably one of the life support’s emergency oxygen tanks—had exploded and neatly decapitated the enemy machine.

Sanko’s lips curled into an obscene grin as she watched the tableau, putting down the enemy Summoner with a flight of her own missiles. Their star had engaged nearly three stars with minimal assistance and had come away with only a single dead pilot for their trouble. It was the sort of performance lines in the remembrance were made of, a tale of vengeance and a warning against such perfidy as the Widowmakers practiced. She had no doubt the Widowmakers would strike the unit from their touman after such a dismal performance. Goliath Scorpion victory was so complete she half expected they’d take things a step further and abjure the bloodlines of those present so they could pretend the battle had never happened. They had only to avoid doing anything overly risky while they finished off the remaining detritus. Victory could be as poisonous as failure, after all—that was the true lesson of Necrosia.








Movement Phase
Executioner G (Player)
- Activates MASC: must pass a 3+ test: rolled 7, succeeds!

Crossbow G (Player)
- Insufficient MP to reach hex 1811 (needs 11, has 8)!

Afreet Point
- Reactionary move to pursue enemy infantry!



Shooting Phase
Executioner G (player)
- Fires iHeavy Large Laser at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Rear Left Torso (0/6 armor, 1/11 structure remaining)! Crit!
- Fires iHeavy Large Laser at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 10, hit Rear Right Torso (0/6 armor, 1/11 structure remaining)! TAC!
- Fires Gauss Rifle at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 5, miss!
- Gains 38 heat, sinks 37!

Grand Dragon “Yuki-Onna” (Player)
- Fires ER PPC (Clan) at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 4, miss!
- Fires Medium Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 5, miss!
- Gains 20 heat, sinks 28!

Night Gyr G (player)
- Torso-twists to threaten hex 0509!
- Fires Gauss Rifle at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 5, miss!
- Fires Large Pulse Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 8, hit Head (0/9 armor, 2/3 structure remaining)! Crit! Pilot hit!
- Fires Large Pulse Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Arm (2/12 armor remaining)!
- Gains 22 heat, sinks 31!

Crossbow G (player)
- Torso-twists to threaten hex 1711!
- Fires ATM-12 (ER) at Summoner (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 7, 8 missiles hit Rear Center Torso (10/22 structure remaining (Crit!)), Rear Center Torso (7/22 structure remaining (Crit!))!
- Fires ATM-12 (ER) at Summoner (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 6, 8 missiles hit Left Arm (17/22 armor remaining), Left Arm (14/22 armor remaining)!
- Fires Medium Pulse Laser at Summoner (3 base + 4 range + 2 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 3, miss!
- Fires Medium Pulse Laser at Summoner (3 base + 4 range + 2 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 3, miss!
- Gains 25 heat, sinks 27!

Stormcrow Prime (player)
- Fires ER Large Laser at Black Lanner (3 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 11): rolled 8, miss!
- Fires ER Large Laser at Black Lanner (3 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 11): rolled 5, miss!
- Gains 26 heat, sinks 47!

Ironhold Battle Armor 5 (player)
- Holds fire!

Pouncer Prime (player)
- Fires ER PPC at Mad Dog D (3 base + 2 range + 2 movement + 1 enemy movement - 1 necrosia = 7): rolled 7, hit Center Torso (0/23 armor, 13/20 structure remaining)! Crit!
- Fires ER PPC at Mad Dog D (3 base + 2 range + 2 movement + 1 enemy movement - 1 necrosia = 7): rolled 9, hit Left Arm (0/10 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (6/14 armor remaining)!
- Gains 32 heat, sinks 27! Overheating!

Elementals 3
- Holds fire!

Nova G (player)
- Fires iHeavy Large Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 9, hit Left Leg (0/23 armor, 4/14 structure remaining)! Crit!
- Fires iHeavy Medium Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 5, miss!
- Fires iHeavy Medium Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 4, miss!
- Gains 38 heat, sinks 37!

Wraiths 1
- Holds fire!

Timber Wolf G (player)
- Torso-twists to threaten hex 1129!
- Fires ER Large Laser at Grendel (3 base + 4 range + 2 movement + 3 enemy movement + 1 light woods cover = 13): automatic miss!
- Fires ER Large Laser at Grendel (3 base + 4 range + 2 movement + 3 enemy movement + 1 light woods cover = 13): automatic miss!
- Gains 26 heat, sinks 33!

Elemental 4
- Fires APWM at Afreet Point (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 4, miss!

Huntsman G (player)
- Fires Large Pulse Laser at Grendel (3 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 8, miss!
- Fires Large Pulse Laser at Grendel (3 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 9, hit Right Leg (12/22 armor remaining)!
- Fires ER Medium Laser at Grendel (3 base + 4 range + 3 movement + 3 enemy movement = 13): automatic miss!
- Gains 39 heat, sinks 39!

Wraith 2
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 5 troopers automatically hit Rear Center Torso (4/8 armor remaining), Left Leg (22/24 armor remaining), Right Arm (2/16 armor remaining), Left Leg (20/24 armor remaining), Rear Left Torso (4/12 structure remaining (Crit!))!
- Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 4 troopers automatically hit Right Arm (0/16 armor remaining), Left Arm (0/16 armor, 7/8 structure remaining (Crit!)), Left Arm (5/8 structure remaining (Crit!)), Rear Right Torso (0/6 armor remaining)!

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

Summoner Prime
- Torso-twists to threaten hex 1106!
- Fires LB 10-X Autocannon (slug) at Executioner G (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Rear Center Torso (2/12 armor remaining)!
- Fires ER Large Laser at Timber Wolf G (3 base + 4 range + 1 movement + 2 enemy movement + 1 light woods + 1 secondary target = 12): rolled 10, miss!
- Gains 23 heat, sinks 28!

Mad Dog D
- Torso-twists to threaten hex 1923!
- Fires Rotary AC/5 (6 shots) at Pouncer Prime (3 base + 2 range + 1 movement + 3 enemy movement = 9): rolled 10, 4 shots hit Left Leg (10/15 armor remaining), Right Torso (chance to hit Elemental: rolled 1, hit Right Torso (10/15 armor remaining), Center Torso (chance to hit Elemental: rolled 3, hit Center Torso (13/18 armor remaining), Right Leg (10/15 armor remaining)!
- Fires ATM-12 (HE) at Nova G (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target = 8): rolled 12, 8 missiles hit Center Torso (21/24 armor remaining), Right Leg (21/24 armor remaining), Right Leg (18/24 armor remaining), Left Leg (16/24 armor remaining), Center Torso (18/24 armor remaining), Right Arm (13/16 armor remaining), Right Leg (15/24 armor remaining), Left Leg (13/24 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 8, 2 troopers hit Trooper 5 (6/10 armor remaining), Trooper 3 (8/10 armor remaining)!
- Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 3, miss!
- Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 10, 3 troopers hit Trooper 2 (0/1 trooper remaining (Trooper killed!)), Trooper 1 (2/10 armor remaining), Trooper 1 (0/10 armor remaining)!

Grendel C
- Torso-twists to threaten hex 1105!
- Fires ER Medium Laser at Night Gyr (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 8, hit Right Arm (10/24 armor remaining)!
- Fires LB 10-X Autocannon (Cluster) at Night Gyr (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover - 1 cluster = 6): rolled 7, 6 submunitions hit Center Torso (2/33 armor remaining), Left Torso (4/16 structure remaining (Crit!)), Left Torso (3/16 structure remaining (Crit!)), Left Arm (5/24 armor remaining), Right Leg (damage blocked by terrain), Right Torso (3/22 armor remaining)!
- Gains 4 heat, sinks 20!

Locust IIC 3
- Torso-twists to threaten hex 1713!
- Fires ER Large Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 7, hit Left Leg (18/30 armor remaining)!
- Fires Small Pulse Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement - 2 pulse laser = 2): automatically hit Left Torso (20/23 armor remaining)!
- Fires Small Pulse Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement - 2 pulse laser = 2): automatically hit Left Leg (15/30 armor remaining)!
- Gains 16 heat, sinks 23!

Black Lanner B
- Fires LRM-20 at Night Gyr G (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 3, miss!
- Fires LRM-20 at Night Gyr G (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 2, miss!
- Gains 14 heat, sinks 20!



End Phase:
Grendel C
- Critical chance in Left Torso: rolled 6, no critical hits sustained!
- Through-armor critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Jump jet hit!
- Critical chance in Head: rolled 12, head blown off! Pilot killed!

Summoner Prime
- Critical chance in Center Torso: rolled 3, no critical hits sustained!
- Critical chance in Center Torso: rolled 11, 2 critical hits sustained!
- - XL Engine destroyed! `Mech destroyed!
- - XL Engine hit!

Mad Dog D
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Critical chance in Left Leg: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Crimson Langur
- Critical chance in Left Torso: rolled 7, no critical hits sustained!
- Critical chance in Left Arm: rolled 4, no critical hits sustained!
- Critical chance in Left Arm: rolled 8, 1 critical hit sustained!
- - Shoulder actuator damaged!

Night Gyr G (Player)
- Critical chance in Left Torso: rolled 7, no critical hits sustained!
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - No components remain in Left Torso! Critical hit transfers to Center Torso!
- - - XL Engine destroyed! `Mech destroyed!



Turn End Phase:
Locust IIC
- Thaws out, mobility restored!

Elemental Point 3
- Transport unit took fire, automatically disembark into hex 2128!



Next Turn’s Movement Phase
Black Lanner B
- Activates MASC: must pass a 3+ test: rolled 8, 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 (+0%/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!