The Let's Play Archive

Battletech

by PoptartsNinja

Part 67: Operation Himinbjörg - Turn 1

Operation Himinbjörg: Tactical Update 1

Current Weather Conditions:
Heavy Fog: All hexes cost 2 additional mp to enter (does not apply to jumping ‘Mechs), all energy-weapon attacks suffer a +1 penalty to hit.
Full Moon Night: All weapon attacks suffer a +2 penalty to hit, this penalty is reduced against targets over 20 heat.



Movement Phase



Combat Phase:



End Phase



Physical Combat Phase:



End Phase:



The heavy screech of the train’s brakes roused Snow from… not quite sleep, but something similar only far less restful. One didn’t sleep in an Assassin; and twice during the journey he’d had to surreptitiously sneak out the front hatch to stretch and take a quick, uncomfortably cold nap.

He shifted, trying to stretch muscles cramped by hours in the Assassin’s tight cockpit. With his left hand, he toggled on his passive radio receiver as he cracked open a pill bottle with his right. He downed the pills without looking, was unsurprised by the rush of amphetamines. His handlers hadn’t counted on him sleeping, but he had to be battle ready.

The passive receiver crackled—it wasn’t part of the Assassin’s standard equipment, and was quite fragile. It wasn’t intended to survive if his ‘Mech was destroyed. Neither was he. This mission was vital, he expected, or Heimdall wouldn’t have activated him. His position in the Lyran Guard—well, it didn’t much matter anymore.

The receiver crackled again, and a faint, androgynous voice began mid-sentence as it picked up a carrier. “—not damage the Heavy Snow Nightclub. Avoid unnecessary civilian casualties. Destroy the statue of Duke Lestade. Do not damage the Heavy Snow Nightclub. Avoid—”

The train ground to a stop, and Snow toggled his ‘Mech out of standby. A wave of heat flooded his cockpit, and Snow winced—it was far warmer than he was expecting. The Assassin’s engine was less than half a meter beneath his feet. Even his old Stinger had better shielding.

As his ‘Mech powered up, he knew his comm. system would start occasional broadcasts, simulating battlefield communications. It was encrypted—it was also garbage. He wouldn’t be speaking with the other members of Gulltoppr Lance. They all had a mission, however vague, and would fulfill it—or die in the attempt.

With a slow motion, he brought his Assassin to its feet and frowned. He’d been expecting snow, but the heavy fog that blanketed Tharkad City would make things difficult. Snow suppressed an involuntary shudder as Hail’s Javelin stood up behind him—the mottled gray camouflage blended almost perfectly with the fog, the only truly visible patch was the black spider adorning each ‘Mech.

The original plan had called for forces disguised as a House Kurita raiding party. Somehow, this updated disguise—based on the Gray Death Legion’s footage—seemed wrong.



Enemy Forces:
S1 STG-3G Stinger: Remains stationary!
S2 STG-3G Stinger: Remains stationary!
S3 Scorpion Light Tank: Remains stationary!
S4 GAL-100 Galleon Light Tank: Remains stationary!

Mission Objectives
Heavy Snow Nightclub (green) Building Must Not Take Damage!
Avoid damaging residential (blue) buildings! (0/20,000,000 c-bills in damage sustained)
Destroy the Statue of Duke Lestrade (hex 1214) to draw LOKI away from the Heavy Snow Nightclub!
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): 12/12 (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): 12/12 (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: 12, 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): 6/6 (6/6)
LT R A(S): 3/3
CT A(S): 8/8 (8/8)
CT R A(S): 4/4
RT A(S): 6/6 (6/6)
RT R A(S): 3/3
LA A(S): 6/6 (4/4)
RA A(S): 6/6 (4/4)
LL A(S): 8/8 (6/6)
RL A(S): 8/8 (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: Agent Interrobang Kaboom Dragoon Terror Storm
Mechwarrior Status: OK!
Armament:
SRM 6 – CT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!)
SRM 4 – RA (Heat: 3, Ammo: 25, 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: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/7
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Snow
Mechwarrior Player: wargames
Mechwarrior Status: OK!
Armament:
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
LRM 5 – RT (Heat: 2, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
SRM 2 – LT (Heat: 2, Ammo: 50, 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): 6/6 (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): 6/6 (5/5)
RA A(S): 6/6 (5/5)
LL A(S): 8/8 (7/7)
RL A(S): 8/8 (7/7)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/6
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Hail
Mechwarrior Player: TildeATH
Mechwarrior Status: OK!
Armament:
SRM 6 – RT (Heat: 4, Ammo: 30, 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: None!
Notes:



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