The Let's Play Archive

Battletech

by PoptartsNinja

Part 69: Operation Himinbjörg - Turn 3

Operation Himinbjörg: Tactical Update 3

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:
H1 Valkyrie holds fire!
H1 Valkyrie gains 5 heat, sinks 11! 0 heat builds up!

H2 Commando holds fire!
H2 Commando gains 2 heat, sinks 10! 0 heat builds up!

H3 Assassin holds fire!
H3 Assassin gains 7 heat, sinks 10! 0 heat builds up!

H4 Javelin holds fire!
H4 Javelin gains 6 heat, sinks 11! 0 heat builds up!



End Phase



Physical Combat Phase:
None!


End Phase:



Hail’s Javelin took off again, bringing a smile to Snow’s lips. He kicked down on the throttle pedals that controlled his ‘Mech, feeling the heavy resistance of the bar that signaled the ‘Mech would be moving at maximum running speed; then pushing past it to kick in the jump jets.

The Assassin may be tiny, but it was graceful for a ‘Mech its size. In only a few moments, Snow found himself sailing above the fog. From here, Tharkad City looked like a collection of buildings rising out of a cloud. He felt as though he were a mile in the air, not a mere hundred meters.

It was an enjoyable feeling until another wave of heat flooded his cramped cockpit. Carefully, Snow feathered his jets as he brought his Assassin in for a landing. He cringed as the slower Javelin passed right in front of him, angling for the same landing zone—what he wouldn’t give for the ability to coordinate with the rest of his lance. Still, he was far enough back to easily divert to a safer landing zone, the impact of his medium ‘Mech doing little more than cracking pavement and causing some minor body damage to a parked aircar.

The quiet voice on his radio became more insistent, perhaps a bit more panicked. They were running out of time.



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! (2 turns remaining!)
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: 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: 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: 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: