Archon's Answer

Mission Profile

  • Mission Type: Headhunting
  • Force Size: 16000 BV
  • Location: Lucent Wilderness, Grid H03
  • Weather: Clear
  • Time of Day: Late Afternoon
 

Situation Overview

Earlier this year, Lady Elizabeth Wallings sent a message to demand a hearing as is her right as nobility. Archon Melissa Steiner not only declined this request personally, but revoked the title of 'Baroness' from Elizabeth and any potential descendants. The missive was presented to ComStar to publicly disseminate, but Priam Company chose to take this matter up with the High Senate. Establishing the threat the rebel movement had been moving and the disregard for Senatorial authority shown by "Lady" Wallings, Commander Sethan agreed to bring her to justice. Fortunately for the mercenaries, the Archon's message did not stipulate whether the former noblewoman should be taken alive or dead. Priam Company mobilizes Sagittarius Lance along with a hastily-assigned support Lance to engage enemies and dismantle the rebel forces.  

Objectives

Primary Objective: Priam Company has been tasked with breaking the will of Wallings' hired mercenaries, and these are the most elite defenders. Once the leaders have are verified and eliminated, the rest of the mercenaries should break and run. Wallings' mercenaries are operating under a similar mindset, believing it an effective way to deal with Priam Company's threat. Destroying a Commander is worth 3 VP.
(Note: Failing to properly identify a Commander before eliminating it will mean the unit will not count for the primary objective!)

Secondary Objective: In the interests of weakening the mercenaries supporting Wallings' rebellion, any eliminated units will be useful to the greater plan. Similarly, the rebel mercenaries will be interested in eliminating units from the field much the same. Each eliminated unit is worth 1 VP.
 

Setup

The area which was chosen for the battlefield is a lonely stretch of wilderness. A smattering of forests and gentle hills leave BattleMechs a simple battleground. Priam Company and the Wallings Rebels are deployed at opposite sides of the battlefield, which can be decided however the players involved wish. The chosen terrain for this scenario is nine pieces of Elevated Terrain, six Light Forest templates, and three Rough Terrain templates.  

Forces

Priam Company
  • BLR-1G BattleMaster (Mikell) (Commander)
    (1/2; Iron Will, Tactical Genius)
  • ON1-K Orion (Brand)
    (1/2; Multi-Tasker , Oblique Attacker)
  • WHM-6R Warhammer A (Garrido)
    (0/2; Specialist: PPC , Marksman , Lucky 1)
  • VLK-QA Valkyrie (Lagrande)
    (2/3; Jumping Jack , Hopper)
  • AWS-8Q Awesome (Raster) (Commander)
    (3/3; Range Master L, Lucky 1)
  • GLT-4P Guillotine (Price) (3/5; Lucky 2)
  • COM-2D Commando (Faust) (4/6)
  • Total BV: 15956 BV
  • Wallings' Mercenaries
    • HGN-733 Highlander (Commander)
      (1/3; Sp: AC/10)
    • TDR-5S Thunderbolt (2/4; Sniper)
    • HBK-4G Hunchback (2/4; Range Master M)
    • CP-10-Q Cyclops (Commander)
      (2/4; Sp: M. Laser)
    • ZEU-6T Zeus (1/3; Sp: L. Laser)
    • BJ-1 Blackjack (2/4)
    • Demolisher (3/5)
  • Total BV: 15818 BV
  •  

    Special Rules

    Forced Withdrawal: When certain conditions are met, the defending units will surrender in position. These conditions are as follows:
    • If a BattleMech expends all their ammunition and has no more available weapons.
    • If a BattleMech loses one side torso location due to damage.
    • If a BattleMech sustains internal damage in two torso locations or three limb locations.
    • If a BattleMech suffers two Engine hits or one Engine hit and one Gyro hit.
    • If a BattleMech is rendered immobile or otherwise unable to escape the battlefield.
      Shaken Morale: Should both commanders for one force fall in combat, the rest of the force enter Forced Withdrawal and must make for any long edge of the battlefield to escape. They are able to fire on targets, but their full movement must be away from enemy targets.
      Salvage: The contract details permit Priam Company to select one unit as salvage for every three VP scored.
      Target Identification: To obtain positive identification of an enemy, a friendly unit must be within six hexes of the target. This will provide information such as what armament the target has, and to identify specific individuals for objective purposes. A unit equipped with a Beagle Active Probe or similar equipment may do so at eight hexes of distance.  

    Special Abilities

    Hopper: This pilot has trained hard to keep their BattleMech balanced on one leg. If the leg is destroyed, this unit may stay upright if it succeeds at a Piloting check with all applicable penalties. This unit's Movement cannot be reduced below 2MP.

    Iron Will: This unit has a tough time being affected by anything which would spook or shake a normal person. It receives a -2 TN bonus for purposes of morale or other mental resistance tricks.

    Jumping Jack: This unit is more accurate when jumping than normal, having only a +1 to-hit penalty.

    Lucky: Sometimes you just find luck when you least expect it. For each point of Lucky, this pilot may reroll one Gunnery or Piloting roll per scenario.

    Marksman: This pilot has trained to be able to pick out a target area on their enemies rather than merely trying to hit. If the pilot does not move, and fires only one weapon on its turn, they may make a called shot as though it has a Targeting Computer. (Consult TW, p.143)

    Multi-Tasker: Whenever you want to exploit a target-rich environment, or just need to have your attention divided, it's difficult. However, this pilot reduces all attacks against secondary targets by a -1 To-Hit bonus after working on their ability to split their focus.

    Oblique Attacker: It takes some skill to read where your enemy is, when you can't have visual confirmation. This pilot can make Indirect LRM attacks against a target without the benefit of a spotter and have an additional -1 To-Hit modifier when doing so.

    Range Master: This pilot has trained to fire more accurately at a different range than normal. They swap their short range penalty for the designated range penalty (either medium or long range this means their short range is now less accurate but their chosen range is more accurate.

    Sniper: Experience teaches pilots how to lead distant targets better, making it less difficult to hit their targets. This pilot halves all standard range penalties (+1 for medium range, +2 for long range).

    Tactical Genius: Officers often have a grasp of the broader situation on the battlefield, which leads to spectacular events concerning combat. When rolling initiative, the player with a Tactical Genius may opt to reroll the dice up to three times as if using the "Lucky" SPA.

    Weapons Specialist: Training and time have brought a sense of a particular weapon and how to get the most out of it. This unit has a -2 To-Hit bonus with their chosen weapon.
     

    Battle Report

    Prelude

    (Image Link)
    The remnants of Elizabeth's rebels intercept Priam Company, hoping to have enough firepower to turn Commander Sethan's forces back. The two remaining members of the 'Coral Knights' are their backbone, in a Highlander and Cyclops. Meanwhile, Commander Sethan's BattleMaster and Lance Commander Raster's Awesome serve as anchors for Priam Company's forces. If one side loses their commanders, there is little doubt the rest will quickly fold.
     

    Turns One and Two

    (Turn One: Image Link)
    (Turn Two: Image Link)
      Commander Sethan chose to advance his forces slowly ahead, with most of the 'Mechs sticking together and the Light 'Mechs situated ahead. The rebel forces divided into smaller groups, while making use of the terrain between the advancing forces to keep any long-range weapons from being able to target them. Once Lance Commander Raster could find targets with her Awesome, she began opening fire with all three PPCs from her 'Mech. A single PPC was added from Commander Sethan's BattleMaster, with all four weapons striking the enemy Highlander. With the Awesome out in the open, return fire from the Highlander was joined by weapons fire from the Blackjack, Zeus, and Cyclops. The incoming fire sorely tested the incredibly heavy armor the Awesome has.  

    Turn Three

    (Image Link)
      As Wallings' rebels advanced, Priam Company's Orion navigated the forest and other 'Mechs moved into position to focus on targets rather easily. While the two Light 'Mechs managed to evade the flank and thus became a threat to rear armor, the mercenary Commando had its right arm mangled by the Thunderbolt. Luckily, the Demolisher's heavy Autocannons were unable to land a hit on the Valkyrie. However, these actions were soon overshadowed.

    While the Awesome walked backwards, continuing to be under fire from the rebels, almost all the other 'Mechs belonging to Priam Company focused their fire on the Cyclops with the intent to put it down quickly. As various weapons struck home, the Cyclops staggered and then a shot from the BattleMaster set off the missile ammunition stored in the right side. The explosion completely destroyed the 'Mech, and left fragments scattered across a broad area.  

    Turn Four

    (Image Link)
      Lance Commander Raster continued to back up, still drawing fire from the Zeus. Commander Sethan and the Orion advanced on the Highlander, with hopes to remove it from the field swiftly as it had been identified as the other rebel commander. When the Demolisher moved forward, however, the BattleMaster switched its attention to the tank with the Commando's assistance. The volley of weapons shredded the tank's motive system and caused one Autocannon to be neutralized, but not before one shot tore into the Valkyrie. Lagrande quickly shut down to get out of the fight, with the left side of her 'Mech compromised. The Orion's weapon fire continued to peel armor off the Highlander, and exposed the inner structure of the right arm.

    On the other side of the field, the Guillotine was left with the rebel Hunchback and Thunderbolt, luckily not in the interest of the big gun. However, the Thunderbolt's weapons struck the right arm repeatedly, removing the primary weapon - and the rest of the arm. Similarly, the Hunchback fired its heavy Autocannon into Garrido's Warhammer and destroyed its left arm. The Guillotine's pilot was unable to stay upright, slumping into the trees before it fell to the ground with a crash. Despite losing the arm, Garrido was able to focus a shot into the Highlander's arm, wrecking its Autocannon.  

    Turn Five

    (Image Link)
      Priam Company held their ground as the rebel 'Mechs began to maneuver around, intending to focus heavily on the remaining commander. Garrido's Warhammer became the focus of the rebel Thunderbolt, Hunchback, and Zeus while trying to weather the assault. Commander Sethan put his BattleMaster into trying to take out the Demolisher before it could be more of a threat, while Raster's Awesome joined the Orion and Commando in attacking the Highlander. The incoming fire through the rear armor struck the ammunition in the left torso, and the Highlander followed the Cyclops' example to become a smoking ruin.

    As the sound of the explosion faded, the rebels' survivors scattered for any escape they could take. The Thunderbolt could not escape quickly, and instead powered down. The battered Demolisher quietly popped open the hatch in the turret to signal surrender, as Priam Company took a moment to assess their damages.  

    Aftermath

    Following the destruction of the mercenary commanders, and escape of the other elements, Commander Sethan found the damage done to Sagittarius Lance would require a significant amount of time to recover. Fortunately, the Demolisher tank and Thunderbolt were salvageable and could be repaired. After an offer of amnesty to the 'MechWarrior, Priam Company was able to count on another skilled pilot. This would not significantly delay their approach to arrest Elizabeth Wallings, however.
     

    Damage Report

    Damage

    • ON1-K Orion: Right Arm (12 Armor), Left Arm (9 Armor), Left Leg (9 Armor), Right Torso (22 Armor, 25% Structure), Left Torso (14 Armor), Center Torso (5 Armor).
    • WHM-6R Warhammer A: Left Arm (20 Armor; Destroyed), Right Leg (8 Armor), Right Torso (2 Armor), Left Torso (17 Armor, 25% Structure; Medium Laser Hit), Center Torso (22 Armor, 25% Structure), Engine Hit (1).
    • VLK-QA Valkyrie: Left Arm (12 Armor; Destroyed), Left Leg (8 Armor), Right Torso (2 Armor), Left Torso (4 Armor, 50% Structure; Heat Sink Hit), Center Torso (10 Armor), Head (5 Armor), Engine Hit (1).
    • AWS-8Q Awesome: Left Arm (24 Armor, 25% Structure), Left Leg (20 Armor), Right Torso (11 Armor), Left Torso (25 Armor), Center Torso (30 Armor, 50% Structure; Heat Sink Hit).
    • GLT-4P Guillotine: Right Arm (16 Armor; Destroyed), Left Leg (13 Armor), Right Torso (17 Armor, 50% Structure), Center Torso (21 Armor), Gyro Hit (1).
    • COM-2D Commando: Right Arm (6 Armor, 75% Structure; Shoulder Hit), Center Torso (5 Armor).
    • TDR-5S Thunderbolt C: Right Arm (4 Armor), Left Arm (10 Armor), Right Leg (6 Armor), Left Leg (15 Armor), Right Torso (5 Armor), Left Torso (2 Armor), Center Torso (10 Armor).
    • Demolisher: Front (23 Armor), Left Side (19 Armor), Rear (12 Armor), Turret (40 Armor, Structure; Stabilizer), Motive Hits (3).

    Rearming

    • BLR-1G: SRM 6 (1 ton).
    • ON1-K: SRM 4, AC/10, LRM 15 (3 tons).
    • WHM-6R: SRM 6 (1 ton).
    • VLK-QA: LRM 10 (1 ton).
    • GLT-4P: SRM 6 (1 ton).
    • COM-2D: SRM 6, SRM 4 (1 ton).
    • TDR-5S: LRM 15, SRM 2, Machine Gun (3 tons).
    • Demolisher: AC/20 (1 ton).

    Parts Not In Stock

    • Structure (30t): Left Arm
    • Actuator (25t): Lower Arm
    • Actuator (25t): Hand
    • Actuator (30t): Upper Arm
    • Actuator (30t): Lower Arm
    • Actuator (30t): Hand
    • Actuator (70t): Upper Arm
    • Actuator (70t): Lower Arm
    • Medium Laser
     

    Medical Report

    • Simone de Lagrande: 2 Wounds
     

    Salvage Report

    • TDR-5S Thunderbolt (2/4; Sniper): Acquired, sent to repairs.
    • Demolisher (3/5): Acquired, sent to repairs.
     

    Mission Report

    Priam Company managed to achieve an overwhelming victory by eliminating both enemy commanders (6 points) while losing none of theirs. They additionally managed to neutralize two other enemy targets (2 points) and thus were entitled to select two pieces of salvage from the battlefield.  

    NPC Report

    Detained

    • TDR-5S Thunderbolt (2/4; Sniper): 'MechWarrior recruited, 'Mech acquired.
    • Demolisher (3/5): Crew captured, Vehicle acquired.

    Destroyed

    • HGN-733 Highlander (1/3; Sp: AC/10): 'Mechwarrior KIA, Destroyed by ammunition explosion.
    • CP-10-Q Cyclops (2/4; Sp: M. Laser): 'Mechwarrior KIA, Destroyed by ammunition explosion.

    Escaped

    • HBK-4G Hunchback (2/4; Range Master M): Unit withdrew from the combat area.
    • ZEU-6T Zeus (1/3; Sp: L. Laser): Unit withdrew from the combat area.
    • BJ-1 Blackjack (2/4): Unit withdrew from the combat area.

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