Castellan Defense
General Summary
Mission Profile
- Mission Type: Base Defense
- Force Size: 10,000 BV
- Location: Castellan Station Six
- Weather: Scattered Showers
- Time of Day: Morning
Situation Overview
The facilities belonging to Castellan Casting Corporation are used for reclaiming viable metal from scrap, and the crews are fairly adept at this process. However, over the last two years the stations have been repeatedly raided for materials which can be used. Castellan's security forces are spread too thin, and as such a decision was made to hire the Harbingers to intercede on their behalf.The culprits expected to make an attack on Castellan Station Six are "the Ash Demons", a mercenary outfit disavowed by the Mercenary Review Board last year for such attacks on civilian property. Two major forces have dispatched themselves to seize the station and plunder its storage for anything they can use. The size of the assault has shaken the facility director, who authorized lethal force against the Ash Demons.
Objectives
Primary Objective: With the station under attack, the primary goal is to prevent the attackers from seizing the station. Keep the attacker from ending a turn with at least three units adjacent to the processing station. (+300 WP)Secondary Objective: The renegade mercenaries need to be pushed out with enough force to break them from further attacks. The Harbingers must cripple or destroy at least 75% of the attacking force. (+200 WP)
Tertiary Objective: The Ash Demons are committing a lot of their hardware, which can potentially be repaired and put to use by Castellan as defending units. A bounty is being paid for each of up to four Heavy 'Mechs which can be successfully salvaged from the field. (+50 WP each)
Setup
The processing center is represented by a large circular building and six satellite offices around the outside. It is situated in a rather desolate valley, vegetation having died out due to the byproducts of the processing station's operation. A rather brackish pond is near the station, originally intended to be used as a water source until that became ill-advised. On the other side of the valley hills are sparse forests, which help conceal the approach of the attackers.(The elements used are the Processing Station, six black Small Building elements, five Light Forest elements, three Shallow Water elements, six Rough Terrain elements, and ten Hill Elements.)
The Harbingers set up in the valley within three hexes of any building, and choose a map edge as their escape route. The Ash Demons enter from one other edge after the Harbingers are set, and will choose a third edge to enter from with their reinforcements.
Forces
Ash Demons
Alpha Group
- CP-10-Z (2/3)
- TDR-5S (4/5)
- TDR-5S (4/5)
- ON1-K (3/4)
- GRF-1N (4/5)
- STG-3R (4/5)
- Demolisher (3/4)
- Manticore (3/4)
- LRM Carrier (4/5)
Beta Group
- BLR-1D (2/3)
- TDR-5S (4/5)
- TDR-5S (4/5)
- WHM-6R (3/4)
- PXH-1 (4/5)
- Von Luckner (4/5)
- Manticore (3/4)
- Vedette (4/5)
- Striker (4/5)
- Scorpion (4/5)
The Harbingers
BattleMechs
- AWS-8Q A ("Deadeye")
(0/2; Weapon Specialist: PPC, Lucky 1) - AWS-8Q B ("Sassy")
(0/2; Weapon Specialist: PPC, Lucky 1) - AWS-8Q C ("Pilgrim")
(0/2; Specialist: PPC, Marksman, Human TRO: Mechs) - HCT-3F A ("Bones")
(1/3; Melee Master, Jumping Jack) - HCT-3F B ("Badboi")
(1/2; Melee Master, Jumping Jack) - JVN-10F (J. Greene)
(3/6)
Vehicles
- LRM Carrier A ("Crew 6")
(0/4; Oblique Attacker, Specialist: LRM 20) - SRM Carrier A ("Hartford Crew")
(3/6; Sandblaster) - SRM Carrier B ("Alder Leaf Crew")
(4/6; Sandblaster)
- Light Autocannon Turret (4; 20 CP)
- Light Autocannon Turret (4; 20 CP)
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.
Turret Critical Hits: Any attack which strikes a turret causes a second roll to see if the damage causes issues for the crew. On a roll of 7-9, the fire control systems are lightly damaged; the crew must spend one turn fixing the problem before it can fire again. On a roll of 10-11, one random weapon is destroyed and rendered inoperable. On a roll of 12, critical structural damage renders the turret effectively destroyed.
Processing Center: The center of operations for Castellan Station Six, this building is not heavily reinforced or armored, though it is large. It can take up to 100 damage before structural collapse starts, but its roof cannot hold any tonnage of BattleMechs.
Attacker Reinforcements: The attacker has a second force which will enter the battle at the start of the third turn. They must enter from an edge which was not used by the first force or the home edge of the defender.
Time Limit: At the end of the tenth turn, the Primary Objective will be judged incomplete if any active attackers are still on the field.
Special Abilities
Human TRO: Not all pilots focus on the task of combat, but instead on knowing the weaknesses of one class of units ('Mechs, Vehicles, etc) so they may be exploited. For the chosen class of units, this pilot adds +1 to their roll to determine Critical Hits.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 wepaon on its turn, they may make a called shot as though it has a Targeting Computer. (Consult TW, p.143)
Melee Master: It's a savage dance, melee combat, and those who have honed their talents can make it rather deadly. This unit may perform an additional punch, kick, or weapon attack on its turn.
Oblique Artilleryman: Special training gives this artillery operator a greater ability to predict where the ordinance will land. They gain +10% to their maximum range (measured in meters; the range listed in TO p. 181 is in mapsheets, which represent 500 meters per sheet). On top of this, scatter distance is reduced by 2 hexes, to a minimum of 0.
Sandblaster: This unit rolls on the Cluster Hit table better than average. At long range they get a +2 bonus, at medium range they get +3 instead, and at short range they get +4 instead.
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)At Castellan Station Six, the Harbingers hurriedly dispersed to defend the facility from two approaching forces. The raiders seemed more organized than previous pirate groups, and bringing heavier equipment to the field on top of it. However, Tristan "Deadeye" Johnson quickly began to order the trio of AWS-8Q Awesomes to pick and focus targets. The key was going to be managing attrition, not simply destroying the enemy.
Turn 1
(Image Link)On the first turn the Ash Demons push up quickly, intending to use the forests as cover to get closer to the ridgelines. In the process, their LRM Carrier, Manticore, and one Thunderbolt peel armor off the Awesome which moved into the gap. The Harbinger's Awesome, in turn, blows the missile carrier apart with seemingly no effort.
Turn 2
(Image Link)The defending LRM Carrier lobs a series of missiles over the hills into the approaching Demolisher, causing severe damage to its drive system. The Awesome in the gap backed away as a second one stepped in to add its firepower to the mix. In an exchange of fire, the Awesome blew open the right side of the Manticore while taking damage in turn. The Griffin on approach likewise had missiles land home, sending more of the Awesome's armor onto the ground.
The second Awesome gives covering fire into the Thunderbolt taking the lead, forcing it to stumble and fall. However, its own volley also forces more armor from the primary target of the Ash Demons. The Orion, taking the far route around the forest, sends its long-range missiles into the defense turret and almost obliterates it.
Turn 3
(Image Link)With the approach of the second force imminent, the Harbingers begin to make bolder moves to attempt putting the first force out of the way. Similarly, the commander of the Ash Demons seems eager to push forward; the Cyclops strides forward quickly with the intent to fire on the damaged Awesome and crack it open. The Stinger likewise approaches and attempts to get in close to the other Awesome and tie it up. As the Griffin approaches, the Harbingers have one Hatchetman intercept its approach to keep it from getting further. Likewise, the Orion approaching along the cliff had the Javelin drop in behind it to start working on its rear armor.
The Cyclops' potent autocannon shot causes incredible damage to the already-ravaged Awesome, marring its engine and gyro assembly as the internal structure is torn. The Awesomes and SRM Carrier together manage to put down the command Assault 'Mech, and it did not seem to move after it fell. While it took serious damage, it did not seem enough to put it out of the fight.
And with a series of warnings from the Harbingers' sensors, the second wave arrived from the north - along the flank of the battle.
Turn 4
(Image Link)The arrival along the flank galvanized the fears of the Harbingers, as the commander attempted to wheel to meet them and still manage to mount an acceptable defense of the processing station. The attacking Thunderbolts moved to start taking out the turrets, and the Demolisher slowly approached to take aim at the defenders. The Hatchetman opted to make certain the Cyclops could not rise again, its autocannon firing and causing the head to implode from the impact. The Orion shut down, prompting the Javelin to move to one of the Thunderbolts - its volley along with attacks from the SRM Carrier cause the Heavy 'Mech to fall and knock its gyro off-balance. The two Awesomes at the gap lend their firepower to the defense, the less-damaged 'Mech absorbing a hit from the Demolisher even as its companion blew it up through the side. The pilot of that Awesome realized the damage was too severe to push his luck, and punched out.
The Warhammer on approach rallied the vehicles on approach to join weapons fire with its two PPCs, attacking the processing center. The various impacts shudder the structure, causing panicked requests to intervene. However, other problems are becoming worse as the SRM Carrier next to the rise was destroyed by an almost careless shot from the BattleMaster.
Turn 5
(Image Link)With the battle shifting momentum, the Harbingers started to take more focused attention from the Ash Demons. The Javelin, Hatchetman, and SRM Carrier on the rise all poured weapons fire into the Thunderbolt with desperate abandon. The Heavy 'Mech stumbled, and again it remained operational - but the pilot within seemed to not be. The Griffin likewise advanced to menace the LRM Carrier, but one of the Hatchetman 'Mechs stepped in front of it and two hatchet blows caved in its head with a surprising ease.
Despite this, the rest of the Ash Demons unloaded another volley into the processing center, causing the sides to collapse and smoke to pour out of it. The comms from the control room went to static while the rest of the aggressors now had the opportunity to turn their attention to the Harbingers.
Turn 6
(Image Link)The Ash Demons decided to push their advantage, moving in with the intent to punish the enemy and perhaps force them to leave behind salvage. Despite the valiant attempt at a defense, the second Awesome took serious punishment - including a shot to the head which damaged several systems in the process. One of the Thunderbolts attempted to charge in and was broken down as three PPCs peeled through the center torso and destroyed the engine. Another of the Thunderbolts moved to engage the SRM Carrier, eliminating it at the expense of being torn apart by the Harbingers' lighter 'Mechs.
Meanwhile, the fresh Warhammer and BattleMaster turned their attention to the Hatchetman which had destroyed the Griffin. Together they managed to cause it enough damage to force the pilot to choose surrender rather than a glorious end, and there were a handful of tense seconds before the Harbingers' field commander called for a cease fire to discuss terms of withdrawal.
Aftermath
"Deadeye" bargained hard, noting to the commander of the Ash Demons there was a good chance both sides could continue pushing the fight and end up in pieces. The retort was a note there were two of three Awesomes in no condition to continue, and the matter turned to how to allow the Harbingers a withdrawal.
The Ash Demons proceeded to loot the processing center's stores, while the Harbingers took charge of the headless Cyclops, the battered Stinger, and the battered Manticore. The loss was a considerable wake-up call for the Harbingers, who had gotten used to their Awesomes being the kings of the field. But no longer.
The Ash Demons proceeded to loot the processing center's stores, while the Harbingers took charge of the headless Cyclops, the battered Stinger, and the battered Manticore. The loss was a considerable wake-up call for the Harbingers, who had gotten used to their Awesomes being the kings of the field. But no longer.
Damage Report
Damage
- AWS-8Q A: Left Arm (16 Armor), Right Arm (23 Armor), Left Leg (10 Armor), Right Leg (20 Armor), Left Torso (8 Armor), Right Torso (15 Armor), Center Torso (30 Armor, 75%+ Structure), Gyro (1 Hit), Engine (1 Hit)
- AWS-8Q B: Left Arm (2 Armor), Right Leg (12 Armor), Left Torso (9 Armor), Right Torso (15 Armor), Center Torso (28 Armor), Head (9 Armor, 50% Structure), Life Support (1 Hit), Engine (1 Hit)
- AWS-8Q C: Left Torso (5 Armor), Right Torso (4 Armor)
- HCT-3F B: Left Arm (10 Armor), Right Arm (2 Armor), Left Leg (10 Armor), Right Leg (10 Armor), Left Torso (2 Armor), Right Torso (13 Armor), Head (5 Armor)
- CP-10-Z: Left Arm (2 Armor), Left Leg (12 Armor), Right Leg (2 Armor), Left Torso (8 Armor), Right Torso (20 Armor, 25% Structure), Center Torso (30 Armor, 50% Structure), Right Arm Destroyed, Head Destroyed, Sensors Destroyed, Life Support Destroyed, Cockpit Destroyed, Upper Arm Actuator (R) Destroyed, Lower Arm Actuator (R) Destroyed, Hand Actuator (R) Destroyed, Medium Laser (RA) Destroyed.
- SRM Carrier A: Destroyed.
- SRM Carrier B: Destroyed.
Rearming
- LRM Carrier A: LRM-20 (2 tons)
- HCT-3F A: AC/10 (1 Ton)
- HCT-3F B: AC/10 (1 Ton)
- CP-10-Z: AC/20, LRM-10, SRM-4 (3 Tons)
Parts Not In Stock
- CP-10-Z (Cockpit)
- CP-10-Z (Life Support)
- CP-10-Z (Structure 90t; Right Arm)
- CP-10-Z (Structure 90t; Head)
- CP-10-Z (Actuator 90t; Upper Arm)
- CP-10-Z (Actuator 90t; Lower Arm)
- CP-10-Z (Actuator 90t; Hand)
Medical Report
- "Sassy": 1 Wound
- "Pilgrim": 1 Wound
- "Hartford Crew": KIA
- "Alder Leaf Crew": KIA
Salvage Report
- CP-10-Z: Salvaged. 900 SP
- STG-3R: Salvaged. 200 SP
- Manticore: Salvaged: 325 SP
Mission Report
Primary Objective: Failed. Good Faith awarded (+20 WP)Secondary Objective: Failed. Good Faith awarded (+30 WP)
Tertiary Objective: +200 WP
Total WP Gain: +0 WP
Salvage Awarded: 1425 SP value
Table of Contents
- General Summary
- Forces
- Special Rules
- Special Abilities
- Battle Report
- Aftermath
- Damage Report
- Medical Report
- Salvage Report
- Mission Report
Report Date
10 May 2018
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