Ratcatching

General Summary

Mission Profile

  • Mission Type: Pursuit
  • Force Size: Unlimited
  • Location: Grid H21, "Rattus Run"
  • Weather: Moderate Rainfall
  • Time of Day: Late Morning
 

Situation Overview

The Harbingers have the task of scouting out available resources on White Reach, and have been using ultra-light planes for this purpose. In the process of uncovering resources on the eastern coast of the Pelea continent, scouts from Iota Firebase spotted an enemy force. A barely-organized group of 'Mechs and vehicles seemed to be taking time to recover, and Commander Dupree decided it was worth hitting them while there was a chance. To do so he dispatched his Union-class DropShip with a selection of 'Mechs and combat vehicles.

The remnants of the Fourth Legion of Vega have been put to flight from their attack on the capital, and have just finished rearming and repairing. While awaiting further instructions from Sakura Base, they dispersed from their DropShip in order to avoid being an obvious target. However, being discovered means they have to relocate their forces. As distasteful as it is to flee in the face of mercenaries, they have a potentially greater responsibility to fulfill.  

Objectives

Harbingers

Objectives: The Harbingers are set on destroying their foes. Eliminate opposing 'Mechs before they can escape. Each eliminated 'Mech contributes two victory points towards the score; each eliminated vehicle contributes one point towards the score.
Victory: The Harbingers may salvage enemy units off the battlefield if they can secure enough points for a victory. If the Harbingers can secure a margin of victory of at least five points, the Legion's escaped forces will be unavailable for the next campaign turn.

Legion of Vega

Primary Objective: The Legion of Vega has just finished regrouping from their failed bid to seize the capitol, and seek to avoid direct conflict at this time. For each unit which escapes through their home edge, they score two victory points.
Secondary Objective: While the Legion is not interested in a fight, they are prepared to engage in a fighting retreat. Every Harbingers unit which is eliminated is worth one victory point.
Victory: If the Legion can successfully manage to escape with enough units to secure victory, they are able to reach an evacuation point and redeploy to another grid this turn. If the margin of victory is at least five points, they may effect minor repairs for damaged units.
 

Setup

The Fourth Legion's player chooses one of the short edges of the map as their home edge. A temporary base structure is placed anywhere within ten hexes of the side opposite the Fourth Legion's home edge, and they must deploy within six hexes of this structure. Across the map, take turns placing up to 1d6+1 Light Forest elements, another 1d6+1 Shallow Water elements, and 1d6 Elevated Terrain elements. (In this instance 6 Light Forest elements, 7 Shallow Water elements, and 4 Elevated Terrain elements were present.) One side of the battle map will receive water, while the other will receive light woods.  

Forces

Harbingers
Alpha Team
  • GRH-5H Grasshopper (Bones)
    (1/2; Melee Master, Jumping Jack)
  • AWS-8Q Awesome A (Sassy)
    (0/2; Specialist: PPC, Lucky 1)
  • LGB-7Q Longbow (Cinders)
    (1/3; Range Master (M), Lucky 1)
  • MON-67 Mongoose A (Sureshot)
    (1/3; Specialist: M Laser)
  • MON-67 Mongoose B (Spike)
    (1/3; Specialist: M Laser)
Vehicle Support
  • Schrek A (Crew 33)
    (Specialist: PPC, Lucky 1)
  • LRM Carrier A (Crew 6)
    (Specialist: LRM 20, Oblique Attacker)
  • LRM Carrier D (Prodigal Sons) (2/6)
Hired Guns
  • GLT-4P Guillotine ("Chevalier")
    (3/4; Hot Dog)
  • WVR-6R Wolverine ("Badger")
    (2/4; Sniper)
Fourth Legion of Vega
  • GRF-1N Griffin (3/4; Lucky 1)
  • SHD-2H Shadow Hawk (4/4; Lucky 2)
  • WVR-6K Wolverine (3/5; Lucky 1)
  • UM-R60 UrbanMech (1/7; Lucky 2)
  • UM-R60 UrbanMech (3/5; Lucky 2)
  • BLR-1G BattleMaster (2/4; Lucky 1)
  • SHD-2K Shadow Hawk (3/4; Sniper)
  • PXH-1 Phoenix Hawk (3/4; Sniper)
  • PNT-9R Panther (4/4; Jumping Jack)
  • Skulker (3/6)
  • Vedette (2/4)
  • Scorpion (2/5)
 

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.
Moderate Rainfall: Inclement weather can influencing battlefield conditions, and in this case the rain and wind make targeting more difficult. All units receive a +1 to-hit penalty with all weapon attacks.

Hired Guns: The Harbingers are employing mercenaries who require payment for their services. Using “Chevalier” (60 SP) and “Badger” (50 SP) will cost Supply Points before the battle.

Salvage: Units which cannot escape the battlefield due to being disabled are available to be salvaged by the victor of the scenario.
 

Special Abilities

Hot Dog: Experience has taught this pilot to handle the heat load of their BattleMech carefully. This pilot can add a -1 bonus to the Target Number needed to avoid all heat effects due to high heat levels.
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.
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 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).
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

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The Harbingers were able to catch the Fourth Legion before they could fully mobilize, and thus decisions were made for the Fourth Legion to try escaping with the fastest units and allowing slower ones to hold off pursuit. However, the presence of two Mongoose 'Mechs and considerable long-range fire capability would make this a difficult task. One the acting commander of the Draconis Combine forces was hesitant to rely upon, in the face of such aggression.
 

Turn One

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In the first moments of battle, the Harbingers approached from two angles of attack and were able to catch the Fourth Legion trying to evacuate to their right flank. The UrbanMech acting as a rear guard twisted to fire off its autocannon at the approaching Awesome, landing a shot into the Schrek's front armor. However, a focused return volley severely damaged it and the pilot couldn't keep the 'Mech upright. It fell, and the impact caused the ammunition to explode violently. A different volley of fire destroyed the head of the SHD-2K Shadow Hawk, though this pilot was able to eject just before the shots landed.  

Turn Two

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The Fourth Legion began to attempt an escape, using their BattleMaster and remaining Shadow Hawk to run interference. The Medium 'Mech wound up absorbing a great deal of punishment, and the concussion from a shot to the head of the 'Mech knocked the pilot inside unconscious. Furthermore, the twins in the Mongoose 'Mechs managed to intercept and destroy the Vedette near the wooded side of the battlefield.

However, the Harbingers were not without trouble of their own. Significant damage had been dealt to one of the Mongoose 'Mechs, and the Schrek was becoming a magnet for return fire. The BattleMaster unloaded a considerable amount of its arsenal into the PPC Carrier, intent on putting it out of the fight. Only the heavy armor and unfocused damage pattern allowed it to survive the attacks.    

Turn Three

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The Harbingers continued to push the advance, with the waterside flank collapsing and the BattleMaster now becoming a primary focus of fire as the vanguard. The twins pursued the Phoenix Hawk into the forest, intending to cut its escape off while protecting their rear from those coming up behind. The BattleMaster and Panther began focusing again on the Schrek, but focused damage on the Assault 'Mech destroyed its arms and forced it to surrender before it was destroyed completely. The Scorpion tank and second UrbanMech were both neutralized, rendering the Fourth Legion incapable of fighting their way out of this engagement. With only their Skulker scout vehicle escaping with word of what happened, the situation did not look favorable.  

Aftermath

As the senior officer present, Sassy rounded up the survivors of the Fourth Legion and issued the ultimatum which had become the Harbingers' brutal signature: join or die. Some members of the Legion of Vega were still loyal to the Coordinator, and decided to show their resolve by refusing to become traitors. After the second execution, however, many of the veterans had their resolve waver. Taking the initiative, Minato Watanabe chose to offer the services of the five surviving 'MechWarriors on two conditions. First, the surrendering pilots should be treated with dignity and respect for at least putting up the best fight they could muster. The second was a personal request, that he not be parted from his family's BattleMaster. Despite a grudge against the DCMS, Sassy agreed to the terms and ordered salvage crews to begin retrieving what they could from the battlefield. Medics were permitted to remove the unconscious 'MechWarrior from the fallen Shadow Hawk, and take Minato to be inspected for his wounds.

Thus the last of the Fourth Legion who assaulted the capital of White Reach were defeated, leaving only those at Sakura Firebase free.
 

Damage Report

Damage

  • MON-67 B: Right Arm (5 Armor), Left Arm (8 Armor, 50% Structure; Limb Detached), Left Torso (10 Armor; Destroyed.), Center Torso (7 Armor, 25% Structure).
  • Schrek A: Front (19 Armor), Right (10 Armor), Turret (12 Armor; Stabilizer Hit), Motive Hit (2).
  • BLG-1G: Right Arm (24 Armor, 50% Structure; Limb Detached), Left Arm (24 Armor; Destroyed), Right Leg (12 Armor), Left Leg (11 Armor), Right Torso (12 Armor), Left Torso (12 Armor), Center Torso (11 Armor, 50% Structure), Head (5 Armor), Engine Hit.

Rearming

  • GRH-5H: LRM 5 (1 ton).
  • BLR-1G: LRM 5, SRM 6 (1 ton).
  • LGB-7Q: LRM 5, LRM 20 (1 ton).
  • LRM Carrier A: LRM 20 (2 tons).
  • LRM Carrier D: LRM 20 (2 tons).

Parts Not In Stock

  • 25t: Left Torso Structure.
  • 85t: Upper Arm Actuator, Lower Arm Actuator, Hand Actuator, Left Arm Structure.
 

Mercenary Report

  • Authorized payment for "Badger": -50 SP
  • Authorized payment for "Chevalier": -60 SP
 

Medical Report

  • Crew 33: Driver Hit
  • 'MechWarrior Minato Watanabe: (2 Wounds)
 

Salvage Report

  • BLR-1G: Salvaged. Sent to repair bay.
  • WVR-6K: Salvaged. Sent to 'Mech bay.
  • GRF-1N: Salvaged. 'Mech valued at 275 SP.
  • UM-R60: Salvaged. 'Mech valued at 150 SP.
  • SHD-2H: Salvaged. 'Mech valued at 275 SP.
  • PXH-1: Salvaged. 'Mech valued at 225 SP.
  • PNT-9R: Salvaged. 'Mech valued at 175 SP.
  • SHD-2K: Salvaged. 'Mech valued at 275 SP.
  • Vedette: Destroyed. Scrap valued at 63 SP.
  • Scorpion: Destroyed. Scrap valued at 32 SP.
Total Salvage Value: 1470 SP.
 

Mission Report

The mission proved to be an overwhelming victory for the Harbingers, as the Fourth Legion could only escape with one vehicle (2 points), while the Harbingers managed to cripple or destroy five BattleMechs and two vehicles (12 points). As a result, they salvage a considerable amount of materiel which will help fund their activities.
 

NPC Report

Detained

  • BLR-1G BattleMaster (2/4; Lucky 1): Added to Outfit, 'MechWarrior Recruited.
  • WVR-6K Wolverine (3/5; Lucky 1): Added to Outfit, 'MechWarrior Recruited.
  • GRF-1N Griffin (3/4; Lucky 1): Seized, 'MechWarrior Recruited.
  • UM-R60 UrbanMech (3/5; Lucky 2): Seized, 'MechWarrior Recruited.
  • SHD-2H Shadow Hawk (4/4; Lucky 2): Seized, 'MechWarrior Recruited.
  • PXH-1 Phoenix Hawk (3/4; Sniper): Seized, 'MechWarrior Killed.
  • PNT-9R Panther (4/4; Jumping Jack): Seized, 'MechWarrior Killed.
  • SHD-2K Shadow Hawk (3/4; Sniper): Seized, 'MechWarrior Killed.

Destroyed

  • Vedette (2/4): Destroyed, Crew KIA.
  • Scorpion (2/5): Destroyed, Crew KIA.
  • UM-R60 (1/7; Lucky 2): Completely Destroyed, 'MechWarrior KIA.

Escaped

  • Skulker (3/6): Escaped the combat area.

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