Strike the Colors

General Summary

Mission Profile

  • Mission Type: Standup Battle
  • Force Size: Unlimited
  • Location: (Redacted)
  • Weather: Light Snowfall
  • Time of Day: Late Morning
 

Situation Overview

Not long ago, the Harbingers recruited pirates which had been shaking down the Holfield Mining settlement. Their survivors revealed there was a base of operations somewhere along the northern coast of the Orenn Continent, and a plan was hatched. "Trailblazer" was given operational command of a force to seize the base and eliminate as much resistance as possible. And to do it swiftly, since one major goal was to seize the pirates' DropShips before they could leave.  

Objectives

Objective: The Harbingers have a simple objective for this outing, and that is to raid the pirates and force them to surrender. The mercenaries are there to seize the DropShips, so they have ten rounds of combat in which to do so. If they can successfully force the pirates' morale to break, they can claim victory. With the true objective being off the field of battle, the true value of victory is handled through a special rule found below.
In counterpoint, the pirates can win if they neutralize any two of the Harbingers' assault 'Mechs. Their goal is to make it far too costly for the Harbingers to push the attack, and this goal was agreed upon between the players.  

Setup

The Harbingers set up on a short edge of the battlefield, and the pirates' base of operations is placed within the furthest third of the battlefield from that edge. This base consists of three small Level 1 buildings, two Level 2 silos, and a single-hex Level 1 building. These represent the quick-build buildings which the pirates operate out of, and are not suitable for 'Mechs to stand on top of.

This portion of the Orenn continent is along the cold northern coastline, and fades into more regular wooded places rather than the rough bare terrain more common towards the equatorial area. For terrain elements, it was decided 2d6+2 Light Forest elements, 1d6+2 Rough Terrain elements and 2d6+2 Elevated Terrain elements would suffice. This turned out to be 9 Light Forest elements, 5 Rough Terrain elements, and 12 Elevated Terrain elements.  

Forces

The Harbingers
BattleMechs
  • AS7-D Atlas B ("Trailblazer")
    (0/1; Specialist: AC/20, Melee Specialist)
  • AS7-D Atlas C (Gates)
    (0/1; Range Master (M), Demoralizer)
  • AWS-8Q Awesome C ("Pilgrim")
    (0/2; Specialist: PPC, Human TRO: Mechs, Marksman)
  • BNC-3M Banshee ("Cinders")
    (1/3; Range Master (M), Lucky 1)
  • HCT-3F Hatchetman A ("Bones")
    (1/2; Melee Master, Jumping Jack)
  • HCT-3F Hatchetman B ("Badboi")
    (1/2; Melee Master, Jumping Jack)
  • LGB-0W Longbow ("Boomstick")
    (2/6; Range Master (M), Lucky 1)
  • GRH-5H Grasshopper ("Jungle Jackie")
    (2/4; Multi-Tasker, Lucky 1)
Combat Vehicles
  • Schrek B (Crew 16) (2/4)
  • LRM Carrier A (Crew 6)
    (0/4; Oblique Attacker, Specialist: LRM 20)
  • Sturmfeur ("Prodigal Sons")
    (1/6; Oblique Attacker)
Hired Guns
  • VLK-QA Valkyrie ("Jaunt")
    (3/4; Human TRO: Mechs)
  • WVR-6R Wolverine ("Badger")
    (2/4; Sniper)
  • MON-67 Mongoose ("Groove")
    (4/5)
Pirate Defenders
BattleMechs
  • HGN-733 Highlander (2/3)
  • ARC-2R Archer (2/3)
  • ZEU-6S Zeus (3/5)
  • COM-3A Commando (3/5)
  • WHM-6R Warhammer (3/5)
  • TBT-5N Trebuchet (2/3)
  • PNT-9R Panther (3/4)
  • STG-3G Stinger (4/5)
  • SHD-2H Shadow Hawk (4/7)
  • VT-2T Vulcan (4/6)
  • COM-2D Commando (3/5)
  • WSP-1A Wasp (5/6)
Combat Vehicles
  • LRM Carrier (3/4)
  • Behemoth (4/4)
  • PPC Carrier (2/4)
 

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.
Pirate Morale: The pirates are not intending to stick around against a force so overwhelming, so when their people start falling there is a better chance of surrender for the others. Starting with a Target Number of 3, the pirates will roll morale at the end of every turn. If they fail the check, then they surrender. Each unit removed from play will add a cumulative +1 to the Target Number, making it more likely the pirates will simply choose to surrender.

Salvage: If the pirates are forced to surrender, all equipment which is on the field may be salvaged at the discretion of the Harbingers. If the Harbingers are forced to retreat, any units which are unable to escape under their own power are treated as viable salvage by the pirates.

"Join or Die": The Harbingers approach their enemies with the intent to recruit members who can prove useful in the future, and do not often take prisoners. In order to recruit 'MechWarriors or Vehicle Crew, take the average of their skill levels (Gunnery and Piloting, or Gunnery and Driving; round up) and subtract it from 12. This is the Target Number to beat. If their 'Mech or Combat Vehicle is salvaged and kept by the Harbingers, include a -2 bonus to the Target Number. By rolling above the Target Number on 2d6, the personnel are recruited.

Spoils of War: Should the Harbingers prove victorious, they can loot Supply Points from the pirates' supplies equal to (3d6+5)x100. Furthermore, the Harbingers' true goal of seizing the Leopard DropShips depends on their success. Starting with a Target Number of 12, include a -2 bonus for each pilot of Elite (2/3) skill recruited. Failure indicates the DropShip's crew refuses to join, and are thus executed. The crews are Green-level experience, and are not meant for combat roles; rather they simply take the DropShips where they have to go. A DropShip without a crew cannot be moved from the base this turn.
 

Special Abilities

Demoralizer: This unit may attempt to demoralize a target it has clear line of sight to, within 10 hexes. They make a Piloting check at a +4 TN; on a successful use, the target may not use any movement other than walking, may not move any closer to the attacking unit, and incurs a +1 TN penalty if attacking the Demoralizer this turn.

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 weapon 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.

Melee Specialist: Few people can focus well on melee combat with 'Mechs, since it requires a shift to thinking about how you approach the enemy. Those who do hone this sense receive a -1 To-Hit bonus for melee attacks, and will do 1 extra damage on a hit.

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).

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 approached steadily, having a force which was mostly slow but incredibly dangerous to engage. The pirates determined it was better to engage than try to flee, as the DropShips would begin making preparations to leave as the fight started. It might be possible to stall the mercenaries, then scatter to survive for another day. Each side was convinced it would only take a solid blow to shake the morale of the other side, and were willing to go all-in to achieve this.
 

Turn One

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The Harbingers and pirates both advanced towards each other, with the pirates' advance being borderline reckless. Their leaders hoped being bold and aggressive would allow them to neutralize one of the mercenaries' Assault 'Mechs, opening an opportunity to parley for their escape. After all, if the mercenaries were here on a contract then it made sense to make victory too expensive to be worthwhile.

Unfortunately, the pirates were up against the Harbingers. "Trailblazer" had no intention to settle for anything short of capturing the DropShips, and would trust in the tech teams back at Calderon Base to repair anything which took significant damage.  

Turn Two

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No sooner did the pirates engage then they were given ample reasons to rethink their approach. Most of their shots missed their mark, sometimes only barely. And the Harbingers were seasoned mercenaries looking for a lucrative payday. "Pilgrim" took the first target available, which was the pirates' Wasp hiding in the forest; two PPCs impacted hard and left it missing one leg and one arm on the opposite side. "Cinders", the LRM Carrier, and Sturmfeur targeted the pirate Warhammer and dealt significant damage. The Heavy 'Mech's armor managed to weather the assault, but it would be breached soon if it remained a clear target.  

Turn Three

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Aggression and bold moves were proving to be a poor thing to rely upon, as the Harbingers continued advancing and eliminating targets. The pirates' Stinger attempted to skirt around the Assault 'Mechs, only to be intercepted by the Hatchetmen and destroyed completely. The pilot's auto-eject function allowed them to get out mere moments before a hatchet crushed the head of the scout 'Mech. Similarly, Pilgrim continued to share a lethal sort of justice by obliterating the head of the COM-3A Commando which approached. This pirate was similarly lucky, though his ejection seat wound up wedged into the side of the nearby cliff.

Gates' first foray as a member of the Harbingers proved to be a devastating one to the pirates, as his Atlas was able to connect on the Warhammer with the AC/20. The heavy Autocannon shredded through armor and exposed the core of the 'Mech. Salvos of missiles from the LRM Carrier and Sturmfeur dealt damage to critical systems, forcing the 'Mech to shut down rather than have catastrophic damage to secondary systems.

Upon noticing the pirates' Zeus moving around the side of the nearby cliffs, Cinders made the decision to move towards the flank the Wasp had approached from, in order to give "Groove" some cover. The Trebuchet which moved into the edge of the forests had only one real firing solution: the LRM Carrier. Despite intervening terrain, the Trebuchet connected and caused severe motive damage. The LRM Carrier was not deterred, however, as it was present solely for the purpose of offering long-range fire support with missiles - and this was a decent location and orientation to fire from.  

Turn Four

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The pirates' Vulcan attempts to flee, but "Jaunt" intercepts it with his Valkyrie and the Sturmfeur tank empties both launchers into the lightly-armored Medium 'Mech. After catastrophic damage threatens to set off the ammunition, the pirate quickly signals a surrender before ejecting. The Harbingers quietly ignore the matter, being more focused on pushing forward through the center of the battlefield.

Others among the pirates are not quite so fortunate. The Trebuchet approaching on the flank becomes a priority target as it clears the forest, and both the LRM Carrier and Longbow pour missiles into it. As a result of those salvos, the ammunition in one side of the torso is set off and the Medium 'Mech is rendered into a cloud of debris - with the pilot better described by the words "forcibly moved to non-existence". Its last action was to attempt firing on the Awesome, only for the targeting systems to fail.

  Trailblazer splits his focus, using long-range missiles to strike at the pirates' LRM Carrier and the short-range AC/20 to inflict damage on the Archer. The vehicle suffers a loss of motive control, while the Heavy 'Mech staggers and is forced to the ground by "Jungle Jackie" in the Grasshopper. Gates shifts his focus to the Schrek in front of his Atlas, and repeated impacts hammer the front end of vehicle until it can barely move and the armor is compromised.

As the losses pile up, the two remaining commanders among the pirates signal their surrender. Fortunately for the Harbingers, the two Assault-class BattleMechs are pristine except for necessary maintenance and minor cosmetic repairs. The neutralized Schrek and LRM Carrier, and the surrendering Behemoth, will also be a significant addition to the mercenaries' vehicle assets. All that remains now are the pirate DropShips.  

Aftermath

After defeating the bulk of the pirates, Trailblazer gave the Harbingers' usual ultimatum of "Join or Die" to the gathered prisoners. Owing to the surrender of two of the higher-ranking pirates, the surrender and acquisition of three Leopard-class DropShips was successfully negotiated. However, the bulk of the pirates chose death - which was meted out by their former commanders. Only one of the DropShip crews surrendered, leaving a puzzle of how to deal with the sudden good fortune.
 

Damage Report

Damage

  • AS7-D B: Left Arm (27 Armor), Left Leg (10 Armor), Center Torso (10 Armor), Head (5 Armor)
  • AS7-D C: Left Arm (4 Armor), Left Leg (14 Armor), Right Arm (6 Armor), Right Leg (21 Armor), Left Torso (5 Armor), Right Torso (8 Armor), Center Torso (5 Armor).
  • LRM Carrier A: Front (4 Armor), Left (5 Armor), Motive Hit.
  • LRM Carrier E: Front (12 Armor).
  • Schrek C: Front (24 Armor, Structure), Left (5 Armor), Turret (6 Armor), Motive Hit (2).

Rearming

  • AS7-D B: AC/20, SRM 6, LRM 20 (3 Tons).
  • AS7-D C: AC/20, SRM 6, LRM 20 (3 Tons).
  • LGB-0W: LRM 20 (1 Ton).
  • HCT-3F A: AC/10 (1 Ton).
  • HCT-3F B: AC/10 (1 Ton).
  • Sturmfeur: LRM 20 (1 Ton).
  • LRM Carrier A: LRM 20 (2 Tons).
  • LRM Carrier E: LRM 20 (2 Tons).
 

Mercenary Report

  • "Jaunt": Payment Authorized. (-60 SP)
  • "Badger: Payment Authorized. (-50 SP)
  • "Groove": Repairs Required, out for 2 Rounds. Payment Authorized. (-35 SP)
  • Total Costs: 145 SP

  • Medical Report

    • "Trailblazer": 1 Wound
     

    Salvage Report

    • HGN-733: Acquired. Sent to 'Mech Bays.
    • ZEU-6S: Acquired. Sent to 'Mech Bays.
    • Behemoth: Acquired. Sent to Vehicle Bays.
    • LRM Carrier E: Salvaged. Sent to repairs.
    • Schrek C: Salvaged. Sent to repairs.
    • ARC-2R: Salvaged. Prepared for sale.
    • VT-2T: Salvaged. Prepared for sale.
    • COM-3A: Salvaged. Prepared for sale.
    • WHM-6R: Salvaged. Prepared for sale.
    • PNT-9R: Salvaged. Prepared for sale.
    • STG-3G: Salvaged. Prepared for sale.
    • SHD-2H: Salvaged. Prepared for sale.
    • COM-2D: Salvaged. Prepared for sale.
    • WSP-1A: Salvaged. Prepared for sale.

    Acquired Hardware

    • Pirate Stash (+200 SP)
    • Leopard #1: Seized, Crew Recruited (Green)
    • Leopard #2: Seized, Crew Executed.
    • Leopard #3: Seized, Crew Executed.
     

    NPC Report

    Detained

    • HGN-733 Highlander (2/3): Acquired. 'MechWarrior recruited.
    • ARC-2R Archer (2/3): Acquired. 'MechWarrior recruited.
    • ZEU-6S Zeus (3/5): Acquired. 'MechWarrior executed.
    • COM-3A Commando (3/5): Acquired. 'MechWarrior executed.
    • WHM-6R Warhammer (3/5): Acquired. 'MechWarrior recruited.
    • PNT-9R Panther (3/4): Acquired. 'MechWarrior executed.
    • STG-3G Stinger (4/5): Acquired. 'MechWarrior executed.
    • SHD-2H Shadow Hawk (4/7): Acquired. 'MechWarrior executed.
    • VT-2T Vulcan (4/6): Acquired. 'MechWarrior executed.
    • COM-2D Commando (3/5): Acquired. 'MechWarrior recruited.
    • WSP-1A Wasp (5/6): Acquired. 'MechWarrior executed.
    • LRM Carrier (3/4): Acquired. Vehicle crew recruited.
    • Behemoth (4/4): Acquired. Crew executed.
    • PPC Carrier (2/4): Acquired. Crew executed.

    Destroyed

    • TBT-5N Trebuchet (2/3): Destroyed by ammunition explosion.

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