Take the Lead

General Summary

Mission Profile

  • Mission Type: Headhunting
  • Force Size: 20,000 BV
  • Location: Abandoned Field, Grid L06
  • Weather: Light Rain
  • Time of Day: Late Afternoon
 

Situation Overview

With Antan Exports under investigation by the planetary Senate and pressure beginning to quickly escape the Federated Commonwealth, Captain Elisanne Kreiss must be secured in order to close the matter completely. Previously, it had been unknown exactly where she had hidden, but intel reports of an unregistered DropShip landing at an abandoned aerospace field gave the Harbingers a lead.

A number of BattleMechs are ready to defend the site, and one of these is piloted by Captain Kreiss. The client stresses the importance in eliminating her from the matter, either through capture or death. Taking her alive is preferable, however, and the contract terms reflect this fact. "Deadeye" is trusted with field command for this mission, and musters two Lances of 'Mechs and vehicle support for the task.
 

Objectives

Primary Objective: The point of this exercise is to positively identify and subdue Captain Kreiss. Crippling her BattleMech and recovering her alive is worth 4 VP. Providing definitive proof of her death will yield only 2 VP.
Secondary Objective: There is an additional request to eliminate as many of Kreiss' followers as possible, to thin out later opposition. Each eliminated enemy unit which is not Kreiss' 'Mech is worth 1 VP.
 

Setup

The region this abandoned aerospace field is located in has a number of tall elevations, having sparse forest cover and some shallow lakes. To set up terrain for this mission, it is required to have 2d6+4 Elevated Terrain, 1d6 Mesa, 1d6+2 Light Forest, and 1d6+1 Shallow Water elements. When setting up, prioritize making terrain taller instead of broadening the elevation. For this version of the scenario, 8 Elevated Terrain, 3 Mesa, 7 Light Forest, and 3 Shallow Water elements will be used. The Harbingers will set up on one side of the battlefield, while Kreiss' forces will set up on the other. After the home edges have been chosen, place one "Command Center" building, two "Storage" buildings, one "Fuel Tank", and three small Road elements to simulate the abandoned aerospace facility.  

Forces

Harbingers
Assault Force
  • AWS-8Q B ("Deadeye")
    (0/2; Specialist: PPC, Lucky 1)
  • BLR-1D ("Spike")
    (1/2; Specialist: M. Laser)
  • STK-3F (Greene)
    (2/6; Jumping Jack)
  • BL-7-KNT ("Sureshot")
    (1/2; Specialist: M. Laser)
  • CN9-A (Young)
    (3/6; Forward Observer)
  • JVN-10F (Pierce) (4/5)
  • MON-67 A (Valerio) (4/5)
  • MON-67 B (Lanzo) (4/5)
  • Schrek B (Crew 33)
    (0/4; Specialist: PPC, Lucky 1)
  • LRM Carrier C (Crew 6)
    (0/4; Specialist: LRM-20, Oblique Attacker)
Hired Guns
  • MON-67 "Bounce" ("Rhythm") (4/5)
Antan Exports
  • TDR-5S (Cpt. Kreiss)
    (2/3; Sniper, Human TRO: 'Mechs)
  • TBT-5N (3/4)
  • STG-3R (3/4)
  • PHX-1 (3/4)
  • WHM-6R (2/3; Sniper)
  • WHM-6R (2/3; Sniper)
  • AWS-8T (3/4)
  • DRG-1 (3/4)
  • ON1-K (2/3; Multi-Tasker)
  • HBK-4G (3/4)
  • QKD-4G (3/4)
  • WSP-1A (3/4)
  • PHX-1 (3/4)
  • JVN-10N (3/3)
  • HER-2S (3/6)
 

Special Rules

Forced Withdrawal: When certain conditions are met, the defending units will surrender in position or attempt to escape. 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.
  • Additionaly, Captain Kreiss will attempt to escape if the Harbingers destroy at least four other units in her force, moving towards the home edge. She will also begin withdrawing earlier due to damage, once one torso location has its armor breached or a leg takes internal damage.
  Salvage: The Harbingers will be permitted salvage rights for successfully completing the mission. They will be given one pick for every 2 VP they score at the end.
  Target Identification: To properly identify a target objective, a unit must close to within six hexes of the target to obtain a positive identification.
 

Special Abilities

Forward Observer: This unit is effective in helping artillery gunners hit their mark. When spotting, they grant a -1 TN modifier to the artillery gunner's roll; when adjusting their aim, this unit grants a -2 TN modifier until the gunner strikes the target area.
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.
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.
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).
Weapon 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 Harbingers approached the field split into three active groups to box in any of the Loyalists trying to escape, while Captain Kreiss had deployed her forces to permit her to swing the center of her line in either direction should the tide of battle shift. After a brief exchange asking the Harbingers to stand down and leave, the orders were given to push the Harbingers back and hope to achieve a fighting retreat.
 

Turn One

(Image Link)
  The Harbingers advanced steadily, their forces proceeding as originally planned. Lanzo and "Groove" took to the left flank with their speed as heavier assets moved up the center. Captain Kreiss moved the bulk of her forces to engage on her line's left, while her Awesome and Orion held back to anchor the right flank. When Lanzo's Mongoose approached with a clear line of fire, the Loyalist 'Mech released missiles which manage to deal considerable damage to the Light 'Mech. Greene moved to act as a backup to the Light 'Mechs with his Stalker, which would provide enough firepower to assist in the event of a serious entanglement. On the other side of the battle lines, the Harbingers' LRM Carrier fired on the Warhammer near the center of the line. Most of the missiles fell short, though a significant portion landed into the 'Mech's legs.
 

Turn Two

(Image Link)
  Both forces continued to close, and the Harbingers pushed their advantage up the middle while Lanzo and Groove kept moving on the left side. "Deadeye" focused his PPCs on the previously-damaged Warhammer to bring it down, the Heavy 'Mech would not get up afterward. Young navigated his Centurion to the top of the hill in order to help targeting, with and supported the LRM Carrier with his own LRMs to hammer into the enemy Hunchback. The missile impacts forced it to stumble and fall, which would keep it from joining the fight.

At the center, "Sureshot" pushed up front to bring the considerable arsenal of his Black Knight to bear. When the Hermes II advanced, it received a barrage from both Sureshot and Pierce's nearby Javelin. The Loyalists also brought their Phoenix Hawks into a position where they could either intercept the Mongeeses or the Black Knight. Kreiss was more cautious in advancing out of cover, knowing the sort of equipment the Harbingers have at their disposal thanks to the long collaboration.
 

Turn Three

(Image Link)
  The Harbingers pushed ahead into a close brawl, as the Loyalists made their best efforts to engage the mercenaries. Kreiss now advanced out of cover to support her people, though the brawl quickly went awry for her side. The Stinger made an attempt to skirt around the combat and attack the vehicles supporting the Harbingers, but the Light 'Mech was quickly stopped by the Schrek and Centurion. The Hermes II similarly made for the LRM Carrier, with Pierce quickly doubling back to catch it.   The two Mongoose 'Mechs managed to slip around behind the flank, in order to get a positive identification on which 'Mech belongs to Kreiss. Groove gets close enough for a scan on the Thunderbolt, and is able to call this out before the Awesome and Orion can dispatch both Light 'Mechs. The identification allowed for the Harbingers to focus fire on the Thunderbolt with missiles and PPCs from many angles. The PPC strikes from the BattleMaster and Awesome compromised most of the armor on the right arm, while the missiles shattered the connection of the shoulder actuator and rendered the right arm useless.   With the situation grim and the Harbingers having the upper hand, Kreiss quickly realized she could only delay the inevitable. She surrendered, and Deadeye permitted the other Loyalitsts still active on the field to escape capture. After all, the Captain was the only important target according to the contract.  

Aftermath

The surrender of Captain Kreiss quickly ended the matter, and seizing the airfield prevented the bulk of the Andurien loyalists from escaping the planet. Those which escaped may not offer any unified threat, and are likely to search for their own ways off the planet. The client is, of course, pleased with the Harbingers' performance and has agreed to a generous bonus for a swift conclusion. However, "Groove" has been put out of action for a considerable time due to damage to his Mongoose.
 

Damage Report

Damage

  • BLR-1D BattleMaster: Right Arm (5 Armor), Right Leg (16 Armor), Left Leg (16 Armor), Right Torso (10 Armor), Left Torso (2 Armor), Center Torso (6 Armor).
  • STK-3F Stalker: Left Arm (7 Armor), Right Torso (5 Armor), Center Torso (2 Armor).
  • CN9-A Centurion: Left Arm (6 Armor), Right Leg (10 Armor), Right Torso (6 Armor), Center Torso (10 Armor).
  • MON-67 Mongoose A: Right Torso (6 Armor).
  • MON-67 Mongoose B: Center Torso (12 Armor; 25% Structure), Engine Hit (1).
  • LRM Carrier C: Rear (10 Armor), Motive Hit.
  • TDR-5S Thunderbolt: Right Arm (20 Armor; Destroyed), Left Arm (13 Armor), Right Leg (15 Armor), Left Leg (10 Armor), Right Torso (5 Armor), Left Torso (8 Armor), Center Torso (19 Armor).

Rearming

  • STK-3F: LRM 10, SRM 6 (2 Tons)
  • CN9-A: LRM 10, AC/10 (2 Tons)
  • LRM Carrier C: LRM 20 (2 tons)
  • TDR-5S: LRM 15 (1 Ton)

Parts Not In Stock

  • Actuator (65t): Upper Arm
  • Actuator (65t): Lower Arm (2)
  • Actuator (65t): Hand
  • Structure (65t): Right Arm
 

Mercenary Report

  • Authorized payment for "Groove": -35 SP

Repairs

  • MON-67 "Rhythm": Out 2 Rounds
 

Salvage Report

    • TDR-5S Thunderbolt (2/3; Sniper, Human TRO: 'Mechs): Acquired. Sent to repairs.
    • WHM-6R Warhammer (2/3; Sniper): Acquired. Prepared for sale.
    • STG-3R Stinger (3/4): Acquired. Prepared for sale.
 

Mission Report

Primary Objective: The Harbingers were able to force Captain Kreiss' Thunderbolt to surrender under the threat of overwhelming force. (4 VP)

Secondary Objective: The Harbingers neutralized two other enemy 'Mechs during combat. (2 VP)

 

NPC Report

Detained

  • TDR-5S (2/3; Sniper, Human TRO: 'Mechs): 'MechWarrior captured, 'Mech acquired.
  • WHM-6R (2/3; Sniper): 'MechWarrior captured, 'Mech acquired.
  • STG-3R (3/4): 'MechWarrior captured, 'Mech acquired.

Escaped

  • TBT-5N (3/4): Unit withdrew from the combat area.
  • PHX-1 (3/4): Unit withdrew from the combat area.
  • WHM-6R (2/3; Sniper): Unit withdrew from the combat area.
  • AWS-8T (3/4): Unit withdrew from the combat area.
  • DRG-1 (3/4): Unit withdrew from the combat area.
  • ON1-K (2/3; Multi-Tasker): Unit withdrew from the combat area.
  • HBK-4G (3/4): Unit withdrew from the combat area.
  • QKD-4G (3/4): Unit withdrew from the combat area.
  • WSP-1A (3/4): Unit withdrew from the combat area.
  • PHX-1 (3/4): Unit withdrew from the combat area.
  • JVN-10N (3/3): Unit withdrew from the combat area.
  • HER-2S (3/6): Unit withdrew from the combat area.

BattleTech is owned by Topps, with tabletop game development licensed to Catalyst Game Labs.

Comments

Please Login in order to comment!