Anomaly L16 Report in White Reach | World Anvil

Anomaly L16

General Summary

Mission Profile

  • Mission Type: Objective Scouting
  • Force Size: Unlimited
  • Location: Grid L16
  • Weather: Light Winds
  • Time of Day: Late Morning
 

Situation Overview

After time spent studying the signal used last year to jam planet-wide communications, it was determined the signal was in fact an authorization signal and not a jamming protocol. It was somehow being forced into a repeated cycle, and even emergency systems had been hijacked to broadcast it. After analysis isolated the code, Priam Company began using it as a tool to scout for whatever it had been intended to access.

It had taken two months, but the signal finally had shown a weak response in the area dubbed "Anomaly L16", prompting Commander Sethan to dispatch Pegasus Lance with extra support to verify the exact coordinates of the target. However, their presence has not gone unnoticed and other forces have moved in for various motives. Seven lances of various composition descend into the location of the "Anomaly", with aggressive intent.  

Objectives

Due to the nature of this mission, the listed objectives are both a victory condition and a guideline to each opposing forces' behavior.

Objective (Priam Company): During the mission, the signal "ghosts" will slowly be removed. Priam Company's forces must either be in control of the source or bring the opposing forces to withdraw.
Objective (Andurian Loyalists): The Andurien Loyalists are most intrigued by all the attention Orenn has been getting, and their goal is to hold their line until the final objective location is revealed. Most of their forces thus have been selected for speed and maneuverability.
Objective (Rysel Security Forces): The mandate the security forces have been issued is to secure the area containing the anomaly and to avoid being identified by enemy forces. If securing the area is not possible, they are to retreat and keep watch over the anomaly's location. These goals mean they do not immediately attack any other force, but will return fire with a focus on a target.
Objective (Intruders): The goal for the Intruders is to try to hold the final objective for one round, in a bid to steal something of value and run. As part of this objective, they will quickly move to claim objectives which potentially are nearby. To achieve this, they've chosen 'Mechs which have hands to grab and retrieve goods.
Objective (Hounds of Dawn): Like the Intruders, the Hounds of Dawn are seemingly out to steal whatever they can from the area. However, rather than securing an objective first, their intent is to engage targets as they appear. Thus they have arrived with a force capable of hunting lighter scouts.
Objective (Coral Rebellion): Lady Wallings has dispatched a scout lance to investigate what has drawn all the attention, and thus their goal is to identify the final objective. They can claim a more effective victory if they can hold that objective for two consecutive rounds, thus they have been assembled to move fast and be evasive.
Objective (22nd Skye Scouts): With all the activity of Lances in this area, not far from Yew Firebase, Kommandant Harvey has seen fit to dispatch a scouting Lance to investigate. Their goal is thus to engage any forces known to be in the area, and visually identify other forces if possible. The assignment of the two new WLF-1 Wolfhound Light 'Mechs to this task gives an adequate amount of firepower and speed.
 

Setup

The area around the anomaly is dominated by a tall hill, and is largely a stretch of undeveloped territory. The center hill is created using three large Hill elements, and is the location of one objective target. Along the rest of the area the players arrange five Light Woods elements, eight Rough Terrain elements, and eleven Hill elements. The other five objective targets are placed close to the four corners, with the fifth placed near the middle of either longer side of the engagement area - decided upon by the players.

Priam Company and a randomly determined other force (which is not the Security Force) enter at opposite starting edges. Each force may start up on the two rows of hexes of that edge.  

Forces

Priam Company

BattleMechs
  • GRF-1N A (Casey)
    (3/3; Range Master L)
  • VLK-QA (Simone)
    (3/3; Jumping Jack, Hopper)
  • PXH-1 (Erik)
    (2/4; Natural Grace)
  • JR7-D (Vandal)
    (3/3; Human TRO (Mechs), Lucky 1)
  • SDR-5V (Otto)
    (2/3; Range Master M, Speed Demon)
Combat Vehicles
  • Condor B (Bully Gear)
    (6/6)
  • Condor C (Jeska's Jokers)
    (4/6; Sandblaster)
Andurien Loyalists
  • ASN-21 (4/4)
  • QKD-4G (4/6)
  • LCT-1V (4/5)
  • LCT-1V (4/5)
Rysel Security Forces
  • TDR-5S (Captain Maria Harcourt)
    (2/3)
  • BJ-1 (3/4)
  • GRF-1N (4/5)
  • PXH-1 (4/5)
Intruders
  • PNT-9R (3/4)
  • SHD-2H (4/5)
  • STG-3G (4/5)
  • STG-3R (4/5)
Hounds of Dawn
  • WVR-6R (2/3)
  • PXH-1 (4/5)
  • CDA-2A (3/4)
  • MON-67 (4/5)
Coral Rebellion
  • WVR-6R (5/6)
  • LCT-1S (4/5)
  • LCT-3V (4/5)
  • STG-3R (5/6)
22nd Skye Scouts
  • PXH-1 (Kjersten Winters)
    (3/4; Jumping Jack, Lucky 1)
  • PXH-1 (4/5)
  • WLF-1 (4/4)
  • WLF-1 (4/4)
 

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.
Salvage: Salvage may be achieved for units left behind on the battlefield if the objectives are met. The total amount which can be claimed can be no greater than half the weight of the remaining active BattleMech units.
Battle Royale: At the end of a turn, roll 1d6. That particular Opposing Force enters the field on any edge of the battlefield. All forces are hostile to each other with one exception - the Rysel Security Forces. They specifically only shoot at any other force which takes a shot at them, while attempting to hold control of any active control target.
Objective Control: At the end of any turn, an objective is controlled if a force has a unit on or adjacent to the designated location. An objective is contested if more than one force can claim control; a contested objective cannot count for any victory conditions, unless specifically permitted under scenario rules.
Objective Decay: At the end of each round after the first, an objective is randomly selected to be removed from the board. When one objective remains, it becomes the "actual objective" which counts for a victory condition. Until this objective is determined, all active objectives cannot be counted for purposes of victory.
 

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.
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.
Natural Grace: 'MechWarriors often boast about how they can make their 'Mech dance but this is an entirely different affair. This unit receives a -1 TN modifier for Piloting checks, may torso twist an extra hex side of direction, and may flip an arm even if it contains lower arm and hand actuators. Other bonuses may apply if the Dodge, Maneuvering Ace, or Speed Demon SPAs are also learned.
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.
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.
Speed Demon: This unit may move 1 extra space while using Running/Flank speed, but it may make no attack action this round.
 

Battle Report

Prelude

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Priam Company arrives close to the same time as one of the forces moving in, beginning to blanket the combat area with their broadcasts to narrow targets down. With this going on, none of the identities of forces moving in can be definitively determined. Thus, a quick look around showed six potential hits as well as another combat force entering the mission area. Time to be ready for combat.
 

Turn 1

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Priam Company split into three groups in an attempt to get someone on as many potential signals as possible. The two Condor tanks moved rapidly towards the center with hopes to secure higher ground to fire from, while the Jenner and Griffin moved wards the possible signal source on northern rise. This left the Valkyrie, Phoenix Hawk, and Spider to make a move for a signal source in the southwestern forest. The Andurien Loyalists likewise begin to spread out towards the other potential signal sources. The two Locusts split off towards the north, while the two 'Mechs equipped with Jump Jets began to head for the elevated signal to the south.

A new batch of signals, not identifying themselves to either active force already in the area, arrived from the north side of the engagement area. The Rysel Corporate Security Force arrives, intent on avoiding unnecessary combat entanglements - or being fully identified.  

Turn 2

Priam Company's Griffin and Jenner take the northern rise, wary of the unidentified contacts which had just arrived. However, those forces moved into the northern forest where one of the potential signal sources was situated and seemed to be striking more of a defensive posture. By contrast, the other forces seemed to aggressively seek to claim the central signal point and the northeastern one. Priam Company's hover tanks quietly moved off the mark, rather than risk being shot at when moving their slowest. While this maneuvering is underway, a new set of 'Mech contacts arrive from the south. The Intruders thus arrive while Priam Company's efforts now allow the southeastern signal contact to be excluded.  

Turn 3

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The advance of the Intruder scouts forces Priam Company's larger squad to move to intercept, and the Condor tanks to skip around the center hill. Wary of the unidentified forces in the northern forest, the Griffin and Jenner position themselves defensively only for the newest set of sensor contacts approach from behind them. The Andurien scouts hold position, while their combat support in the Quickdraw continues moving up. The signal in the southwestern forest is excluded as well, giving Priam Company no reason to balance positioning for it and to fight off the Intruders. With the Hounds of Dawn entering, orders were given to regroup and engage only potential targets.  

Turn 4

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Combat begins in earnest, as the Hounds of Dawn advance to the presumed signal source and open fire - though they choose the unknown forces near them before Priam Company's units. The Griffin and Jenner scramble to relocate, with the medium 'Mech firing into the Hounds' forces. The two Condor tanks bracket and take down one of the Locusts before it can leave the center hill, though they suffer some damage from the Quickdraw and Assassin. The Phoenix Hawk and Valkyrie move to attack the Shadow Hawk, the major threat the Intruders had assigned to the mission; by contrast the Spider had the maneuverability to keep the Panther engaged and threatened on its own.

New arrivals belonging to Lady Wallings enter from the northeast, while the center hill's source is discredited from the active target. This leads Priam Company further into the resolve to engage and chase off easy targets and let heavier groups take on each other instead of them.  

Turn 5

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The Intruders begin pulling out, with none of the remaining target sites being easily reached. Likewise, the Andurien Loyalists realize they're not equipped to fight with the loss of one Locust and the Quickdraw out of position to support the other one; they quickly scatter for cover or to leave the combat area. Massed fire between the Hounds of Dawn and the Security Force end with grievous damage to the Thunderbolt and the Hounds' Wolverine on the ground - its leg blown off at the hip. Priam Company's hover tanks move to potentially intercept any forces from the major fight, only to notice the signal source from the northern forest is no longer a projected target. The final approaching Lance arrives as the 22nd Skye Rangers move in from the southwest behind Priam Company. Their goal seems to be to advance and engage as they see fit.  

Turn 6

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After entering the combat area, the 22nd Skye Rangers' scouts immediately advance toward the confirmed hostiles of the "Hounds of Dawn". Priam Company's forces wheel around to avoid being swept up in the rough combat taking place between the northern ridge and forest. The Condor tanks whirl to line up an engagement with the forces near the eastern cliff, and the Spider moves to also back them up.

The Hounds of Dawn close to melee range with the Security Force, both sides taking and inflicting serious damage on each other. As the signal is narrowed down further and excludes the northern rise as a candidate, the Hounds of Dawn are faced with a battle against both the Lyrans and other aggressors. The Wallings scout force, in turn, resolves to dig in further for as long as they can.  

Turn 7

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The final location has now been locked down, and the Coral Rebellion's Wolverine sits on the signal location while the three scout 'Mechs attempt to fend off Priam Company's hovercraft and Spider. The unknown defenders, having taken grievous damage to the command 'Mech, opt to withdraw in an organized fashion while the Hounds of Dawn simply scramble in every direction to save themselves. The recon element from the Twenty-Second Skye move to the nearby forest to wait and see what is happening.

Priam Company, still dealing with frustration due to chasing the signals around the area, pounce at the opportunity. The Spider and Condor tanks move to engage, met by the Stinger and Locusts respectively. While the lasers from one Locust destroy the motive system of one Condor, return fire causes the 'Mech serious damage by blowing off an arm and inflicting serious other damage. The other Condor is joined by long-range fire from the Griffin - long-range missiles and PPC impacts finish the job as a shot damages the engine. The Spider fires its lasers, almost searing through the armor on the torso of the Stinger - only for a punch to crack into the right torso and force the pilot to reconsider fighting to the potential death for 'the cause'.

With the three 'Mechs down, the remaining Wolverine ran swiftly from the area so news could be brought back of the events here. The recon force from Yew Firebase retreated quietly, having discovered what they wanted to know.  

Aftermath

During a sweep of the field, the ditched remains of one Locust and Wolverine were discovered without pilots; they were both going to need serious repairs, if they were to be pressed into service. With the pilots seemingly gone and most of the forces having kept closed comms, there was a great deal of mystery concerning exactly who had been involved in the battle. The presence and identity of the Twenty-Second Skye could not be mistaken, and members of the Hounds of Dawn who bore the emblem of their group. But none of the others were able to be discerned due to a lack of emblem and standard camouflage schemes.
Most interesting of all was the Lance which had taken the northern forest and fought wildly before withdrawing. They had shown great skill, tenacity, and only retreated rather than push their good fortune. Prisoners from the last group standing would perhaps help enlighten just who they were and what their goal was.
 

Damage Report

Damage

  • VLK-QA: Right Torso (2 Armor), Left Arm (Shoulder Damaged, Replacement Needed), Left Leg (2 Armor)
  • PXH-1: Right Arm (2 Armor), Right Torso (5 Armor), Center Torso (2 Armor)
  • GRF-1N: Right Leg (10 Armor), Left Leg (5 Armor)
  • Condor C: Front (5 Armor), Turret (5 Armor), Motive Damage
  • Condor D: Rear (5 Armor)

Rearming

  • VLK-QA: LRM 10 (1 ton)
  • JR7-D: SRM 4 (1 ton)
  • Condor C: AC/5 (1 ton)
  • Condor D: AC/5, MG (2 tons)

Damaged Salvage

  • LCT-1V: Left Torso (8 Armor, 50% Internal, Heat Sink), Center Torso (6 Armor), Engine (1 Hit)
  • WVR-6R: Right Arm (8 Armor), Right Leg *10 Armor, 25% Internal, Blown Off(, Right Torso (8 Armor), Left Leg (2 Armor), Left Torso (8 Armor)
 

Salvage Report

  • LCT-1V: 'Mech recovered, Pilot missing.
  • WVR-6R: 'Mech recovered, Pilot missing.
 

Mission Report

Of the various forces, quite a few achieved part of their goals before withdrawing. A full accounting is as follows:
  • Priam Company acquired their information, and forced the Coral Rebellion to withdraw rather than suffer a loss of their scouting force. They have also an awareness of who exactly knows where their target is, requiring them to make a bold move soon rather than risk it being seized in force.
  • The Andurien Loyalists' scouting team could not remain on the field, and thus only have a vague idea of exactly what and where the target of interest is. However, they do have information on at least two of the forces which arrived to investigate: Priam Company and the Intruders.
  • The Rysel Security Forces inflicted heavy damage on the Hounds of Dawn, but were forced to retreat rather than secure the area. A minor, circumstancial victory remains in the unlikelihood anyone other than the Hounds of Dawn could have acquired a positive identification.
  • The Intruders failed at all objectives, and almost lost some of their lighter units in the process. With an idea of how many people have clued in to anything of interest, the anomaly is no longer an opportunity worth pursuing.
  • The Hounds of Dawn were forced to withdraw, losing one of their Lance to damage sustained in the combat and needing to repair severe damage to those units which could get away. The 22nd Skye were, in fact, in pursuit and will prevent them from making use of any information acquired during the operation.
  • Lady Wallings' Coral Rebellion acquired a definitive location of the signal source, and managed to scout out the exact nature of its location before withdrawing. This means they can mount an operation as soon as they can mobilize enough firepower to potentially hold the area from those still interested in it.
  • The 22nd Skye Scouts had the loosest defined objectives, but only managed to identify two of the other combat forces. The Hounds of Dawn, being a unit recognized as being 'basically pirates', were of more interest than Priam Company and thus were pursued until they departed the area entirely. However, the presence of Priam Company now will need to be considered along with the nearby location of Epirus Firebase.

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