Bail Out
General Summary
Mission Profile
- Mission Type: Objective Control
- Force Size: Unlimited
- Location: Government Center
- Weather: Scattered Rain
- Time of Day: Early Afternoon
Situation Overview
The Legion of Vega has moved a sizable force into the government center to seize the capital, greatly overpowering the Pelea Militia. Despite continuing to put up a desperate fight, it is clear they will lose this battle. Commander Sethan of Priam Company has mobilized the bulk of his forces to push the Legion out of the combat area and secure the government officials.Objectives
Objectives: There are five areas of control which are crucial to securing control of the area: the Senate Chambers, the Power Distribution Center, the Militia Compound, a Telecommunications Center, and a civilian Evacuation Center. At the end of each turn, if a force controlled an objective at the start of the turn it scores one Victory Point.The mission ends after eight turns, or when one player has no active units not in forced withdrawal. Whomever attains 10 Victory Points first claims victory.
Setup
The city itself is set up as per the board image [[here]], which can be varied slightly. However, the important details are the five objectives. The Senate Chambers are located in the center of the map area, while all four others are located roughly in the four quadrants of the map. Terrain should be arranged so at most there is only one other objective with a clear line of fire from a given objective; the center objective should have at least two other objectives with a clear line of fire on it.The Legion of Vega is currently entrenched within the city area, so they are permitted to place their divisions of units as they see fit, so long as they are at least five hexes from any map edge and not controlling any objectives other than the Senate Chambers. Priam Company must deploy each division along the outer edge of the map, and may use any edge for this purpose. All outer edges are considered the "home edge" for purposes of forced withdrawal. The militia units begin already controlling the Militia Compound.
Forces
Priam Company
Sagittarius Lance
- BLR-1G (Aubrey)
(2/3; Sniper, Lucky 1) - ON1-K (Reginald)
(1/2; Multi-Tasker, Oblique Attacker) - WHM-6R (Olivia)
(0/2; Marksman, Lucky 1, Sp: PPC) - GRF-1N B ("Brick")
(3/4; Lucky 2)
- VTR-9B (Mikell)
(1/2; Tactical Genius, Iron Will) - WHM-6R B (Schrade)
(3/6; Lucky 2) - CN9-A (Long)
(4/4) - BL-7-KNT (Price)
(4/5)
- LRM Carrier A (Crew 12)
(2/3; Oblique Attacker, Sp: LRM-20) - LRM Carrier B (Crew 86)
(2/3; Oblique Attacker, Sp: LRM-20) - Manticore (Crazy Eight)
(2/5; Cross-Country) - Condor (Liao) A (Agi Crew)
(2/4; Sandblaster)
Aggressor Lance
- WLF-1 (Kelly)
(1/2; Blood Stalker, Marksman) - SHD-2H (Greenwell)
(3/6) - JVN-10N (Raster)
(4/5) - COM-2D (Faust)
(5/6)
- GRN-1N "Peregrine" ("Dead Ringer")
(3/4; Jumping Jack) - MAD-3M "Peacemaker" ("Gunslinger")
(2/4; Range Master (L)) - JR7-D "Polecat" ("Cardiac")
(4/5)
- SHD-2D (3/4)
- WSP-1A (5/6)
- STG-3R (5/6)
- LCT-1S (5/6)
- Saracen (4/6)
- Saracen (4/6)
- Striker (4/6)
- Striker (4/6)
Ichi Command
- GLD-3R (2/4; Iron Will, Lucky 1)
- CN9-A (3/4; Lucky 2)
- GRF-1N (3/4; Lucky 1)
- SHD-2H (4/4; Lucky 2)
- WVR-6K (3/5; Lucky 1)
- UM-R60 (1/7; Lucky 2)
- UM-R60 (3/5; Lucky 2)
- Skulker (3/6)
- Vedette (2/4)
- Scorpion (2/5)
- Hetzer SRM (3/5)
San Command
- BLR-1G (2/4; Lucky 1)
- PNT-9R (2/5; Lucky 2)
- HBK-4G (2/5)
- HBK-4G (2/3; Lucky 2)
- SHD-2K (3/4; Sniper)
- PXH-1 (3/4; Sniper)
- PNT-9R (3/4; Jumping Jack)
- PNT-9R (4/4; Jumping Jack)
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.
Objectives: To contest an objective, an active unit must be within one hex of the objective. To control the objective, only one side may be contesting an objective. An objective contested by more than one side cannot be counted for purpose of points.
Special Abilities
Blood Stalker: Once per scenario, this pilot may focus entirely on one target unit. They receive a -1 to hit bonus against that target, but have a +2 to hit penalty against any other target. These modifiers last until the end of the turn after the specified target has either retreated or been otherwise defeated.Cross-Country: It takes some talent to find better paths through troublesome terrain. A driver with this SPA can enter water as though it were 1 depth shallower, and can move into woods, rough terrain, or rubble even if they normally could not enter it. Moving into terrain not normally permitted uses twice the normal MP a BattleMech would use.
Iron Will: This unit has a tough time being affected by anything which would spook or shake a normal person. It receives a -2 TN bonus for purposes of morale or other mental resistance tricks.
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)
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.
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.
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).
Tactical Genius: Officers often have a grasp of the broader situation on the battlefield, which leads to spectacular events concerning combat. This unit may choose to act one phase earlier in initiative phases.
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)The last remnants of the Pelea Militia have withdrawn to their district building here in the Government Center, and Priam Company arrives to lend support in reclaiming control. The Fourth Legion of Vega, however, has committed most of their forces to this effort - they cannot afford to lose this gamble. Commander Sethan acting beyond the scope of his contracts, and Sho-sa Agati staking her claim without a mandate from above.
This conflict had been inevitable since the battle at Minos Firebase earlier weeks ago, and a loss would be more than a terrible setback.
This conflict had been inevitable since the battle at Minos Firebase earlier weeks ago, and a loss would be more than a terrible setback.
Turn 1
(Image Link)As the engagement began, the militia BattleMechs which could jump moved to engage so they could tie up units until Priam Company would be able to engage. They paid for this dearly, as the two Legion Hunchbacks approached and heavy autocannon fire utterly trashed them. The Marauder began firing on a Panther which had likewise climbed to the rooftops to snipe at others, causing considerable damage with its lasers. The Priam Company LRM Carriers assisted with withering barrages, shearing tons of armor off the two 'Mechs which had taken to the high ground.
However, maneuvering was more the plan here; the Legion of Vega placed the Centurion in the midst of the Power Distribution Center, while the UrbanMechs moved to secure the civilian evacuation site. With the BattleMaster and Phoenix Hawk present at the Senate Chambers, this left them controlling three objectives. Priam Company seized the Telecommunications Center easily, while the militia units hung on to their compound for now. With only a Shadow Hawk and some Strikers in the area, it wouldn't take much to neutralize them.
Turn 2
(Image Link)The UrbanMechs continued solidifying a hold on the civilian evacuation site, while the Wolverine and BattleMaster dug in at the Senate Chambers building. In turn, the militia units and Priam Company solidified their hold on the Militia Compound and Telecommunications Center respectively. The Legion of Vega also engaged Priam Company near the Power Distribution Center, holding it with the Centurion while beginning to fire back at what they could. The Shadow Hawk there tried charging into the Victor to take it out of the fight, but took enough damage to put it down the hard way. This forced the pilot to surrender rather than lay there with the approaching 'Mechs.
Serious damage began to mount, as one of the militia Saracen tanks exploded from a lucky shot and numerous other shots began damaging the motive systems of the Priam Company vehicles. The Hunchback which had climbed to the Senate rooftop shredded the Locust through the body, destroying the entire structure. In return, the Hunchback became the focus of retaliation, losing a leg and half its torso before ceasing its aggression. Similarly, one of the Panthers lost its right side from the Marauder's weapons; it wound up falling over, and opted to surrender rather than continue fighting.
The Hunchback on the ground, meanwhile, hounded the Marauder and managed to get in close to unleash considerable damage into its body. Further damage from the other Panthers caused it to stagger but remain upright. Sagittarius Lance began to sweep south now, intent on lending assistance, even if it would take a considerable amount of time to get a clear shot.
Turn 3
(Image Link)One Panther continued efforts to harass the LRM Carriers, forcing one to take cover behind the militia's hilltop. The other one found itself flanked by the Scorpion and Skulker, which continued pouring damage into its armor plating. As the Panther lined itself up to keep pressure on the Marauder, the mercenary Jenner charged into it and forced it to stagger off the rooftop and fall hard on its side in front of the Legion's BattleMaster. All sorts of fire was focused on the Marauder, trying to bring it down, and it pivoted to fire at the Gladiator on the rooftop from the side. It almost fell to one knee, but righted itself to fire back with its LRM launchers; the Marauder taking serious damage in the left torso with this continued punishment.
The Centurion guarding the Power Center steadied itself and aimed at the Victor, its autocannon discharging into the face of the Assault 'Mech. Despite visible damage, the Victor returned fire, aided by a barrage of missiles from the embattled LRM Carrier. Both the left and right torso were blown apart, leaving the 'Mech completely exposed. With it unable to truly continue being a credible threat and an annoyed Victor's pilot standing ready to finish the job, the Centurion surrendered.
The Commando backed off as the Phoenix Hawk moved behind a motionless Wolfhound. The 'MechWarrior inside seemed to be trying to brace for a good shot at the Gladiator, only to be interrupted from a barrage of SRMs from the Hetzer and lasers from the Phoenix Hawk. Enraged, the Wolfhound snapped its stance to the left and let loose with all its available weapons; the Hetzer's engine exploded with a plume of black smoke, and left it motionless. The Manticore absorbed punishment from the BattleMaster, before swiveling its turret to track the Hunchback pressuring on the Marauder. Together with the Javelin, the Hunchback's rear armor was almost completely rendered off of it, only to have the ammunition for its autocannon exploded.
While the smoke and shrapnel from the explosion was signaling the end for the Legion's ambitions, Priam Company pressed the attack on the Gladiator and kept it from getting its ground. The order was made to retreat, and regroup with as many units as could escape the city.
Aftermath
As the Legion of Vega withdrew, Priam Company's forces folded around on the two damaged BattleMechs and forced them to the ground. It was an astonishingly fortunate turn of fate the Gladiator proved to have Sho-sa Agati Shira inside, who was swiftly taken into custody. Commander Sethan, watching warily at the retreating force, glanced back to the battered militia and the First Ward. A terrible amount of destruction remained behind, even though the battle had chased out the invaders - for now.
Damage Report
Damage
- WHM-6R B: RA (14 Armor), LT (5 Armor)
- WLF-1: LA (10 Armor), RA (8 Armor), LL (10 Armor), RL (4 Armor), LT (5 Armor, 25% Structure), CT (2 Armor)
- COM-2D: LA (6 Armor, 50% Structure), LL (2 Armor), LT (4 Armor), CT (2 Armor)
- CN9-A: LA (4 Armor), LT (4 Armor), RT (5 Armor)
- VTR-9B: LA (15 Armor), RA (5 Armor), LT (15 Armor), RT (5 Armor), H (8 Armor, 50% Structure)
- Manticore: Front (5 Armor), Left (5 Armor), Right (5 Armor), Rear (2 Armor), Motive Damage
- LRM Carrier A: Front (10 Armor), Left (5 Armor), Motive Damage
- LRM Carrier B: Front (8 Armor), Left (10 Armor), Right (9 Armor), Rear (5 Armor), Motive Damage
- HBK-4G: RL (Destroyed), RT (Destroyed)
- CN9-A: LA (Detached), RA (Detached), LL (16 Armor, 25% Structure), RL (15 Armor), RT (Destroyed), LT (Destroyed)
Rearming
- ON1-K: LRM 15 (1 ton)
- GRF-1N B: LRM 10 (1 ton)
- VTR-9B: AC/20, SRM 4 (2 tons)
- WHM-6R B: SRM 6 (1 ton)
- CN9-A: AC/10, LRM 10 (2 tons)
- LRM Carrier A: LRM 20 (2 tons)
- LRM Carrier B: LRM 20 (2 tons)
- Manticore: LRM 10, SRM 6 (2 tons)
- SHD-2H: AC/5, LRM 5 (2 tons)
- JVN-10N: SRM 6 (1 ton)
- COM-2D: SRM 4, SRM 6 (1 ton)
Mercenary Report
- Authorized payment for "Dead Ringer": -60 SP
- Authorized payment for "Gunslinger": -60 SP
- MAD-3M "Peacemaker", in repair for two rounds.
- Authorized payment for "Cardiac": -40 SP
Medical Report
- Mikell Sethan: 1 Wound
Salvage Report
- CN9-A: Sent to Minos Base, 'MechWarrior Detained.
- HBK-4G: Sent to Minos Base, 'MechWarrior Detained.
- GLD-3R: 'Mech seized, Sent to Minos Base, 'MechWarrior Detained.
NPC Report
Detained
- GLD-3R (2/4; Iron Will, Lucky 1). Commander detained by Priam Company.
- CN9-A (3/4; Lucky 2). 'Mechwarrior detained by Militia.
- Hetzer SRM (3/5). Vehicle crew detained by Militia.
- HBK-4G (2/5). 'Mechwarrior detained by Militia.
- PNT-9R (3/4; Jumping Jack). 'Mechwarrior detained by Militia.
- PNT-9R (2/5; Lucky 2). 'Mechwarrior detained by Militia.
Destroyed
- HBK-4G (2/3; Lucky 2). 'MechWarrior Killed
Escaped
- GRF-1N (3/4; Lucky 1)
- SHD-2H (4/4; Lucky 2)
- WVR-6K (3/5; Lucky 1)
- UM-R60 (1/7; Lucky 2)
- UM-R60 (3/5; Lucky 2)
- BLR-1G (2/4; Lucky 1)
- SHD-2K (3/4; Sniper)
- PXH-1 (3/4; Sniper)
- PNT-9R (4/4; Jumping Jack)
- Skulker (3/6)
- Vedette (2/4)
- Scorpion (2/5)
Table of Contents
- General Summary
- Forces
- Special Rules
- Special Abilities
- Battle Report
- Aftermath
- Damage Report
- Mercenary Report
- Medical Report
- Salvage Report
- NPC Report
Report Date
24 Sep 2019
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