Battle of Salmacis: Report in White Reach | World Anvil

Battle of Salmacis: Report

Mission Profile

  • Mission Type: Retreat (Modified)
  • Force Size: Predetermined
  • Location: Salmacis Base
  • Weather: Cloudy
  • Time of Day: Mid-Morning
 

Situation Overview

The Clan Invasion of Twycross has begun, and Clan Jade Falcon has assigned the task to the Jade Falcon Guards. While most of their forces are occupied elsewhere, Trinary Echo has been dispatched to defeat the mercenaries of Priam Company. After an initial communication, it became clear the Clan Warriors would not be abiding by their honor code as Sol's Star had. As far as the Jade Falcon Guards are concerned, lowly mercenaries are not to be included in this effort.

Priam Company is attempting to buy time for allied DropShips to lift off with the civilian refugees, which have been loading and preparing for dustoff during the approach of the Jade Falcon Guards. The Jade Falcon Guards are tasked with eliminating resistance, but not necessarily to stop the evacuation. They value the destruction of opposing BattleMechs, and see no glory in eliminating Combat Vehicles. To that end there are different objectives for each side.  

Objectives

Priam Company
  • Score 2 VP for each DropShip which is able to dustoff with refugees.
  • Score 1 VP for the DropShip which is able to dustoff with non-combatants.
  • Score 1 VP per unit not in Forced Withdrawal which is able to leave the combat area.
  • Jade Falcon Guards
  • Score 3 VP for each BattleMech which is destroyed.
  • Score 2 VP for each BattleMech which is crippled and unable to escape the battlefield.
  • Score 1 VP for each combat vehicle which is destroyed.
  • Setup

    Priam Company is abandoning Salmacis Base, and so the base structures are positioned on the third of the map closest to the starting edge. The units are deployed as per formation, with each formation positioned anywhere up to the 'one third' map line from the Aggressor's starting edge. The refugee APCs are positioned nearby Salmacis' center point, as determined by the positioning of buildings. The Jade Falcon Guards begin entering from the edge closest to Salmacis on Turn 2. They begin counting their movement on the first hex of the map.

    Salmacis Base is largely built underground, though there are five surface structures. One of these houses the entrance to the 'Mech bays and power plant, and is two Levels tall with a Construction Factor of 70. All other buildings are only one Level in height and have a Construction Factor of 40. In addition, a single cargo container has been left on the surface, having been laid as a trap for the Clan units.

    There are five designated locations within ten hexes of the opposite edge of the battlefield, and must be at least five hexes from each other. These hexes are the locations to which withdrawing units must reach. Each location must have the DropShip determined to be present, which affects what units are aiming to travel to which location. See "Evacuation Procedures" for further information.    

    Forces

     
    Aggressors

    Jade Falcon Guards, Echo Trinary
    Echo Nova (Command Star)
    • Dire Wolf A (Star Captain Evlan, Elite)
    • Timber Wolf A (MechWarrior Leesa, Veteran)
    • Executioner Prime (MechWarrior Hroum, Veteran)
    • Summoner Prime (MechWarrior Chymo, Elite)
    • Summoner A (MechWarrior Barcroft, Veteran)
    • Elemental Point (Point Commander Carmen, Veteran)
    • Elemental Point (Point Commander Hernando, Veteran)
    • Elemental Point (Point Commander Kabl, Veteran)
    • Elemental Point (Point Commander Nald, Veteran)
    • Elemental Point (Point Commander Stern, Elite)
      Echo Strider 1
    • Elemental Point (Star Commander Prava, Elite)
    • Elemental Point (Point Commander Neela, Elite)
    • Elemental Point (Point Commander Matt, Veteran)
    • Elemental Point (Point Commander Tirant, Veteran)
    • Elemental Point (Point Commander Akeem, Veteran)
      Echo Strider 2
    • Elemental Point (Star Commander Torvald, Elite)
    • Elemental Point (Point Commander Aaron, Elite)
    • Elemental Point (Point Commander Antony, Elite)
    • Elemental Point (Point Commander Hamil, Veteran)
    • Elemental Point (Point Commander Bett, Regular)
     
    Defenders

    Priam Company
    Sagittarius Lance (Command Lance)
    • BLR-1G BattleMaster (Regular; Marksman)
    • ON1-K Orion (Regular; Multi-Tasker)
    • WHM-6R Warhammer A (Olivia Garrido, Elite; Commander, Tactical Genius)
    • VLK-QA Valkyrie (Casey Whiting, Elite)
      Pegasus Lance (Pursuit Lance)
    • GRF-1N Griffin A (Simone de Lagrande, Elite; Jumping Jack)
    • PXH-1 Phoenix Hawk (Regular; Blood Stalker)
    • JVN-10N Javelin (Regular; Blood Stalker)
    • WLF-1 Wolfhound (Kelly Sedda, Elite; Blood Stalker)
      Xiphos Lance (Battle Lance)
    • VTR-9B Victor (Ellen Raster, Veteran; Lance Command)
    • BLK-7-KNT Black Knight ("Vandal" Grey, Elite; Lucky 2)
    • WHM-6R Warhammer D (Sofia Garrido, Regular)
    • JR7-D Jenner (Regular)
    • - Lucky 6
      Aegis Lance (Support Lance)
    • MAD-3D Marauder (Otto Greene, Elite; Lance Command)
    • HBK-4G Hunchback B (Regular)
    • WHM-6R C Warhammer (Regular)
    • LCT-1V Locust C (Green)
    • (Supporting Xiphos Lance)
      Peltast Lance (Fire Lance)
    • ZEU-6T Zeus (Adam Long, Veteran; Lance Command)
    • GRF-1N Griffin B (Regular)
    • STK-3F Stalker (Regular)
    • AWS-8Q Awesome (Regular)
    • - 2x Sniper, per turn
      Salmacis Auxillary
    • STG-3G Stinger (Green)
    • Manticore ("Crazy Eight", Elite)
    • Condor (Liao) ("Wild Wolves", Veteran)
    • Condor (Liao) ("Agi Crew", Veteran)
    • LRM Carrier ("Crew 66", Elite)
     
    Neutral Units

    Trellshire Refugees
    • Hover APC (Green)
    • Hover APC (Green)
    • Hover APC (Green)
    • Hover APC (Green)
      Broche Group
    • TDR-5S Thunderbolt (Elite)
    • BJ-1 Blackjack (Veteran)
    • GRF-1N Griffin (Veteran)
    • PXH-1 Phoenix Hawk (Veteran)
    • SRM Carrier A (Veteran)
    • SRM Carrier B (Veteran)
    • Striker A (Regular)
    • Striker B (Regular)
       

    Special Rules

    Forced Withdrawal: Xiphos Lance is held to 'Forced Withdrawal' rules. When any of the following conditions are met, the mercenary units will attempt to leave the field by their home edge. If this is not possible to do in a safe manner, any mercenaries will surrender in position.
    • 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.
    Contained Ammo Explosions: Clan BattleMechs and OmniMechs are equipped by a special piece of equipment called 'CASE' which contains ammunition explosions to the location in which the ammo is stored. Any time a bin of ammunition would explode, excess damage does not transfer from the original location as per the damage transfer diagram.

    Battle Armor: Elementals are an entirely new terror brought to combat the Inner Sphere, and most are unable to properly target these small targets. When a 'Mech or Combat Vehicle targets a formation of Battle Armor, they suffer a +1 to-hit penalty. Each weapon (or grouping of missiles) is randomly assigned to a member of the formation; roll 1d6 for each damage group and apply the damage to the indicated unit. Excess damage does not transfer. The Elemental Battle Armor can absorb a total of 11 damage (10 Armor and 1 for the Elemental inside) before it is destroyed.

    Battle Armor Expertise: The Elementals of Jade Falcon have long trained in methods of combat against 'Mechs of various types, and bring this experience with them. Any Point of five Battle Armors with experience level "Veteran" or greater cause 'Mechs they are attacking through swarm attacks to suffer a +1 to-hit penalty.

    Evacuation Procedure: Three Leopard-class DropShips have been reserved in order to evacuate the refugees. Likewise one Leopard-class DropShips belonging to Priam Company have been assigned to evacuate non-combatants from Salmacis. For each one, roll 1d6 to determine how many turns they must wait in order to lift off. At the end of the turn in which the countdown is over, each DropShip will dustoff and head for orbit.
    Similarly the Black Eagle-class DropShip "Aquila" and Leopard-class DropShip "Whisper" are standing by to retrieve any combatants who enter Forced Withdrawal. Roll 1d6 to determine how many turns are required for the DropShips to liftoff. After this time limit has been reached, and the DropShips are full of units (four 'Mechs for the "Whisper", and twelve 'Mechs for the "Aquila") they will immediately liftoff at the end of that turn.
    On any BattleMech attempting to leave the battlefield from any edge other than Priam Company's home edge, prepare 1d6 for each unit attempting to escape. The opposing player declares either "evens" or "odds", before all dice are rolled. For any unit whose die matches the declared type of number, they fail to escape and are instead captured.

    Artillery Support: An allied Fortress-class DropShip is offering artillery support if needed. At the start of the turn, it can fire the Long Tom artillery onto the battlefield. When firing the artillery, Priam Company must designate a target hex before movement. This target must be in line of sight of any friendly unit, but can be at any distance.
    On the turn after the artillery is fired, the attack lands. Roll 2d6 and compare to the target number of 10 to see if it hits the target. If it misses, the attack drifts a number of hexes equal to the margin by which it missed. If it hits, that target hex can be hit again without requiring a roll. Wherever the artillery shell lands, it will deal 25 damage to that hex, 15 damage to neighboring hexes, and then 5 damage to hexes two spaces out. This damage is scored in clusters of 5 points as one would Long-Range Missiles. Any unit destroyed by artillery fire cannot be salvaged, and there is no chance to eject or otherwise escape death by the 'MechWarrior/crew. Any hex containing abandoned/destroyed units which fall in the radius of an artillery shell cannot be salvaged. Artillery strikes whose area of effect hits any Elemental units will deal the full damage to each active warrior as opposed to singling out targets.

    Pre-Designated Targets: Priam Company and the Lord Commander have arranged for three specific targets on the battlefield to be targeted by the Long Tom. The artillery may fire at these locations and will automatically hit them. Each location also contains surplus munitions gathered by Priam Company before they began evacuation, with the intent to explode the containers on unsuspecting Clan targets. Units in these hexes will take an additional 20 damage, while units in adjacent hexes will take an additional 5 damage. These are scored similarly to artillery damage, in five point clusters or with full damage to Elemental units.  

    House Rules

    A number of house rules are in effect, mostly to keep this game in line with other Priam Company tabletop engagements.

    Pilot Ejection: When a 'Mech is destroyed in a fashion which could be lethal to the 'MechWarrior, such as a head shot or an ammunition explosion, they may make a Piloting Skill Roll (PSR). Apply all modifiers due to damage incurred up until the final blow (+1 TN for each 20 points of damage), and add an additional +1 for each wound the 'MechWarrior has suffered. If the roll succeeds, the 'MechWarrior has managed to have reflexes just fast enough to evade becoming chunky salsa.

    Changes to Turn Structure

    Initiative Phase: Initiative flows similarly to how Harebrained Schemes' BattleTech game developed it. Units act in an ascending order of weight class from Light to Assault, with combat vehicles (if present) acting before 'Mechs in each weight class. At any point a player may "reserve" their remaining units yet to act into the next phase of combat. During a phase, each player takes alternating moves for each eligible unit, until they reserve or have no more pieces to move. In this scenario, the Aggressors must make the first move.
    Weapons Phase: Weapons are declared as per the initiative order, but no reserving is possible in this phase. Each "round" of weapons firing is determined by when the units fired. The earlier they moved, the earlier they may declare their weapons. Only AFTER all weapons have been declared are any attack rolls made, to preserve the original intent of turn structure.  

    Formation Rules

    Over many years of war and combat, forces have learned to organize their units into particular formations to maximize their effectiveness. Many mercenary outfits prefer a more flexible method of handling their force organization, but Priam Company has trained in the use of formations and chooses to apply the teachings as often as they can. The Jade Falcon Guards also make use of their experience to adopt a singular formation which serves them well. These formation rules show how training together as a cohesive unit can lend the individual units a special quality not normally seen on the battlefield.

    Command Lance/Star: Sagittarius Lance and Echo Nova are Command formations, and have acquired an ability to adapt rapidly to the flow of combat. A Command formation benefits from the coordination of the leader by giving them the "Tactical Genius" ability, and two other units may receive a list of other abilities for free before any engagement. Consult "Campaign Operations" p.63 for a full listing.
    In this engagement Sagittarius Lance has chosen an instance of "Multi-Tasker", and an instance of "Marksman" Echo Nova has chosen two instances of "Demoralizer"

    Pursuit Lance: A Pursuit Lance is built to chase down enemies on the run, with enough firepower to take down what they're chasing. They are composed entirely of Light-class or Medium-class units, and at least one of them must have a potent long-range weapon. In exchange, three of the formation members receive the "Blood Stalker" ability at the start of the engagement.

    Heavy Battle Lance: A Battle Lance is a front-line formation meant to take punishment and dish it out in equal measures. For this reason, at least two units must be of Heavy or greater weight class. This unit shares a pool of six uses of the "Lucky" special ability, allowing them to reroll up to six total Gunnery or Piloting rolls.

    Fire Lance: Fire Lances are formed primarily to have high capacity to deal damage at range, and are meant to stay out of danger to strike from afar. To this end, it is comprised of units which fit that particular archetype. At the beginning of each turn, two units in this Lance may receive the "Sniper" ability for the duration of this turn. The bonus is effective immediately.

    Battle Support Lance: A support formation, there are no specific rules for forming these other than their focus to act as backup to another formation. As such, they receive no benefit on their own and inherit partial benefits from whatever formation type they are supporting. For the duration of this scenario, they receive three uses of the "Lucky" ability.

     

    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.

    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.

    Jumping Jack: This unit is more accurate when jumping than normal, having only a +1 to-hit penalty to weapons fired after using jump-jets.

    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.

    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.

     

    Battle Report

      Author's Note: I have kept a running record of the shots made and their results (though not the rolled numbers) to illustrate just how much was being volleyed back and forth. They will be hidden inside spoiler blocks, grouped together per side and with attempts made to keep similar targets together. This might result in seeing damage "pierce" through to causing internal damage seemingly out of order. This is due to reordering the unit entries for an ease of reading.  
    Show spoiler
    The format of attacks will be: "Firing Unit" x "Target Unit", followed by modifiers to show what goes into the target numbers. Due to the complexity of defense modifiers, the movement-related numbers are not added to these. After this, the weapons will be listed by type and showing whether they missed or hit (and what location). Missiles will be listed with how many in the clustering group hit, followed by where and how much damage was recorded. The Heat levels will be indicated by how far they are off "zero" rather than as a cumulative total, with "+8" meaning the 'Mech is standing at 8 points of Heat buildup. Finally, the state of units such as whether they needed to make a Piloting Skill Roll (PSR) or avoid heat effects will be shown.
     

    Prelude

    (Image Link)
    The Fortress-class DropShip sat almost a kilometer away, and they could still see it from Salmacis Base. All the BattleMechs clustered around the buildings, idly standing still as there were a few short transmissions to confirm their status. Then the unitwide comm channel crackled to life, a short feedback squeal squelched with a muttered curse, and then a voice came over it. "Comm check. Okay, seems that's working... Priam Company, this is Overlord. Sound off 'MechWarriors!"

    Olivia Garrido rolled her eyes and glanced to her systems. "Overlord, Priam Command Actual. Signal is good. Sagittarius Lance signals all 'Mechs are ready." Other Lances reported in similarly, and she found herself clenching and relaxing her fingers nervously. Things were going to be fine, they had faced worse odds before... like that time with the Legion of Vega.

    At least this time they weren't surrounded.

    "All Lances reported in." The Lord Commander cleared his throat quietly, before speaking up again. "All right 'MechWarriors, I've got you showing up in my tactical displays just fine. Commander Garrido, you have anything you want to add before they get here?"

    "No, Lord Commander, just make sure Tom's ready to do his part when it's time and we're all good. Tactical overview is now yours."

    "Understood. Good hunting. Give 'em Hell."
     

    Turn One

    (Image Link)

      Commander Garrido ordered her forces to make for the hills, in order to use them for cover. Most of the units are going to need time to get under cover, but the goal is to put as much distance as possible away from the incoming Jade Falcon Guards. The combat vehicles similarly aree ordered to scramble and attempt to get clear, with the two Condor hovercraft having made a break to either side and the slower Manticore and LRM Carrier taking defensive positions behind the buildings.

    The Rysel Security Forces held fast, refusing to engage unless any of the Clan units made an effort to attack the DropShips holding noncombatants. Commander Garrido suggested if that were the case, and their intervention was required, then there was already a good chance things had become dire. The Lord Commander also was preparing the Fortress' Long Tom artillery to fire at her command.    

    Turn Two

    (Image Link)

    The Jade Falcon Guard hit the battlefield at full speed, picking targets immediately on seeing Priam Company seemingly in retreat. Rather than focusing on vehicles, they chose BattleMech targets and open fire. The targets picked are among the heavier targets available, along with the Warhammer which apparently belonged to Commander Garrido. Significant damage was done, and the presence of Gauss Rifles on the attacking 'Mechs made Olivia recalculate their odds of outmaneuvering the enemy.

    Retreat would simply leave their backs open to that kind of firepower, and if the Clan warriors felt obligated to focus down targets they would die one at a time. The DropShips would need a little more time to make the preparations to liftoff, the refugees had only just been able to maneuver their APCs out of the base to head for the Rysel forces. Thus the choice was simple: Priam Company would need to face the enemy and stall for time.

    To this end, Commander Garrido ordered all willing to fight to stand their ground. The trio of Warhammers and Black Knight turned to engage and not present their backs to the enemy, sending a barrage of fire into the approaching 'Mechs. Similarly, Peltast Lance moved to the flank and attempted to draw the Timber Wolf into their direction. Overall, this did little to hamper the advancing Jade Falcon Guard other than to draw attention to the LRM Carrier who was in the middle of the advance.

    Of course, that was part of the plan despite all things. Commander Garrido spoke into her comm to the Fortress DropShip to start the first surprise she planned to leave the Clan forces. "Lord Commander, Priam Command Actual. First target site is clear, send them a gift basket."     Clan Weapons Fire
    # Dire Wolf A x Black Knight: Gauss, 3x LPL. Long Range, Long Range. Gunnery 2. Target (9/7)
  • Gauss: Miss.
  • LPL: Hit LA, Miss, Hit RT
  • # Executioner Prime x Marauder: Gauss, 2x ERLL. Long Range, Long Range. Gunnery 3. Target (10/10)
  • Gauss: Hit LL.
  • ERLL: Miss, Miss.
  • # Timber Wolf A x Awesome: 2x ERPPC, 2x MPL. Medium Range, Long Range. Gunnery 3. Target (8/8)
  • ERPPC: Miss, Miss.
  • MPL: Hit RL, Hit RA.
  • (PSR: Success.)
  • # Summoner Prime x Warhammer D: LRM 15, LB 10-X, ERPPC. Medium Range, Medium Range, Medium Range. Gunnery 2. Target (7/7/7)
  • LRM 15: Miss.
  • LB 10-X: Hit LA.
  • ERPPC Miss.
  • # Summoner A x Warhammer A: Gauss, LPL. Medium Range, Long Range. Gunnery 3. Target (8/8)
  • Gauss: Hit CT.
  • LPL: Miss.
  •   Priam Company Weapons Fire
    # Manticore x Timber Wolf A: PPC, SRM 6, LRM 10. Short Range, Medium Range, Short Range. Gunnery 2. Target (6/8/6)
  • PPC: Hit H.
  • SRM 6: Miss.
  • LRM 10: Hit (6) LT 5, RT 1.
  • # LRM Carrier x Summoner Prime: 3x LRM 20. Medium Range. Gunnery 2. Target (9)
  • LRM 20: Hit (12) CT 5, LL 5, LA 2.
  • # WHM-6R Warhammer A x Summoner Prime: PPC. Long Range. Gunnery 2. Target (11)
  • PPC: Miss.
  • # WHM-6R Warhammer D x Summoner Prime: PPC. Medium Range. Gunnery 4. Target (11)
  • PPC: Miss.
  • # MAD-3D Marauder x Summoner Prime: PPC, LL. Long Range, Long Range. Gunnery 2. Target (11/11)
  • PPC: Miss.
  • LL: Miss.
  • # BL-7-KNT Black Knight x Summoner Prime: PPC. Long Range. Gunnery 2. Target (10)
  • PPC: Miss.
  • (PSR: Success.)
  • # AWS-8Q Awesome x Timber Wolf A : 3x PPC. Medium Range. Gunnery 4. Target (10)
  • (Sniper: Range Penalties Halved.)
  • PPC: Miss, Miss, Miss.
  • (Heat: +4)
  • # STK-3F Stalker x Timber Wolf A: 2x LRM 10, LL. Medium Range, Long Range. Gunnery 4. Target (10/11)
  • (Sniper: Range Penalties Halved.)
  • LRM 10: Miss, Miss.
  • LL: Miss, Hit RA.
  • # ZEU-6T Zeus x Timber Wolf A: PPC, LRM 15. Medium Range, Medium Range. Gunnery 3. Target (10)
  • PPC: Hit RT.
  • LRM 15: Miss.
  •  

    Turn Three

    (Image Link)
    (Image Link - Overview)

    The refugees from Trellshire rapidly approach the defense line at the DropShips, while Priam Company has three of the lighter 'Mechs also rushing to get out of the way. The mercenary Locust, Jenner, and Stinger all are too fragile to reliably offer help in the face of this opposition. Most of the 'Mechs now began using the two large hills as cover to lay waiting for the opportune moment. The Jade Falcon Guard, meanwhile, found themselves having the Long Tom artillery land in the midst of their center formation. As planned, a container of ammunition was left in the midst of Salmacis Base and pre-sighted for the artillery gunners. While there was an impressive display of an explosion, the damage to the enemy 'Mechs is almost inconsiderable.

    However, a different sort of damage has been done which caused the battle plan to deviate. The Clan forces are angered at these "dishonorable" tactics on display. Seeing as the mercenaries have acted first to show disgraceful tactics, all 'MechWarriors are permitted to choose their targets as they wish. The Executioner took advantage of this to erase the LRM Carrier with a salvo, while the Dire Wolf opted to open fire into the Hunchback to deter its approach. Priam Company's center began backing away steadily as a means of presenting stronger frontal armor, while being able to return fire at the Summoner Prime in the lead.

    Along the flank, the Timber Wolf charged headlong into danger, and elements of both Xiphos and Peltast Lances met it to unleash weapons on it. The Clan OmniMech at first staggered, and then wound up falling as the Wolfhound's lasers tore through its damaged head. The Elementals riding on the 'Mech used its fall as cover to prepare their own offensive.   Artillery Damage
    Summoner A: Hit (20) RA 5, CT 5, LL 5, LA 5.
    Dire Wolf A: Hit (5) (LA 5)
      Clan Weapons Fire
    # Dire Wolf A x HBK-4G: Gauss, 3x LPL. Medium Range, Medium Range. Gunnery 2. Target (7/5)
  • Gauss: Hit RT.
  • LPL: Hit RA, Miss, Miss.
  • # Timber Wolf A x AWS-8Q: 3x MPL, 2x ERPPC, SSRM 6. Short Range, Short Range, Short Range. Gunnery 3. Target (4/6/6)
  • MPL: Hit LA, Hit RT, Hit H.
  • ERPPC: Hit LL, Hit LA.
  • SSRM 6: Hit RA, LT, LL, LT, RA, LA.
  • # Executioner Prime x LRM Carrier: Gauss, 2x ERLL. Medium Range, Medium Range. Gunnery 3. Target (8/8)
  • Gauss: Miss.
  • ERLL: Hit F, Hit F.
  • (Target Destroyed)
  • # Summoner Prime x WHM-6R D: LRM 15, LB-10X, ERPPC. Medium Range, Medium Range, Medium Range. Gunnery 2. Target (7/7/7)
  • LRM 15: Hit (12) LT 5, LL 5, H 2.
  • LB-10X: Hit LL.
  • ERPPC: Miss.
  • (PSR: Success.)
  • # Summoner A x MAD-3D: Gauss, LPL. Medium Range, Medium Range. Gunnery 3. Target (8/8)
  • Gauss: Hit CT.
  • LPL: Hit LA.
  • (PSR: Failure. Right Side; H 5, RL 4)
  • (Nova Point 5 takes damage from the fall; Elemental #2 takes 9 damage.)
  •   Priam Company Weapons Fire
    # WHM-6R Warhammer A x Summoner Prime: 2x PPC. Medium Range. Gunnery 2. Target (8)
  • PPC: Hit CT, Miss.
  • (Heat: +3)
  • # WHM-6R Warhammer D x Summoner Prime: 1x PPC. Medium Range. Gunnery 4. Target (10)
  • PPC: Hit RA.
  • # HBK-4G Hunchback x Summoner Prime: AC/20, 2x ML. Medium Range, Medium Range. Gunnery 4. Target (11/11)
  • AC/20: Miss. (Lucky Used)
  • ML: Miss, Miss.
  • (Heat: +2)
  • # LRM Carrier x Summoner Prime: 3x LRM 20. Inside Minimum Range. Gunnery 2. Target (8)
  • LRM 20: Miss, Miss, Hit (12) RT 5, LT 5, H 2.
  • (Nova Point 4 took damage instead, Elemental #1 takes 5 damage.)
  • # BL-7-KNT Black Knight x Summoner Prime: PPC, LL. Medium Range, Medium Range. Gunnery 2. Target (8/8)
  • PPC: Hit LL.
  • LL: Miss. (Lucky Used)
  • # MAD-3D Marauder x Summoner Prime: PPC, LL. Medium Range, Medium Range. Gunnery 2. Target (9/9)
  • PPC: Miss.
  • LL: Miss.
  • # GRF-1N Griffin B x Summoner Prime: PPC. Medium Range. Gunnery 4. Target (10)
  • PPC: Hit RT.
  • # Condor Liao B x Summoner Prime: 4x ML. Medium Range. Gunnery 3. Target (9)
  • ML: Miss, Miss, Miss, Miss.
  • # VTR-9B Victor x Timber Wolf A: AC/20, 2x ML, SRM 4. Short Range, Short Range, Short Range. Gunnery 3. Target (9/9/9)
  • AC/20: Hit RA (4 Internal).
  • ML: Miss, Miss.
  • SRM 4: Miss.
  • (Heat: +2)
  • # WLF-1 Wolfhound x Timber Wolf A: LL, 2x ML. Short Range, Short Range. Gunnery 2. Target (5/5)
  • (Blood Stalker: -1 to-hit bonus versus this target.)
  • LL: Hit LT.
  • ML: Hit H, Hit CT.
  • (Heat: +5)
  • # AWS-8Q Awesome x Timber Wolf A: 3x PPC. Medium Range. Gunnery 4. Target (8)
  • (Sniper: Range Penalties Halved.)
  • PPC: Miss, Miss, Miss.
  • (Heat: +7 Heat) (PSR: Failure. Left Side; RT 5, LA 3 (1 Internal))
  • # STK-3F x Timber Wolf A: 4x ML, 2x LRM 10. Medium Range, Short Range. Gunnery 4. Target (9/8) -(Sniper: Range Penalties Halved.)
  • ML: Miss, Miss, Hit RT, Miss.
  • LRM 10: Hit (10) CT 5, RT 5.
  • (Heat: +1)
  • # ZEU-6T Zeus x Timber Wolf A: PPC, ML, LL. Short Range, Short Range, Short Range. Gunnery 3. Target (8/8/8)
  • PPC: Hit RA (RA Destroyed), RT 8.
  • ML: Hit RT.
  • LL: Miss.
  • (Nova Point 2 was hit by Medium Laser instead, Elemental #4 takes 5 damage)
  • (Heat: +4)
  • # WHM-6R Warhammer C x Timber Wolf A: PPC, SRM 6. Medium Range, Medium Range. Gunnery 4. Target (11/11)
  • PPC: Miss.
  • SRM 6: Hit (3) RT 2, RT 2, RL 2.
  • # Manticore x Timber Wolf A (Rear): LRM 10, PPC, SRM 6. Short Range, Medium Range, Medium Range. Gunnery 2. Target (6/8/8)
  • LRM 10: Miss.
  • PPC: Hit CT (1 Internal, Engine Hit).
  • SRM 6: Miss.
  • # Condor Liao A x Timber Wolf A: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Hit CT, Hit RA, Miss, Hit CT.
  •    

    Turn Four

    (Image Link - Overview)
    (Image Link - Center)
    (Image Link - Sagittarius Lance)

    On the flank, Priam Company's forces started recovering to take on the pursuing Summoner A, while a point of Elementals began moving to engage the Awesome. The Executioner and Dire Wolf continued to steadily advance while starting to pick their targets for effect. The Hunchback weathered a strike from the Dire Wolf but one foot slipped and it fell down. The Black Knight was fortunate enough to escape most of the potential damage, while returning fire.

    The Summoner Prime, however, chose a different tactic. It split off to pursue the Warhammers presumed to be the mercenary commander, intending to dismantle the command structure. The volley of fire the OmniMech landed is almost enough to cause Commander Garrido to fall, but she managed to stay upright. With her armor now compromised, she makes the decision to start a more long-range combat practice. It is also this flank where Sagittarius Lance had set themselves up for an ambush on whichever Clan 'Mech followed. The amount of firepower absorbed by the Summoner Prime made it fall, breaking the hip joint on the right leg while also damaging its ER PPC in the right arm.

    On the flank, the combat vehicles and Marauder began firing on the Elementals entering the battle here. Echo Strider 2, Point 2 suffered serious damage, while Nova Point 2 becomes reduced in firepower. Despite the incoming fire, Nova Point 2 clambered onto the Awesome using their magnetic grapples to assist.   Clan Weapons Fire
    # Dire Wolf A x HBK-4G: Gauss, 2x LPL, 2x SSRM 6. Short Range, Short Range, Medium Range. Gunnery 2. Target (6/4/8)
  • Gauss: Hit LT.
  • LPL: Miss, Hit RA, Hit RA (4 Internal).
  • SSRM 6: Miss, Hit (6) RL 4, CT 2, LT 2, LL 2, RA 2 (2 Internal; Shoulder Hit, ML Hit).
  • (PSR: Success.)
  • # Executioner Prime x BL-7-KNT: Gauss, 2x ERLL. Medium Range, Medium Range. Gunnery 3. Target (8/8)
  • Gauss: Miss.
  • 2x ERLL: Miss, Miss.
  • # Summoner Prime x WHM-6R A: LRM 15, LB-10X, ERPPC. Short Range, Short Range, Short Range. Gunnery 2. Target (5/5/5)
  • LRM 15: Hit (9) RL 9.
  • LB-10X: Hit CT (3 Internal).
  • ERPPC: Hit LT.
  • (PSR: Failure. Right Side; RL 5, RT:R 2)
  • (Nova Point 4 takes damage from the fall; Elemental #2 takes 5 damage.)
  • # Summoner A x BL-7-KNT: Gauss, LPL. Medium Range, Medium Range. Gunnery 3. Target (8/6)
  • Gauss: Hit CT.
  • LPL: Miss.
  • # Nova Point 2 x AWS-8Q: Swarm Attack. Anti-Mech 3. Target (7)
  • Swarm Attack: Success.
  • (AWS-8Q is now swarmed.)
  •   Priam Company Weapons Fire
    # HBK-4G Hunchback x Dire Wolf A: AC/20. Medium Range. Gunnery 4. Target (9)
  • AC/20: Hit RL. (Lucky Used)
  • (PSR: Failure. Right Side; RL 5)
  • # VTR-9B Victor x Dire Wolf A: AC/20, SRM 4. Medium Range, Medium Range. Gunnery 3. Target (7/7)
  • AC/20: Miss. (Lucky Used)
  • SRM 4: Hit (2) LA 2, CT 2.
  • # ZEU-6T Zeus x Dire Wolf A: PPC, LRM 15. Medium Range, Medium Range. Gunnery 3. Target (7/7)
  • (Sniper: Range Penalties Halved.)
  • PPC: Miss
  • LRM 15: Hit (9) RL 5, LT 4.
  • # WHM-6R Warhammer A x Summoner Prime: 2x PPC. Short Range. Gunnery 2. Target (7)
  • PPC: Miss, Hit RA (3 Internal, ER PPC Hit).
  • (Heat: +6) (PSR: Success.)
  • # WHM-6R Warhammer D x Summoner Prime: PPC, 2x ML, 2x MG, SRM 6. Short Range, Short Range, Long Range, Short Range. Gunnery 4. Target (8/8/12/8)
  • PPC: Miss.
  • ML: Miss.
  • MG: Miss, Miss.
  • SRM 6: Hit (4) CT 4, RT 4.
  • (Heat: +6) (PSR: Success.)
  • # GRF-1N Griffin A x Summoner Prime: PPC. Short Range. Gunnery 2. Target (6)
  • (Jumping Jack: Jumping Penalty reduced.)
  • PPC: Hit LL.
  • (Heat: +5)
  • # ON1-K Orion x Summoner Prime: AC/10, LRM 15. Medium Range, Short Range. Gunnery 4. Target (10/8)
  • AC/10: Miss.
  • LRM 15: Hit (15) CT 5, LL 5 (4 Internal; Left Hip Hit), RA 5 (5 Internal).
  • # BLR-1G BattleMaster x Summoner Prime: PPC, SRM 6. Medium Range, Long Range. Gunnery 4. Target (10/12)
  • PPC: Miss.
  • SRM 6: Miss.
  • # GRF-1N Griffin B x Summoner A: LRM 10. Medium Range. Gunnery 4. Target (11)
  • (Sniper: Range Penalties Halved.)
  • LRM 10: Miss.
  • # WHM-6R Warhammer C x Summoner A: 2x PPC. Medium Range. Gunnery 4. Target (10)
  • PPC: Miss, Miss.
  • (Heat: +3)
  • # BL-7-KNT Black Knight x Summoner A: PPC. Medium Range. Gunnery 2. Target (8)
  • PPC: Miss.
  • # Condor Liao A x Strider 2, Point 2: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Miss, Hit 5, Miss, Miss.
  • # Manticore x Strider 2, Point 2: PPC, SRM 6. Short Range, Short Range. Gunnery 2. Target (6)
  • PPC: Hit #1.
  • SRM 6: Hit (4) #1, #2, #4, #5.
  • # MAD-3D Marauder x Nova Point 2: 2x ML, LL. Short Range, Short Range. Gunnery 2. Target (7)
  • ML: Hit #2, #5.
  • LL: Hit #3.
  • (Elemental #5 killed.)
  •    

    Turn Five

    (Image Link - Overview)
    (Image Link - Sagittarius Lance)

    Under the watchful gaze of the Rysel Security Force, the Trellshire refugees boarded one of the Leopard-class DropShips provided by Captain Hatchsune. On the other side of the evacuation area, Priam Company's Jenner and Locust are taken on board the 'Whisper'. Lance Commander Lagrande and Specialist Whiting announced their intent to make for the same DropShip, and are given permission to break from the combat to do so. They began a cautious withdrawal, made easier by not being a focus of the Clan warriors.

    With one of the five Jade Falcon 'Mechs destroyed and another on the ground, Priam Company proceeded to focus on forcing the Summoner Prime out of combat. Even after it clambered to its feet, the Clan OmniMech takes another intense round of firepower and the damaged leg and arm are both removed entirely. This renders the 'Mech unable to fight, but it seemed to be unmoving anyway.

    The right flank of Priam Company now focuses on the approaching Assault 'Mech, as the Executioner remained a formidable threat. The Stalker now stepped in behind the Clan 'Mech, while the Black Knight and Warhammer on that flank fire on it. The Executioner remained undeterred, focused on putting the Black Knight out of the fight to reduce the potential firepower of the mercenaries.

    The Awesome, swarmed by Nova Point 2, drops to the ground in an attempt to dislodge them. This was a success, but the 'Mech lacked enough mobility to escape the Elementals. Despite incoming fire swiftly reducing the Point to a pair of members, the Awesome became swarmed again.   Movement Phase
    # AWS-8Q Awesome
  • Drops Prone to dislodge Elementals. Piloting Check: Success. Falling Damage: RT 5, RA 3.
  •   Clan Weapons Fire
    # Dire Wolf A x BLR-1G BattleMaster: Gauss, 3x LPL, 2x SSRM 6. Medium Range, Medium Range, Long Range. Gunnery 2. Target (8/6/10)
  • Gauss: Miss.
  • LPL: Hit LA, Miss, Hit CT.
  • SSRM 6: Miss, Miss.
  • (PSR: Success.)
  • # Executioner Prime x BL-7-KNT Black Knight: Gauss, 2x ERLL. Medium Range, Medium Range. Gunnery 3. Target (9,9)
  • Gauss: Miss.
  • ERLL: Miss, Hit RL.
  • (PSR: Success.)
  • # Summoner Prime x WHM-6R Warhammer A: LRM 15, LB-10X. Medium Range, Medium Range. Gunnery 2. Target (6/6)
  • LRM 15: Hit (9) LL 5, LT(R) 4
  • LB 10-X: Hit LL.
  • (PSR: Failure. Rear Side; RL 5 (2 Internal), LT:R 2.)
  • # Summoner A x BL-7-KNT Black Knight: Gauss, LPL. Medium Range, Medium Range. Gunnery 3. Target (10/8)
  • Gauss: Miss.
  • LPL: Miss.
  • # Nova Point 2 x AWS-8Q: Swarm Attack. Anti-Mech 3. Target (7)
  • Swarm Attack: Success.
  • (AWS-8Q is now swarmed.)
  • # Strider 1, Point 4 x Manticore: SRM 2 Volley. Short Range. Gunnery 3. Target (8)
  • SRM: Miss.
  • # Strider 1, Point 5 x Manticore: SRM 2 Volley. Short Range. Gunnery 3. Target (8)
  • SRM: Miss.
  • # Strider 2, Point 4 x Condor B: SRM 2 Volley. Short Range. Gunnery 3. Target (8)
  • SRM: Miss.
  •   Priam Company Weapons Fire
    # HBK-4G Hunchback x Dire Wolf A: AC/20. Short Range. Gunnery 4. Target (7)
  • AC/20: Hit RL (4 Internal; Double Heat Sink Hit).
  • # Manticore x Dire Wolf A: PPC, LRM 10, SRM 6, ML. Medium Range, Short Range, Long Range, Long Range. Gunnery 2. Target (6/4/8/8)
  • PPC: Hit RA.
  • LRM 10: Hit (8) RA 5, RL 3.
  • SRM 6: Miss.
  • ML: Miss.
  • # STK-3F Stalker x Executioner Prime: 4x ML, 2x SRM 6. Short Range, Short Range. Gunnery 4. Target (7/7)
  • ML: Hit RT:R, Hit RT:R, Hit CT:R, Hit LA.
  • SRM 6: Hit (4) Hit CT:R 2, Hit RT:R 2 (2 Internal), Hit LA 2, Hit LT:R 2.
  • (Heat: +10)
  • # BL-7-KNT Black Knight x Executioner Prime: PPC, 2x LL. Medium Range, Medium Range. Gunnery 2. Target (7/7)
  • PPC: Hit CT.
  • LL: Miss, Hit LL.
  • (Heat: +7)
  • # WHM-6R Warhammer C x Executioner Prime: 2x PPC. Medium Range. Gunnery 4. Target (9)
  • PPC: Miss, Miss.
  • (Heat: +3)
  • # BLR-1G BattleMaster x Summoner Prime: 2x ML, 2x SL, 2x MG, 1x SRM 6. Short Range, Medium Range, Medium Range, Short Range. Gunnery 4. Target (6/8/8/6)
  • ML: Miss, Hit LA.
  • SL: Hit RL, Miss
  • MG: Hit RL, Miss.
  • SRM 6: Hit (5) Hit RT 2, Hit RA (2 Internal; RA Destroyed, Transfers into RT 2), Hit RT 2.
  • # ON1-K Orion x Summoner Prime: AC/10, SRM 4, 2x ML. Short Range, Short Range, Short Range.
  • AC/10: Hit LL (10 Internal; Lower Actuator Hit, Jump Jet Hit).
  • SRM 4: Hit (1) Hit LA 2.
  • ML: Miss, Hit LL (1 Internal; LL Destroyed; Transfers into LT 4).
  • # VLK-QA Valkyrie x Summoner Prime: LRM 10. Medium Range. Gunnery 2. Target (5)
  • LRM 10: Hit (6) RT 5, LA 1.
  • # AWS-8Q Awesome x Summoner A, Nova Point 2: 3x PPC. 1x SL. Short Range. Short Range. Gunnery 4. Target (8/9)
  • PPC: Miss, Miss, Miss.
  • SL: Miss.
  • (Heat: +5)
  • # ZEU-6T Zeus x Summoner A: LRM 15, PPC, LL. Medium Range, Medium Range, Medium Range. Gunnery 3. Target (9/9/9)
  • (Sniper: Range Penalties Halved.)
  • LRM 15: Miss.
  • PPC: Miss.
  • LL: Miss.
  • (Heat: +5)
  • # MAD-3D Marauder x Summoner A: 2x PPC, LL. Short Range, Short Range. Gunnery 2. Target (6/6)
  • PPC: Miss, Miss.
  • LL: Hit RT.
  • (Heat: +9)
  • # VTR-9B Victor x Summoner A: AC/20. Medium Range. Gunnery 3. Target (10)
  • AC/20: Miss. (Lucky Used)
  • # WLF-1 Wolfhound x Nova Point 2: 3x ML. Short Range. Gunnery 2. Target (6)
  • ML: Hit #1, Hit #1, Hit #3.
  • (Elementals #1 and #3 Killed.)
  • (Heat: +3)
  • # Condor A x Nova Point 2: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Miss, Hit #2, Hit #4, Hit #4.
  •    

    Turn Six

    (Image Link - Overview)
    (Image Link - Flank)

    With the Jade Falcon Guard suffering another lost 'Mech, and what remains being largely Elementals, Commander Garrido made the decision to fight rather than continue retreating. The Jade Falcon Guard, similarly, are goaded by pride into continuing to press the attack and attempt to at least claim destruction of the mercenaries' command structure.

    The Dire Wolf thus follows the Summoner Prime to engage Sagittarius Lance, but not before turning its weapons on the Hunchback and forcing it to fall. The Medium 'Mech lands hard on its right side, causing its main weapon to become useless. Commander Garrido, maneuvering clear of the combat, orders it to attempt to withdraw, despite the 'MechWarrior inside insisting he could still fight. The left flank now begins to engage the Dire Wolf with fresh 'Mechs, while the retreating elements attempt to squash the Point of Elementals still pursuing them.

    Mercenary units continued assaulting the Executioner, as the 'MechWarrior in the Black Knight ignored safety warnings and unloaded almost all of its energy weapons into the Assault OmniMech. The sheer volume of damage with those weapons and other contributions cause the Clan 'Mech to stumble and fall with a damaged Gyro. The Summoner A likewise was the target of intense firepower, which caused it to stumble and fall.

    With the Elementals now entering the battlefield, and Priam Company vehicles attempting to maneuver clear for passes at them, their effectiveness is demonstrated as numerous short-range missiles detonate one of the Condor tanks' fuel tanks. An entire Star is soon to enter the fray, fresh and prepared to pounce on any 'Mechs too distracted to notice.   Movement Phase
    # AWS-8Q Awesome
  • Drops Prone to dislodge Battle Armor. Piloting Check: Success. Falling Damage: RL 8.
  • Nova Point 2 destroyed by damage.
  •   Clan Weapons Fire
    # Dire Wolf A x HBK-4G Hunchback. Gauss, 3x LPL, 2x SSRM 6. Short Range, Short Range, Short Range. Gunnery 2. Target (5/3/5)
  • Gauss: Hit CT.
  • LPL: Hit RT (5 Internal; AC/20 Hit), RT (7 Internal; Transfers into CT 3), H (1 Internal; Life Support Hit)
  • SSRM 6: Hit (12) RL 4, RA 4, CT 10 (5 Internal; Engine Hit), LT 6 (2 Internal).
  • (PSR: Success.)
  • # Executioner Prime x BL-7-KNT Black Knight. Gauss, 2x ERLL. Short Range, Short Range. Gunnery 3. Target (5/5)
  • Gauss: Miss.
  • ERLL: Hit LT, LA.
  • (PSR: Failure. Right Side; H 5, RA 5.)
  • # Summoner A x AWS=8Q Awesome. SRM 6, LPL, Gauss. Short Range, Short Range, Short Range. Gunnery 3. Target (6/6/6)
  • SRM 6: Miss.
  • LPL: Hit CT
  • Gauss: Hit LT (8 Internal).
  • (PSR: Failure. Left Side; LT 7.)
  • # Nova Point 3 x Condor B. SRM 2 Volley. Short Range. Gunnery 3. Target (9)
  • SRM 2: Miss.
  • # Nova Point 4 x PXH-1 Phoenix Hawk. SRM 2 Volley. Short Range. Gunnery 3. Target (9)
  • SRM 2: Miss.
  • # Nova Point 5 x Condor B. SRM 2 Volley. Short Range. Gunnery 2. Target (8)
  • SRM 2: Miss.
  • # Strider 2, Point 2 x Condor A. SRM 2 Volley. Short Range. Gunnery 2. Target (7)
  • SRM 2: Miss.
  • # Strider 2, Point 1 x Condor A. SRM 2 Volley. Short Range. Gunnery 2. Target (7)
  • SRM 2: Miss.
  • # Strider 2, Point 4 x Condor A. SRM 2 Volley. Short Range. Gunnery 3. Target (8)
  • SRM 2: Hit (6) Right 4, Left 2, Rear 4, Turret 2.
  • (Target Destroyed: Fuel Tanks hit.)
  •   Priam Company Weapons Fire
    # HBK-4G Hunchback x Dire Wolf A: AC/20. Medium Range. Gunnery 4. Target (9)
  • AC/20: Miss. (Lucky Used.)
  • (PSR: Failure. Rear Side; RT:R 4, CT:R 1.)
  • # ON1-K Orion x Dire Wolf A: AC/10, SRM 4, ML. Short Range, Short Range, Short Range. Gunnery 4.
  • AC/10: Miss.
  • SRM 4: Miss.
  • ML: Hit RT (5 Internal; AMS Hit)
  • (Heat +1)
  • # BLR-1G BattleMaster x Dire Wolf A: PPC, SRM 6, 4x ML. Short Range, Medium Range, Medium Range. Gunnery 4.
  • PPC: Hit LT.
  • SRM 6: Hit (2) RT 2 (2 Internal), LA 2.
  • ML: Miss, Hit CT, Miss, Hit LL.
  • (Heat +9)
  • # WHM-6R Warhammer C x Executioner Prime: 2x PPC, 2x ML, 2x MG, 2x SL. Short Range, Short Range, Long Range, Long Range. Gunnery 4, Heat +1. Target (6/6/10/10)
  • PPC: Hit RA, Hit RT.
  • ML: Miss, Hit LA.
  • MG: Miss, Miss.
  • SL: Miss, Miss.
  • (Heat +10)
  • # BL-7-KNT Black Knight x Executioner Prime: PPC, 2x LL, 4x ML. Short Range, Short Range, Medium Range. Gunnery 2, Heat +1. Target (4/4/6)
  • PPC: Hit RT.
  • LL: Hit LT, Hit RL.
  • ML: Miss, Hit LA, Hit RA, Hit RL.
  • (Heat +18) (PSR: Success.) (Shutdown avoided.)
  • # GRF-1N Griffin B x Executioner Prime: PPC, LRM 10. Medium Range, Medium Range. Gunnery 4. Target (8/8) (Sniper: Range Penalties Halved.)
  • PPC: Miss.
  • LRM 10: Miss.
  • # Manticore x Executioner Prime: PPC, LRM 10. Medium Range, Medium Range. Gunnery 2. Target (8)
  • PPC: Miss
  • LRM 10: Hit (10) RL 5, CT 5 (3 Internal)
  • # AWS-8Q Awesome x Summoner A: 3x PPC. Short Range. Gunnery 4. Target (9).
  • PPC: Miss, Miss, Miss.
  • # MAD-3D Marauder x Summoner A: 2x PPC, LL, 2x ML. Short Range, Short Range, Medium Range. Gunnery 2, Heat +1. Target (7/7/9)
  • PPC: Hit RL, Hit RA.
  • LL: Hit RT.
  • ML: Miss, Hit RT.
  • (Heat +14) (Shutdown avoided.)
  • # Condor B x Summoner A: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Miss, Hit CT, Hit RL, Hit RA.
  • # WLF-1 Wolfhound x Nova Point 1: LL, 2x ML. Short Range, Short Range. Gunnery 2. Target (7/7)
  • LL: Miss.
  • ML: Hit #5, Miss.
  • (Heat +4)
  • # STK-3F Stalker x Nova Point 3: 4x ML. Short Range. Gunnery 4, Heat +1. Target (8)
  • ML: Miss, Hit #1, Hit #3, Hit #3.
  • (Heat +3)
  • # WHM-6R Warhammer A x Nova Point 4: PPC. Short Range. Gunnery 2. Target (6)
  • PPC: Miss.
  • # WHM-6R Warhammer D x Nova Point 4: 2x PPC. Short Range. Gunnery 4. Target (9)
  • PPC: Hit #3, Miss.
  • (Heat +4)
  • # PXH-1 Phoenix Hawk x Nova Point 4: LL, 2x ML. Short Range, Medium Range. Gunnery 4. Target (7/9)
  • LL: Hit #4.
  • ML: Miss, Miss.
  • (Elemental #4 Killed)
  • (Heat +5)
  • # Condor A x Strider 2, Point 2: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Hit #2, Hit #2, Hit #4, Hit #5.
  • (Elementals #2, #5 killed.)
  •    

    Turn Seven

    (Image Link - Overview)
    (Image Link - Center)
    (Image Link - Flank)

    Two DropShips lift from the planet surface, carrying the Trellshire refugees and noncombatants evacuated from Salmacis Base earlier. Lance Commander Lagrande arrived on the 'Whisper' and the Leopard began final launch preparations. Rysel Security Forces discussed when to begin folding their defense perimeter so they are not left behind, and elected to push it until the last possible moment in case something goes wrong.

    In the center of the battlefield, the Dire Wolf almost seemed to regard the battered Hunchback with pity and used its Streak missiles to give it a warrior's death. Then it turned its weapons on the Black Knight to aid the Executioner. This destroyed the right arm, and dealt considerable damage to the Heavy 'Mech, yet it remained defiantly standing while returning fire. The OmniMech staggers as well, but falls due to the damaged gyro, one arm destroyed while further damage makes it unlikely the Assault 'Mech will survive. Yet it refused to surrender, even hurling strange insults at the mercenaries.

    The Elementals of Echo Strider 2 now proceed to harass the Victor, while the Elementals on the right flank tear the Awesome's systems apart with focused fire of missiles and laser fire. Orders were given to draw the 'Mechs back away from the hazard of approaching Clan infantry, while focusing to neutralize as many as can be taken out.   Clan Weapons Fire
    # Dire Wolf A x BL-7-KNT Black Knight: Gauss, 3x LPL. Medium Range, Medium Range. Gunnery 2. Target (6/4)
  • Gauss: Hit RA.
  • LPL: Hit LA (10 Internal, Hit RA (7 Internal), Hit RT (2 Internal).
  • (PSR: Success)
  • # Dire Wolf A x HBK-4G Hunchback: 2x SSRM 6. Short Range. Gunnery 2, Extra Target +1. Target (5)
  • SSRM 6: Hit (12) CT 14 (14 Internal; Engine Hit x2, Gyro Destroyed, Heat Sink Hit), H 2, RL 4, LL 4.
  • (Target Neutralized.)
  • # Executioner Prime x BL-7-KNT Black Knight: Gauss, 2x ERLL. Short Range, Short Range. Gunnery 3.
  • Gauss: Hit RL (7 Internal).
  • ERLL: Hit RA (RA Destroyed, Transfer Into RT.), RT (6 Internal; Heat Sink Hit), RT (10 Internal)
  • (PSR: Failure. Right Side; CT 5, RT 5 (5 Internal))
  • # Summoner A x AWS-8Q Awesome: Gauss, LPL, SRM 6. Short Range, Short Range, Long Range. Gunnery 3
  • Gauss: Hit RT (8 Internal).
  • LPL: Miss.
  • SRM 6: Miss.
  • (PSR: Success)
  • # Nova Point 3 x BL-7-KNT Black Knight: SRM 2 Volley. Medium Range. Gunnery 3. Target (8)
  • SRM: Hit (6) RA 2, RT 2, LL 4, LT 2, RL 2.
  • # Nova Point 4 x PXH-1 Phoenix Hawk: SRM 2 Volley. Short Range. Gunnery 3. Target (6)
  • SRM: Miss.
  • # Strider 1, Point 1 x WLF-1 Wolfhound: SRM 2 Volley. Medium Range. Gunnery 2. Target (9)
  • SRM: Miss.
  • # Strider 1, Point 2 x WLF-1 Wolfhound: SRM 2 Volley. Medium Range. Gunnery 2. Target (9)
  • SRM: Miss.
  • # Strider 1, Point 3 x WLF-1 Wolfhound: SRM 2 Volley. Medium Range. Gunnery 2. Target (9)
  • SRM: Miss.
  • # Nova Point 1 x VTR-9B Victor: SRM 2 Volley. Short Range. Gunnery 3. Target (9)
  • SRM: Miss.
  • # Strider 1, Point 4 x VTR-9B Victor: SRM 2 Volley. Medium Range. Gunnery 3. Target (11)
  • SRM: Miss.
  • # Strider 1, Point 5 x VTR-9B Victor: SRM 2 Volley. Medium Range. Gunnery 3. Target (11)
  • SRM: Hit (6) CT 2, LL 2, RL 2, LT 2, LL 2, RL 2.
  • # Strider 2, Point 1 x VTR-9B Victor: SRM 2 Volley. Medium Range. Gunnery 2. Target (10)
  • SRM: Miss.
  • # Strider 2, Point 2 x VTR-9B Victor: SRM 2 Volley. Short Range. Gunnery 2. Target (8)
  • (-3 Elementals)
  • SRM: Miss.
  • # Strider 2, Point 3 x VTR-9B Victor: SRM 2 Volley. Medium Range. Gunnery 2. Target (10)
  • SRM: Miss.
  • # Strider 2, Point 5 x VTR-9B Victor: SRM 2 Volley. Medium Range. Gunnery 4. Target (12)
  • SRM: Miss.
  • # Nova Point 5 x AWS-8Q Awesome: SRM 2 Volley. Short Range. Gunnery 2. Target (7)
  • SRM: Miss.
  • # Strider 2, Point 4 x AWS-8Q Awesome: SL Volley. Medium Range. Gunnery 3. Target (7)
  • SRM: Hit (5) CT 6, LT 2, RT 2 (2 Internal; PPC Hit x2, Heat Sink Hit).
  •   Priam Company Weapons Fire
    # BLR-1G BattleMaster x Dire Wolf A: PPC. Short Range. Gunnery 4. Target (6)
  • PPC: Hit CT (6 Internal).
  • (Heat +1)
  • # WLF-1 Wolfhound x Dire Wolf A: LL, ML. Short Range, Medium Range. Gunnery 2. Target (4/6)
  • LL: Hit LL.
  • ML: Hit LT.
  • # BL-7-KNT Black Knight x Executioner Prime: PPC. Short Range. Gunnery 2, Heat +3 Target (5)
  • PPC: Hit RA.
  • (Heat +8) (PSR: Success)
  • # GRF-1N Griffin B x Executioner Prime: PPC. Medium Range. Gunnery 4. Target (6)
  • (Sniper: Range Penalties Halved.)
  • PPC: Hit RA (10 Internal; Limb Blown Off)
  • # WHM-6R Warhammer C x Executioner Prime: PPC. Short Range. Gunnery 4. Target (7)
  • PPC: Miss.
  • (Heat +3)
  • # STK-3F Stalker x Executioner Prime: 2x LL. Short Range. Gunnery 4. Target (5)
  • LL: Hit RL, Hit RT (1 Internal; Double Heat Sink Hit, MG Hit, MG Hit).
  • # ZEU-6T Zeus x Summoner A: LL, 2x ML, PPC. Short Range, Medium Range, Short Range. Gunnery 3. Target (6/7/6)
  • (Sniper: Range Penalties Halved.)
  • LL: Miss.
  • ML: Hit LL, Hit RL.
  • PPC: Hit CT.
  • (Heat +3)
  • # Manticore x Summoner A: PPC, LRM 10, SRM 6. Short Range, Short Range, Medium Range. Gunnery 2. Target (6/6/8)
  • PPC: Hit LT:R (3 Internal).
  • LRM 10: Hit (8) LA 5, RA 3.
  • SRM 6: Miss.
  • # VTR-9B Victor x Nova Point 1: 2x ML, 1x SRM 4. Short Range, Short Range. Gunnery 3. Target (9/9)
  • ML: Miss, Miss.
  • SRM 4: Miss.
  • # ON1-K Orion x Nova Point 1: 2x ML, AC/10, SRM 4. Medium Range, Short Range, Medium Range. Gunnery 4. Target (9/7/9)
  • ML: Miss, Miss.
  • AC/10: Miss.
  • SRM 4: Hit (3) #4 2, #4 2, #5 2.
  • # Condor B x Nova Point 3: 4x ML. Long Range. Gunnery 3. Target (12)
  • ML: Miss, Miss, Miss, Miss.
  • # PXH-1 Phoenix Hawk x Nova Point 4: LL, 2x ML, 2x MG. Short Range, Short Range, Short Range. Gunnery 4. Target (8/8/8)
  • LL: Miss.
  • ML: Miss, Miss.
  • MG: Miss, Miss.
  • (Heat +4)
  • # WHM-6R Warhammer A x Nova Point 4: PPC. Short Range. Gunnery 2. Target (6)
  • PPC: Hit #5.
  • # WHM-6R Warhammer D x Nova Point 4: PPC. Medium Range. Gunnery 4. Target (11)
  • PPC: Miss.
  • # AWS-8Q Awesome x Nova Point 5: 3x PPC. Short Range. Gunnery 4. Target (7)
  • PPC: Miss, Hit #5, Miss.
  • (Heat +7) (PSR: Success)
  • # MAD-3D Marauder x Nova Point 5: ML. Short Range. Gunnery 2, Heat +2. Target (9)
  • ML: Miss.
  •    

    Turn Eight

    (Image Link)

    The 'Whisper' launches for orbit, leaving the chaos of the battlefield behind. The Lord Commander remains running the tactical feed, while Commander Garrido orders her units to keep drawing the Jade Falcon Guard further into the center. The Executioner continued attacking the Black Knight, with only its gauss rifle to fire. Despite the damage her 'Mech has taken, Commander Garrido moves to assist her comrade of many years with some cover.

    The Dire Wolf pursues further into the center, unloaded a full alpha strike into the BattleMaster on the belief it was an important target. The incredible damage damaged the fusion engine, but in turn the Dire Wolf became the center of attention for all units in range. According to reports filed after the combat, the pilot of the Wolfhound claimed credit for the kill as its weapons had destroyed the right leg. BattleROM recordings showed the shot which had destroyed the leg came from the BattleMaster instead, yet even days after the battle had finished, its 'MechWarrior still refused to lay a claim to the kill.

    On the other battlefront, the Jade Falcon Elementals find themselves now the focus of attention and are out of ammunition to strike back effectively. Attacks by Priam Company against the Summoner A destroyed its right arm, and forced it to fall over amidst severe damage to its fusion engine.   Clan Weapons Fire
    # Dire Wolf A x BLR-1G BattleMaster: Gauss, 3x LPL, 2x SSRM 6. Short Range, Short Range, Medium Range. Gunnery 2. Target (5/3/7)
  • Gauss: Miss.
  • LPL: Hit CT, Hit CT, Hit RA.
  • SSRM 6: Hit (12) RT 2, LA 2, LT 4, LA 2, RL 2, LL 2, CT 10 (2 Internal; Engine Hit x2).
  • (Heat +20) (Shutdown Avoided) (PSR: Failure, +1 Injury. Right Side; CT 10)
  • # Executioner Prime x BL-7-KNT Black Knight: Gauss. Short Range. Gunnery 3. Target (7)
  • Gauss: Miss.
  • # Summoner A x AWS-8Q Awesome: Gauss, LPL, SRM 6. Medium Range, Medium Range, Long Range. Gunnery 3. Target (9/7/11)
  • Gauss: Miss.
  • LPL: Miss.
  • SRM 6: Miss.
  • (PSR: Failure. Right Side; RT 5 Internal, CT 2)
  • # Nova Point 1 x ON1-K Orion: SRM Volley. Short Range. Gunnery 3. Target (7)
  • SRM: Hit (8) CT 6, LA 6, LL 4.
  • # Nova Point 3 x BL-7-KNT Black Knight: SL Volley. Long Range. Gunnery 3. Target (12)
  • SL: Miss.
  • # Nova Point 4 x Condor B: SL Volley. Short Range. Gunnery 3. Target (9)
  • (-1 Elemental)
  • SL: Miss.
  • # Strider 2, Point 2 x VTR-9B Victor: SRM Volley. Medium Range. Gunnery 2. Target (9)
  • (-3 Elementals)
  • SRM: Miss.
  •   Priam Company Weapons Fire
    # WHM-6R Warhammer A x Dire Wolf A: 2x PPC. Medium Range. Gunnery 2. Target (6)
  • PPC: Hit CT, Hit RT (10 Internal).
  • (Heat +4)
  • # ON1-K Orion x Dire Wolf A: AC/10, ML, SRM 4, LRM 15. Medium Range, Medium Range, Medium Range, Short Range. Gunnery 4. Target (8/8/8/6)
  • AC/10: Miss.
  • ML: Hit LT:R.
  • SRM 4: Hit (2) CT:R 2, Hit LL 2.
  • LRM 15: Hit (9) CT:R 5, RA 4.
  • (Heat +6)
  • # WLF-1 Wolfhound x Dire Wolf A: LL, 3x ML. Short Range, Medium Range. Gunnery 2. Target (4/6)
  • LL: Hit RL (8 Internal; Hip Hit, Upper Actuator Hit).
  • ML: Miss, Miss, Hit LT.
  • (Heat +10)
  • # STK-3F Stalker x Dire Wolf A: 4x ML, 2x SRM 6. Short Range, Short Range. Gunnery 4. Target (6/6)
  • ML: Miss, Hit RT, Hit LL, Hit RL (5 Internal).
  • SRM 6: Miss, Hit (4).
  • (Heat +2)
  • # BLR-1G BattleMaster x Dire Wolf A: PPC, 4x ML, SRM 6. Short Range, Medium Range, Medium Range. Gunnery 4. Target (5/7/7)
  • PPC: Hit CT.
  • ML: Miss, Hit RL (5 Internal), Hit RL (5 Internal; Right Leg Destroyed; Transfer into CT), CT 1.
  • SRM 6: Hit (4) RA 4, LA 4.
  • (Heat +15) (Shutdown Avoided) (PSR: Success.)
  • # GRF-1N Griffin B x Executioner Prime: PPC. Short Range. Gunnery 4. Target (7)
  • PPC: Miss.
  • # BL-7-KNT Black Knight x Executioner Prime: 4x ML. Medium Range. Gunnery 2. Target (7)
  • ML: Miss, Hit CT, Miss, Hit CT.
  • # ZEU-6T Zeus x Summoner A: PPC, LL. Short Range, Short Range. Gunnery 3. Target (8/8)
  • PPC: Hit LL.
  • LL: Hit RA, RA (Right Arm Destroyed, Transfer to RT), RT 4 (1 Internal).
  • (Heat +4)
  • # WHM-6R Warhammer C x Summoner A: PPC. Medium Range. Gunnery 4. Target (11)
  • PPC: Miss.
  • # Manticore x Summoner A: PPC, LRM 10, SRM 6. Short Range, Short Range, Medium Range. Gunnery 2. Target (7/7/9)
  • PPC: Miss.
  • LRM 10: Hit (6) RA 6 (3 Internal).
  • SRM 6: Hit (4) LA 6, RA 2.
  • # Condor B x Nova Point 4: 4x ML. Short Range. Gunnery 3. Target (7)
  • ML: Hit #1, Hit #1, Hit #4, Hit #5.
  • (Elemental #5 Killed)
  • # PXH-1 Phoenix Hawk x Nova Point 4: LL. Short Range. Gunnery 4. Target (8)
  • LL: Miss.
  • (Heat +3)
  • # AWS-8Q Awesome x Nova Point 5: 2x PPC. Short Range. Gunnery 4. Target (8)
  • PPC: Miss, Hit #3.
  • # MAD-3D Marauder x Nova Point 5: 2x PPC, 2x ML. Short Range, Medium Range. Gunnery 2. Target (6/8)
  • PPC: Miss, Hit #3.
  • ML: Miss, Hit #4.
  • (Elemental #3 Killed)
  • (Heat +7)
  • # VTR-9B Victor x Strider 2, Point 2: 2x ML, SRM 4. Medium Range, Medium Range. Gunnery 3. Target (11/11)
  • ML: Miss, Miss.
  • SRM 4: Miss.
  •    

    Turn Nine

    (Image Link)

    The Jade Falcon Guard press the attack in the face of failure, as Priam Company's victory has become all but assured. Commander Garrido ordered all units to focus on the remaining 'Mechs on the field, then pull back to keep out of range of the Elementals' weapons. The Executioner pushed forward, and again was knocked off its feet by intense focused fire - this time, however, the gauss slug landed into the leg of Commander Garrido's Warhammer and destroyed the upper actuator.

    The Summoner A attempted to move and get some distance from the concentration of mercenary forces, only to wind up with a destroyed engine as Peltast Lance's Griffin lands a salvo of missiles into it. Elementals are able to damage the Awesome, and the pilot fails to keep his 'Mech upright under the attack. The situation suggests the other Elementals are pushing up the now-vacated center, still able to swing to trap the right flank for attack if possible.

    Seeing the battle turning, the Rysel Security Forces began boarding their DropShip to depart, knowing there is no need for them to give aid. The Lord Commander agreed, and ordered them to make ready to depart with their noncombatants.   Clan Weapons Fire
    # Executioner Prime x WHM-6R Warhammer A: Gauss. Short Range. Gunnery 3. Target (7)
  • Gauss: Hit RL (9 Internal; Upper Actuator Hit).
  • (PSR: Failure, +1 Wound. Left Side; CT 5, LA 5)
  • # Summoner A
  • (PSR: Failure, +1 Wound. Front Side; LL 5, RT 2)
  • # Nova Point 1 x ON1-K Orion: SL Volley. Long Range. Gunnery 3. Target (12)
  • SL Volley: Miss.
  • # Nova Point 3 x WLF-1 Wolfhound: SL Volley. Long Range. Gunnery 3. Target (11)
  • SL Volley: Miss.
  • # Nova Point 4 x BLR-1G BattleMaster: SRM Volley. Short Range. Gunnery 3. Target (7)
  • (-2 Elementals)
  • SRM Volley: Hit (3) RA 2, CT:R 2, LL 2.
  • # Nova Point 5 x MAD-3D Marauder: SL Volley. Long Range. Gunnery 2. Target (10)
  • (-1 Elemental)
  • SL Volley: Miss.
  • # Strider 2, Point 2 x VTR-9B Victor: SRM Volley. Medium Range. Gunnery 2. Target (8)
  • (-3 Elementals)
  • SRM Volley: Hit (4) RA 2, LT:R 2, LA 2, CT:R 2.
  • # Strider 2, Point 4 x AWS-8Q Awesome: SL Volley. Short Range. Gunnery 3. Target (7)
  • SL Volley: Hit (4) RA 3, CT 3, LA 3 (1 Internal; Destroyed, Transfers into LT), LT 2, LT 3.
  •   Priam Company Weapons Fire
    # ZEU-6T Zeus x Executioner Prime: PPC, LRM 15. Medium Range, Medium Range. Gunnery 3. Target (8/8)
  • (Sniper: Range Penalties Halved.)
  • PPC: Miss.
  • LRM 15: Miss.
  • # WLF-1 Wolfhound x Executioner Prime: LL, ML. Short Range, Medium Range. Gunnery 2, +1 Heat. Target (6/8)
  • (Blood Stalker: -1 to-hit bonus versus this target.)
  • LL: Hit LT.
  • ML: Hit LT (1 Internal).
  • (Heat +12)
  • # BLR-1G BattleMaster x Executioner Prime: 2x ML, 2x MG. Short Range, Medium Range. Gunnery 4, +2 Heat. Target (9/11)
  • ML: Miss, Miss.
  • MG: Miss, Miss.
  • (Heat +8)
  • # STK-3F Stalker x Executioner Prime: 2x LL, 2x LRM 10. Medium Range, Short Range. Gunnery 4. Target (10/8)
  • LL: Miss, Hit CT:R (8 Internal; Engine Hit).
  • LRM 10: Miss, Miss.
  • (Heat +8)
  • # GRF-1N Griffin B x Summoner A: PPC, LRM 10. Long Range, Long Range. Gunnery 4. Target (9/9)
  • (Sniper: Range Penalties Halved.)
  • PPC: Hit CT (2 Internal; Engine Destroyed, Gyro Hit).
  • LRM 10: Miss.
  • (Heat: +4)
  • # Manticore x Summoner A: PPC, LRM 10. Medium Range, Medium Range. Gunnery 2. Target (7/7)
  • PPC: Hit LA (4 Internal).
  • LRM 10: Miss.
  • # VTR-9B Victor x Nova Point 3: 2x ML, SRM 4. Medium Range, Medium Range. Gunnery 3. Target (9/9)
  • ML: Hit #1, Hit #3.
  • SRM 4: Miss.
  • # PXH-1 Phoenix Hawk x Nova Point 4: LL, 2x ML. Short Range, Medium Range. Gunnery 4. Target (8/10)
  • LL: Miss.
  • ML: Miss, Hit #1.
  • (Elemental #1 Killed.)
  • # Condor B x Nova Point 4: 4x ML. Long Range. Gunnery 3. Target (11)
  • ML: Miss, Miss, Miss, Miss.
  • # MAD-3D Marauder x Nova Point 5: 2x ML, LL. Short Range, Short Range. Gunnery 2. Target (7/7)
  • ML: Hit #1, Hit #1.
  • LL: Hit #1.
  • (Elemental #1 Killed.)
  • # AWS-8Q Awesome x Nova Point 5: 2x PPC. Short Range. Gunnery 4. Target (9)
  • PPC: Miss, Hit #2.
  • (Elemental #2 Killed.)
  • (PSR: Failure. Rear Side; RA 5, RT:R 3)
  • # Manticore x Nova Point 5: SRM 6, ML. Short Range, Short Range. Gunnery 2, +1 Second Target. Target (6/6)
  • SRM 6: Miss.
  • ML: Hit #4.
  •    

    Turn Ten

    (Image Link)

    The final moments of the battle find the Jade Falcon Guard's last 'MechWarrior refusing to surrender or admit defeat, and the Elementals hoping to pursue the mercenary commander. One last shot from the Executioner falls wide of Commander Garrido as the Assault 'Mech becomes targeted by everyone in range. Repeated blows cause the 'Mech to stagger and finally seem to stand still before slumping down to the ground heavily. It would seem the final barrage of weapons fire rendered the Executioner unable to fight any longer.

    The Rysel Industries DropShip proceeded to burn for orbit, leaving Priam Company to secure the battlefield. The surviving Elementals were well aware they could no longer win, and only might take a couple enemy 'Mechs with them at the cost of their own lives. Instead, the order was given to pull back and report to the Star Colonel of their defeat. Having proved their capability, Priam Company would not be underestimated again. And having proved their unwillingness to fight by the rules of honorable combat, they would not be afforded any respect, either.   Movement Phase
    # AWS-8Q Awesome attempts to stand up, and fails once before succeeding.
  • (Failure. Rear Side; LA 5 (Transfers into LT), LT:R 5 (5 Internal), RT:R 3)
  •   Clan Weapons Fire
    # Executioner Prime x WHM-6R Warhammer A: Gauss. Medium Range. Gunnery 3. Target (9)
  • Gauss: Miss.
  • (PSR: Failure, +1 Wound. Right Side; RL 10)
  • (Pilot falls unconscious.)
  • # Nova Point 1 x ON1-K Orion: SRM Volley. Medium Range. Gunnery 3. Target (9)
  • SRM: Miss.
  • # Nova Point 3 x BLR-1G BattleMaster: Swarm Attack. Anti-Mech 3. Target (11)
  • Swarm Attack: Miss.
  • # Strider 2, Point 4 x AWS-8Q Awesome: SL Volley. Short Range. Gunnery 3. Target (6)
  • SL: Hit (3) RT 3, LL 6.
  •   Priam Company Weapons Fire
    # AWS-8Q Awesome x Strider 2, Point 1: 2x PPC. Medium Range. Gunnery 4. Target (11)
  • PPC: Miss, Miss.
  • # Condor B x Nova Point 1: 4x ML. Long Range. Gunnery 3. Target (11)
  • ML: Miss, Miss, Miss, Miss.
  • # ON1-K Orion x Nova Point 1: AC/10, LRM 15. Short Range, Short Range. Gunnery 4. Target (9)
  • AC/10: Miss.
  • LRM 15: Miss.
  • # BLR-1G BatleMaster x Nova Point 4: 1x ML. Short Range. Gunnery 4, +1 Heat. Target (10)
  • ML: Miss.
  • (Heat +6)
  • # MAD-3D Marauder x Strider 2, Point 1: 2x ML. Medium Range. Gunnery 2, +1 Heat. Target (9)
  • ML: Hit #5, Miss.
  • (Heat +8)
  • # ZEU-6T Zeus x Strider 2, Point 1: PPC, LRM 15. Short Range, Short Range. Gunnery 3. Target (7/7)
  • PPC: Hit #5.
  • LRM 15: Hit (15) #1 10, #3 5.
  • (Elemental #5 Killed)
  • # GRF-1N Griffin B x Strider 2, Point 1: LRM 10. Medium Range. Gunnery 4. Target (10)
  • LRM 10: Miss.
  • # Manticore x Strider 2, Point 4: PPC, LRM 10, SRM 6. Medium Range, Medium Range, Long Range. Gunnery 2. Target (9/9/11)
  • PPC: Hit #1.
  • LRM 10: Miss.
  • SRM 6: Miss.
  • # WHM-6R Warhammer A x Executioner Prime: 2x PPC.Medium Range. Gunnery 2. Target (7)
  • PPC: Miss, Miss.
  • # WHM-6R Warhammer D x Executioner Prime: PPC. Long Range. Gunnery 4. Target (11)
  • PPC: Miss.
  • # WHM-6R Warhammer C x Executioner Prime: 2x PPC. Medium Range. Gunnery 4. Target (10)
  • PPC: Miss, Miss.
  • (Heat +2)
  • # STK-3F Stalker x Executioner Prime: 2x LL. Medium Range. Gunnery 4. Target (10)
  • LL: Miss, Miss.
  • (Heat +6)
  • # WLF-1 Wolfhound x Executioner Prime: ML. Long Range. Gunnery 2. Target (9)
  • ML: Hit RL.
  • (Heat +6)
  • # MAD-3D Marauder x Executioner Prime: 2x PPC. Long Range. Gunnery 2. Target (9)
  • PPC: Miss, Miss.
  • (Heat +8)
  • # VTR-9B Victor x Executioner Prime: AC/20, 2x ML, SRM 4. Medium Range, Medium Range, Medium Range. Gunnery 3. Target (8/8/8)
  • AC/20: Miss.
  • ML: Miss.
  • SRM 4: Miss.
  • # BL-7-KNT x Executioner Prime: 2x LL, 2x ML. Short Range, Medium Range. Gunnery 2. Target (5/7)
  • LL: Hit LA, Hit RT (RT Destroyed, Transfers into CT), CT 1.
  • ML: Hit LT, CT (5 Internal)
  • # BLR-1G BattleMaster x Nova Point 4: ML. Short Range. Gunnery 4. Target (10)
  • ML: Miss.
  • (Heat +6)
  •  

    Aftermath

    Inside of one hour, Salmacis Base is not only emptied but truly scuttled as the power plants were rigged to explode. The Jade Falcon Guard found no traces of their 'Mechs, only the signs of the pattle Echo Strider One had reported and the burn marks left behind by six DropShips making an orbital burn. With an hour of time to escape, and the reports of two JumpShips having arrived at a pirate point nearby, there was little doubt where those DropShips were headed. The mercenaries had gotten away. They had humiliated Clan Jade Falcon and gotten away, not just with the act but with the equipment.

    In the larger picture of the invasion plan, this changed nothing. There was enough reserved materiel to replace the losses, and new trueborn warriors could be brought to the front. Twycross was in the talons of the Jade Falcons, and the invasion would continue without significant delay.

    Or so Clan Jade Falcon believed, at the time, while planning to bring the Jade Falcon Guard back to the offensive. But once the dust cleared, history would tell a different story.
     

    Mission Report

     

    Priam Company

  • 2 VP for the escape of the refugees.
  • 1 VP for the escape of the noncombatants.
  • 1 VP for the escape of the 'Whisper'.
  • 2 VP for the units which boarded the 'Aquila'.
  • Jade Falcon Guards

  • 3 VP for destroyed 'Mechs.
  • 2 VP for destroyed combat vechicles.

  • Damage Report

     

    Jade Falcon Guards

    • Dire Wolf A: RA (24 Armor, Detached), RL (41 Armor, Destroyed), RT (32 Armor, Destroyed), LA (4 Armor), LL (15 Armor), LT (25 Armor), CT (49 Armor; Engine Hit x2).
      (Pilot Captured, 1 Wound)
    • Timber Wolf A: RA (24 Armor, Destroyed), RL (12 Armor), RT (22 Armor), LL (5 Armor), LT (13 Armor), CT (29 Armor, 25% Structure; Engine Hit), H (9 Armor, Destroyed).
      (Pilot KIA)
    • Executioner Prime: RA (32 Armor, Destroyed), RL (23 Armor), RT (20 Armor, Destroyed), LA (31 Armor), LL (18 Armor), LT (22 Armor, 50% Structure), CT (46 Armor, 50% Structure; Gyro Hit, Engine Destroyed), H (7 Armor).
      (Pilot Incapacitated)
    • Summoner Prime: RA (17 Armor, Destroyed), RL (20 Armor), RT (8 Armor), LA (17 Armor), LL (23 Armor, Destroyed), LT (19 Armor), CT (26 Armor), H (2 Armor).
      (Pilot Captured, 3 Wounds)
    • Summoner A: RA (17 Armor, Destroyed), RL (14 Armor), RT (22 Armor, 25% Structure), LA (17 Armor, Destroyed), LL (20 Armor), LT (19 Armor, 25% Structure), CT (23 Armor, 25% Structure; XL Engine Destroyed, Gyro Hit), H (4 Armor).
      (Pilot 1 Wound)
     

    Priam Company Units

    • HBK-4G Hunchback: (Pilot KIA.) ('Mech Abandoned on the field)
    • MAD-3D Marauder: LA (10 Armor), LL (15 Armor), CT (15 Armor)
    • BL-7-KNT Black Knight: RA (20 Armor, Destroyed), RL (20 Armor, 50% Structure), RT (20 Armor, 75% Structure; Heat Sink Hit), LA (20 Armor, 75% Structure), LL (4 Armor), LT (13 Armor), CT (12 Armor).
    • WHM-6R A Warhammer: RL (15 Armor, 75% Structure; Upper Actuator Hit), LL (15 Armor), LT (19 Armor), CT (22 Armor, 25% Structure).
    • WHM-6R D Warhammer: LA (10 Armor), LL (15 Armor), LT (5 Armor), H (2 Armor).
    • ON1-K Orion: LA (6 Armor), LL (2 Armor), LT (2 Armor), CT (2 Armor).
    • AWS-8Q Awesome: RA (15 Armor), RT (32 Armor, 75% Structure; PPC Hit x2, Heat Sink Hit), LA (24 Armor, Destroyed), LL (29 Armor), LT (20 Armor), CT (21 Armor), H (7 Armor).
    • VTR-9B Victor: RA (2 Armor), RL (4 Armor), LA (2 Armor), LT (3 Armor), CT (5 Armor).
    • BLR-1G BattleMaster: RA (22 Armor), RL (2 Armor), RT (2 Armor), LA (4 Armor), LL (4 Armor), LT (4 Armor), CT (42 Armor; Engine Hit x2).
    • Condor A (Liao Variant): Vehicle destroyed. (Crew KIA.)
    • LRM Carrier: Vehicle destroyed. (Crew KIA.)
     

    Medical Report

    • Sofia Garrido: 1 Wound
    • "Vandal" Grey: 1 Wound
    • Ellen Raster: 1 Wound
    • Corey Weathers: 1 Wound
    • Brandon Laurel: KIA
    • "Wild Wolves": KIA
    • "Crew 66": KIA
    • Star Captain Evlan: 1 Wound
    • 'MechWarrior Chymo: 3 Wounds
       

    Campaign Finale

    The Echo Trinary of the Jade Falcon Guards has been gutted, significantly weakened by the outcome of the battle. Priam Company managed to salvage the Dire Wolf A, Summoner Prime, and Timber Wolf A from the field of battle as well as take two wounded Clan 'MechWarriors into custody. The wounded, all of them, would be transferred to the 'Namida' for treatment as necessary. Following this combat action, Priam Company withdrew to their secondary training base on Phalan to reorganize and reflect on what they had learned from this ordeal.

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