Broken Skies Report in White Reach | World Anvil

Broken Skies

General Summary

Mission Profile

  • Mission Type: Headhunting
  • Force Size: Unlimited
  • Location: Grid J13, "Juniper Hills"
  • Weather: Clear
  • Time of Day: Morning
 

Situation Overview

The Harbingers discovered remnants of Juniper Company staying close to their territory after neutralizing their previous artillery position. Commander Dupree led a force out of heavily-armed 'Mechs in order to crush this enemy, and render them impotent when facing the Harbingers. In contrast, the members of the Twenty-Second Skye Rangers were present solely to act as scouts to keep an eye on the Harbingers while assets were moved to investigate what Priam Company was doing to the west. On discovering the Harbingers have dispatched an Atlas to face them, the opportunity to remove one of the premium 'Mechs of the mercenaries is too good to pass up.  

Objectives

Objective: Both sides have the same goals, which is to eliminate any of three designated high-value targets. Any eliminated high-value targets are worth three victory points, while other units will yield one victory point towards the final score.

Commander Dupree has decided to go after three targets on the field, aiming for the Marauder, Black Knight, and the Griffin of the Sapphire Guard. The Twenty-Second Skye is aiming to take out the Harbingers' Assault 'Mechs: the Atlas, the Awesome, and Banshee.  

Setup

The area is primarily a dry badlands, and so there are only Elevated Terrain elements, Mesa elements, and Rough Terrain elements in use. This mission used 13 Elevated Terrain elements, 7 Mesa elements, and 6 Rough Terrain elements. Both players place the terrain in an arrangement which is agreed upon. One Temporary Command Post building is placed at roughly one-third of the way along the battle area, counted from the attackers' home edge, and the defenders set up in close proximity to it.  

Forces

Harbingers
Beta Team
  • AS7-D Atlas A ("Juggernaut")
    (0/2; Specialist: AC/20 , Range Master (M), Stand Aside)
  • AWS-8Q Awesome B ("Deadeye")
    (0/2; Specialist: PPC , Lucky 1)
  • BNC-3M Banshee ("Pilgrim")
    (0/2; Specialist: PPC , Marksman , Human TRO: Mechs)
  • CRD-3R Crusader ("Boomstick")
    (2/6; Range Master (M) , Lucky 1)
  • OTL-4D Ostsol ("Patty-Cake")
    (1/4; Sniper)
Hired Guns
  • VLK-QA Valkyrie ("Jaunt")
    (3/4; Human TRO: Mechs)
Vehicle Support
  • LRM Carrier C (Gunpowder Saints)
    (2/4)
  • Schrek B (Phalan Irregulars)
    (4/5; Lucky 2)
22nd Skye Rangers
Juniper Survivors
  • ENF-4R Enforcer (Eric Porter)
    (1/2; Specialist: AC/10, Lucky 1)
  • DV-6M Dervish (4/5)
  • BL-7-KNT Black Knight (Calhoun)
    (1/5; Sniper; Multi-Tasker)
  • GRF-1N Griffin (Sapphire Guard)
    (2/3)
  • MAD-3R Marauder (2/2)
  • GRF-1N Griffin (3/4)
  • GRF-1N Griffin (4/6)
  • WVR-6R Wolverine (3/4)
 

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 will be available if the Harbingers can force the Twenty-Second Skye Rangers to retreat within five turns. Otherwise, the Skye Rangers will be able to get recovery teams on-site faster than the Harbingers.
  Morale: When a unit would normally enter forced withdrawal, it will instead roll a Piloting check modified by a +3 TN penalty if it cannot see a unit commander. It must repeat this check at the end of any turn it takes damage after this.
  Identify HVTs: Both sides are out to eliminate specific targets on either side. In order to correctly identify a target and claim the bounty, a unit must have line of sight and be within 3 hexes to note identifying markings. Once identified, everyone is aware of these targets’ status. The only exception to this on either side is for “Juggernaut” and Calhoun; both are already known to be HVTs.   Hired Guns: The Harbingers are employing mercenaries who require payment for their services. Using “Jaunt” (60 SP) will cost Supply Points before the battle.  

Special Abilities

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.

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.

Range Master: This pilot has trained to fire more accurately at a different range than normal. They swap their short range penalty for the designated range penalty (either medium or long range this means their short range is now less accurate but their chosen range is more accurate.

Sniper: Experience teaches pilots how to lead distant targets better, making it less difficult to hit their targets. This pilot halves all standard range penalties (+1 for medium range, +2 for long range).

Stand Aside: This pilot can force their way through a hex occupied by an opposing unit at a cost of +1 MP. To do so, they must succeed at a Piloting Skill Roll with a bonus of -2 for each weight class they outweigh the enemy by, or a penalty of +1 for each weight class they are outmassed by. A failed PSR will result in losing half their remaining movement speed.

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)
As the Harbingers set up to engage the enemy, Commander Dupree is advised there are more enemies which have landed DropShips near the home base and will be engaging close to the time when the Beta Team will return. Rather than disengage, Commander Dupree resolves to engage these survivors and attempt to neutralize them as quickly as possible. Orders are to engage the Black Knight and Marauder, on the expectation those are command 'Mechs, as well as a rather ornately-decorated Griffin which is probably also an important unit.
 

Turn One

(Image Link)
At the start of the engagement, Hauptmann Calhoun moves his Black Knight to start intercepting the aggressors while most of the other 'Mechs scatter for cover. The Harbingers begin advancing with the intent on engaging the Black Knight with everything it has. A few token exchanges result in minimal damage, the Harbingers' Awesome landing two PPC shots into the Marauder and the Marauder managing to tag the advancing Ostsol with one of its own PPCs.

Hauptmann Porter tries to enforce battlefield command over Calhoun, who couches orders as "tactical advising" and receives better responses than the Twenty-Second Skye's officer. Due to this "advice", the three Griffins move to distance themselves so they can maneuver for fire support once more of the Harbingers advance.  

Turn Two

(Image Link)
Hauptmann Calhoun moved his Black Knight forward, intending to engage at close-range and deliver as much punishment as possible to the mercenary Awesome. The return fire failed to focus on any one area of the Heavy 'Mech, and it looked as though it will be a serious threat. However, a combination of supporting fire changed matters as the Crusader landed most of its missiles into the Black Knight's chest. Following this, the Ostsol sprinted in, delivering a broadside from an arsenal of energy weapons and this finally forced the Black Knight to stagger and fall. The Dervish and Griffin focused their fire on the Ostsol, taking advantage of their position to deliver punishment in retaliation.

The Marauder stepped up into the middle, drawing fire from the Banshee even as the Heavy 'Mech began unloading into the Awesome. The critical point in the battle was swiftly approaching, and the Twenty-Second would need to rally around the Black Knight in order to keep it in the fight.  

Turn Three

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A number of things happened in a short period, as Hauptmann Calhoun continued engaging the Awesome with his Black Knight. The mercenary 'Mech absorbed a considerable amount of punishment from the Heavy 'Mech, losing most of the armor across the right side. The Marauder attempted to flank from the other side, but the Schrek managed to destroy the right leg from underneath it. The mercenaries' Ostsol starts taking serious damage now, as the Sapphire Guard and Enforcer continue landing shots into it.

The Banshee, Atlas, and LRM Carrier take the shot at the first target they can see, which is the Griffin on the hill. The impacts cause the 'MechWarrior to lose control of their Griffin, and it falls over while being unable to do any damage to targets on the field.

However, the major event was the Awesome landing two PPC shots into the face of the Black Knight at extreme close range. With the head of the 'Mech rendered into scrap metal, and the loss of the Marauder, the Twenty-Second Skye has lost most of their ability to threaten the Assault 'Mechs. Yet they do not yield.  

Turn Four

(Image Link)
The remnants of Juniper Company remain on the field, interested in stalling the Harbingers. Every little bit of time they can delay the returning attack team, is another little bit of time they buy their associates to stage the attack on Calderon Base. The Harbingers, in turn, are trying to find the last target to take out so they can fully cripple the survivors. The loss of the Black Knight has sent a shockwave through the Twenty-Second, but their resolve remained.

The Harbingers focus their weapons fire on the Enforcer and Griffin closest to them, but these fresh 'Mechs weather the assault well. The Lyran 'Mechs continue pounding on the Awesome, compromising the armor on its left side and failing to put that PPC out of commission. The Wolverine in the rear continued attacks on the Schrek, damaging the motive system and continuing to remove armor. At the last, the Griffin turns and fires its weapons into the back of the Atlas, missiles striking home and damaging the Assault 'Mech's gyro.

At this point, Commander Dupree called for the surrender of his enemies and Hauptmann Porter responded with a blunt refusal, as they intend to continue the combat until the Harbingers retreat. A tense standoff began until Commander Dupree told his people to stand down rather than risk losing anyone.  

Aftermath

The Twenty-Second Skye withdraw cautiously, leaving behind the headless Black Knight and the Marauder which was missing a leg. The Harbingers leave behind a beacon for their salvage team to get to it, turning around and starting to march back to Calderon Firebase. However, due to the damaged gyro and Schrek lagging behind... it will mean they arrive as the battle is already underway. Furtherore, they will have no time to repair their damage or replenish their ammunition.
   

Damage Report

Campaign Note: Due to damage carrying over from this battle into the next one, the damage notation is different. Rather than citing the damage as though it was being listed for repairs, I am listing the number of pips taken. Critical hits are listed based on the numbers which have been rolled, with "Upper/Lower" describing which section of the critical slot table was used. The only exception is the salvaged Black Knight, as it will be taken to repairs instead of put back on the battlefield. (Since it is missing a head.)

Damage

  • AS7-D A: Right Torso (6 Rear Armor), Center Torso (10 Armor), Gyro Hit (1)
  • AWS-8Q B: Right Arm (24 Armor), Left Arm (24 Armor, 2 Structure; Lower Actuator Hit), Right Leg (5 Armor), Left Leg (5 Armor), Right Torso (12 Armor), Left Torso (24 Armor, 10 Structure; Heat Sink (2: Upper #4, Lower #2) Hit), Center Torso (2 Armor).
  • CRD-3R: Right Arm (5 Armor).
  • OTL-4D: Right Arm (8 Armor, 2 Structure), Left Arm (8 Armor, 2 Structure; Lower Actuator Hit), Right Leg (13 Armor), Right Torso (10 Armor), Left Torso (5 Armor, 4 Rear Armor, 6 Structure; LL Hit (1)), Center Torso (5 Armor).
  • Schrek B: Right (10 Armor), Rear (5 Armor), Turret (14 Armor), Motive Hit (Heavy).
  • BL-7-KNT: Right Arm (4 Armor), Left Arm (20 Armor; Destroyed), Right Leg (4 Armor), Left Leg (10 Armor), Right Torso (15 Armor), Left Torso (16 Armor), Head (9 Armor; Destroyed).

Parts Not In Stock

  • Structure (75t Head)
  • Structure (75t Left Arm)
  • Cockpit
  • Life Support
 

Mercenary Report

  • Authorized payment for "Jaunt": -60 SP
 

Salvage Report

  • MAD-3R: Salvaged. Valued at 375 SP.
  • BL-7-KNT: Salvaged. Sent to repairs.
 

Mission Report

Due to eliminating two of their targets, the Harbingers score six victory points. Despite best efforts, the Twenty-Second Skye Rangers could not eliminate any units and thus were forced into a major victory in favor of the mercenaries.  

NPC Report

Detained

  • BL-7-KNT Black Knight (Calhoun) (1/5; Sniper; Multi-Tasker): Seized, 'MechWarrior Killed.
  • MAD-3R Marauder (2/2): Seized, 'MechWarrior Escaped.

Escaped

  • ENF-4R Enforcer (Eric Porter) (1/2; Sp: AC/10, Lucky 1): Escaped the combat area.
  • DV-6M Dervish (4/5): Escaped the combat area.
  • GRF-1N Griffin (Sapphire Guard) (2/3): Escaped the combat area.
  • GRF-1N Griffin (3/4): Escaped the combat area.
  • GRF-1N Griffin (4/6): Escaped the combat area.
  • WVR-6R Wolverine (3/4): Escaped the combat area.

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