Flight of the Raven

General Summary

Mission Profile

  • Mission Type: Defend Base
  • Force Size: Unlimited
  • Location: Skyros Firebase, Grid K21
  • Weather: Overcast
 

Situation Overview

While visiting the Argeith Distillery, aggressive action was taken by an unidentified Lance of BattleMechs against Skyros Firebase. Priam Company quickly returned to defend, though their timing left the aggressors close to the base while the reinforcements remained some time away from relieving them. The Raven and Valkyrie are given orders to attempt an escape by whatever means necessary, abandoning the base if need be.  

Objectives

Primary Objective (Aggressors): The aggressors have one focus, upon spotting the Raven in the field. Their primary focus is to destroy this singular 'Mech, the RNV-1X.
Secondary Objective (Aggressors): If at all possible, the secondary concern is to secure their area. They need to either destroy the command center or force 50% of Priam Company (by Battle Value) to withdraw.
Primary Objective (Priam Company): Push back the attacking force, keeping them from destroying the base. Defeat over 25% of the enemy force, by Battle Value.
Secondary Objective (Priam Company): Since the enemy seems focused on the Raven, get it to safety. The RVN-1X must not be destroyed.
 

Setup

Situated on one third of the battlefield near the Aggressors' home edge, Skyros Firebase is a relatively small base. It consists of a main building housing the command center and 'Mech bays, one power generator, one living quarters, and one storage building. The Valkyrie and Raven must set up adjacent to the main building. The Aggressors will set up their units anywhere along that northern edge, while Priam Company's other units start on the opposite third of the map.

The terrain here is rough, forested, and difficult to maneuver in; across the entire mat, add in 2d6+2 rough terrain elements, 2d6 light woods elements, and 2d6+2 hill elements. In the middle third of the map there are also 1d4 mesa elements. (The list for the setup used in this mission are: 10 rough terrain elements, 7 light woods elements, 8 hill elements, and 2 mesa elements.)  

Forces

Skyros Defenders

  • VTR-9B (Mikell)
    (2/2; Iron Will, Tactical Genius)
  • WLF-1 (Kelly)
    (1/3; Blood Stalker, Marksman)
  • JR7-D (Erik)
    (2/4; Natural Grace)
  • VLK-QA (Simone)
    (3/3; Jumping Jack, Hopper)
  • PHX-1 ("Vandal")
    (3/3; Lucky 1, Human TRO: Mechs)
  • RVN-1X (Calvin)
    (4/6)

Unidentified Aggressors

  • CPLT-C1
    (1/2; Cluster Hitter)
  • PHX-1
    (2/3; Jumping Jack, Lucky 1)
  • RFL-3N
    (2/5; Hot Dog)
  • WSP-1A
    (3/4)
  • Vedette
    (4/6)
  • SRM Carrier
    (3/5)

 

Special Rules

Forced Withdrawal: When certain conditions are met, the defending units will surrender in position. These conditions are as follows:
  • If a BattleMech expends all their ammunition and has no more available weapons.
  • If a BattleMech loses one side torso location due to damage.
  • If a BattleMech sustains internal damage in two torso locations or three limb locations.
  • If a BattleMech suffers two Engine hits or one Engine hit and one Gyro hit.
  • If a BattleMech is rendered immobile or otherwise unable to escape the battlefield.
Salvage: Salvage may be claimed from units neutralized during the battle.
 

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.
Cluster Hitter: This unit may make an aimed attack much the same as a Marksman, and it will deliver all clustered shots to the same hit location. When not using this option, this unit gains a +1 bonus to their Clustering roll on the table.
Hopper: This pilot has trained hard to keep their BattleMech balanced on one leg. If the leg is destroyed, this unit may stay upright if it succeeds at a Piloting check with all applicable penalties. This unit's Movement cannot be reduced below 2 MP.
Hot Dog: Experience has taught this pilot to handle the heat load of their BattleMech carefully. This pilot can add a -1 bonus to the Target Number needed to avoid all heat effects due to high heat levels.
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.
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)
Natural Grace: 'MechWarriors often boast about how they can make their 'Mech dance but this is an entirely different affair. This unit receives a -1 TN modifier for Piloting checks, may torso twist an extra hex side of direction, and may flip an arm even if it contains lower arm and hand actuators. Other bonuses may apply if the Dodge, Maneuvering Ace, or Speed Demon SPAs are also learned.
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

Prelude

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"Skyros, get Calvin and Simone to the 'Mechs. We are en route in the Shadowfox, arrival time minutes. Everyone else, we are dropping in hot - buckle up. When we get there the first task is to get Calvin and Simone to safety before we engage. If we can't do that, then we need to hurry up and engage them however we can. Vandal, you have the Phoenix Hawk. Erik, take the Jenner. Okay. Folks, prepare for combat."
 

Turn 1

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The Raven heads for the only cover it could be assured of, behind the Power Generator as the Valkyrie moves to get some distance and make a plan. At this time, the enemy forces are recognized by observers from the firebase - they are noted as belonging to McCarron's Armored Cavalry. Being a long-storied mercenary outfit, it was assumed these were exceptionally skilled units and not to be taken lightly.
Priam Company's reinforcements have a long way to go from where they dropped, and move as quickly as possible to give their escaping units at least some cover. The McCarron units in turn seem to opt for expedience instead of prudence, moving to fully engage what they could.  

Turn 2

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As Priam Company continues to speed over challenging terrain, engagement imminent while the Raven and Valkyrie are still moving for cover and to keep watch on the approaching enemies. The McCarron's force, lacking any significant firing solution, takes time to remove potential "hard cover" by destroying the power generator. The Valkyrie's 'MechWarrior fires the LRMs at the Catapult, connecting for a minor amount of damage.  

Turn 3

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The SRM Carrier and Rifleman both focus on removing more cover, causing the storage building to collapse. The attacking Wasp and Phoenix Hawk catch up, the Raven has no useful escape toute, and tries to hold its ground. This becomes a mistake as the two enemy 'Mechs now are spotting for the Catapult; the salvos from the LRM 15 launchers land and shred through the rear armor of the Raven, damaging the gyro. Follow-up firing from the Phoenix Hawk become the trigger which causes the pilot inside to be unable to stay upright.   The Wolfhound and Jenner now close to engagement distance, and shear large amounts of armor from the Phoenix Hawk. The Valkyrie pilot stands their ground and fire into both the Vedette and Phoenix Hawk with missiles and laser respectively. The damage is not exactly threatening in either case, but it is better than nothing. The Victor and Priam PHX-1 will be able to engage soon, if the Raven can simply hold out a little longer.  

Turn 4

(Image Link)
The McCarron's attackers push the attack now, dispatching the SRM Carrier to join the Catapult in making a strike at the Jenner and the Vedette to pursue the Raven. Priam Company's commander orders all focus to cover the Raven and remove any threats which could still stop it, making good on this by having the Victor's heavy autocannon blow directly through the Vedette and leave a smoking ruin. Missiles tear through the Jenner as it fires on the SRM Carrier, both taking grievous damage in the exchange. The Valkyrie takes the higher ground, evading shots from the Rifleman in the process, and finishes off the missile carrier.
The attacking Phoenix Hawk and Wasp likewise take higher ground on the cliffs, intending to fire down into the Raven. Despite best efforts to avoid the attacks, the Raven was struck again and the impact together with a damaged gyro causes it to pitch over. The fall causes the gyro assembly to snap out of position, rendering it inoperable.
Now with the Victor having joined the fray with the capacity to ruin most of the other units now engaged, the McCarron's forces begin to draw back. With one 'Mech almost certainly out of action and the firebase having sustained grievous damage, it is hard to call the results satisfying.  

Aftermath

The Lance Commander of McCarron's Armored Cavalry withdrew, but now believed they have eliminated equipment derived from their employers from the field. This minor victory allows them to claim at least some useful impact, along with several other tasks which have been completed in their time on White Reach. Priam Company manages to salvage the Raven, and the gyro is potentially able to be repaired. The base, however, needs some serious repairs to be fully functional again.
 

Damage Report

Damage

  • JR7-D: Left Arm (Destroyed), Right Arm (4 Armor, 75% Structure, M. Laser Destroyed), Left Torso (2 Armor), Right Torso (2 Armor), Center Torso (10 Armor), Head (2 Armor)
  • RVN-1X: Right Arm (Destroyed), Left Leg (4 Armor), Right Leg (7 Armor), Right Torso (Destroyed), Left Torso (3 Armor), Center Torso (12 Armor, 75% Structure), Head (2 Armor), SRM Ammo (Damaged), Gyro (2 Hits)

Rearming

  • VTR-9B: AC/20, SRM 4 (2 tons)
  • JR7-D: SRM 4 (1 ton)
  • VLK-QA: LRM 10 (1 ton)

Structures

  • Living Quarters: Damaged.
  • Storage: Destroyed.
  • Power Generator: Destroyed.
 

Medical Report

  • Vandal Gray: 1 Wound
  • Erik Porter: 1 Wound
 

Salvage Report

  • SRM Carrier: Destroyed. Scrap value at 75 SP.
  • Vedette: Destroyed. Scrap value at 63 SP.
Total Salvage: 138 SP  

NPC Report

Destroyed

  • Vedette (4/6): Destroyed. Crew killed.
  • SRM Carrier (3/5): Destroyed. Crew killed.

Escaped

  • CPLT-C1 (1/2; Cluster Hitter): Withdrew.
  • PHX-1 (2/3; Jumping Jack, Lucky 1): Withdrew.
  • RFL-3N (2/5; Hot Dog): Withdrew.
  • WSP-1A (3/4): Withdrew.


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