Jailbreak Report in White Reach | World Anvil

Jailbreak

General Summary

Mission Profile

  • Mission Type: Defense
  • Force Size: 20,000 BV
  • Location: Grid E05, "Azali Penitentiary"
  • Weather: Scattered Showers
  • Time of Day: Morning, Pre-Dawn
 

Situation Overview

With the Twenty-Second Skye Rangers fleeing the planet, and the Fourth Legion of Vega failing in their bid to seize control, there are few groups capable of using force to keep things stable. The remaining forces quickly turn their attention to short-term gains which might get them somewhere, as there is a decided need for various things to support any sort of offensive. One of these necessary resources is personnel, especially those known to be skilled 'MechWarriors or vehicle teams.

Luckily, there's a place where the government of White Reach has been storing just such a type of person: Azali Penitentiary. The Ash Demons are hoping to replace lost members after losing to both the Harbingers and Priam Company, pirates are ever hopeful to recruit useful people, and the rebel movement which Elizabeth Wallings has been supported by can always use dissident voices to stir up trouble. The Harbingers have been contacted to provide security for the prison, and keep the inmates there safely incarcerated.
 

Objectives

Secure Assets: The Harbingers must prevent the aggressors from escaping with any prisoners. For any unit which escapes with prisoners, subtract -25 WP from the objective reward total. (500 WP)
Professionals: The mercenary defenders are expected to be able to handle this matter, and will be paid for putting up a good show. The Harbingers must destroy or cripple at least 75% of a wave of aggressors within three rounds. (100 WP/Wave)
Stand Your Ground: In the face of an overwhelming number of adversaries, the Harbingers must persevere. The defenders must have half their units survive until the end of Turn Ten. (200 WP)
 

Forces

Ash Demons
  • BLR-1D BattleMaster (2/3)
  • GRF-1N Griffin (3/4)
  • BJ-1 Blackjack (3/4)
  • QKD-5A Quickdraw (3/4)
  • Hetzer (3/4)
  • Hetzer (3/4)
  • Scorpion (3/4)
  • Scorpion (3/4)
  • Manticore (3/4)
  • Saladin (4/5)
  • Force Size: 9915 BV
  • Pirates
    • TDR-5S Thunderbolt (3/5)
    • WVR-6R Wolverine (4/4)
    • WVR-6R Wolverine (4/5)
    • GRF-1S Griffin (4/5)
    • LCT-1S Locust (5/6)
    • LCT-1S Locust (5/6)
    • LCT-1E Locust (3/3)
    • Scorpion (4/5)
    • Saracen (4/4)
    • Bulldog (4/6)
    • LRM Carrier (3/4)
  • Force Size: 9947 BV
  • Unknown Rebels
    • ZEU-6T Zeus (1/4)
    • WHM-6R Warhammer (3/4)
    • RFL-3N Rifleman (3/5)
    • ARC-2R Archer (4/7)
    • LCT-3V Locust (5/6)
    • STG-3R Stinger (6/7)
    • STG-3R Stinger (5/6)
    • VLK-QA Valkyrie (4/7)
    • Condor (4/5)
    • Packrat (5/6)
    • Packrat (5/6)
  • Force Size: 9917 BV

  • The Harbingers
    BattleMechs
    • AS7-D Atlas A ("Juggernaut") (0/2; Specialist: AC/20, Range Master (M), Stand Aside)
    • AWS-8Q Awesome A ("Deadeye") (0/2; Specialist: PPC, Lucky 1)
    • MON-67 Mongoose A ("Spike") (1/3; Specialist: M. Laser)
    • MON-67 Mongoose B ("Sureshot") (1/3; Specialist: M. Laser)
    • STK-3F Stalker ("Patty-Cake") (1/4; Sniper)
    Vehicle Support
    • Demolisher A (Crew 9) (0/4; Specialist: AC/20, Lucky 1)
    • Schrek PPC Carrier A (Crew 33) (0/4; Specialist: PPC, Lucky 1)
    Hired Guns
    • GLT-4L Guillotine ("Chevalier") (3/4; Hot Dog)
       

    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: At the end of the scenario, the Harbingers will be paid 10% of the total tonnage of eliminated units in Warchest Points.
      Escalating Danger: The Harbingers were made aware of the scope of the enemies to be faced, and chose to field a smaller force than their collective opponents. Due to this choice, they will be paid 50% extra should they manage to complete the primary objective.  

    Special Abilities

    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.

    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.

    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

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    The Harbingers are deployed as defenses against external threats, allowing Azali Penitentiary's security forces to focus on the problems taking place in the cell blocks. This is good, because the Harbingers will have to deal with three attacking forces approaching from different directions. The first to arrive will be the Ash Demons, a mercenary outfit more well-off than many of the others still lingering on the planet.
     

    Turn One

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    (Closer Image)
      With the Harbingers deployed to intercept forces from multiple angles, they needed to pivot towards the oncoming forces. They are aware a second force will be arriving 'shortly' from the south, prompting the Schrek and Awesome to settle themselves into their positions. Commander Dupree's Atlas also began a slow approach, picking through the rough terrain in a steady motion.

    The Ash Demons split their forces, with most of their 'Mechs hanging back to provide cover. Their Hetzers make a run for the prison buildings, only to discover the Harbingers had deployed a Demolisher in their path. A single volley from the dual-AC/20s exploded one Hetzer, signaling exactly how things would proceed.  

    Turn Two

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    (Closer Image)
      As the Ash Demons continued their run at the building, the Harbingers' Demolisher proceeded to land both its heavy Autocannons into the BattleMaster. The impact knocked the 'Mech off its feet, while the whole Lance proceeded to focus all fire on the tank. The damage was too great, forcing the crew to abandon the Demolisher before it was completely destroyed.

    The Stalker piloted by "Patty-Cake" focused weapons on the Saladin, boring a hole into the side armor and critically damaging the motive system. The two Mongoose 'Mechs proceeded to fold in on the Ash Demons' flanks, managing to severely damage the Hetzer and Blackjack. With the damage, the second Hetzer's crew bails before it can be destroyed. The mobile 'big guns' have thus found themselves removed from the battlefield, leaving the 'Mechs and Manticore to continue the Ash Demons' mission.

    However, fears of the Atlas joining the battle proved unfounded as Commander Dupree instead focused on being in position to intercept the second incoming wave of aggressors. Similarly, the Awesome and Schrek preferred to sit in a spot to have a clear view before committing to a location.  

    Turn Three

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      As the Ash Demons' forces continue advancing, the twins intercept a pair of targets and deal significant damage to them. In particular, the BattleMaster has portions of its rear armor compromised while it can only manage a wild spray of machine gun fire in return. Similarly, Patty-Cake's Stalker was able to team up with "Chevalier"'s Guillotine to neutralize the Scorpion tanks which had reached the nearest prison building. The Ash Demons' attempt to free prisoners to add to their rosters has become a very unlikely scenario, but their commander is willing to push... just a little further.

    Notifications of the second force arriving cause the Harbingers to begin pivoting the units which have not engaged the Ash Demons in order to intercept. The Atlas, Awesome, and Schrek move to use the woods as cover while permitting them a decent ambush vantage.  

    Turn Four

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      The Ash Demons' commander entered into a close-range brawl with the Stalker and Mongoose twins, which proved to be a dire mistake. The pair of Light 'Mechs stripped a considerable amount of armor before a number of Short-Range Missiles impacted the head of the Assault 'Mech. The 'MechWarrior succumbed to the repeated concussive blasts, and without a conscious pilot it toppled to the ground.

    The second wave of opportunists were identified as pirates attempting to liberate some of their companions, and they were about to discover a nasty surprise. Chevalier wheeled around and used his 'Mech's close-range weapons to blast apart one of the advancing Locusts, while a clear line of fire allowed the Awesome and Schrek to obliterate a second one from a distance. Commander Dupree turned his Atlas to focus fire on the Thunderbolt which was apparently commanding the attack, knocking it to the ground with a well-placed Autocannon burst. While the losses should have driven the pirates to think twice, it instead pushed them to rush their advance even more.  

    Turn Five

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      Commander Dupree's Atlas continued to advance on the pirate Thunderbolt, intent on putting it down hard. With fire support from "Deadeye" in his Awesome, both the Scorpion tank and Thunderbolt were neutralized. However, the Atlas sustained damage to its gyro in the exchange. This would limit the ability of the Atlas to move quickly without trouble, though Adamant was sure he could handle it. The Mongoose twins proceeded to swoop in and obliterate the last Locust and Saracen hovertank, keeping the rescue attempts from succeeding in any fashion.

    Meanwhile, the rest of the Harbingers turned their attention to the remaining Ash Demons. Patty-Cake trained her weapons on the Manticore tank, spiking her heat in order to ensure the tank could not reach the relative safety of the forest. Similarly the Schrek turned its turret to its left and hammered the Quickdraw which had climbed on top of a rooftop. This would make it easy to chase down and eliminate, with the amount of firepower still capable of intercepting it.  

    Turn Six

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      The Mongoose twins quickly moved to engage the Ash Demons' Griffin and knock it down with a sweeping kick to the leg. The Blackjack which remained began to abort the mission, as there was little chance of it doing anything useful. To one side, Chevalier gutted the pirate Bulldog tank, keeping it from moving into an engagement. Commander Dupree moved his Atlas to intercept the pair of pirate Wolverines, supported by the Schrek tank. However, these Medium 'Mechs proved too tough to easily brush aside.

    The Quickdraw was able to escape being trapped on the building rooftop, and the pirates' Griffin moved into position to make its own attempt at a prison break. However, incoming contacts indicated a third wave of unidentified aggressors moving in for their own purposes. And they had caught Deadeye on a hill which would limit the Awesome's mobility.    

    Turn Seven

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      The Harbingers began to mop up the remaining elements from the first two waves easily enough, with the twins dismantling the Griffin and chasing off the Blackjack and Chevalier dispatching the Quickdraw. Commander Dupree was embattled with the pair of Wolverines, though this time he was able to deal crippling damage to one of the two 'Mechs. However, this meant the newcomers were left to Deadeye and the Schrek to hold off - and they brought a Zeus.

    The forces remained unidentified for now, keeping silence on the comm channels as they focused fire on the Awesome; despite their Zeus taking an extreme amount of damage, it remained standing and resolute. This was useful to give cover for fast units and vehicles to climb the hill and head for one of the unused 'Mech hangars. Two Packrats, a Locust, and Valkyrie were potentially capable of making a break a success. Unless the twins could reach them in time...  

    Turn Eight

    (Image Link)
      Chevalier and Patty-Cake were never going to intercept the third wave quickly, and so they wheeled outside the walls and engaged the pirate GRF-1S Griffin. Predictably, this went poorly for the Medium 'Mech and soon the Schrek was able to send the Wolverine along to the scrapyard with three PPC impacts. Commander Dupree moved to engage the Condor attempting to sneak past the Schrek, and one shot from the AC/20 on his 'Mech shredded the hovercraft from the turret to the back.

    Deadeye was frantically attempting to put the Zeus out of commission while being caught out of position. The Zeus remained standing still, and combined fire with the Warhammer and Archer. The resultant volley damaged one of the Awesome's PPCs, and came close to compromising armor on the right side of the 'Mech. Breaking from the focused fire, the Rifleman instead trained its weapons on the Schrek and one of its Autocannons damaged the motive system with a precise shot. Rather than remain a sitting target, one which was undeniably softer than Deadeye, the crew quickly bailed out of the Schrek.  

    Turn Nine

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      Commander Dupree stood fast and waited as the Stingers attempted to sneak past on speed alone, yet were both destroyed. The Mongoose twins were speeding their way to intercept the swift Light 'Mechs and vehicles which apparently detoured for one of the other prison buildings. Patty-Cake and Chevalier were soon to be in range as well to cover their commander, but all was still not well.

    Deadeye was able to use the shape of the hill to block incoming direct fire, but still was finding Long-Range missiles lobbed indirectly from out of sight by the Archer. The Zeus finally fell over from damage to leg actuators, though it was still dishing out a pounding to the damaged Awesome. With only two working PPCs, the Awesome and Zeus were almost evenly matched in armament. And soon the enemies would have another clear shot with concentrated fire...  

    Turn Ten

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      The twins arrived just in time to start cutting off the vehicles, as Commander Dupree quickly dispatched the Locust and a Packrat with his weapons. Chevalier was able to neutralize another with his Guillotine, even as support had arrived in the form of a Rifleman. Poor support, but support nonetheless. The Valkyrie was left with nowhere to run and forced to surrender.

    Deadeye climbed the hill again to start taking pot-shots at the Warhammer now, hoping to dissuade these enemies from trying to push their luck. The trio of 'Mechs pounded the Awesome one more time, making it unlikely Deadeye could remain in combat for much longer without a serious risk of losing his 'Mech. Despite that, the enemy began signaling to withdraw and fired blind cover-fire from the remaining Lance as they left.  

    Aftermath

    Commander Dupree's detachment stood victorious, and allowed the militia forces to take salvage and prisoners from the field. While the initial deployment had caused him some consternation, his faith in his elite 'MechWarriors was not misplaced. According to the staff, members of a group known as "Free Skye" were present in the building the final wave had focused on. This meant little to the commander, but Patty-Cake assured him it was likely to be a problem if they held a grudge.
     

    Damage Report

    • AS7-D Atlas A: Right Arm (18 Armor), Left Arm (6 Armor), Right Torso (15 Armor), Left Torso (12 Armor), Left Leg (2 Armor), Center Torso (20 Armor), Gyro Hit.
    • AWS-8Q Awesome A: Right Arm (24 Armor; 50% Structure), Left Leg (8 Armor), Right Torso (24 Armor; 25% Structure, PPC Hit), Left Torso (20 Armor), Center Torso (20 Armor).
    • Demolisher A: Left (10 Armor), Motive Hit.
    • Schrek A: Front (12 Armor), Motive Hit.
    • BLR-1D BattleMaster: Right Arm (25 Armor), Left Arm (18 Armor), Right Leg (10 Armor), Right Torso (20 Armor; 25% Structure), Left Torso (28 Armor; 25% Structure), Center Torso (26 Armor; 25% Structure), Gyro Hit.
     

    Mercenary Report

    • Authorized payment for "Chevalier": -60 SP
     

    Salvage Report

    • BLR-1D: Salvaged, sent to Repairs.
     

    Mission Report

    Secure Assets: Objective complete. (+500 WP)
    Professionals: Objective complete for two waves. (+200 WP)
    Stand Your Ground: Objective complete. (+200 WP)
    Escalation Bonus: +50% WP
  • Final Payment: +1350 WP

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