Not One Ton Report in White Reach | World Anvil

Not One Ton

General Summary

Mission Profile

  • Mission Type: Standup Fight
  • WP Cost: 300 WP
  • Force Size: Unlimited
  • Location: Castellan Reprocessing Station
  • Weather: Stormy Weather
  • Time of Day: Afternoon
 

Situation Overview

The Castellan Corporation is responsible for a large number of the refineries or recycling centers on the planet reclaiming metal and returning it into a usable form. Since raw material always has a minimum level of value, Castellan processing facilities have been targeted by pirates who are raiding during these turbulent times. The identity of these pirates has not yet been determined, but they are persistent enough to have made a problem for the company. A problem the Harbingers have been hired to handle.  

Objectives

Primary Objective: The pirate forces need to be pushed back, given enough of a loss to not try this again for some time. Two-thirds of the pirate force must be destroyed or crippled. (+450 WP)
Secondary Objective: The enemy Phoenix Hawks are the two leaders, and are desired as prisoners. Cripple or destroy these 'Mechs and have a unit within two spaces of where they fall to capture the pilots. (+150 WP)
Optional Objective: Keep the pirates from holding the processing station uncontested for two rounds. (+50 WP)
Optional Objective: Castellan would prefer this matter be dealt with swiftly, and completely. There is a bonus for fulfilling the Primary Objective within four turns. (+50 WP)
 

Setup

The terrain in the area is known to be fairly difficult, with a concentration of hills, rough terrain, and forest mixing with some depressions collecting water due to the stormy season beginning. (Place 1d6 Shallow Water Elements, 1d6+2 Rough Terrain Elements, 1d6+2 Light Forest Elements, and 1d6+2 Hill Elements.) The Processing Station is a large facility which may be situated anywhere inside the middle third of the board.  

Forces

The Harbingers
  • AWS-8Q A ("Pilgrim")
    (0/2; Specialist: PPC, Marksman , Human TRO: Mechs)
  • HCT-3F D (Jason Greene)
    (4/6)
  • Schrek PPC (Crew 33)
    (0/4; Specialist: PPC, Lucky 1)
Intruders
  • PXH-1 (3/4)
  • PXH-1 (3/4)
  • WVR-6R (4/5)
  • WVR-6R (4/5)
  • WSP-1A (4/5)
  • WSP-1A (4/5)
  • LCT-1V (4/5)
  • LCT-1V (4/5)
 

Special Rules

Stormy Weather: Due to a serious storm going on, a number of effects are applied to various unit types. These effects are as follows.
  • All Units: Apply a +3 to-hit modifier to all missile weapon attacks and a +2 to-hit modifier to all direct-fire ballistic weapon attacks.
  • ’Mechs: Apply a +3 modifier to all Piloting Skill Rolls.
  • Hover: Apply a +3 modifier to all Driving Skill Rolls.
  • Conventional infantry: These units cannot operate in storm conditions.
  • Water Hexes: For any water of Depth 1 or greater, apply a +1 MP cost to enter that hex, as well as a +2 modifier to all Piloting Skill Rolls made while in that hex.
Salvage Rights: The Harbingers are granted salvage rights, being allowed to claim up to 1200 SP in salvage from the pirates' equipment. (Said equipment is acquired at Quality D.) Any unclaimed SP is converted into Supply Points equal to 50% of the leftover value.  

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)
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 arrive only to detect two problems regarding the operation for the Castellan Corporation. First of all, a serious storm is in the area causing some difficulties. Secondly, there is a group of fast-moving BattleMechs on a direct course to the facility. It's unlikely the Harbingers will be able to get back to set up defenses, but they will likely be able to intercept them in time.
 

Turn 1

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With the amount of cover in the area, and lowered light due to the storm, the Harbingers were cautious about advancing. The number of sensor contacts was more concerning than the type of contacts, and there was no clear line of fire with the Awesome's PPCs. The force of pirates were careful to stick to cover on approach to the facility.  

Turn 2

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With the Awesome acquiring a viable shot, the 'MechWarrior split its fire between two of the pirate Light 'Mechs. Two PPC bolts obliterated the nearest Locust by blowing the center torso apart, while a third bolt sheared through a Wasp's thigh and sent it to the ground. The Schrek trained its turret on the foremost Phoenix Hawk, yet tagging it did not stop the 'Mech from attacking the Awesome.  

Turn 3

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At this point, the pirate forces take a series of losses for all the damage being done to the Harbingers. The Awesome destroys the second Wasp, and the Hatchetman maneuvers to tear the second Locust apart. The Schrek pounds the same target it had last turn, and the Phoenix Hawk loses a leg to the PPCs tearing through it. The Wolverines advance and focus on the Assault 'Mech; if they can take it out, they might have a chance.  

Turn 4

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The Schrek fired on the remaining Phoenix Hawk, which had tried to get behind the Awesome to begin striking into the rear armor. At the same time, one of the pirates made an effort to charge the Awesome inside the Wolverine, weathering barrages from both the Awesome and Hatchetman in an attempt to take it down. After the collision, the Awesome was pushed backwards into the Phoenix Hawk, which in turn fell over and sustained catastrophic damage to its left arm.  

Turn 5

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The Hatchetman attempted to land a "Death From Above" maneuver on one Wolverine, but the Awesome was focusing its attacks on the same target. As a result, the Wolverine's leg was destroyed, causing it to fall over - and this caused the Hatchetman's attack to fail. The Schrek's next barrage freezes the hip of the Phoenix Hawk, bringing it down. The last remaining 'Mech, the other Wolverine, began to back away - the Harbingers opted not to pursue or engage it, to avoid a chance of further damage.  

Aftermath

The Harbingers remain on-site until militia forces arrive to take charge of the pirates, claiming a Wolverine, a Phoenix Hawk, and a Locust as salvage to help pay for repairs. After securing the authorization codes to collect payment, "Pilgrim" returns to Calderon Firebase.
 

Damage Report

Damage

  • HCT-3F-D: Left Leg (8 Armor), Right Arm (9 Armor), Center Torso (5 Armor)
  • AWS-8Q A: Left Arm (24 Armor, 50% Internal), Left Leg (5 Armor), Left Torso (7 Armor), Right Arm (24 Armor, 50% Internal, PPC (1 Critical)), Right Leg (23 Armor), Right Torso (14 Armor), Center Torso (12 Armor), Head (2 Armor)

Rearming

  • HCT-3F D: AC/10 (1 ton)
 

Medical Report

  • Maxwell "Pilgrim" Harding: 1 Wound
 

Salvage Report

  • Phoenix Hawk PXH-1: 450 SP (Quality D)
  • Wolverine WVR-6R: 550 SP (Quality D)
  • Locust LCT-1V: 200 SP (Quality D)
 

Mission Report

Primary Objective: Objective Complete. (+450 WP)
Secondary Objective: Objective Complete. (+150 WP)
Optional Objective: Objective Complete. (+50 WP)
Optional Objective: Failed.

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