Operation Swordbreaker

General Summary

Mission Profile

  • Mission Type: Dropship Assault
  • Location: White Reach, Grid J17
  • Weather: Blowing Sand

Situation Overview

Following the defeat at 'Sunset Hill', the Federated Suns' forces drew back to a rendezvous with their DropShip and the other portion of their forces. The Harbingers, emboldened by their success and undeterred by warnings about potential reprisals, instituted a quick repair and rearm before rushing their units to engage on a dry expanse. Major Sandoval, the commanding officer, quickly ordered anything which could be mobilized to be put into the field no matter how green the pilots.  


The Harbingers need to force the DropShip to surrender, which can be done by either damaging it to a point where an armor breach is threatened in any section or by forcing all the defenders to retreat or surrender. The defenders, naturally, must push the Harbingers to a point where they elect to retreat.  


On one side of the battlefield, the DropShip "Knight-Errant" is parked on one side, with landing gear out and doors open so it could receive any damaged units fleeing the battlefield. Rough patches of ground remain from where the AFFS had been trying to build fortifications and buildings, and there was an attempt to begin using the mesa pillar as a comm station. All available units have deployed outside and started to spread outwards.
The Harbingers have begun approaching from hills, waiting until a dust storm kicked up from wind off the sea. They opted to approach at a two-pronged attack with slower Assault-class elements moved to the southern approach while the northern approach consisted of most of the quicker units to move in fast.  


The Harbingers
Alpha Group

  • AS7-D (Adamant)
    (0/4; Combat Intuition, Lucky 1)
  • MON-67 A (Sureshot)
    (2/4; Manuevering Ace, Human TRO: Mechs)
  • MON-67 B (Spike)
    (3/4; Manuevering Ace)
  • JVN-10F (Bones)
    (2/2; Melee Specialist, Melee Master)
  • PPC Carrier (Crew 33)
    (2/5; Multi-Tasker)
  • Von Luckner (Crew 9)
    (2/5; Multi-Tasker)
Beta Group
  • AWS-8Q (Deadeye)
    (0/3; Sp: PPC, Lucky 1)
  • STK-3F (Pilgrim)
    (2/3; Sniper)
  • CTF-1X (Sassy)
    (1/3; Sniper, Human TRO: Mechs)
  • SDR-5V (Badboi)
    (3/4; Melee Master)
  • HCT-3F C (Trailblazer)
    (3/3; Melee Master)
  • LRM Carrier (Crew 11)
    (2/5; Sandblaster)
  • Behemoth (Armor) (Crew 6)
    (2/5; Speed Demon)

Robinson Company

  • MAD-3R (2/3)
  • ENF-4R (3/3)
  • WSP-1A (5/6)
  • SHD-2D (4/5)
  • GRF-1N (3/6)
  • QKD-4G (4/6)
  • LCT-3V (6/6)
  • HCT-3F (4/3)
  • CN9-A (2/4)
Vehicle Support
  • Partisan (4/6)
  • J. Edgar (4/4)
  • Vedette (4/5)
  • Goblin (LRM) (4/6)
  • Drillson (4/5)
  • Schrek PPC Carrier (4/5)


Special Rules

Blowing Sand: Sand has been kicked up by strong winds, affecting combat performance in the following ways. All Units apply a +1 to-hit modifier to all direct-fire and pulse energy weapon attacks (these modifiers supersede any to-hit Moderate Gale modifiers; see below). Apply a +1 to-hit modifier to all missile weapon attacks.
  • ’Mechs: Apply a +1 modifier to all Piloting Skill Rolls.
  • Hover: Apply a +2 modifier to all Driving Skill Rolls.
  • Conventional Infantry: Apply –1 MP to both Ground and Jumping movement to all conventional infantry, to a minimum of 0; any units reduced to 0 MP can either move or make a weapon attack in a turn, but not both.
  • 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.
DropShip Support: The Union DropShip on the field may fire its weapons at attackers as targets present themselves. Each weapon emplacement attacks at a base Gunnery of 3. Due to being currently grounded and not close to powering up, the DropShip cannot move and is stuck in its location for the duration of combat. Its size also means almost no terrain features can block line of sight unless the firing unit is inside a forest (with three hexes of forest through the line of sight) or adjacent to an elevation change (with the higher elevation along the line of sight). 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.

Morale (Defenders): When a unit is destroyed or forced to surrender, all other units within both line of sight and 10 spaces must make a "Morale Check". The Target Number to exceed is the number of friendly units which have been eliminated on previous turns. If a unit fails their check, they enter Forced Withdrawal; if they roll a 2, they immediately surrender. Salvage: Any unit which cannot retreat from the battlefield under their own power during Forced Withdrawal, or at the end of the engagement, may be claimed as salvage and prisoner.
Recruiting: Captives at the end of this engagement may be offered a choice to join up, with the  

Special Abilities

Combat Intuition: By means of concentration and awareness, a soldier can manage to get the jump on a target ready to move. This pilot can take one wound (no Consciousness Check is required) to choose a target to focus on. They may immediately act before that target, entirely out of turn. All damage takes effect immediately. Alternatively, they may choose to act last in movement initiative.
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.
Maneuvering Ace: This pilot has practiced a lot concerning movement, and can make their units do some truly amazing stunts. This pilot can employ the "lateral shift" maneuver at +1 MP if they are a MechWarrior. They also receive a -1 bonus to rolls to prevent skidding/sideslipping.
Melee Master: It's a savage dance, melee combat, and those who have honed their talents can make it rather deadly. This unit may perform an additional additional punch kick, or weapon attack on its turn.
Melee Specialist: Few people can focus well on melee combat with 'Mechs, since it requires a shift to thinking about how you approach the enemy. Those who do hone this sense receive a -1 To-Hit bonus for melee attacks, and will do 1 extra damage on a hit.
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.
Sandblaster: This unit rolls on the Cluster Hit table better than average. At long range they get a +2 bonus, at medium range they get +3 instead, and at short range they get +4 instead.
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).
Speed Demon: This unit may move 1 extra space while using Running/Flank speed, but it may make no attack action this round.
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


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"Harbingers, there are three things I want today. I want that ship. I want to have one less wild card on my continent to worry about. And most importantly, I want to return to base with at least as many people as we had previously. If it gets in the way, hit it til it stops moving. If it keeps fighting, kill it. Deadeye, you have command of the southern contingent. Let's move, before they can start powering up for orbital burn."

Turn One

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The AFFS dispersed slowly, the Captain's intent to try to make the Harbingers come into the Dropship's range. However, it became clear the Harbingers were not interested in that, advancing steadily and cautiously. This put the AFFS in a bind, since they could not wait for the Harbingers to get into position and prepare for a full assault.

The decision was thus made to advance what could to cover, and then see what happened.  

Turn Two

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The 'MechWarrior in the AFFS Griffin jumped to the top of a cliff ridge to try to focus support, only to have the Harbingers' Awesome tag it from long-range with its PPCs and knock it over. So far, the AFFS has noticed quick flankers moving as if to pass through the southern gap. The advancing Drillson hovertank takes a shot from the Schrek PPC carrier into its side and ends up unable to maneuver itself anymore - it opts to stand defiant and attempt to slow any advance from that direction.  

Turn Three

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The AFFS Wasp made a grave tactical error attempting to jump over the ridge the Griffin had been on, as this put it right in the middle of the scout elements screening that southern approach. After a brief firefight, it fell over and broke its right side into scrap metal. The 'MechWarrior inside powered down and climbed outside, intending to watch the fight from there.

Meanwhile, at the northern approach the Cataphract was tagged as a viable target since the Awesome and Stalker were advancing too slow to suit things. The AFFS held back their lighter, swifter elements as they were now anticipating the Harbingers' scout assets to make a swift move to try to flank in behind advancing units.  

Turn Four

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The immobile Drillson finally was destroyed by the Von Luckner as the three units continued an inexorable march to the southern pass. The Centurion moved up to meet them as the Griffin and Enforcer moved to bring assistance over there. A strike into the flank of the Von Luckner had damaged its treads, forcing the main battle tank to slow its advance further. The Quickdraw remained indecisive about where to go, and so remained out of the fight for now.

Meanwhile, the Captain pressed on ahead, employing a heavy barrage of PPCs into the Cataphract while the AFFS Hatchetman moved in and swung into the Cataphract with its weapons. This, along with a barrage from the Shadow Hawk, prompted targets to be painted on the Shadow Hawk to end that threat.  

Turn Five

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The southern defense force now called for the 'Knight-Errant' to provide fire support as they engaged the Atlas cautiously. A hellstorm of firepower filled the air in rapid exchanges which ended with the Griffin down with severe armor damage, the Enforcer slashing damage across the Atlas, and the juggernaut stumbling and falling hard. The Harbingers' Schrek proceeded to pound into the AFFS Schrek along with the Von Luckner, putting it down after some effort.

On the north side, the Hatchetman for the AFFS found itself menaced by both the Spider and Hatchetman belonging to the Harbingers. It wound up cracked hard, but still quite ready to fight on, while the Shadow Hawk fell over with the Marauder under considerable damage from the enemy assault force. In return, however, the Cataphract took two shots to the head, hard enough to make it stumble and have its left arm blown apart by a close-range barrage from the Marauder. The lone J. Edgar hovertank cut off and distracted the enemy scout assets, though it paid dearly for this by having its skirt destroyed.  

Turn Six

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A series of escalation continued, as the J. Edgar was finally vaporized by the Mongoose twins and the Shadow Hawk could not stand to continue fighting. A withering barrage of fire made the Marauder stumble, but it remained standing until the Cataphract's laser blast connected and ripped through the cockpit, rendering the 'MechWarrior into a smoking ruin.

On the southern approach, the Locust sprinted to the top of the cliff to try to capitalize on the downed Atlas' position. Instead, the Javelin pivoted and fired into its back, coring it completely. The Griffin, Enforcer, Quickdraw, and Centurion proceeded to keep fighting the advancing Atlas, only for the Enforcer to take an AC/20 shot to the chest and remain standing. The Goblin took a long-range trio of shots from the Awesome, causing it to be blown up from that side as all three PPCs landed into its left side.

After Lieutenant Terde's cockpit was vaporized by a laser blast from the Cataphract, the last remaining 'MechWarriors decided to power down and the 'Knight-Errant' chose to surrender rather than attempt to lauch under fire.  


"Harbingers, stand down from combat. I repeat, stand down from combat. Do not power down. Control, send medevac for Sassy. I'm also going to want people armed on the ground to gather up prisoners."
"Of course sir, but why?"
"I intend to make them an offer they shouldn't refuse. Behemoth, I want you rolling in to cover them with your weapons."

Damage Report


  • AS7-D:Left Arm (7 Armor, 50% Structure, Medium Laser Destroyed), Right Arm (14 Armor), Left Leg (29 Armor), Right Leg (27 Armor), Left Torso (24 Armor), Right Torso (20 Armor), Center Torso (32 Armor), Gyro (1 Hit)
  • STK-3F: Left Leg (17 Armor), Right Leg (9 Armor), Right Torso (7 Armor), Center Torso (2 Armor)
  • MON-67 A: Left Torso (2 Armor)
  • CTF-1X: Left Arm (Destroyed), Right Arm (2 Armor), Left Leg (5 Armor), Right Leg (20 Armor), Left Torso (Destroyed), Right Torso (12 Armor), Center Torso (11 Armor), Head (7 Armor)
  • JVN-10F: Right Arm (3 Armor), Left Torso: (9 Armor, 75% Structure)
  • SDR-5V: Center Torso (3 Armor), Head (3 Armor)
  • Von Luckner: Front (22 Armor), Motive Hit
  • HCT-3F D: Left Arm (11 Armor, 25% Structure, Detached), Right Arm (11 Armor, 25% Structure, Detached), Left Leg (Replacement Required), Right Leg (11 Armor, 75+% Structure), Left Torso (Destroyed), Right Torso (Destroyed), Center Torso (14 Armor, 75+% Structure)
  • CN9-A: Left Arm (4 Armor), Right Arm (4 Armor), Right Leg (14 Armor), Left Torso (4 Armor), Right Torso (8 Armor), Center Torso (16 Armor, 50% Structure), Head (4 Armor)
  • ENF-4R A: Left Arm (4 Armor), Left Leg (6 Armor), Right Torso (17 Armor, 75+% Structure, Heat Sink x2 (Destroyed), Ammunition Hit), Center Torso (5 Armor)


  • AS7-D: AC/20, LRM 20, SRM 6 (3 tons)
  • STK-3F: LRM 10, SRM 6 (2 tons)
  • CTF-1X: AC/10 (1 ton)
  • HCT-3F D: AC/10 (2 tons)
  • ENF-4R A: AC/10 (1 ton)
  • CN9-A: LRM 10, AC/10 (2 tons)
  • Behemoth: AC/10, LRM 5 (2 tons)
  • LRM Carrier: LRM 20 x3 (3 tons)
  • Von Luckner: AC/10, SRM 4 (2 tons)

Medical Report

  • Adamant "Juggernaut" Dupree: 1 Wound
  • Nicole "Sassy" Schwartz: 3 Wounds
  • Trevor "Bones" Spiegel: 1 Wound
  • Jackie "Jungle Jackie" Padilla: 1 Wound
  • Crew 9: Commander Wounded

Salvage Report

  • HCT-3F: Seized and sent to repairs.
  • CN9-A: Seized and sent to repairs.
  • ENF-4R: Seized and sent to repairs as 'ENF-4R A'.
  • WSP-1A: Seized for sale to Kreiss.
  • SHD-2D: Seized for sale to Kreiss.
  • GRF-1N: Seized for sale to Kreiss.
  • QKD-4G: Seized for sale to Kreiss.
  • MAD-3R: Seized for sale to Kreiss.
  • J. Edgar: Seized for sale to Kreiss.
  • Drillson: Seized for sale to Kreiss.
  • Partisan: Seized for sale to Kreiss.
  • LCT-3V: Destroyed. Scrap seized for sale to Kreiss.
  • Vedette: Destroyed. Scrap seized for sale to Kreiss.
  • Goblin (LRM): Destroyed. Scrap seized for sale to Kreiss.
  • Schrek: Destroyed. Scrap seized for sale to Kreiss.

NPC Report


  • Jackie Padilla - 'MechWarrior CN9-A (2/4)
  • Arnold Wooster - 'MechWarrior (3/3)
  • Tech Team (Mech) - Regular (7)
  • Tech Team (Mech) - Regular (7)
  • Tech Team (Mech) - Veteran (6)
  • Tech Team (Vehicle) - Regular (7)
  • Tech Team (Vehicle) - Regular (7)
  • Medical Team - Regular (8)


  • Lt. Terde (2/3): Killed in Action.
  • Vehicle Crew (4/5): Killed in Action.
  • Vehicle Crew (4/5): Killed in Action.
  • Vehicle Crew (4/5): Killed in Action.


  • 'MechWarrior (2/3): Released outside Vernier City.
  • 'MechWarrior (3/3): Released outside Vernier City.
  • 'MechWarrior (3/6): Released outside Vernier City.
  • 'MechWarrior (4/3): Released outside Vernier City.
  • 'MechWarrior (4/3): Released outside Vernier City.
  • 'MechWarrior (4/5): Released outside Vernier City.
  • 'MechWarrior (4/5): Released outside Vernier City.
  • 'MechWarrior (4/5): Released outside Vernier City.
  • 'MechWarrior (4/6): Released outside Vernier City.
  • 'MechWarrior (4/6): Released outside Vernier City.
  • 'MechWarrior (4/6): Released outside Vernier City.
  • 'MechWarrior (5/6): Released outside Vernier City.
  • 'MechWarrior (6/6): Released outside Vernier City.
  • Vehicle Crew (4/4): Released outside Vernier City.
  • Vehicle Crew (4/5): Released outside Vernier City.
  • Vehicle Crew (4/6): Released outside Vernier City.
All other support personnel who did not join up were also released, near Pierson Lake.  


With the seizure of their materiel and DropShip, and the scattered nature of their personnel, the Training Company was ordered to scatter and leave the city. They were to rendezvous elsewhere with Major Sandoval, who would file a report with ComStar to be transmitted as a priority message concerning the conduct of the Harbingers.


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