Ouroboros Report in White Reach | World Anvil

Ouroboros

General Summary

Mission Profile

  • Mission Type: Standup Fight
  • Force Size: Unlimited
  • Location: Phalan VI-A, Ouroboros Lunar Base
  • Weather: Vacuum
  • Time of Day: Morning
 

Situation Overview

With repeated blows to their numbers on White Reach, the Ouroboros Sun has withdrawn to a staging area located on an airless planetoid elsewhere in the system. Lady Reisel is aware of the location, claiming it to be an abandoned testing site for Rysel Industries. With gravity being less than normal, and a distinct lack of atmosphere outside pressurized structures, operating combat vehicles is impossible and even BattleMechs will be more difficult to handle. The situation is considerably more complicated, as Lady Reisel has added stipulations to this mission and revealed additional details.

Foremost, the facility must be swept clean. All individuals associated with the Ouroboros Sun must be executed, and all data destroyed. In order to do this, a commando team will need to gain access to the facility through the loading docks - Alopex Platoon and Lorelei Team will arrive in the Shadowfox for this purpose. When the Sun took over this facility, they had installed defenses which would make landing a DropShip unannounced hazardous. Lady Reisel has a Lance of her own which will be mobilized in order to shut down power to those defenses, while Priam Company will deploy to draw the bulk of the defending BattleMechs away from the site.

Commander Sethan has selected two Lances to serve as the vanguard, deploying with Sagittarius Lance and assembling a heavily-armed second Lance to handle whatever is there as defenses. With any luck, the combat should be a short but intense burst of activity.  

Objectives

Objective: Priam Company's only objective is to eliminate the Ouroboros Sun command structure, by removing at least three of the BattleMechs in the command Lance. Doing so without suffering losses will count as an Overwhelming Victory, while losing less than four 'Mechs will allow this to be a Major Victory. If the primary commander is defeated, but Priam Company is forced to withdraw then a Minor Victory is achieved.  

Setup

Using the blank mat, Priam Company and the Ouroboros Sun would have opposing short edges as their home edges. The mercenaries would deploy first, placing their 'Mechs one hex in their home side. The Ouroboros Sun would deploy second and be permitted to deploy behind a line designated by the location of the buildings. This would prove to be roughly eight hexes from the edge of the map.

The lunar surface is rough and rocky, composed largely of Elevated Terrain, Rough Terrain, and Mesa elements. For this version of the scenario, four Mesa, twelve Elevated Terrain, and eight Rough Terrain elements were placed by agreement of both players. On the home edge chosen by Ouroboros Sun, the facility was constructed using three Dome buildings to simulate closed environments, with two Power Generators and a Fluid Tank building existing outside those enclosures. Four Power Relays were placed around the buildings, and a round building was used to represent the DropShip landing area which would be used to access the facility itself.  

Forces

Priam Company
Sagittarius Lance (Command)
  • BLR-1G BattleMaster (Mikell)
    (1/2; Tactical Genius, Iron Will)
  • ON1-K Orion (Brand)
    (1/2; Multi-Tasker, Oblique Attacker)
  • WHM-6R Warhammer A (Garrido)
    (0/2; Sp: PPC, Marksman, Lucky 1)
  • WTH-1 Whitworth (Simone)
    (2/3; Jumping Jack, Hopper)
Peltast Lance (Fire)
  • AWS-8Q Awesome (Vaugn)
    (2/4; Sniper)
  • CPLT-C1 Catapult (Long)
    (2/3; Range Master M, Sandblaster: LRM)
  • ARC-2R Archer (Agnes)
    (1/2; Sniper)
  • BL-7-KNT Black Knight ("Vandal")
    (2/3; TRO: Mechs, Lucky 2)
Ouroboros Sun
  • BNC-3E Banshee (2/3; Sniper)
  • LGB-0W Longbow (2/3; Sandblaster: LRM)
  • HBK-4G Hunchback (3/4; Lucky 1)
  • HBK-4P Hunchback (3/4; Lucky 1)
Xemira's Honor Guard
  • KGC-0000 King Crab (Lt. Tristan)
    (2/3; Natural Grace)
  • CN9-A Centurion (Cmdr. Owain)
    (2/3; Sp: AC/10)
  • TDR-5SS Thunderbolt (Lt. Anders)
    (3/4; Lucky 2)
  • ZEU-6A Zeus (Lt. Crispin)
    (3/4; Multi-Tasker)
 

Special Rules

Forced Withdrawal: When certain conditions are met, BattleMechs 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.
It should be noted Xemira's Honor Guard are fanatics and will not withdraw or surrender.

Fragile Morale: The last remnants of the Ouroboros Sun are composed of fanatics or those who have no means to escape, and they are hardly fit for combat in this mental state. When a member of Xemira's Honor Guard is eliminated, the Ouroboros Sun members are forced to roll a Piloting Skill check with no standard modifiers. The difficulty increases by +1 for each unit on their side which has been eliminated thus far. Should this check fail, the unit becomes "Demoralized".

Demoralized: A unit which has become Demoralized may only move their Walking Speed (or Jump) and cannot attack an enemy unit that turn. At the end of the turn, any unit which began the turn Demoralized shake it off and may act normally unless they become Demoralized again.

Strategic Withdrawal: Should either side lose more than half their number, then the scenario with whichever victory conditions have been satisfied.

Salvage: Priam Company is permitted salvage rights for whatever combat equipment can be claimed from the field and fits within their DropShips. Including 'Mechs which remain functional, there are a total of 16 'Mech Bays which can be filled.

Planetary Conditions:
  • Vacuum: Vehicles, conventional infantry, and conventional fighters cannot operate in the absence of an atmosphere.
  • High Temperatures: With the surface fully exposed to the sun, higher temperatures than usual are reached while in direct sunlight. Each BattleMech receives an additional +3 points of heat at the end of every turn.
  • Low Gravity: The reduced gravity of the planetary body affects BattleMech movement, giving them the potential to move further on their turn. They receive a +1 bonus to their Walking speed, and a +2 bonus to their Running speed. However, if they choose to move faster than their standard Running speed, they must make a Piloting Skill check. Jumping movement is similarly given a +1 bonus to speed, but requires a similar Skill check with a +5 penalty. On a failed check, they will take one point of damage to internal structure to each leg for each point used which is over the standard movement rate.
  • Hull Breaches: Any time a unit is hit, the controller rolls 2d6 for each section taking damage. On a roll of 10+, the hull has been breached for the section which has been hit. All equipment in a section which has been breached is inoperable, but still can take critical damage. A breached Head location will kill the pilot, while a breached Center Torso location will render a 'Mech inoperable.

  • 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.

    Hopper: 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)

    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.

    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.

    Oblique Attacker: It takes some skill to read where your enemy is, when you can't have visual confirmation. This pilot can make Indirect LRM attacks against a target without the benefit of a spotter and have an additional -1 To-Hit modifier when doing so.

    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.

    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).

    Tactical Genius: Officers often have a grasp of the broader situation on the battlefield, which leads to spectacular events concerning combat. When rolling initiative, the player with a Tactical Genius may opt to reroll the dice up to three times as if using the "Lucky" SPA.

    Weapon 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.

    Formation Abilities

    Command Lance: The Command Lance is where the head of the unit sits, and usually with three handpicked lancemates; there is no other true requirement other than this. A Command Lance benefits from the coordination of the leader by giving them the "Tactical Genius" ability, and two other units may receive a list of other abilities for free before any engagement. Consult "Campaign Operations" p63 for a full listing; in this engagement the chosen abilities are "Marksman" and "Blood Stalker".

    Fire Lance: Fire Lances are formed primarily to have high capacity to deal damage at range, and are meant to stay out of danger to strike from afar. To this end, it is comprised of units which fit that particular archetype. At the beginning of each turn, two units in this Lance may receive the "Sniper" ability for the duration of this turn. The bonus is effective immediately.
     

    Battle Report

    Prelude

    (Image Link)
    As the enemy deploys, Commander Sethan takes note of the hardware on the field and issues two orders which were out of the ordinary for Priam Company so far. Operating in vacuum is exceedingly hazardous to everyone, meaning the fight must end quickly. First, no quarter is to be given to any foes who do not surrender. The second order was more to the point: "Shoot to kill."
     

    Turn One

    (Image Link)
    Both sides began to maneuver towards each other, cautiously staking out approaches as long-range sensors showed each side what was going on in vague senses. The Ouroboros Sun forces split off a couple units to one side in an apparent flanking action, while most of their forces were concentrated in pushing for a rocky mesa. Priam Company remained concentrated, so they could offer each other cover when the fighting started.  

    Turn Two

    (Image Link)
    The mercenaries of Priam Company were unaccustomed to the low-gravity conditions, while the members of the Ouroboros Sun were more practiced in just how hard they could push their 'Mechs. This allowed the defenders to rush quickly to gather behind a nearby mesa in order to push all at once. Their 'Mechs were mostly efficient at close-range, so pulling Priam Company in close would be the tricky part. Seeing the flanking blips, and fearing what might be along that flank, Commander Sethan chose to push his BattleMaster to intercept with the Catapult and Whitworth as fire support.  

    Turn Three

    (Image Link)
    Now the two similar approaches had brought the two forces to the point where things are about to get set off. Priam Company chose to focus on using the ridge nearest them as a platform to operate from, while the Ouroboros Sun had arrayed themselves to quickly move from cover and deliver punishing damage to whatever targets were available. Shots from the Catapult and Whitworth were loosed toward the revealed Hunchback on the flank, hoping to soften it up before it got too close. The missiles would unfortunately drift wide, leaving no appreciable damage to the enemy 'Mech.  

    Turn Four

    (Image Link)
    Everything started happening quickly, as the Ouroboros Sun left cover and began opening fire on Priam Company. The verification there was a King Crab on the field vastly changed matters, as the Zeus had been a primary target due to the expectation it was a major threat. Indeed, the Zeus did make an attempt to fire its short-range launchers at the Archer only to fall short, but the potential shots of the King Crab which went wide were far more hazardous. An unfortunate shot from the Thunderbolt scored the Awesome's right arm, while the enemy Banshee managed to put its speed to good use and successfully intercepted the trio of Priam Company 'Mechs attempting to set up a flank line. Damage to the Black Knight rendered its right arm inoperable from a breach to the vacuum, though this would not hamper close-ranged firepower too much.

    Commander Sethan continued moving to intercept the Hunchback, and attempted to stop it with support from the Catapult. Damage to the Hunchback caused a breach in the right torso, rendering the Autocannon non-functional and forcing that 'Mech to withdraw and power down. This left the Longbow on the flank, though Priam Company had not yet determined its nature yet.  

    Turn Five

    (Image Link)
    Priam Company moved further in to engage, trusting in their superior skill to start putting down the enemy. When repositioning, the Whitworth had tried using jump jets to make it easier - the lower gravity resulted in a heavy landing which jarred the legs and snapped actuators apart. Despite that, it managed to remain standing and was able to assist. The Archer and Black Knight drew back as the Orion moved forward, drawing the remaining Hunchback in along with the Centurion while the Banshee hustled forward in order to try bringing its mass into melee range. Weapons fire was exchanged, leaving the Banshee and Centurion neutralized due to breaches of their torso and yet severe damage had been dealt to the Black Knight.

    Meanwhile, the presence of the King Crab backed by the Thunderbolt became a serious concern. One of its heavy Autocannons slammed into the Awesome's center of mass and caused a vacuum breach while the Thunderbolt's PPC aimed high and slammed into the face of the 'Mech. At the same time, Vaugn was able to direct the Awesome's PPCs to blast at the King Crab. Against all odds, two of the PPC shots landed directly into its head and removed it from the field.

    With half their forces depleted, and most of the Honor Guard destroyed or tattered, the Ouroboros Sun attempted to retreat from the field. They managed to make it only a short distance from the battlefield before the Rysel Security Forces intercepted them and rounded them back up.  

    Aftermath

    The routing of the BattleMech defenders coincided with Rysel Security managing to stop the anti-air defenses from being active, the DropShips were able to land and secure the facility. Hechek Reisel swept in with a hand-selected team to start rounding up personnel as Lorelei Team was dispatched to secure the command center and make certain there were no surprises. In less tnan an hour, the Ouroboros Sun would be reduced to little more than bad memories and rumors which would eventually die.
     

    Damage Report

    Damage

    • BLR-1G: Right Arm (12 Armor), Right Torso (6 Armor), Center Torso (18 Armor).
    • AWS-8Q: Right Arm (19 Armor), Left Leg (10 Armor), Center Torso (20 Armor; Breach), Head (9 Armor, 50% Structure).
    • ON1-K: Right Torso (15 Armor).
    • WTH-1: Right Leg (25% Structure; Lower Actuator hit, Foot Actuator hit), Left Leg (25% Structure; Lower Actuator hit, Hip hit).
    • BL-7-KNT: Right Arm (5 Armor; Breach), Left Arm (5 Armor), Right Leg (5 Armor), Left Leg (5 Armor), Left Torso (13 Armor; Breach), Center Torso (5 Armor).
    • KGC-0000: Head (9 Armor; Destroyed)
    • BNC-3E: Right Arm (10 Armor), Right Leg (8 Armor), Right Torso (13 Armor), Center Torso (40 Armor, 25% Structure).
    • HBK-4G C: Right Arm (11 Armor), Right Leg (2 Armor), Right Torso (2 Armor; Breach).
    • CN9-A E: Right Leg (6 Armor), Center Torso (18 Armor, 25% Structure).

    Rearming

    • BLR-1G: SRM 6 (1 Ton)
    • ON1-K: LRM 15, AC/10 (2 Tons)
    • WTH-1: LRM 10 (1 Ton)
    • ARC-2R: LRM 20 (1 Ton)
    • CPLT-C1: LRM 15 (1 Ton)
    • KGC-0000: AC/20 (1 Ton)
    • BNC-3E: AC/5 (1 Ton)
    • CN9-A E: AC/10, LRM 10 (2 Tons)

    Parts Not In Stock

    • Cockpit
    • Sensors
    • Life Support
    • Actuator (40t): Lower Leg (x2)
    • Actuator (40t): Foot
    • Structure (40t): Left Leg
    • Structure (100t): Head
     

    Medical Report

    • Vaugn: Killed in Action.
     

    Salvage Report

    • BNC-3E Banshee (2/3; Sniper): 'MechWarrior taken captive. BattleMech sent to repairs.
    • HBK-4G Hunchback (3/4; Lucky 1): 'MechWarrior taken captive. BattleMech prepared for sale.
    • KGC-0000 King Crab (Lt. Tristan)
      (2/3; Natural Grace): 'MechWarrior killed. BattleMech sent to repairs.
    • CN9-A Centurion (Cmdr. Owain)
      (2/3; Sp: AC/10): 'MechWarrior taken captive. BattleMech sent to repairs.
     

    Mission Report

    Priam Company completed their objectives with admirable fortune, and were able to salvage four BattleMechs to fill their DropShip's hold. Despite attempts to negotiate for an exchange of salvage, Hechek Reisel refused as there was more pressing matters to consider with sweeping the lunar base.  

    NPC Report

    All enemy units were detained, later to be interrogated and taken captive by Rysel Security. The few remnants of the Ouroboros Sun had been isolated on White Reach and were being rounded up by local authorities under the direction of the Lyran Intelligence Corps.

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