Strike Three Report in White Reach | World Anvil

Strike Three

General Summary

Mission Profile

  • Mission Type: Base Assault
  • Force Size: Unlimited
  • Location: Grid H13, Calderon Base
  • Weather: Light Clouds
  • Time of Day: Midday
 

Situation Overview

What remained of the Twenty-Second's Juniper Company was in a position to notify the base upon the Harbingers dispatching any significant forces. When the Harbingers dispatched their DropShip, and also elected to chase down the survivors, Kommandant Harvey decided it was time to make a play for the mercenaries' base and try to defeat whatever remained. To that end, two DropShips (a Union-class and a Leopard-class) were assigned to carry Elk Company and the Command Lance into battle.

Commander Dupree was made aware of the impending assault shortly before engaging Juniper Company, and elected to proceed with his operation. The intent was to prevent any survivors from regrouping safely, before returning with all possible haste to catch the assault team from the rear. Thus, there would be no time for repair - only rearming weapons before returning.

Both commanders were determined this would be the last battle between their forces, one way or another.  

Objectives

Twenty-Second Skye Rangers

Primary Objective: The Twenty-Second has chosen to go on the offense against the Harbingers, and their hope is to push through the defenders and destroy the base. They will score two victory points for every major structure which is destroyed.
Secondary Objective: While the elimination of Calderon Base is the reason for the incursion, the Kommandant in charge is also hoping to reduce the threat the mercenaries pose towards order on White Reach. The Twenty-Second will score one victory point for every eliminated enemy unit.
Victory: If the Twenty-Second can secure victory, the Harbingers will be forced to withdraw and bargain for retaining any equipment which cannot leave under its own power. In the case of a margin of victory greater than five points, the Harbingers cede all equipment left behind.

Harbingers

Primary Objective: The Harbingers are no longer interested in dealing with these adversaries, and have determined to take out the command structure of the opposition. For each command unit eliminated, the Harbingers will score two victory points.
Secondary Objective: While taking out the commanders has taken primary goals, reducing the amount of equipment in the opposition. Each non-command unit eliminated is worth one victory point.
Victory: Should the Harbingers achieve victory, the Twenty-Second Skye Rangers will be forced to withdraw without recovering any assets left on the field. If the margin of victory is greater than five points, then all units still on the field and not within movement range of any map edge may be claimed as salvage. The decision on whether a unit can "escape" is made between all players involved.
 

Setup

The Harbingers spent considerable efforts with work crews altering the area around their current base of operations. The area around it within one kilometer has been heavily altered, when possible, to suit the needs for a secure perimeter around the base's structures. As such, only Elevated Terrain and Rough Terrain elements are placed on two thirds of the battlefield at the discretion of the Harbingers' player. They must allocate enough clear space to place their base structures, however.

Calderon Base is composed of the following base elements: one Command Center, one Maintenance Facility, one Vehicle Pool, one Large Power Plant, three 'Mech Bays, two two-story Living Quarters elements, eight Basic Storage units, two Liquid Storage units, and three Power Relays. The Static Defenses use "heavy bunker" bases for their turret structures, and are placed as per the decision of the Harbingers' player on the edges of the base. The Power Relays must be positioned to provide power from the Large Power Plant structure to all other buildings; there is a range of ten hexes before a Relay is necessary to distribute power.  

Forces

22nd Skye Rangers
Command Lance
  • ON1-K Orion (3/5; Iron Will, Tactical Genius)
  • ZEU-6T Zeus (1/2; Sniper, Lucky 1, Blood Stalker)
  • AS7-D Atlas (0/1; Demoralizer, Range Master (M), Multi-Tasker)
  • ENF-4R Enforcer (4/5)
Elk Company
  • CPLT-C1 Catapult (1/4; Specialist: LRM 15, Oblique Attacker)
  • TBT-5S Trebuchet (3/4; Multi-Tasker)
  • OSR-2C Ostroc (3/5)
  • CN9-A Centurion (4/6; Marksman)
  • ARC-2R Archer (3/4; Sniper)
  • LGB-0W Longbow (3/4; Sniper)
  • ARC-2R Archer (4/6)
  • ARC-2R Archer (2/4; Sniper)
  • PXH-1 Phoenix Hawk (3/4; Jumping Jack, Lucky 1)
  • PXH-1 Phoenix Hawk (4/5; Maneuvering Ace)
  • WLF-1 Wolfhound (4/4; Maneuvering Ace)
  • WLF-1 Wolfhound (4/4; Maneuvering Ace)
Vehicle Support
  • Saladin (4/5)
  • Saladin (4/5)
  • Sturmfeur (4/6)
  • Sturmfeur (4/6)
Harbingers Gamma Team
  • AS7-D Atlas B ("Trailblazer")
    (0/1; Specialist: AC/20, Melee Specialist)
  • STK-3F Stalker ("Bones")
    (1/2; Melee Master, Jumping Jack)
  • CTF-1X Cataphract ("Badboi")
    (1/2; Melee Master, Jumping Jack)
  • AWS-8Q Awesome C ("Jungle Jackie")
    (2/4; Multi-Tasker, Lucky 1)
  • HCT-3F Hatchetman A (Nathan Pierce) (5/5)
  • HCT-3F Hatchetman B (John Falkner) (5/6)
  • HCT-3F Hatchetman C (Andrew Gardner) (5/6)
  • WVR-6R Wolverine (Timothy Young)
    (4/6; Forward Observer)
  • CN9-A Centurion ("Twist") (4/5)
  • JVN-10F Javelin (Jason Greene)
    (3/6; Jumping Jack)
  • ENF-4R Enforcer B (Andrew Carver) (4/7)
Vehicle Support
  • Demolisher A (Crew 9)
    (0/4; Specialist: AC/20, Lucky 1)
  • Demolisher B (Hellriders Crew)
    (0/4; Specialist: AC/20, Lucky 1)
Returning Beta Team
  • AS7-D Atlas A ("Juggernaut")
    (0/2; Specialist: AC/20 , Range Master (M), Stand Aside)
  • AWS-8Q Awesome B ("Deadeye")
    (0/2; Specialist: PPC , Lucky 1)
  • BNC-3M Banshee ("Pilgrim")
    (0/2; Specialist: PPC , Marksman , Human TRO: Mechs)
  • CRD-3R Crusader ("Boomstick")
    (2/6; Range Master (M) , Lucky 1)
  • OTL-4D Ostsol ("Patty-Cake")
    (1/4; Sniper)
Beta Vehicle Support
  • LRM Carrier C (Gunpowder Saints) (2/4)
  • Schrek B (Phalan Irregulars)
    (4/5; Lucky 2)
Hired Guns
  • VLK-QA Valkyrie ("Jaunt")
    (3/4; Human TRO: Mechs)
Static Defenses
  • MechKiller Turret (2)
  • MechKiller Turret (2)
  • Heavy LRM Turret (3)
  • Heavy LRM Turret (3)
 

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.
  Morale: When a unit would normally enter forced withdrawal, it will instead roll a Piloting check modified by a +3 TN penalty if it cannot see a unit commander. It must repeat this check at the end of any turn it takes damage after this.
  Salvage: Salvage may be achieved for units left behind on the battlefield if the objectives are met.
  Heavy LRM Turret: These turrets are armed with two LRM 15 launchers, with one ton of ammunition for each. It fires with a Gunnery of 4, and can sustain 40 points of damage.
  Mech-Killer Turret: This large turret mounts an SRM 4 launcher and a AC/20, with two tons of ammunition for the cannon and one ton for the missile launcher. It fires with a Gunnery of 3, and can sustain up to 40 points of damage.
  Turret Critical Hits: Any attack which strikes a turret causes a second roll to see if the damage causes issues for the crew. On a roll of 7-9, the fire control systems are lightly damaged; the crew must spend one turn fixing the problem before it can fire again. On a roll of 10-11, one random weapon is destroyed and rendered inoperable. On a roll of 12, critical structural damage renders the turret effectively destroyed.
  Pre-Existing Damage: The Beta Team of the Harbingers are returning with damage still present
  • AS7-D A: Right Torso (6 Rear Armor), Center Torso (10 Armor), Gyro Hit (1).
  • AWS-8Q B: Right Arm (24 Armor), Left Arm (24 Armor, 2 Structure; Lower Actuator Hit), Right Leg (5 Armor), Left Leg (5 Armor), Right Torso (12 Armor), Left Torso (24 Armor, 10 Structure; Heat Sink (2: Upper #4, Lower #2) Hit), Center Torso (2 Armor).
  • CRD-3R: Right Arm (5 Armor).
  • OTL-4D: Right Arm (8 Armor, 2 Structure), Left Arm (8 Armor, 2 Structure; Lower Actuator Hit), Right Leg (13 Armor), Right Torso (10 Armor), Left Torso (5 Armor, 4 Rear Armor, 6 Structure; LL Hit (1)), Center Torso (5 Armor).
  • Schrek B: Right (10 Armor), Rear (5 Armor), Turret (14 Armor), Motive Hit (Heavy).
 

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.

Forward Observer: This unit is effective in helping artillery gunners hit their mark. When spotting, they grant a -1 TN modifier to the artillery gunner's roll; when adjusting their aim, this unit grants a -2 TN modifier until the gunner strikes the target area.

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.

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 punch kick, or weapon attack on its turn.

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.

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.

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.

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.

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 Twenty-Second Skye Rangers are mounting an attack of opportunity on the Harbingers' base of operations, hoping their best defenders are no longer present. Kommandant Harvey believes this will be the only chance to inflict any significant losses, and even becoming aware of the Harbingers' "Beta Team" returning to the base doesn't faze him. The base defenders are instructed to stall as best they can until Commander Dupree's forces return, and then proceed to "fight like demons". For both these forces, this is going to be the final push and each commander is determined to seize victory - no matter the cost.
 

Turns One and Two

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(Photo missing for Turn Two)
The Twenty-Second advanced slowly, with their Fire Lance taking aim on the closer of the two missile turrets. A hefty volley of long-range missiles wrecked it, making it safer to advance. The return fire into the lead Archer managed to make the 'MechWarrior slip and fall. The damage was largely negligible, and the pilot was instructed to allow others to advance to the vanguard while they recovered their footing.

The Harbingers largely chose to hold position, intending to use the mesas to funnel their adversaries into the same angle of killing ground. However, the Twenty-Second's commander was intending to knock out the long-range turrets before pushing for an engagement.

The other missile turret was wrecked shortly after as the Twenty-Second's Ostroc advanced swiftly to get its weapons to the front. The two Saladin hover tanks proceeded to gather behind the hill on the northern side, preparing for a run at any enemy 'Mechs which moved to engage.  

Turn Three

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Before the Harbingers' reinforcements can arrive, the Twenty-Second chose to move their forces and engaged what they can of the defending elements. The two Saladins quickly moved to engage the Light and Medium BattleMechs on the northern side of the battlefield, supported by two Phoenix Hawks and the Sturmfeur assigned to that flank. The damage was remarkably brutal, but ultimately not enough to eliminate any of the 'Mechs.

On the other flank, Birch Lance continued to offer fire support for advancing units. Their attacks inflicted significant damage on the Cataphract and Atlas, while the Ostroc attempted to advance to closer-range. However, the incoming fire focused on the Heavy 'Mech detached the right leg amidst other serious damage. This was an unfortunate loss, though not an unexpected one considering the Harbingers' record. The vanguard, meanwhile, chose to hunker down in the forest to see where the Harbingers' returning units enter the battlefield.  

Turn Four

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On the northern flank, the Saladin hover tanks get into trouble as the Harbingers' Light and Medium 'Mechs focused fire on them. The Javelin and one Hatchetman attempt the risky "Death from Above" maneuver on both tanks, due to the hovercraft being hemmed in and unable to reasonably escape. The Javelin's efforts would be the one which proved effective, as both feet slammed down into the front of the hover tank with ruinous effect. The Hatchetman failed, but despite this the Enforcer on the cliff managed to breach the motive system of the other Saladin to remove them from combat effectiveness. At the same time, accumulated damage caused the other Hatchetman on that flank to be completely cored out through its center torso.

The arriving Harbingers came in hard on the right flank of the Twenty-Second, and delivered a withering amount of damage into one Archer while tagging the Longbow with some other shots. The Archer's rear armor buckled inwards, and the Heavy 'Mech remained where it fell rather than risk an ammunition explosion.

The Harbingers' defending Atlas delivered a serious blow as its autocannon shredded apart the head of the commanding Orion. As the shock traveled through the attackers, the decision was made to double-down on the offense and try to push through. Hauptmann Reed took command from his Catapult, and ordered the assault to swich focus and try to take down any of the Assault 'Mechs the Harbingers had on the field. Hauptmann Gates eagerly began to shift his Atlas to intercept and engage, seeking a measure of vengeance on the mercenaries.  

Turn Five

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The brawl between the two forces only became more heated as the fight started to get vicious around the Archers and the hill. One Archer landed enough damage to force the Cataphract to eject due to accumulated damage, even as it dodged an attempted Death From Above by the Harbingers' Wolverine. The second remaining Archer was subjected to focused fire, falling over and having the impact set off the ammunition stored within the torso. Similarly, the Longbow sustained serious damage with one arm lost even as it traded weapons fire with Commander Dupree's Atlas.

Around the center point of the combat area, many of the attackers began focusing targets which were left damaged and potentially vulnerable. Both Sturmfeur tanks continued raining missiles into the defending Atlas, large chunks of armor being ripped away in the process. The southern tank received enough damage to the motive system to render it immobile, yet the crew opted to remain in the battle due to the incredible amount of armor protection the ninety-five ton machines possess. "Hatchet Alpha" was rendered inoperative by the Zeus and Phoenix Hawk, while the Centurion moved to engage the defending Atlas. It paid for this, as one of the defending Demolishers was able to breach the 'Mech's torso armor and come perilously close to detonating the ammunition. The pilot decided to exercise discretion, ejecting rather than courting death further.

Other 'Mechs of the Twenty-Second Skye were still trying to maneuver to get into the fight, being out of position to do more than lightly menace what they can see of the Harbingers. One Wolfhound managed to flank to the left of the arriving Harbingers, though it was deemed a non-threat at this point.  

Turn Six

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The Harbingers began to find their fortunes shift, with the battle reaching a critical turning point. The Longbow became the focus of multiple incoming shots intended to cripple, and the 'Mech surrendered after the other arm was exploded easily enough. The lone remaining Archer continued to keep forces occupied, though it could do very little with the targets left open to it.

Hauptmann Gates' Atlas finally entered the fray on the flank, with his weapons striking at the LRM Carrier and the Crusader directly in front. The vehicle chose to surrender rather than court a lethal second barrage, but most other weapons failed to connect. The Wolfhound and Phoenix Hawk quickly removed the Schrek from combat, while most efforts were focused on taking down the Longbow. Directly to the left of Gates' Atlas, the Sturmfeur suffered a stomp from the Harbingers' Stalker - the crew promptly surrendered as it was clear they were no longer capable of being useful after absorbing a great deal of punishment.

Hauptman Reed maneuvered his Catapult to engage the returning Awesome, having been informed of its armor being compromised. However, Commander Dupree landed a shot from his autocannon and threatened serious consequences for attempting to remain in the fight directly.

What made this point in the battle into a critical juncture were two losses in particular. The Phoenix Hawk nearest to Calderon Base attempted to make a play for the base structure, only to find the turret and Enforcer laying in wait. The turret's heavy autocannon shattered its leg, and made that effort pointless. The defenders, meanwhile, had "Trailblazer's" Atlas sustain critical damage to its autocannon and a threatened explosion of the ammunition which remained. As "Trailblazer" chose to surrender, the question now would be settled on the massive fight taking place on the flank.  

Turn Seven

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On the northern flank, the Zeus piloted by Hauptmann Chambers began to slowly withdraw. While supported by other units (the Sturmfeur, Trebuchet, and Wolfhound), he focused on the Stalker in hopes of taking it down. However, the Stalker proceeded to shoot the Trebuchet off its feet with seemingly little effort. This prompted a revision of what might be the strategy, since there was a fresh Awesome entering the field of battle to support the Stalker... not to mention another Demolisher.

The Harbingers finally succeeded in eliminating the Archer through attrition, forcing it to stay put as its waste heat became unmanageable and all avenues of escape were removed. The Wolfhound and Phoenix Hawk on the flank attempted to take out any of the Harbingers' 'Mechs involved, but failed to land decisive shots. Hauptmann Reed quickly relocated into the forest, continuing to lob missiles into Commander Dupree from the current safety. However, the situation was starting to look grim.

The battle would conclude with a desperate attempt simply to remove Commander Dupree's Atlas from being a threat any longer. Hauptmann Gates similarly became the focus of attention, as the southern Demolisher tank rolled close enough to engage with its twin autocannons. The exchange of fire was rapid, and brutal as both Assault 'Mechs fell to their backs and remained down.

Hauptmanns Reed and Chambers called for a retreat, managing to escape with a paltry amount of the force for what entered. Commander Dupree swiftly demanded the unconditional surrender of those who could not escape swiftly, and despite being enraged at how this had unfolded... Gates acquiesced and ordered whomever had survived to surrender and survive.  

Aftermath

Commander Dupree took the prisoners aside, sporting serious wounds from his fight with Hauptmann Gates. To the whole of the Twenty-Second Skye Rangers who were gathered as prisoners, he explained the offer he was going to present: either get in line, or be buried here in a shallow grave. Half of the 'MechWarriors chose death, and were summarily shot. Those who lived tried to beg for the right to leave, adding they would not go through with another attack, but they were reminded the surrender had been unconditional. Finally, they agreed to join rather than be killed.

Despite witnessing the brutal executions, Hauptmann Gates refused to answer Commander Dupree's demand for an answer three times. The mercenary commander put a pistol to his head, and leaned in for a whispered conversation. It was very brief, and ended with Gates being taken away in restraints.

Two days later, the remaining members of the Twenty-Second Skye would withdraw from White Reach. The losses had far outweighed the potential gain, and the Harbingers had proven to be no allies of the Federated Commonwealth.
 

Damage Report

Destroyed

  • HCT-3F C: Destroyed. 'MechWarrior ejected.

Damage

  • AS7-D A: Right Arm (7 Armor), Left Arm (11 Armor), Right Leg (18 Armor), Left Leg (22 Armor), Right Torso (29 Armor), Left Torso (24 Armor), Center Torso (38 Armor), Head (6 Armor), Gyro Hit (1).
  • AS7-D B: Right Arm (15 Armor), Left Arm (28 Armor), Right Leg (4 Armor), Left Leg (37 Armor), Right Torso (12 Armor, 50% Structure; AC/20 Ammo Hit (x2), AC/20 Hit (2)), Left Torso (28 Armor), Center Torso (33 Armor), Head (9 Armor, 50% Structure; Heat Sink Hit).
  • AWS-8Q B: Right Arm (24 Armor), Left Arm (24 Armor; Destroyed), Right Leg (8 Armor), Left Leg (17 Armor), Right Torso (24 Armor, 50% Structure), Left Torso (24 Armor, 75% Structure; Heat Sink (x3 Hit), PPC Hit), Center Torso (17 Armor), Head (2 Armor).
  • STK-3F: Right Arm (17 Armor), Left Arm (6 Armor), Right Leg (10 Armor), Left Leg (10 Armor), Right Torso (16 Armor; SRM Ammo Hit), Left Torso (2 Armor), Center Torso (5 Armor).
  • CTF-1X: Right Arm (17 Armor), Left Arm (6 Armor), Right Leg (17 Armor), Left Leg (22 Armor, 25% Structure), Right Torso (9 Armor), Left Torso (16 Armor, 75% Structure; M. Laser Hit), Center Torso (6 Armor).
  • CRD-3R: Right Arm (5 Armor), Right Leg (20 Armor), Head (5 Armor).
  • OTL-4D: Right Arm (8 Armor, 25% Structure), Left Arm (8 Armor, 25% Structure; Lower Actuator Hit), Right Leg (13 Armor), Right Torso (10 Armor), Left Torso (9 Armor, 50% Structure; LL Hit (1)), Center Torso (5 Armor).
  • WVR-6R: Right Arm (16 Armor, 25% Structure), Left Arm (6 Armor), Right Leg (6 Armor), Left Leg (5 Armor), Center Torso (11 Armor).
  • HCT-3F A: Left Arm (8 Armor), Left Leg (11, 50% Structure; Hip Hit), Right Torso (14 Armor, 50% Structure; AC/10 Hit (1), Heat Sink Hit), Left Torso (16 Armor, 75% Structure), Center Torso (13 Armor).
  • JVN-10F: Left Leg (10 Armor).
  • LRM Carrier C: Front (12 Armor).
  • Schrek B: Left (20 Armor, Structure), Right (10 Armor), Rear (5 Armor), Turret (14 Armor), Motive Hit (1).
  • AS7-D C: Right Arm (15 Armor), Left Arm (28 Armor), Right Leg (17 Armor), Left Leg (41 Armor, 75% Structure), Right Torso (38 Armor, 50% Structure), Left Torso (26 Armor), Center Torso (56 Armor, 25% Structure), Gyro Hit (1).
  • ON1-K: Right Leg (20 Armor), Right Torso (20 Armor), Center Torso (6 Armor), Head (9 Armor; Destroyed).
  • LGB-0W: Right Arm (9 Armor; Destroyed), Left Arm (9 Armor; Destroyed), Right Torso (20 Armor, 50% Structure), Left Torso (7 Armor, 50% Structure), Center Torso (3 Armor), Head (9 Armor, 50% Structure; Sensors Hit).
  • Sturmfeur: Front (66 Armor), Right (61 Armor), Rear (7 Armor), Turret (34 Armor), Motive Hit (3).

Rearming

  • AS7-D A: AC/20, SRM 6, LRM 20 (3 Tons)
  • AS7-D B: AC/20, SRM 6, LRM 20 (3 Tons)
  • STK-3F:SRM 6, LRM 10 (2 Tons)
  • CTF-1X: AC/10 (1 Ton)
  • CRD-3R: SRM 4, LRM 15 (3 Tons)
  • WVR-6R: AC/5, SRM 6 (1 Ton)
  • CN9-A: AC/10, LRM 10 (2 Tons)
  • ENF-4R B: AC/10 (1 Ton)
  • HCT-3F A: AC/10 (1 Ton)
  • HCT-3F B: AC/10 (1 Ton)
  • LRM Carrier C: LRM 20 (2 Tons)
  • Demolisher A: AC/20 (1 Ton)
  • Demolisher B: AC/20 (1 Ton)
  • AS7-D C: AC/20, SRM 6, LRM 20 (3 Tons)
  • ON1-K: AC/10, SRM 4, LRM 15 (3 Tons)
  • LGB-0W: LRM 20 (2 Tons)
  • Sturmfeur: LRM 20 (2 Tons)

Parts Not In Stock

  • LRM 20
  • LRM 20
  • Cockpit
  • Life Support
  • Structure (75t Head)
  • Structure (80t Left Arm)
  • Actuator (45t Upper Leg)
  • Actuator (45t Lower Leg)
  • Actuator (45t Foot)
  • Actuator (80t Upper Arm)
  • Actuator (80t Lower Arm)
  • Actuator (80t Hand)
  • Actuator (85t Upper Arm)
  • Actuator (85t Upper Arm)
 

Mercenary Report

  • Authorized payment for "Jaunt": -60 SP
 

Medical Report

  • Adamant Dupree: 2 Wounds.
  • "Boomstick": 1 Wound.
  • "Sturmfeur Crew": Commander Hit.
 

Salvage Report

  • AS7-D C: Sent to Repairs.
  • ON1-K: Sent to Repairs.
  • LGB-0W: Sent to Repairs.
  • Sturmfeur: Sent to Repairs.
  • CN9-A: Sent to Storage.
  • ARC-2R: Sent to Storage.
  • ARC-2R: Sent to Storage.
  • PXH-1: Sent to Storage.
  • WLF-1: Sent to Storage.
  • Saladin: Sent to Storage.
  • Saladin: Sent to Storage.
  • OSR-2C: Rendered to Scrap.
 

Mission Report

The Twenty-Second Skye Rangers were able to eliminate six of the mercenary units during the combat (earning six Victroy Points), but failed to reach the base's major structures. The Harbingers, however, were able to eliminate three of the Lance commanders and six other units (earning twelve Victory Points). With such a major victory, the Harbingers were able to capture most of the opposing units and equipment.  

NPC Report

Detained

  • ON1-K Orion (3/5; Iron Will). Seized, 'MechWarrior killed.
  • CN9-A Centurion (4/6). Seized, 'MechWarrior killed.
  • ARC-2R Archer (4/6). Seized, 'MechWarrior killed.
  • ARC-2R Archer (2/4; Sniper). Seized, 'MechWarrior killed.
  • AS7-D Atlas (0/1; Range Master (M), Demoralizer). Seized, 'MechWarrior detained by Harbingers.
  • LGB-0W Longbow (3/4). Seized, 'MechWarrior Recruited.
  • PXH-1 Phoenix Hawk (3/4; Jumping Jack, Lucky 1). Seized, 'MechWarrior Recruited.
  • WLF-1 Wolfhound (4/4). Seized, 'MechWarrior Recruited.
  • TBT-5S Trebuchet (3/4; Multi-Tasker). Seized, 'MechWarrior Recruited.
  • Saladin (4/5). Seized, 'MechWarrior Recruited.
  • Saladin (4/5). Seized, 'MechWarrior Recruited.
  • Sturmfeur (4/6). Seized, 'MechWarrior Recruited.

Destroyed

  • OSR-2C Ostroc (3/5). 'MechWarrior killed.
  • ARC-2R Archer (3/4; Sniper). 'MechWarrior killed.

Escaped

  • ZEU-6T Zeus (1/2; Sniper, Lucky 1, Blood Stalker).
  • ENF-4R Enforcer (4/5).
  • CPLT-C1 Catapult (1/4; Specialist: LRM 15, Oblique Attacker).
  • PXH-1 Phoenix Hawk (4/5).
  • WLF-1 Wolfhound (4/4).
  • Sturmfeur (4/6).

BattleTech is owned by Topps, with tabletop game development licensed to Catalyst Game Labs.

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