Teething Rats Report in White Reach | World Anvil

Teething Rats

General Summary

Mission Profile

  • Mission Type: Probe
  • Force Size: Unlimited
  • Location: Minos Base (Grid E23)
  • Weather: Clear
  • Time of Day: Midday
 

Situation Overview

After their victory at Antas Pass, the Fourth Legion of Vega has had ample opportunity to move an advance force into southern Pelea. In preparations for a major offensive, a force was dispatched to keep Priam Company occupied defending their base. Two lances were dispatched for this task, instructed only to 'hit and fade'. Commander Sethan, having had to abort a mission to maintain a defensive force, is more interested in ensuring the attackers are driven off with as much force as can be reasonably (and safely) brought to the fight.  

Objectives

Objective: The Fourth Legion's forces will claim victory if they can destroy or force to surrender 25% or more of Priam Company's forces. Priam Company must not lose their command center, but to claim victory themselves they must destroy 25% or more of the Legion's forces (or force them to retreat). Salvage will be granted for any units which cannot leave the field.  

Setup

Priam Company's firebase has four 'Mech Bays, three large Storage buildings, a dedicated Power Generator, and three Living Quarters. Their command center must be placed in the center of the combat area, while there are a number of roads which are laid out between the buildings connecting them. Two defensive emplacements hold a Light Autocannon Turret and a Light LRM Turret, placed at any location where they receive power. Priam Company must deploy their forces within three hexes of any building.

One third of the battlefield contains a number of Small Building (2d6+2) and Large Building (1d6) elements. The opposite third contains two Mesa elements. The attacking force may deploy their units on either of the shorter edges of the combat area, but members of each lance division must be within three spaces of another unit from that lance.  

Forces

Fourth Legion of Vega
San Command
  • DRG-1N (3/4)
  • PNT-9R (3/5)
  • HBK-4G (3/5)
  • HBK-4G (2/4)
Third Lance
  • TBT-5N (3/5)
  • FS9-H (3/4)
  • UM-R60 (2/7)
  • UM-R60 (3/6)
Recon Support
  • Pegasus (4/5)
  • J. Edgar (MG) (4/5)
Priam Company
Sagittarius Lance
  • BLR-1G (Aubrey)
    (2/3; Sniper, Lucky 1)
  • ON1-K (Reginald)
    (1/2; Multi-Tasker, Oblique Attacker)
  • WHM-6R A (Olivia)
    (0/2; Specialist: PPC, Marksman, Lucky 1)
  • GRF-1N A (Casey)
    (3/3; Jumping Jack, Hopper)
Aspis Lance
  • GLT-4P (Mikell)
    (1/2; Tactical Genius, Iron Will)
  • WLF-1 (Kelly)
    (1/2; Blood Stalker, Marksman)
  • MAD-3M ("Gunslinger")
    (3/4; Range Master (L))
  • JVN-10N (Gregory)
    (5/6)
Vehicle Support
  • LRM Carrier A (Crew 12)
    (2/3; Oblique Attacker, Specialist: LRM-20)
  • LRM Carrier B (Crew 86)
    (2/3; Oblique Attacker, Specialist: LRM-20)
  • Manticore ("Crazy Eight")
    (2/5; Cross-Country)
  • Condor "Pollux" (Agi Crew)
    (2/4; Sandblaster)
Static Defenses
  • Light LRM Turret (3; 35 CF)
  • Light Autocannon Turret (3; 35 CF)
 

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: Units which are left behind when one side begins to retreat may be claimed as salvage.
Light LRM Turret: A static defense emplacement built with four LRM 5 launchers and two tons of ammunition for the launchers. The crew has a Gunnery skill of 3, and the emplacement can take up to 35 points of damage before it is destroyed.
Light Autocannon Turret: This defensive turret is designed around a single Autocannon/2 for long-range defense. It has one ton of ammunition, enough for an engagement. Its crew has a Gunnery skill of 3, and the turret can sustain 35 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.  

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.
Cross-Country: It takes some talent to find better paths through troublesome terrain. A driver with this SPA can enter water as though it were 1 depth shallower, and can move into woods, rough terrain, or rubble even if they normally could not enter it. Moving into terrain not normally permitted uses twice the normal MP a BattleMech would use.
Hopper: This pilot has trained hard to keep their BattleMech balanced on one leg. If the leg is destroyed, this unit may stay upright if it succeeds at a Piloting check with all applicable penalties. This unit's Movement cannot be reduced below 2MP.
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 wepaon 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.
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 spotterand 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. 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

As the Legion's advance pushed through the city for cover, Commander Sethan mobilized his forces quickly. With just enough time to do this properly, the Priam Company forces can't get into too advantageous a position to engage away from the base. Damage control teams are told to be on standby, considering the last time the Legion attacked directly.
 

Turn 1

The Legion began by using their Firestarter to get a high look at the battlefield, which allowed their Trebuchet to fire indirectly on the LRM Carriers. On realizing they were being targeted, the missile carriers backed up to make it harder to target them for a barrage. Sagittarius Lance began to wheel about to face the intruders, with the Warhammer firing warning shots at the approaching hovercraft. While the J. Edgar managed to avoid the strike, the Pegasus wound up taking serious damage to the hoverskirt and being severely slowed.

The Dragon took a shot at the Warhammer with its long-ranged weapons, managing to land an autocannon shot into its target. The Condor tank "Pollux" and Manticore both attempted to engage the Firestarter, failing to connect with their shots. However, the Marauder and LRM Carriers both returned fire on the Trebuchet with enough ferocity to put it down hard. The explosion of an LRM ammunition bin completely destroyed the 'Mech.  

Turn 2

Despite the loss of half the commanders, the Legion's forces continued to push forward in an attempt to get around the mercenaries and strike the base directly. The two hovercraft were ordered to tie up the Warhammer, while the Dragon advanced to keep firing on targets presenting themselves. The Firestarter moved down from its perch, only to have the Guillotine, Manticore, and "Pollux" almost put it down with fierce weapons fire. The UrbanMechs, slow to approach, had a clear shot at the hovertank but only barely missed.

The Orion split its attention, firing its lasers into the nearest hovercraft while sending the rest of its arsenal into the Dragon. Despite taking damage, the hovercraft continued to advance; the BattleMaster aimed its weapons in turn, but could only shear off armor from various locations. The Warhammer which was the target of the hovercraft fired its shorter-range weapons into it, causing it to explode violently. As the wreckage came to a stop at the feet of the heavy 'Mech, it fired both PPCs into the Dragon to keep pushing.

The commander inside the Dragon had been severely hampered by the Orion's autocannon striking the head, as well as the vicious barrage of other weapons. There was no time to reconsider taking the point, as the LRM Carriers landed a volley of ordinance on top of the 'Mech. Followed by the Wolfhound's arsenal tearing through most of the armor, the Dragon fell on its side - the impact was enough to tear the internal structure into pieces and render it irreparably damaged. With this loss, the remainder of the Legion forces quickly withdrew back into the city.  

Aftermath

Priam Company's swift dealing with the attack forces the Legion to withdraw, without their commanders. Furthermore, damage to their units will cause the Legion to be unable to fully rely on the retreating force for any operations in the immediate future. While stripping the wreckage of any usable parts, news comes in the Fourth Legion has entered the city itself and is forcing its way through resistance from the militia.
 

Damage Report

Damage

  • WHM-6R A: Left Arm (7 Armor), Left Leg (6 Armor), Left Torso (4 Armor), Right Torso (17 Armor, 25% Structure), Center Torso (12 Armor)
  • LRM Carrier A: Front (4 Armor), Left (5 Armor), Motive Hit

Rearming

  • ON1-K: LRM 15, AC/10 (2 tons)
  • WHM-6R A: MG, SRM 6 (2 tons)
  • GRF-1N A: LRM 10 (1 ton)
  • GLT-4P: SRM 4 (1 ton)
  • JVN-10N: SRM 6 (1 ton)
  • LRM Carrier A: LRM 20 (1 ton)
  • Manticore: LRM 10 (1 ton)
 

Mercenary Report

  • "Gunslinger": Rearming. Fee: 60 SP
 

Salvage Report

  • TBT-5N: Destroyed. Scrap valued at 125 SP.
  • DRG-1N: Destroyed. Scrap valued at 150 SP
  • J. Edgar (MG): Destroyed. Scrap valued at 32 SP

Components Salvaged

  • LRM 15 (1)
  • Medium Laser (2)
  • Machine Gun (4)
 

NPC Report

Destroyed

  • DRG-1N (3/4): Destroyed. Pilot captured. (2 Wounds)
  • TBT-5N (3/5): Destroyed via ammunition detonation. Pilot ejected. (2 Wounds)
  • J. Edgar (MG) (4/5): Destroyed. Crew killed.

Escaped

  • PNT-9R (3/5): Escaped. Improves Gunnery (2/5).
  • HBK-4G (3/5): Escaped. Improves Gunnery (2/5).
  • HBK-4G (2/4): Escaped. Improves Piloting (2/3).
  • FS9-H (3/4): Escaped. In Repairs (1 Round). Improves Piloting (3/3).
  • UM-R60 (2/7): Escaped. Improves Gunnery (1/7).
  • UM-R60 (3/6): Escaped. Improves Piloting (3/5)
  • Pegasus (4/5): Escaped. In Repairs (1 Round). Improves Piloting (4/4).

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