The Second Coming

General Summary

Mission Profile

  • Mission Type: Base Assault
  • Force Size: Unlimited
  • Location: Yew Firebase, Grid L15
  • Weather: Intermittent Snow

Situation Overview

The Harbingers, emboldened by snatching up some new equipment on the market, have elected to take another strike at the Sanglamore base. The plan is to try to hit them hard enough during a period when they haven't fully recovered, and potentially fold them. Unknown to Commander Dupree, Hauptmann Calhoun and Hauptmann Gates have made some deals for new equipment to bolster their defenses and worked their teams hard to put the turrets back in place.  


Primary Objective A: The Harbingers' objective is to seize control of the firebase, which can be done either by forcing over 50% of the Sanglamore forces to retreat.
Primary Objective B: Alternatively, the Harbingers can destroy the primary command center and render the Lyran forces unable to organize their forces or properly control their defensive turrets.


Harbingers Assault Force


  • AS7-D A (Adamant)
    (0/3; Combat Intuition, Lucky 1)
  • AS7-D B ("Sureshot")
    (1/3; Specialist: M Laser)
  • AWS-8Q A ("Deadeye")
    (0/2; Specialist: PPC)
  • AWS-8Q B ("Sassy")
    (0/2; Specialist: PPC)
  • LGB-0W ("Trailblazer")
    (1/1; Melee Master, Fist Fire)
  • CN9-A ("Jungle Jackie")
    (2/4; Multi-Tasker, Lucky 1)
  • CTF-1X ("Bones")
    (2/3; Melee Master)
  • ENF-4R A ("Cinders")
    (3/3; Range Master: M, Lucky 1)
  • ENF-4R B ("Boomstick")
    (3/6; Range Master: M)
  • HCT-3F A ("Pilgrim")
    (1/2; Human TRO: Mechs, Lucky 1)
  • HCT-3F B ("Badboi")
    (2/2; Melee Master)
  • HCT-3F C ("Spike")
    (2/3; Specialist: M Laser)
  • MON-67 A ("Patty-Cake")
  • MON-67 B (Nathan)


  • LRM Carrier A (Crew 33)
    (0/5; Multi-Tasker)
  • LRM Carrier B (Crew 11)
    (0/5; Sandblaster)
  • SRM Carrier A (Crew 9)
    (0/5; Multi-Tasker)
  • SRM Carrier B ("Hartford Crew")
  • Schrek PPC Carrier (Crew 6)
    (0/5; Speed Demon)
Hired Guns
  • VLK-QA ("Jaunt")
    (3/4; Human TRO: Mechs)
  • TDR-5S ("Pine")

Sanglamore Battalion

Sapphire Command

  • AS7-D (Gates)
    (0/2; Tactical Genius; Demoralizer, Lucky 2)
  • ZEU-6T (1/3; Sniper, Lucky 1)
  • OTL-4D (2/4; Multi-Tasker)
  • GRF-1N (2/4; Jumping Jack; Multi-Tasker)
Battle Lance
  • TDR-5SS (3/3)
  • OSR-2C (3/6)
  • GRF-1S (3/5)
  • TBT-5S (3/5)
Cavalry Lance
  • WVR-6R (3/5; Speed Demon)
  • DV-6M (4/6; Speed Demon)
  • ENF-4R (3/5; Speed Demon)
  • PHX-1 (3/5)
Direct Fire Lance
  • ON1-K (2/4)
  • ARC-2R (3/5)
  • GRF-1N (2/5)
  • MAD-3R (2/3)
Cadet Battle Lance
  • BL-7-KNT (1/5; Sniper)
  • ON1-K (3/3)
  • FS9-H (3/6)
  • WVR-6R (3/5)
Light Recon Lance
  • JVN-10F (4/6)
  • STG-3R (4/6)
  • LCT-1S (4/6)
  • STG-3G (4/6)

Fire Support Lance

  • TDR-5SS (4/4)
  • WSP-1A (4/7)
  • WSP-1A (4/6)
  • PHX-1 (4/6)
Light Fire Lance
  • GRF-1N (5/6)
  • WSP-1A (4/5)
  • WSP-1A (4/5)
  • GRF-1N (4/4)
Vehicle Defenders
  • Behemoth (2/6)
  • Hunter 'LRM' (4/6)
  • SRM Carrier (3/6)
  • SRM Carrier (3/6)
Vehicle Strikers
  • Saladin (3/5)
  • Saladin (5/6)
Unassigned Defenders
  • UrbanMech UM-R60 (5/6)
  • Quickdraw QKD-5A (4/6)
  • Archer ARC-2R (3/4)
Static Defenses
  • Heavy LRM Turrets (x4) (2; 40 CF)
  • Long Tom Artillery


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.
Any units from the Sanglamore battalion may retreat to any of the three buildings used for dispatching Reinforcements, as noted below.
Salvage: Salvage may be claimed from units neutralized during the battle.
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.

Defender Specials

Minefields: When a unit enters the minefield, an attack is made against them with a base attack of 4. If the attack is successful, a 'Mech will have both legs will suffer 5 damage while a vehicle will have all four sides take 5 damage. Infantry caught in a minefield will be reduced to half their remaining strength. A minefield remains active for the entire engagement, but if triggered will need to be replaced after the battle.
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.
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.
Long Tom Artillery: The Lyran Long Tom may fire at any spot a defender can see, the attack called out at the beginning of the turn and landing at the end of the turn after all units have moved. The target number to roll is a base TN of 6, modified by the range to the target of the closest spotting unit (+2 for each 6 hexes from the spotter). A miss will allow the target to drift 1d6 spaces in a direction randomly determined by agreement of the players. Wherever it lands, the attack will do 25 damage to the hex, 15 damage to adjacent hexes, then 5 damage to each hex two spaces from the landing area. Any 'Mechs which are currently down in the area of impact are completely destroyed and provide no salvage.

Formation Notes

Not seen before this point, it is worth expanding on "Formations". Forces which have a high amount of training and discipline have the chance to form "Formations" in the case of Lances. Each Lance is a combination of four BattleMechs or vehicles, and the formations have their own unique benefits. Listed below are the formations active in this engagement.
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 two instances of "Multi-Tasker".[br[ Battle Lance: A Battle Lance is a front-line formation meant to take punishment and dish it out in equal measures. For this reason, at least two units must be of Heavy or greater weight class. This unit shares a pool of six uses of the "Lucky" special ability, allowing them to reroll up to six total Gunnery or Piloting rolls.
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.
Direct Fire Lance: A variation of the Fire Lance, a Direct Fire lance uses weapons which are based on direct line-of-sight firing; the same general requirements are needed as well. At the beginning of each turn, two units in this Lance may receive the "Weapon Specialist" ability for the duration of this turn.
Fire Support Lance: A support formation, there is no specific rules for forming these other than their focus to act as backup to another formation. As such, they receive no benefit on their own and inherit partial benefits from whatever formation type they are supporting. At the beginning of each turn, one unit this Lance may receive the "Sniper" for the duration of this turn.
Light Recon Lance: Recon Lances are fast and meant to handle scouting tasks with minimal issues; Light Recon Lances are designed almost entirely of Light-class units and benefit greatly from matching the right archetypes and weight class to the task. All units in this formation receive the "Forward Observer" and "Eagle Eyes" abilities in addition to their original abilities.
Cavalry Lance: Fast, and hard-hitting units are the heart of the Cavalry Lance formation; for that purpose the whole formation needs to be fast and cannot contain anything of Assault weight class. At the beginning of the engagement, three members of this Lance receives the "Speed Demon" ability for free.

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.
Demoralizer: This unit may attempt to demoralize a target it has clear line of sight to, within 10 hexes. They make a Piloting check at a +4 TN; on a successful use, the target may not use any movement other than walking, may not move any closer to the attacking unit, and incurs a +1 TN penalty if attacking the Demoralizer this turn.
Eagle Eyes: This unit can spot hidden units or defenses much easier than normal, granting them a better passive search as they move. They receive a +2 bonus to TNs when being attacked by minefields, and will find hidden units within a 1 hex radius.
Fist Fire: This unit may use its weapon mounted on an arm after a successful punch or weapon attack which deals damage. This follow-up attack is made at a -1 bonus to hit, and will impact in the same location the physical attack lands.
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.
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.
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.
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).
Speed Demon: This unit may move 1 extra space while using Running/Flank speed, but it may make no attack action this round.
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.
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.

Battle Report


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"Firebase command, this is Commander Adamant Dupree of the Harbingers. Your presence here is unwelcome. You are hereby warned of our intent to seize your base, along with any equipment. If you surrender, nobody will be harmed. We await your answer."
"Harbingers assault force, this is Hauptmann Calhoun of the Armed Forces of the Federated Commonwealth. It is you who are invading territory belonging to the Commonwealth, and it is you who have begun hostilities. As such I do not recognize your authority to dictate terms of surrender to my unit. You came here once before and I said you'd be sorry if you came back. Expect me to make good on that promise. If you continue, you will not just be fired upon. We will do everything we can to ensure you regret today."
"Your choice, Hauptmann. Close comms."

Turn One

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The defending Lyrans this time move the Light lances ahead, this time intending to tie up the Harbingers for artillery to land on them. A Wasp and Stinger have their legs destroyed, while the Thunderbolt 5SS winds up having its right torso blown apart under missile fire. The Locust rushes at the northern LRM Carrier and manages to cause it damage, but the SRM Carrier escorting it is able to use its missile launchers to blow it apart. The artillery strike barely misses the Cataphract and Atlas on the northern side, causing the Harbingers a small relief.  

Turn Two

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The Lyran Light 'Mechs still are able to swarm behind the rear of the northern group in a bid to tie them up. This draws off the two Hatchetman escorts to handle it. Missile strikes are let loose by the Harbingers' units in a coordinated effort, causing three of the defending turrets to cease functioning while the fourth is severely damaged. The turrets' salvos, however, only manage to inflict minor damage - except for one case. Two errant groupings of missiles hammer the Longbow in the left side and its head.  

Turn Three

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The Lyrans choose to push outwards in a surge with their turrets down rather than hang back and let the Harbingers choose the engagement. In the process, the Lyrans move the flanking Phoenix Hawk and Griffins into the woods - the Mongoose 'Mechs pursue them into the woods. The Ostroc and Griffin 1S defending the northern gap engage the attackers while the Archers begin taking more serious damage. In exchange, the Thunderbolt hired by the Harbingers loses balance and falls down under the defender's fire. The Long Tom ordinance was marked where it was expected to drift and manages to hit the mark directly; once more, the Harbingers find a measure of relief in not having it land on them.  

Turn Four

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The two combatant forces converge and now the Assault 'Mechs now get to become active participants. The defending Black Knight blasts the back of the Harbingers' southern Atlas, taking a serious amount of damage in turn. The Lyran flanking maneuver pushes into the vehicles and Medium 'Mechs trailing behind. The Cataphract had taken enough damage to cause the 'MechWarrior piloting it to step back from the front. Two Saladin Assault Hovertanks spring out of hiding and focus their fire on the attacking Centurion before the Harbingers quickly respond and tear the hover craft apart. The defending Ostroc likewise has both Awesomes fire on it, causing both sides to take catastrophic damage which forces the engine to shutdown as part of its safety measures. The one Behemoth moves into the northern gap, as do others seeking a counterattack.

The Atlas belonging to the Sapphire Command lance is shot in the face by an Enforcer's Autocannon/10, and then the open comms catch the sound of laughter. The Atlas levels its weapons on the Medium 'Mech and its own Autocannon/20 fires through the Enforcer's head and leaves it a smoking husk; luckily the pilot manages to eject when realizing they were the target. Similarly, the Sapphire Command Zeus fires its PPC into the attacking Thunderbolt's face, with the pilot not being fortunate enough to escape.  

Turn Five

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Instant revenge happens as the Command Zeus takes on the wrath of the Awesome and Atlas at the north gap, falling over but being only barely functional. The northern assault force loses its LRM Carrier after it takes out the Griffin 1S which had fallen. Similarly, the Harbingers have the Centurion and a Mongoose move to put down the Wasp still harassing the vehicles; this leaves more of their assets out of position and not focused on the defenders. The northern gap has its defenders continue the push, even with the Zeus down. The Cataphract continues retreating, only to find itself flanked by the Lyran Quickdraw and Griffins, leaving the entire assault force in danger.

On the southern gap, the heavier vehicles were moving in to try pushing that flank and endangering the defenders only to have their Atlas escort fall over in a hail of weapons fire. The artillery was holding its fire, making it a big possibility it would be able to bracket the Atlas on the ground. Weighing all the options, the Harbingers cease fire and begin to parley for a retreat.  


The Harbingers were stopped again, and this time the cost was considerably higher to them. Despite the increase in firepower, they simply could not overcome the defenses. Hauptmann Calhoun wound up allowing them to leave but anything which could not walk was left behind. The Enforcer, and Thunderbolt thus were left to be dragged off for repairs and refits. As an additional loss, the Longbow was surrendered back to the Lyrans.

Damage Report


  • AS7-D A: Left Arm (15 Armor), Right Arm (16 Armor), Left Leg (30 Armor), Right Leg (30 Armor), Left Torso (29 Armor), Right Torso (24 Armor), Center Torso (33 Armor), Head (5 Armor)
  • AS7-D B: Left Arm (8 Armor), Right Arm (16 Armor), Left Leg (18 Armor), Right Leg (33 Armor), Left Torso (31 Armor), Right Torso (34 Armor), Center Torso (23 Armor), Head (2 Armor)
  • AWS-8Q B: Left Arm (2 Armor), Left Leg (7 Armor)
  • CTF-1X: Left Arm (6 Armor), Right Arm (6 Armor), Left Leg (4 Armor), Right Leg (14 Armor), Left Torso (14 Armor), Right Torso (16 Armor, 25% Structure; AC/10 Damaged (1 Hit), AC/10 Ammo damaged), Center Torso (2 Armor), Head (2 Armor)
  • CN9-A: Left Arm (10 Armor), Right Arm (6 Armor), Left Leg (15 Armor), Left Torso (6 Armor), Right Torso (13 Armor, 75% Structure), Center Torso (13 Armor)
  • ENF-4R B: Left Arm (12 Armor), Right Arm (6 Armor), Left Torso (17 Armor, 25% Structure), Right Torso (10 Armor), Center Torso (6 Armor)
  • HCT-3F A: Left Leg (3 Armor), Center Torso (5 Armor)
  • HCT-3F B: Left Leg (6 Armor), Right Leg (2 Armor), Right Torso (5 Armor)
  • HCT-3F C: Right Leg (8 Armor)
  • MON-67 A: Left Leg (9 Armor, Lower Actuator Damaged), Right Leg (12 Armor, 75+ Structure), Right Torso (10 Armor), Center Torso (5 Armor)
  • SRM Carrier A: Front (5 Armor)


  • AS7-D A: AC/20, LRM 20, SRM 6 (3 tons)
  • AS7-D B: AC/20, LRM 20, SRM 6 (3 tons)
  • CN9-A: AC/10, LRM 10 (2 tons)
  • CTF-1X: AC/10 (1 ton)
  • ENF-4R B: AC/10 (1 ton)
  • HCT-3F A: AC/10 (1 ton)
  • HCT-3F B: AC/10 (1 ton)
  • HCT-3F C: AC/10 (1 ton)
  • LRM Carrier A: LRM 20 (3 tons)
  • SRM Carrier A: SRM 6 (3 tons)
  • SRM Carrier B: SRM 6 (3 tons)


  • ENF-4R A
  • LGB-0W
  • LRM Carrier B
  • "Cone" TDR-5S

Mercenary Report

  • "Jaunt": Rearming. Fee: 60 SP
  • "Pine": Killed in Action, TDR-5S lost.

Medical Report

  • Adamant Dupree: 1 Wound
  • "Sureshot": 1 Wound
  • "Trailblazer": 1 Wound
  • "Cinders": 1 Wound

NPC Report


  • WSP-1A (4/5). Destroyed. 'MechWarrior survived.
  • WSP-1A (4/5). Destroyed. 'MechWarrior survived.
  • WSP-1A (4/6). Destroyed. 'MechWarrior survived.
  • WSP-1A (4/7). Destroyed. 'MechWarrior survived.
  • LCT-1S (4/6). Destroyed. 'MechWarrior survived.
  • STG-3R (4/6). Destroyed. 'MechWarrior survived.
  • GRF-1S (3/5). Destroyed. 'MechWarrior survived.
  • TDR-5SS (4/4). Destroyed. 'MechWarrior survived.
  • Saladin (5/6). Destroyed. Crew killed.
  • Behemoth (2/6). Destroyed. Crew killed.
  • SRM Carrier (3/6). Destroyed. Crew killed.
  • Hunter 'LRM 15' (4/6). Destroyed. Crew killed.


  • ENF-4R. Claimed from the battlefield.
  • LGB-0W. Claimed from the battlefield.
  • TDR-5S. Claimed from the battlefield.


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