Vernier Independence Report in White Reach | World Anvil

Vernier Independence

General Summary

Mission Profile

    • Mission Type: Objective Defense
    • Force Size: 7000 BV
    • WP Cost: 200 WP
    • Location: West Vernier City
    • Weather: Clear
  • Time of Day: Late Morning

 

Situation Overview

The Baroness' naked attempt for a revolution has sparked militia members in Vernier City to likewise start a similar rebellion. Tensions had always been high with local residents over representation in the senate, but now things have become more organized and serious. The High Senate has authorized the Harbingers to intervene with deadly force, though there is no salvage authorized.
 

Objectives

Primary Objective: The rebels have targeted three particular sites to attack: the Communications Center, the Militia Command Center, and three civilian warehouses belonging to Antan Exports. The Harbingers are charged with avoiding the destruction of these targets. (+400 WP, -50 WP for each building destroyed; if any two targets are destroyed, 0 WP)
Secondary Objective: It's important for the Harbingers to keep the Lucent Militia active as a viable defense force. Complete the primary objective without the allied militia suffering a morale break. (+200 WP)
Optional Objective: The rebels have a great deal of equipment, even if it's not particularly impressive. Destroy or cripple over 50% of the enemy forces to deprive them of anything they wish. (+50 WP)
Optional Objective: The Senate representatives are curious about the particular warehouses which are being targeted. They have requested a target scan be done of each building. (+50 WP)
 

Setup

Vernier City is a moderately-sized city, and the section the renegade militia is attacking is fairly dense. A great many towers and large buildings congest the northern area, while roads radiate out from Obelisk Square and lead off through concentrations of larger buildings. The Militia Command Center (Red) is at the northeast part of the city, and the Communications Center (Blue) is located in the northwest on the separate part of the city. The warehouse district with the targeted warehouses (Purple) is in the extreme southwest, quite isolated.
The Loyal Militia are set up outside the Command Center, while the lance of Rebel 'Mechs set up close to that corner. One group of tanks attacks from the southeast, and the other from the center of the western edge of the map. The Harbingers can set up anywhere near the three objective points.
 

Forces

The Harbingers
    • HCT-3F C ("Bones")
      (2/3; Melee Master)
    • HCT-3F B ("Badboi")
      (2/2; Melee Master)
  • Demolisher A (Crew 9)
    (0/4; Weapon Specialist: AC/20, Lucky 1)
  • Demolisher B (Hellriders)
    (1/4; Weapon Specialist: AC/20, Lucky 1)
Lucent Militia
    • UM-R60 (4/5)
    • Striker (4/5)
  • Striker (4/5)
Vernier Rebels
BattleMechs
    • QKD-4G (4/4)
    • ASN-21 (4/5)
    • LCT-1V (4/5)
  • LCT-1V (4/5)
Alpha Vehicle Group
    • Hunter (4/5)
    • Bulldog (2/4)
    • Scorpion (4/5)
    • Scorpion (4/5)
    • Vedette (4/5)
  • Vedette (4/5)
Beta Vehicle Group
    • Hunter (4/5)
    • Bulldog (2/4)
    • Scorpion (4/5)
    • Scorpion (4/5)
    • Vedette (4/5)
  • Vedette (4/5)

 

Special Rules

Timed Mission: The rebel militia units are not prepared for a full-scale conflict, and will begin retreating towards any edge of the battlefield after the third turn. The mission will not end until all rebel units are crippled, destroyed, or have left the edge of the battlefield.
Command Center: The Militia Command Center is little more than a converted office building, lacking hardened structure or any reinforcement. Destruction of this will demoralize the Planetary Militia and put them into Forced Withdrawal. It has 40 CF.
Commnications Center: The Communications Center is the heart of the telecommunications through the city and into the outlying area. Destruction of it will highly limit the ability of any future communcations until it can be rebuilt, reducing the purchase deck pulls for the next 4 rounds by 2 (to a minimum of 1). It has 35 CF.
Warehouses: It's unknown why the enemy is specifically targeting these warehouses in particular, as they do not appear to have any specific importance. Destruction of these will not have an overall effect, but does contribute to the Primary Objective. Each has 20 CF.
Allied Command: Allies are in the combat area, but are not required to the player forces. Every turn they must roll 1d6 to determine whether they will follow the lead on the ground. On an even number, the allies will follow instructions; on an odd number, they will act under their own impulses towards the mission objectives.
Lucent Militia: Three units from the Lucent Militia remain loyal and are setting up a last stand outside the Militia Command Center. However, their morale is remarkably fragile; they must roll 2d6 after taking any damage or if a building was just destroyed. If the result is 3 or higher, then they remain on the battlefield; if it fails then they begin a Forced Withdrawal towards the nearest edge. Each successive check raises the target number by +1 before a morale break; all units are affected by the morale break.
Scanning (Deep): Deep scanning a target takes a more thorough arrangement, requiring a friendly unit to move within three hexes of the target and focus its sensors on it. This means it cannot fire, and can only identify one target at a time.
 

Special Abilities

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 punch, kick, or weapon attack on its turn.
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

(Image Link: Overview)
(Image Link: Militia Center)
Vernier City's emergency channels are full of rapid communication, trying to shepherd civilians to safety and anticipating the potential disruption so many angry rebels can leave behind. Undeterred, The Harbingers have dispatched some of their best to lead the way and push back the enemy. Even with their bravado in the face of advancing units, there is a single problem - numbers are not on their side. An unlucky break for the Harbingers could quickly cascade out of control.

 

Turn 1

(Image Link: Overview)
(Image Link: Militia Center)
The rebel militia moves in from three angles, with the Alpha Vehicle Group moving on the warehouses and Communications Center. The Hunter, a Vedette, and a Scorpion peel off to begin firing at the warehouses, while the Bulldog leads the other Vedette and Scorpion to flank the Hatchetman. The Demolisher stationed there proceeds to move forward and completely shred the closest Scorpion with its Autocannon/20 turret. The Beta Vehicle Group, on the other hand, proceeds to roll steadily forward and chooses to open fire on the main south-side power station for the city, damaging it enough to render it partially inoperative.
Near the Militia Command Center, the Harbinger's other Demolisher and Hatchetman engaged with the Quickdraw and Assassin on approach; the Demolisher fired once and destroyed the right side of the Assassin, preventing it from getting off more than a cursory shot with its weapons. The second shot tore into the Quickdraw's right arm, and the Hatchetman's weapons severely hindered the right leg. The loyal Militia Strikers proceeded to unload SRMs into the Locusts which had run up onto the Command Center to destroy it, shattering one of their arms while the UrbanMech jumped onto the hardened building and tore into the Quickdraw.
 

Turn 2

(Image Link: Overview)
(Image Link: Militia Center)
At the Militia Command Center, the UrbanMech jumps down before it collapses under its weight, and aims for a Locust in the process. The Demolisher's turret shifts and begins firing on the Quickdraw, landing one of the shots on its left arm. At the same time, the Hatchetman rushes forward and charges its shoulder into the unbalanced BattleMech, pushing it over and keeping it from being in the fight for a little more. The Assassin, having few weapons to bear on the Demolisher, tries to drop on it but misses, falling onto its back.
The Beta Vehicle Group continues on the road, and finishes damaging the power station until it shuts down, causing most of the south side of the city to go dark. The other Demolisher proceeds to continue hunting tanks, exploding the Bulldog next. The Hatchetman steps up to get in the way of the Vedette and Scorpion heading for the warehouses, and its Autocannon/10 shears some armor off the Vedette's front. The Demolisher reported a motive system loss, but promised to remain in the fight.
 

Turn 3

(Image Link: Overview)
(Image Link: Militia Center)
The Beta Vehicle Group continued its move forward, now simply firing into buildings to try to cause panic and confusion among crews reporting damage. At the warehouses, the Hatchetman lit into the Scorpion with its ranged weapons and destroyed it before focusing its hatchet on the Vedette. The Scorpion's wreckage boxed in the Vedette, so they opted to surrender rather than be stuck with the Hatchetman. The Hunter and Vedette continued to attack the Communications Center, delivering grievous damage to it and the Demolisher shredded open the left side and the turret of the Vedette; with previous damage, this now has rendered it almost unarmored entirely from the back side.
At the Command Center the focus continues to pour in as the Strikers, UrbanMech, and Hatchetman destroy the Locusts. The Quickdraw, attempting to go for the Demolisher, winds up being shredded by it across the torso and falls, narrowly avoiding damaging its gyro in the process. The Assassin tries to move out of the way to avoid being a target, unaware the Demolisher had already dismissed it as a threat. At this point, the rebels decided to attempt a retreat with their targets being too defended to take out enough.
 

Turn 4

(Image Link: Overview)
(Image Link: Militia Center)
The Hatchetman stayed put, putting the scan over the warehouses to determine what was inside the rebels wanted destroyed so badly. The retreating Vedette from Alpha Vehicle Group spitefully lobbed a shot at the Communications Center, causing it to begin collapsing from the damage to its supports. The Demolisher, irked at the tanks trying to leave, unloaded one of its Autocannons into the Hunter and one into the Vedette; both exploded equally, the Hunter due to a breach into its magazines and the Vedette because an AC/20 blew through the left side and out the right armor.
The Quickdraw, on the other hand, tried to escape under its own power and wound up having the Strikers and Hatchetman damage it badly enough that it could not do so. One leg snapped in half, and the fall caused damage to the gyro and engine shielding. The UrbanMech and Demolisher then shredded the retreating Assassin, who thought it might be able to leap the large building nearby to escape.
 

Aftermath

Vernier City is in considerable disarray after the attack, but a large portion of the attacking units were neutralized in the process and prisoners turned over to the Planetary Militia to be sequestered in Azali Penitentiary. The Harbingers have managed to score some local respect for their actions to help quell the rebellion going on. However, there are still active rebel units out there, with no clear idea of what they are planning as the next move.

 

Damage Report

Damage

    • HCT B: Left Arm (5 Armor), Left Leg (5 Armor), Right Arm (11 Armor), Right Leg (5 Armor), Right Torso (2 Armor), Center Torso (6 Armor)
    • Demolisher A: Front (9 Armor), Turret (5 Armor)
  • Demolisher B: Front (6 Armor), Left (2 Armor), Rear (6 Armor), Turret (2 Armor, Stabilizer Hit), Motive System Damaged

Rearming

    • HCT B: AC/10 (1 ton)
    • HCT C: AC/10 (1 ton)
    • Demolisher A: AC/20 (1 ton)
  • Demolisher B: AC/20 (1 ton)

 

Mission Report

Primary Objective: Objective Complete. One building destroyed. (+350 WP)
Secondary Objective: Objective Complete. (+200 WP)
Optional Objective: Objective Complete. (+50 WP)
Optional Objective: Objective Complete. (+50 WP)

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