Thumbing a ride to Terra one planet at a time.

Communication Breakdown

Played: 9/12/12
Players: Erik, Rema

SITUATION
RONDE TABLEAU
NEW AVALON, FEDERATED SUNS
30 MARCH 3068

Commander Fields, your people did good locating the advance elements of the 36th. It looks like this is the big one – they’re coming through the pass in full strength. We’re getting ready. This is going to get ugly.

As you know, you’re not the only mercs on planet. Beta Regiment of the 12th Vegan Rangers got smashed pretty hard last month when the whole 36th landed right on top of them. What’s left of their third battalion is going to link up with you and help bolster our defenses in Balright Pass.

I need you to send some units to link up with the Rangers. Guide them in, get them situated. Veteran unit though they are, the 12th troops are pretty jumpy, and you’ve been dependable thus far. See what you can do to anchor them.

Colonel Jena Davion-Bath, XO, 3rd Davion Guards

“Anchor the Rangers,” they said. “They’re pretty jumpy,” they said. Yeah. First thing was that big flash of light, and now half the electronics aren’t working. And now those jumpy Rangers are shooting at you. ‘Mech-sized semaphore flags would be great about now, if you had any.

TERRAIN

  • Desert Sinkhole #1 (MS3)
  • Desert Hills (MS2)

ATTACKER

The Attacker consists of elements of the third battalion of Beta Regiment of the 12th Vegan Rangers, and included:

  • MTR-5K Maelstrom (4/5) (proxy: tan Mad Cat mini)
  • CNS-5M Cronus (4/5) (proxy: purple Quickdraw mini)
  • WVR-8K Wolverine (3/4) (proxy: black Griffin mini)
  • LCT-5M Locust (3/4) (proxy: purple Cicada mini)

The Attacker enters from the eastern map edge.

DEFENDER

The Defender consisted of elements of Deadspace Anomaly, including:

  • DAD-3D Daedalus (Dyson Fields, 2/4) (proxy: 10th Lyran Phoenix Hawk mini)
  • BSW-S2 Bushwhacker (Wallace Joy, 3/5) (proxy: tan Uller mini)
  • PXH-4L Phoenix Hawk (Larry, 3/5) (MWDA Phoenix Hawk mini)
  • HBK-5S Hunchback (Moe, 4/5) (green Hunchback mini)

The Defender entered from the western map edge.

OPTIONS

None.

OBJECTIVES

  • Defend Yourself: Less than 50% of the Defender’s total force is Crippled or Destroyed. [SUCCESS]
  • Nerves of Steel: Destroy no more than 25% of the Attacker’s force. [SUCCESS]

SPECIAL RULES

The following special rules are in effect for this track:

  • Forced Withdrawal: The 12th Vegan Rangers follow the Forced Withdrawal rules.
  • Time Limit: Beginning with the End Phase of Turn 8, the Attacker rolls 2d6. On a result of 9 or greater, communications are re-established. Once communications are re-established, this track ends.
  • EMP: Use the rules for Electromagnetic Interference (EMI) (p. 55, TO). All weapon attacks apply a +2 to-hit modifier, and a -2 penalty to rolls made on the Cluster Hits Table from any source. Active probes cease to function, and ECM systems have double effectiveness.

COURSE OF BATTLE

12th Vegan Rangers ‘mechs, spooked by the heavy jamming interfering with comms, fired first at their erstwhile Deadspace allies. While the EMP interference caused almost all attacks on either side to miss, the Deadspace pilots managed to defend themselves, heavily damaging and driving off the Vegan Rangers Locust and heavily damaging the Cronus due to Dyson Fields’ accurate laser fire. Unfortunately, moments before communications were restored, the Rangers Maelstrom fired a pulse laser blast that penetrated Wallace Joy’s Bushwhacker, setting off his SRM ammo and almost gutting the ’mech.

BATTLE FOOTAGE

Com break08
Round 8: Only coherent footage. Wallace Joy’s Bushwhacker lies flaming on the field as the other ’mechs circle one another.

AFTERMATH

Fortunately, we were able to get Wallace and his ’mech off the field – Wallace to the doc, the Bushwhacker to the repair bay. The Vegan Rangers deny all responsibility for the attack, and have warned all Deadspace units away from them “or else.” The Davions will probably have something to say about all of this, but from the sounds of things, we all have bigger problems now.

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Phase Line Excalibur

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Eyes On Target

Played: 8/27/2012
Players: Erik, Kyle

SITUATION
BALRIGHT PASS, CRIS MOUNTAINS
NEW AVALON, FEDERATED SUNS
21 MARCH 3068

Commander Fields, you did some good work with shutting down the Robes in Balright Pass. Turns out they were the better part of the 36th Word of Blake Militia Division recon Level III, led by Demi-Precentor Irene MacInernay herself. She got away, but some of the prisoners you took talked, and that Level III looks like the vanguard of a major assault by the 36th and what’s left of the 31st Divisions towards Avalon City.

You’re what I’ve got in the area, so I need you to scout into the pass, give me an idea of what’s coming at us. I can give you some support elements, but the bulk of the 3rd Davion Guards is setting up defensive positions for the coming assault.

Commander, I hate to stick you out on a limb like this, but we’ve got to know what’s coming at us.

Colonel Jena Davion-Bath, XO, 3rd Davion Guards

TERRAIN

  • River Valley (MS2)
  • Woodland (MS6)

ATTACKER

The Attacker consisted of elements of Deadspace Anomaly with support from the 3rd Davion Guards, and included:

  • GHR-6K Grasshopper (Larry, 4/5) (blue/grey Grasshopper mini)
  • WHM-7M Warhammer (Kyle, 2/3) (10th Lyran Warhammer mini)
  • CTF-4L Cataphract (Curly, 4/5) (proxy: blue/gray Jagermech mini)
  • Pegasus Hover Scout Tank (4/5) (proxy: 10th Lyran Maxim mini)
  • OW-1C Owens (4/5) (proxy: red Jenner mini)

The attacker entered from the east edge.

DEFENDER

The Defender consisted of elements of the 36th Division (Purity of Thought IV-Kappa), including:

  • HGN-732 Highlander (4/5) (proxy: jade Cyclops mini)
  • GRM-R-PR29 Grim Reaper (2/3) (proxy: purple Quickdraw mini)
  • CDA-3M Cicada (4/5) (purple Cicada mini)
  • Manticore Heavy Tank (3058 upgrade) (4/5) (proxy: 10th Lyran Rommel mini)
  • 2 Mechanized (Tracked) Infantry (SRM) Platoons (4, 4)

Defending units started in the middle of the field.

OPTIONS

  • -100 Incoming: The Attacker may call on a total of 10 rounds of Long Tom artillery fire located 15 mapsheets behind the battlefield (see p. 179, TO). Up to 2 rounds may be called on per turn. The Long Toms may fire standard, Cluster (p. 354, TO), Copperhead (p. 355, TO), or Smoke (p. 356, TO) rounds.

OBJECTIVES

  • Identify the Opposition: Successfully scan at least half of the opponent’s force. [SUCCESS]
  • Preemptive Strike: Destroy/Cripple at least 25% of the opponent’s force. [SUCCESS]
  • Escape! At least half of the player’s force must survive and exit their home edge after 8 turns. [SUCCESS]
  • Nemesis: Destroy (not cripple) the designated enemy commander. [SUCCESS]

SPECIAL RULES

  • Forced Withdrawal: All Word of Blake and Davion Guards units follow the Forced Withdrawal rules.
  • Salvage: Salvage is not in effect for this track.
  • Scanning: Use the scanning roles (p. 14, Total Chaos)

COURSE OF BATTLE

Deadspace forces successfully ambushed a larger Word of Blake forward element, inflicting severe damage. Though the Deadspace Grasshopper was taken down by a freak small pulse laser hit early in the fighting, and the Warhammer suffered severe damage, all Blakist units were destroyed, thanks to extremely effective cooperation between the attackers and 3rd Davion Guards artillery assets assigned to the mission.

BATTLE FOOTAGE

Eyes on target01
Round 1: Deadspace ’mechs intercept a surprised Blakist convoy.

Eyes on target02
Round 2: An improbably lucky shot by the WoB Cicada severs the actuators in the Grasshopper’s leg, sending it crashing to the ground. Meanwhile, the Grim Reaper and Manticore trade shots with the Deadspace Warhammer and Cataphract.

(For posterity: the Cicada’s SPL hit on a 12, rolled a 2 for a floating critical to the leg, then a 12 on the critical roll, blowing it off. This may be the most effective small pulse laser shot ever.)

Eyes on target03
Round 3: Intent on avenging their immobile comrade, the Deadspace Pegasus TAGs the Blakist Cicada, which is hit squarely by a homing round from supporting artillery, then finished off by the Pegasus. Meanwhile, the rest of the Blakist ’mechs savage the Warhammer.

Eyes on target04
Round 4: Both units of Blakist infantry are destroyed, one by the legless Grasshopper, the other by an extremely effective artillery barrage. Meanwhile, the Warhammer shoots the Grim Reaper in the head with a PPC, but moments later loses its entire arm to fire from the Manticore.

Eyes on target05
Round 5: The AFFS Owens lases the Manticore with TAG, sealing its doom as two Copperhead rounds obliterate the tank. Meanwhile, the Blakist Highlander trades fire with both Deadspace heavy ’mechs.

Eyes on target06
Round 6: Another pair of Copperhead rounds hit the Highlander, which is now surrounded by the entire Deadspace force. The Pegasus moves to pick up Kyle from his downed Grasshopper.

[ FOOTAGE CORRUPTED ]
Round 7: The Highlander attempts to perform its signature death from above attack on the Warhammer, but is swatted from the sky by a final pair of Copperhead rounds. The last Blakist ’mech lands on its Gauss rifle, detonating the capacitors and disorienting the pilot. Most Deadspace units are now exfiltrating.

Eyes on target07
Round 8: Kyle and his Warhammer stand bloodied but triumphant over the corpse of the Blakist Highlander.

AFTERMATH

The recon mission was a success. The AFFS now knows the direction of a major Word of Blake push through the Cris Mountains. The upcoming fighting can be expected to be intense and brutal.

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Peaks of Blood

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Communication Breakdown

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Peaks of Blood

Played: 8/16/2012, 8/19/2012
Players: Erik, Rema

SITUATION
BALRIGHT PASS, CRIS MOUNTAINS
NEW AVALON, FEDERATED SUNS
18 MARCH 3068

New Avalon is a mess. Never fully recovered from the FedCom Civil War, Avalon City and New Avalon more broadly were completely wrecked when the Word of Blake’s 31st Division (Purity of Faith IV-Mu) landed in December of 3067, supported by several Warships: the Eagle-class frigate Mordred, Riga-class frigate Red Angel, and the Essex-class Divine Forgiveness. Backed by orbital bombardment, the 31st Division took on and practically destroyed the 1st Davion Guards, 10th Lyran Guards, and 5th Donegal Guards.

Now you are part of a massive reinforcement drop by the AFFS, including the Davion Assault Guards RCT, Davion Heavy Guards RCT and 3rd Davion Guards RCT, as well as the 12th Vegan Rangers and other mercenaries. While you made planetfall alive and unharmed, not everyone can say the same – during the first attempt to reinforce New Avalon, Blakist Warships destroyed the entire Davion Light Guards RCT, vaporizing one of the most storied units in the AFFS down to the man.

Now both sides are preparing for a massive battle around Avalon City. Scouts from the 12th Vegan Rangers have spotted Blakist units in the mountain passes. You have been attached to a force from the 3rd Davion Guards and told to hold the mountains at all costs.

TERRAIN

  • Scattered Woods (MS2)
  • River Valley (MS2)
  • Battletech
  • Mountain Lake (MS2)
  • Large Mountain #1 (MS5)
  • Rolling Hills #2 (MS3)

ATTACKER

The attacker consisted of elements of the 36th Word of Blake Militia Division (Purity of Thought IV-Kappa), and included:

  • TR-1 Wraith (Demi-Precentor Irene MacInernay, 2/3) (proxy: black Griffin mini)
  • RFL-7M Rifleman (4/5) (proxy: 10th Lyran Warhammer mini)
  • BCN-3R Buccaneer (4/5) (10th Lyran Buccaneer mini)
  • RJN101-A Raijin (4/5) (proxy: dark blue Centurion mini)
  • CRB-27 Crab (5/6) (proxy: jade Catapult mini)
  • GUR-2G Gurkha (2/3) (proxy: purple Hermes mini)
  • HSR-500-D Hussar (4/5) (proxy: red Jenner mini)
  • HSR-400-D Hussar (5/6) (proxy: purple Cicada mini)
  • NXS1-B Nexus (4/5) (proxy: blue/grey Commando mini)
  • RDS-2A Red Shift (4/5) (proxy: tan Javelin mini)
  • LCT-5M Locust (4/5) (proxy: grey Uller mini)
  • LCT-5M Locust (4/5) (proxy: tan Uller mini)
  • Pinto Attack VTOL (2/3) (proxy: Visigoth mini)
  • Pinto Attack VTOL (3/4) (proxy: Visigoth mini)
  • Pinto Attack VTOL (4/5) (proxy: green hover tank)
  • Hawk Moth Gunship (2/3) (proxy: 10th Lyran Rommel mini)
  • Hawk Moth Gunship (4/5) (proxy: 10th Lyran Rommel mini)
  • Mantis Light Attack VTOL (4/5) (proxy: green wheeled tank)

Attacking units entered from the east map edge.

DEFENDER

The defending force was made up of units from Deadspace Anomaly, backing ’mech and VTOL lances from the 3rd Davion Guards.

  • DAD-3D Daedalus (Dyson Fields) (proxy: MWDA Phoenix Hawk mini)
  • PXH-4L Phoenix Hawk (Milagria “Milly” Rebalais) (proxy: 10th Lyran Phoenix Hawk mini)
  • BSW-S2 Bushwhacker (Wallace Joy) (proxy: grey/red Black Hawk mini)
  • MS1-OC Men Shen (Jessi Mckiernan) (proxy: blue Mad Cat mini)
  • FLC-8R Falconer (2/3) (proxy: green Jagermech mini)
  • SHD-5D Shadow Hawk (2/3) (proxy: green Dervish mini)
  • ENF-5D Enforcer (4/5) (green Enforcer mini)
  • JVN-11D Javelin (4/5) (proxy: green Whitworth mini)
  • Yellow Jacket Gunship (2/3) (proxy: ???)
  • Yellow Jacket Gunship (4/5) (proxy: ???)
  • Warrior H-8 (3/4) (proxy: ???)
  • Cavalry (4/5) (proxy: ???)

Defending units entered from the western map edge.

OPTIONS

  • Speedy Support: The Defender adds a lance of Davion Guards medium VTOLs; the Attacker adds a Level II of light VTOLs. These units are of Regular experience and do not enter the battlefield until Turn 4 and do not count for the Hold objective.

OBJECTIVES

  • Hold: Retain control of the west edge, with no more than one enemy unit ending its turn within two hexes of the map edge. [SUCCESS]
  • Extreme Prejudice: Destroy at least half of the opposing force. [SUCCESS]
  • Lead From the Front: Destroy (not Cripple) the opponent’s designated commander. [FAILED]

SPECIAL RULES

  • Cliffs: The defender may designate up to 5 hexes per mapsheet to be Sheer Cliffs (TO, p. 39).

COURSE OF BATTLE

Both sides advanced to contact near the source of a small mountain river. Word of Blake light ’mechs attempted a crossing and were soundly defeated by superior Deadspace and AFFS firepower. Fighting then centered around a large hill and grove of trees seperated by a small lake, while overhead VTOLs fought a mess of dogfights and ground support attacks. Ultimately, AFFS and Deadspace forces were able to chase the Word of Blake from the field, crippling or destroying most of their units in the process.

BATTLE FOOTAGE

Peaks01
Round 1: Deadspace and AFFS defenders advance in a line, while Word of Blake scouts, preceeded by two Locusts, advance in vee formation.

Peaks02
Round 2: Deadspace and AFFS defenders continue to advance in formation, while the Word of Blake ’mechs start to scatter as their light ’mechs draw ahead.

Peaks03
Round 3: Contact. The Word of Blake Red Shift, Locusts, and Hussar have fallen down after withering fire from the defenders. One Locust is cored by Wallace Joy in his Bushwhacker.

Peaks04
_Round 4: VTOL support enters the field from both sides as the ’mech battle turns into a confused melee. The crippled Red Shift is destroyed by a Cavalry VTOL, while a Yellow Jacket destroys one Locust.

Peaks05
Round 5: Demi-Precentor MacInernay enters the fray, while Jessi McKiernan’s Men Shen attempts to take the fight across the river and loses a leg for her trouble. The Word of Blake Gurkha is Wallace Joy’s second kill, while Dyson Fields claims a Word of Blake Hussar. Meanwhile one Word of Blake Pinto is shot down by a Yellow Jacket, though another Pinto destroys the AFFS Cavalry.

[ CENSORED BY ORDER OF MIIO ]
Round 6: Fighting moves over the river and into the woods, while another fight centers around a small hill southwest. The Word of Blake Rifleman and Buccaneer fall over along with the AFFS Javelin, while Dyson Fields avenges the AFFS Cavalry by shooting down its Pinto attacker.

Peaks07
Round 7: The battle spreads out. The AFFS Falconer takes up a sniper position on the large hill, while Precenter MacInernay, a Raijin, and a Buccaneer take on the AFFS Enforcer and Javelin. Dyson Fields claims another kill: the Word Nexus.

Peaks08
Round 8: The AFFS Shadow Hawk goes after the fallen Word Rifleman, while battles rage to the west and south. The Word of Blake takes a massive hit as Dyson finally destroys the long-fallen second WoB Hussar, the AFFS Shadow Hawk destroys the Rifleman, the WoB Crab is destroyed by Milly Rebalais in her Phoenix Hawk, and an AFFS VTOL shoots down the other WoB Hawk Moth.

Peaks09
Round 9: Pursuit begins as the remaining WoB forces attempt to flee the field. Dyson and Wallace shoot down the last remaining WoB VTOLs, a Pinto and Mantis.

Peaks10
Round 10: The Buccaneer finally falls to Dyson Fields as a legless Raijin attempts to cover the retreating Precentor MacInernay.

Peaks11
Round 11: Dyson executes the Raijin from long range as the Demi-Precentor escapes in her Wraith. A total victory for the defenders.

AFTERMATH

The Word of Blake scouting force ran into much heavier resistance than anticipated, and was almost completely wiped out, though Demi-Precentor MacInernay escaped. A large Word of Blake push can most likely be expected soon.

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Vacationing In the Wasteland

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Eyes On Target

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Contract Offers 1/10/3068

Date: 1/10/3068
To: Deadspace Command
From: Operations
Subject: Pirate Band ID

Sir,

Just heard back from AFFS about those pirates you took down. They said to pass on that they were impressed with our work, and to tell you that the interrogations led to some pretty interesting stuff. If you’ve never heard of the Lafayette Legion, well, neither had they. Apparently they’re a bunch of Xin Sheng types off of Liberty, who liked that planet better as Carver V and with a green flag over it. Felt the same about Acamar, too, but we put paid to that.

Like I said, AFFS is pretty happy about what happened here, plus the intel, and they’ve offered us some work if we want it.

1. Among other things, our prisoners coughed up the location of their base. How they found the coordinates to an uncharted system, I have no idea, but they’ve got a base on some asteroids in that system. Apparently used to be some kind of covert Capellan supply depot back before the 4th war. AFFS is looking for somebody to hit it, and they’d like it to be us.

Cost: 500 WP
Payout: 0-1050 WP
Terrain: Asteroid
OpFor: Pirates
Players: 75%

2. AFFS is also looking for people to help out in the fighting on New Avalon. The officer I talked to said it was pretty dismal out there – Robes are hitting them hard, and the Suns are looking for any bodies they can throw in on their side. I don’t think I have to tell you my opinion of my last vacation tour on New Avalon, but it’s your call.

Cost: 500 WP
Payout: 300-1000 WP
Terrain: Unknown
OpFor: Unknown
Players: Up to 100%

3. Maltex Corporation is looking for some people to pull security for their facilities on Dieron. Hear tell that Luthien has gone dark, and this may have something to do with it. Something’s up with the Dracs, but I’m not sure what it is yet. Money’s good, though.

Cost: 500 WP
Payout: 100-800 WP
Terrain: Unknown
OpFor: Unknown
Players: Unknown

Let me know what your answer to our AFFS guy is, and I’ll move on it.

Lt. Marcus Graves

Operations Officer
Deadspace Anomaly

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Vacationing In the Wasteland

Played: 8/8/2012
Players: Erik, Kyle, Rema

SITUATION
MIDDLE OF NOWHERE, CONTARD MINING PROPERTY
ACAMAR, FEDERATED SUNS
8 JANUARY 3068

Garrison duty. Not the most exciting duty for a mercenary unit, especially with a war on, but after what you went through on Outreach and Styk, maybe some R&R is just what the doctor ordered. Fix up some ‘mechs, do some refits, take a breather. The only two problems with that idea is that your garrison post is some mining camp in the ass end of nowhere, and it’s snowing, and you don’t have a sled big enough for a Warhammer.

Make that three problems: Acamar ATC just picked up a group of pirate DropShips, and they’re headed right for you.

TERRAIN

  • Desert Mountain #2 (MS3)
  • Badlands #1 (Custom)
  • Rolling Hills #2 (MS3)
  • Desert Hills (MS2)

Ice planet a
Heavy Mining Base S-65Ti on Acamar that Deadspace Anomaly was assigned to garrison.

ATTACKER

The attacker consisted of elements of the pirate band Lafayette’s Legion, including:

  • WHM-8D Warhammer (3/4) (10th Lyran Warhammer mini)
  • CTF-3D Cataphract (5/6) (proxy: blue/gold Centurion mini)
  • KW1-LH8 Lineholder (4/5) (proxy: green Jagermech mini)
  • ENF-5D Enforcer (5/6) (green Enforcer mini)
  • PXH-1 Phoenix Hawk (4/5) (dark blue Phoenix Hawk mini)
  • VND-1R Vindicator (3/4) (jade Vindicator mini)
  • Condor Hover Tank (Davion) (5/6) (proxy: tan hover tank)
  • Drillson Hover Tank (5/6) (proxy: green hover tank)
  • Maxim Heavy Hover Transport (4/5) (Maxim mini)
  • Maxim Heavy Hover Transport (4/5) (Maxim mini)

Attacking units entered from the east map edge.

DEFENDER

The defending force consisted of two lances from Deadspace Anomaly.

  • WHM-7M Warhammer (Kyle) (unpainted Warhammer mini)
  • GHR-6K Grashopper (Kyle) (blue/grey Grasshopper mini)
  • CTF-4L Cataphract (Kyle) (proxy: grey Atlas mini)
  • HEL-3D Helios (Mitchell Kun, 4/5) (proxy: unpainted Masakari mini)
  • BSW-S2 Bushwacker (Wallace Joy, 4/5) (proxy: Jade Falcon Uller)
  • HBK-5S Hunchback (Kyle) (green Hunchback mini)
  • PXH-4L Phoenix Hawk (Guy Lachermeier, 4/5) (10th Lyran Phoenix Hawk mini)
  • MS1-OC Men Shen (Jessie Mckiernan, 4/5) (proxy: blue Mad Cat mini)

The Grasshopper and Hunchback began the track hidden. All other units started on the western half of the map.

OPTIONS

None.

OBJECTIVES

  • They must not pass!: Keep more than 50% of the Attackers from exiting the Defender’s home edge. [SUCCESS]
  • Intelligence is information: Capture or cripple at least one Attacker unit for interrogation. [SUCCESS]
  • No remorse: Keep all enemy forces from exiting their home edge. [FAILED]

SPECIAL RULES

  • Blowing Snow: Use the Snow Flurries rules (see p. 60, TO).
  • Harsh Conditions: All equipment may malfunction because of harried technical crews and brutal weather.
  • Forced Withdrawal: The Lafayette Legion operates under the Forced Withdrawal rules.
  • Prior Knowledge: The Defender receives a +3 initiative bonus for the first two turns to reflect the surprise of the ambush.

COURSE OF BATTLE

The pirates attempted a two-pronged attack against the Deadspace defenders, with their ’mechs attacking in force straight up the middle while the tanks and their infantry cargo attempted to flank to the south.

The northern ’mech battle was fierce, with several Deadspace ’mechs, including the Helios, heavily damaged by the pirates, who in turn lost several ’mechs attempting to break through. Meanwhile, the vehicles ran past the Deadspace Warhammer to the south, then made a break for the other end of the field.

In the ensuing running battle, the pirate Phoenix Hawk and Enforcer managed to escape the field, while all other pirate forces were destroyed, at the cost of a great deal of damage to the mercenary defenders.

BATTLE FOOTAGE

Vacationing00
Deadspace defenders await the coming pirate attack.

Vacationing01
Round 1: The pirate ’mechs assault the center of the field as their vehicles attempt to outflank the Deadspace defenders.

Vacationing02
Round 2: The Deadspace Warhammer falls over as the pirate Enforcer and Vindicator move to support the vehicles. The Deadspace Helios falls back after a deadly barrage from the pirates.

Vacationing03
Round 3: The Deadspace Warhammer savages the pirate Vindicator while the Deadspace Cataphract does the same to the pirate Phoenix Hawk. Meanwhile, the pirate vehicles move past the fighting, straight into the lasers of a hidden Deadspace Grasshopper.

Vacationing04
Round 4: The pirates attempt to scatter. The Warhammer moves to join the vehicles, while the Cataphract takes a fall and is thrashed by Deadspace ’mechs. Meanwhile, the Deadspace Grasshopper attacks the fleeing vehicles, while their Warhammer finishes the Vindicator.

Vacationing05
Round 5: The pirate Cataphract is down, and the Warhammer has fallen down, but the Deadspace Men Shen has fallen to MASC failure while the pirate Enforcer tries to backstab the already wounded Helios. The Grasshopper, meanwhile, claims its first Maxim transport.

Vacationing06
Round 6: The pirate Condor falls to the Grasshopper, the Drillson is almost completely crippled, but the second Maxim makes a break for it while the remaining pirate ’mechs scatter.

Vacationing07
Round 7: The pirate Phoenix Hawk has escaped, while Deadspace ’mechs are in hot persuit of the remaining pirates.

Vacationing08
Round 8: The Deadspace Hunchback has fallen down, and the pirate Enforcer has escaped, but the survival of the remaining pirates looks grim.

Vacationing09
Round 9: The pirate Maxim and Warhammer are down, leaving only the barely-moving Drillson hover tank. A Deadspace victory is certain.

Vacationing10
Round 10: Deadspace ’mechs surround the twisted remains of the pirate Drillson. Deadspace Anomaly has succeeded in almost totally driving off a major pirate attack on Acamar.

AFTERMATH

The pirate attack on Acamar failed completely, with the bulk of the raiders destroyed on landing, and the rest mopped up within a day. Interrogation of the prisoners pointed at a larger pirate base in an uncharted system.

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Payback

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Peaks of Blood

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Contract Offers 12/24/3067

Date: 12/24/3067
To: Deadspace Command
From: Operations
Subject: Post-Earthwerks Contract Offers

Sir,

Good job on Styk. We’re down your Warhammer, and the Bandit’s going to be down for a while after that crazy escape you made. Are you trying to get a spot on one of those Immortal warrior holos, sir? I hear they’re looking for a new actor for those things – could be your big break.

Dramatic getaways aside, the great thing about corporate contracts is they pay well, and this one went off without too much of a hitch. Tao’s R&D facility is wrecked, and the suits at Earthwerks are ecstatic. One of them even offered to sell us a CTF-4L Cataphract at cost, which has got to be a big deal, since it was their Grand Base Cataphract plant that got whacked in the first place. That said, the Cappies were pretty polite about it, you know how they are, but it was pretty clear that we are now fairly toxic in Capellan space. If we don’t want Mask agents all over us, I’d suggest we find a more hospitable location shortly.

That’s going to be tough. I got a batch of news holos while we were on Styk, and it sounds like the whole Inner Sphere isn’t going to have a very merry Christmas. I’m attaching a selection of news clips to this, but here are the important bits:

- The Second Star League is done. Disbanded. Just like the first one, the House Lords got together and voted it out of existance. First time around, they went to almost obliterate the Inner Sphere fighting over the scraps during the Succession Wars. Hope this one won’t be as bad.

Sir, I know politicians are going to be politicians, and I was always a bit cynical about it, but the Star League was the Star League, you know? Some brightest age of humanity this is turning out to be.

- It gets worse. Nobody really knows what’s happening on New Avalon (maybe a good thing we skipped that contract, eh?), but the Blakists and maybe the Capellans nuked Tharkad right after the conference that dissolved the Star League. Archon’s dead. Victor Steiner-Davion’s dead, too. Served under him in the Civil War, and he was a good leader.

- Guess we know what the Dragoons were up to after Outreach. Tried to hit Mars, and the Robes really hammered ‘em. Multiple regiments, multiple WarShips lost? Dragoons probably deserve it after Outreach, and they probably should’ve known that that kind of force wasn’t going to do jack to Terra – I mean, the Wobblies have had it since ’58 – but…

It’s going to start getting really exciting here shortly. Talked to some of my contacts, and here’s what I can get us for contracts.

1. Robert Kelswa-Steiner’s looking for troops again, and no wonder, after what happened on Tharkad. Considering Skye’s rocky history with the Archons, the Blakist attacks, and whatever’s lingering after the FedCom War, we might be walking into a big political mess (and some cash), or maybe garrison duty. Hard to tell.

Cost: 400 WP
Payout: 150-800 WP
Terrain: Unknown
OpFor: Unknown

2. Looks like the Dracs are looking for troops too, on Dieron. Not sure what they need with mercs on a Military District capital world, but I’m sure the DCMS have their reasons. If I was Theodore Kurita and I saw what the Blakists were up to, I’d be nervous too.

Cost: 500 WP
Payout: 100-800 WP
Terrain: Unknown
OpFor: Unknown

3. AFFS needs mercs to help garrison Acamar. Place was Chaos March after the ‘57 war, but Duke Hasek-Davion just took it back. Sounds like the FedSuns commander wants us to help garrison the planet so they can send their regulars off to fight the Blakists on New Avalon and the Capellans over Tikonov. Might be some boring garrison duty, but then again, they didn’t call it the Chaos March because it was stable.

Cost: 400 WP
Payout: 50-850 WP
Terrain: Unknown
OpFor: Unknown

Let me know if any of these sound good, and I’ll get the ball rolling.

Lt. Marcus Graves

Operations Officer
Deadspace Anomalies

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Payback

Played: 8/1/2012
Players: Erik, Kyle, Rema

SITUATION
ZENITH POINT
STYK, CAPELLAN CONFEDERATION
18 DECEMEBER 3067

Corporate contracts always have the potential to be shady, and this one is no exception. In May, somebody blew up the GM 280 VOX fusion plant at Earthwerks, Ltd’s Grand Base plant. Earthwerks’ Special Investigation Team has tracked down the culprits – rival Tao Mechworks, and now you’ve been hired for some payback.

Your mission is to infiltrate Tao Mechworks’ R&D facility on Styk, a small island called Fire Island near the planetary capital. Once there, you are to destroy building TM-834X-C, the main laboratory building.

In addition, destruction of a nearby communications tower should prevent, or at least slow down, reinforcement by Syn’s Hussars, a unit of Capellan Confederation Armed Forces troops that garrison Styk. Fire Island is connected to the capital by a causeway, and reinforcement will be swift if the Tao Mechworks security forces can get a warning out. Under no circumstances are you to cripple or destroy any Hussars units – Earthwerks executives are patriotic Cappelan citizens, and aren’t interested in bringing down the wrath of the Liao security services.

TERRAIN

  • Fire Island #1 (Custom)
  • Fire Island #2 (Custom)

ATTACKER

The attacker consisted of elements of the Deadspace Anomaly, including:

  • WHM-7M Warhammer (Dyson Fields, 3/4) (unpainted Warhammer mini)
  • WHM-7M Warhammer (Kyle, 4/5) (10th Lyran Warhammer mini)
  • GHR-6K Grasshopper (Kyle, 3/4) (grey Grasshopper mini)
  • Bandit D Hovercraft (5/6) (proxy: 10th Lyran Maxim mini)
  • Fulcrum Heavy Hover Tank (4/5) (proxy: large green hover tank)
  • Pegasus Scout Hover Tank (3058) (4/5) (proxy: tan hover tank)
  • Jump Infantry (Ballistic) Platoon (4/5)

Attacking units entered from the north map edge.

DEFENDER

The defending force was made up of units from Tao Mechworks security, supplemented by Syn’s Hussars, a Cappellan House unit.

  • CRD-7L Crusader (4/5) (Tao) (10th Lyran Crusader mini)
  • CN9-D5 Centurion (3/4) (Tao) (blue/gold Centurion mini)
  • UM-R63 Urbanmech (4/5) (Tao) (proxy: brown Javelin mini)
  • Vedette Medium Tank (3058) (5/8) (Tao) (proxy: green wheeled tank)
  • 2 Foot Infantry (SRM) Platoons (3, 5) (Tao)
  • 2 Motorized (Wheeled) Infantry (Ballistic) Platoons (3, 4) (Tao)
  • TSG-9H Ti Ts’ang (5/6) (Syn’s Hussars) (proxy: purple Quickdraw mini)
  • CDA-3C Cicada (4/5) (Syn’s Hussars) (purple Cicada mini)
  • C-SK1 Cossack (5/6) (Syn’s Hussars) (proxy: purple Hermes mini)

All Syn’s Hussars begin the track off-board.

OPTIONS

  • Dusk Firefight: Use the rules for Dusk (p. 58, Tactical Operations)
  • Overwhelming Force: Add in an additional 25% of Capellan troops.

OBJECTIVES

  • Destroy the R&D Building: Destroy the R&D building by Turn 4. [SUCCESS]
  • Spare the Hussars: Do not cripple or destroy any Hussar forces present. [SUCCESS]
  • Cut Them Off: Destroy the communications array before the R&D building. [SUCCESS]

SPECIAL RULES

  • Forced Withdrawal: Syn’s Hussars operate under the Forced Withdrawal rules.
  • Infiltration: Attacking forces may enter via any map edge or by Atmospheric Drop.
  • Exfiltration: Attacking units survive the scenario by leaving the field via any map edge.
  • Warehouses: All Medium Level 2 buildings have ’Mech-sized doors. ’Mech units may enter and exit these building hexes without issue.
  • Buried Treasure: All warehouses contain containers of ’Mech parts and possibly advanced equipment. These containers may be picked up and carried by ’Mech units, or loaded onto vehicles using infantry units. Containers weigh 10 tons.
  • Call the Cavalry: At the end of each turn beginning with turn 3, the defender rolls 2d6. On a roll of 8+, the defender may bring all Syn’s Hussar units into play at the beginning of the next turn.

COURSE OF BATTLE

Deadspace forces attacked Fire Island in two groups from the north. The first, consisting mainly of hovertanks, took down the communications array while the second, ’mech-heavy force waded ashore and engaged the Tao defenders, who were no match for a trio of heavy ’mechs.

Quickly dealing with the Urbanmech and Vedette, the Deadspace ’Mechs obliterated the R&D building before turning on the Crusader, which fell over repeatedly before ultimately being destroyed by an ammo explosion.

As Deadspace forces withdrew in the face of the the oncoming Capellan reinforcements, the Tao Centurion went toe to toe with Dyson Fields in his Warhammer, bringing down the Deadspace commander in the midst of several platoons of Tao infantry. In a daring rescue attempt, the Deadspace Bandit crew rushed for their fallen commander, quickly picking him up before sideslipping into the Tao Centurion, stunning all aboard. While Tao and Capellan troops poured fire into the Bandit, rendering it more scrap than actual combat vehicle, it narrowly escaped, Fields aboard.

The remaining Deadspace infantry platoon, recruited just for this mission and stranded as their transport fled with their commander, was quickly shot down by the angry Capellans.

BATTLE FOOTAGE

Payback01
The communications tower destroyed, Deadspace ’Mechs approach the R&D building as the Tao Centurion returns from patrol.

Payback02
The fighting heats up around the ruins of the R&D building as the Crusader falls down while Tao infantry and Centurion attempt to give support. Meanwhile, the weaponless Vedette crew flees.

Payback03
In the narrow confines of the Tao facility, the fighting is cramped and fierce.

Payback04
Mission complete, the Deadspace Bandit flees with their commander while Tao and Capellan forces look on.

AFTERMATH

The Deadspace Anomaly attack on Tao Mechworks’ R&D facility was quick and devastating. Though CO Dyson Fields’ Warhammer was lost, and Fields himself narrowly escaped capture by Capellan troops, the R&D facility lay in ruins, its defenders in disarray. Earthwerks was extremely pleased.

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Condition Feral

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Vacationing In the Wasteland

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Contract Offers 10/20/3067

Date: 10/20/3067
To: Deadspace Command
From: Operations
Subject: Post-Outreach Contract Offers

Sir,

I believe I speak for all of us in Deadspace when I say that I’m glad as hell to be off Outreach. I can understand the Dragoons going a bit nuts when General Wolf died taking down that crazy bastard Waco and his nutjob Rangers, but staring down the autocannons of a pissed-off Dragoon once was more than enough for one lifetime. Let’s try not to do it again.

Intel is still real sketchy about what exactly just happened on Outreach. As best we can tell, Waco’s Rangers, Smithson’s Chinese Bandits, the 51st Dark Panzer Jaegers, the Tiger Sharks, and a pot full of other hard luck mercenaries attempted to stage some sort of coup against Wolf’s Dragoons. They killed Jaime Wolf, and you saw firsthand what they got in return for their troubles.

To make a long story short, the Dragoons aren’t really happy with anyone right now, and while they’re building up for something, we’re not invited, and Outreach is pretty much closed to merc business for the moment. I’ve sent out feelers to some of my contacts, and I’ve come up with a few leads we may want to check out.

1. I’m not necessarily suggesting this is a good idea, but the Word of Blake is building up for something big. I got an offer from some WoB Militia recruiter, looking for mercs to guard supply depots and the like. Could be something Chaos March, could be something different. Hard to tell.

Cost: 400 WP
Payout: 200-600 WP
Terrain: Unknown
OpFor: Unknown

2. Apparently, Earthwerks, the big Capellan ‘Mech firm had a plant hit on Grand Base a while ago. Looks like they’re gearing up for a retribution strike, and that could be us if we’re interested. The guy I talked to wasn’t real upfront about it, but the target appears to be Tao Mechworks in Styk. We’d be hitting a ‘Mech facility, so probably defended by corporate security, maybe House troops if we’re really unlucky.

Cost: 500 WP
Payout: 500-1450 WP
Terrain: Urban
OpFor: Corporate security

3. After the recent end of the FedCom Civil War, House Davion’s looking pretty busted up. I talked to a guy I know in the AFFS, and we could probably get a cushy garrison job on New Avalon if we want. Pay’s decent, can’t beat the locale, and we could probably use a break after that crazy stuff on Outreach. And really, who’s going to attack the capital of the Federated Suns?

Cost: 400 WP
Payout: 200-600 WP
Terrain: Unknown
OpFor: Unknown

4. Big surprise, Skye’s heating up again. Are they pissed off at the Lyran Alliance brass? Posturing at the Free Worlds League? My contact wasn’t really clear, but she was pretty clear about Duke Kelswa-Steiner offering good cash for mercenaries.

Cost: 400 WP
Payout: 400-800 WP
Terrain: Unknown
OpFor: Unknown

Let me know if any of these sound appealing, and I’ll contact the right people and get started on the paperwork.

Lt. Marcus Graves

Operations Officer
Deadspace Anomaly

View
Condition Feral

Played: 7/29/2012
Players: Erik, Kyle, Rema

SITUATION
Harlech, Outreach
Chaos March
15 October 3067

The situation is desperate. Your unit has been fighting all day against rogue mercenaries, and you’re getting tired. Jamming has been affecting your comms for the last hour, and Harlech is starting to feel like your own personal hell. Something has to go your way soon, right?

Without warning, an enemy ‘Mech nearby explodes as a PPC blast hits dead center. That wasn’t one of yours! With elation, you see a Wolf’s Dragoons Marauder step into view. The cavalry has arrived!

And that’s when the Marauder turns its guns on you. Something is dreadfully wrong here…

TERRAIN

  • City (Suburbs) (MS6)
  • City (Residential) (MS6)

All maps and positions remained the same from TempTown.

ATTACKER

The attacker consisted of the remaining mercenaries fighting the Deadspace Anomaly:

  • AWS-8Q Awesome (2/3) (green Awesome mini)
  • STY-3C Starslayer (5/6) (proxy: dark blue Centurion mini)
  • J. Edgar Light Hover Tank (4/5) (proxy: green wheeled tank mini)

DEFENDER

The defender consisted of the remaining elements of Deadspace Anomaly:

  • DAD-3D Daedalus (Dyson Fields, 3/4) (proxy: 10th Lyran Phoenix Hawk mini)
  • HBK-5S Hunchback (Milagria “Milly” Rebalais, 4/5) (proxy: black Griffin mini)
  • BSW-S2 Bushwhacker (Wallace “Joy Boy” Joy, 4/5) (proxy: Jade Falcon Uller mini)
  • HEL-3D Helios (Mitchel Kun, 4/5) (proxy: 10th Lyran Crusader mini)
  • GHR-6K Grasshopper (Kyle, 3/4) (grey Grasshopper mini)
  • HBK-5S Hunchback (Kyle, 4/5) (green Hunchback mini)
  • CLN-7W Chameleon (Kyle, 4/5) (proxy: green Assassin mini)
  • WTH-2 Whitworth (Kyle, 4/5) (green Whitworth mini)

WOLF’S DRAGOONS

The Wolf’s Dragoons force consists of elements of Beta Regiment:

  • MTR-5K Maelstrom (4/5) (proxy: Jade Falcon Hellbringer mini)
  • MAD-9M Marauder (3/4) (proxy: Jade Falcon Summoner mini)
  • ARC-8M Archer (2/3) (proxy: grey Dire Wolf mini)
  • CTS-6Y Cestus (2/3) (proxy: tan Timber Wolf mini)
  • CBR-O2 Cobra (2/3) (proxy: grey Timber Wolf mini)
  • CDA-3F Cicada (4/5) (proxy: Jade Falcon Stormcrow mini)
  • WLF-2 Wolfhound (4/5) (proxy: Jade Falcon Executioner mini)
  • HMR-3P Hammer (5/6) (proxy: black Victor mini)

Wolf’s Dragoons forces entered from the north side of the map.

OPTIONS

None.

OBJECTIVES

  • Lone Survivors: At least 25% of the players’ deployed force from TempTown survives. [SUCCESS]
  • Partial Extraction: At least 50% of the players’ deployed force from TempTown survives.
    [SUCCESS]
  • Full Extraction: 100% of the players’ deployed force from TempTown survives. [SUCCESS]

SPECIAL RULES

  • Shifting Battle: During the end phase of each round beginning with round 3 of TempTown, roll 2d6. On an 8+, immediately begin this track. (This occurred at the end of round 4)
  • Dusk: The Dusk rules (p. 58, Tactical Operations) are in effect.
  • Condition Feral: During the first round of this track, all mercenary and player forces have the option to surrender to Dragoon forces by powering down. Following the first round, any units that are not powered down will be fired on by the Dragoons.

COURSE OF BATTLE

Faced with overwhelming Dragoons forces, every member of the Deadspace Anomaly immediately powered down, leaving the few remaining aggressor units to slug it out with the feral Dragoons. Although the mercenary Awesome lasted a short time against the Dragoons onslaught, the Dragoons ultimately held the field.

BATTLE FOOTAGE

Condition feral01
Wolf’s Dragoons march into TempTown as the merc Awesome and Starslayer stand defiantly amongst their shutdown Deadspace foes.

Condition feral02
The mercenary Awesome faces down the oncoming Dragoons, shortly before its obliteration.

Condition feral03
Wolf’s Dragoons stand triumphant amid the helpless Deadspace ’mechs.

AFTERMATH

With the death of Jaime Wolf and the onset of Condition Feral, the fighting throughout Harlech took on a new savagery. All night long, Beta Regiment pushed block by block through the streets, obliterating anything that did not immediately surrender.

There’s plenty of work to be had for mercenaries, but it looks like Outreach isn’t the place for it, at least for now.

PREVIOUS TRACK

TempTown

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Payback

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TempTown

Played: 7/29/2012
Players: Erik, Kyle, Rema

SITUATION
Harlech, Outreach
Chaos March
15 October 3067

Your spirited but fruitless defense of the VP of GM Blackwell proved that in the now lawless streets of Harlech, no one is safe, and that includes you. TempTown has gone mad, with roving bands of mercenaries firing at one another with no apparent sides. What’s worse is, your unit is caught in the middle. Your choice now is simple: you fight, or you die.

TERRAIN

  • City (Suburbs) (MS6)
  • City (Residential) (MS6)

Laid side by side. All forces were inserted at random locations with random facing.

ATTACKER

The attacker was elements of several mercenary bands as well as individual MechWarriors, and consisted of:

  • AWS-8Q Awesome (2/3) (green Awesome mini)
  • APL-1M Apollo (4/5) (proxy: grey Orion mini)
  • STY-3C Starslayer (5/6) (proxy: dark blue Centurion mini)
  • BZK-F3 Hollander (4/5) (proxy: green Vindicator mini)
  • VLK-QA Valkyrie (3/4) (proxy: brown Javelin mini)
  • Manticore Heavy Tank (3025) (4/5) (proxy: large green tank mini)
  • J. Edgar Light Hover Tank (3025) (4/5) (proxy: green wheeled tank mini)
  • J. Edgar Light Hover Tank (3025) (4/5) (proxy: tan wheeled tank mini)

DEFENDER

The defending force was the Deadspace Anomaly mercenary command, consisting of:

  • DAD-3D Daedalus (Dyson Fields, 3/4) (proxy: 10th Lyran Phoenix Hawk mini)
  • HBK-5S Hunchback (Milagria “Milly” Rebalais, 4/5) (proxy: black Griffin mini)
  • BSW-S2 Bushwhacker (Wallace “Joy Boy” Joy, 4/5) (proxy: Jade Falcon Uller mini)
  • HEL-3D Helios (Mitchel Kun, 4/5) (proxy: 10th Lyran Crusader mini)
  • GHR-6K Grasshopper (Kyle, 3/4) (grey Grasshopper mini)
  • HBK-5S Hunchback (Kyle, 4/5) (green Hunchback mini)
  • CLN-7W Chameleon (Kyle, 4/5) (proxy: green Assassin mini)
  • WTH-2 Whitworth (Kyle, 4/5) (green Whitworth mini)

OPTIONS

  • Prolonged Fighting: To represent the protracted fighting, reduce ammo loads for all ballistic and missile systems by 50%, to a minimum of one round. In addition, each Deadspace ’Mech starts play with 1d6 groups of 1d6-1 (minimum 1) damage.

OBJECTIVES

  • Stand and Deliver: Destroy at least 75% of the enemy force. [N/A]
  • Stay Alive: At least 50% of the Deadspace force should remain alive. [N/A]

SPECIAL RULES

  • Committed: Neither side may retreat as there is nowhere to retreat to. All units fight until crippled or destroyed.

COURSE OF BATTLE

The fighting in TempTown was a fragmented, shifting affair through the streets. While the majority of the merc and Deadspace forces worked for positioning around a large park area to the west, the Deadspace Helios and Daedalus fought off a smaller force of mercs, including the Manticore, J. Edgars, and Hollander. The Manticore and Hollander were quick to fall, one to crew death, and the other to loss of its right leg.

Ultimately, the fighting concentrated in a single side street, with Deadspace ‘Mechs attempting to take down the mercs while avoiding the fearsome firepower of the merc Awesome and its elite pilot. In this, Deadspace was successful, taking down all the mercs except the Starslayer, Awesome, and a single J. Edgar by the time Wolf’s Dragoons arrived on the scene.

AFTERMATH

The stand of the Deadspace Anomaly was suddenly interrupted by the onset of Condition Feral and the arrival of Wolf’s Dragoons on the scene…

BATTLE FOOTAGE

Temp town01
Vicious street fighting in TempTown. A legless Hollander and two J. Edgars face down the Deadspace Helios and Daedalus, while the majority of the Deadspace forces close in on the merc Apollo and Valkyrie while the Starslayer and Awesome jockey for position with the Hunchback and Whitworth.

Temp town02
The battle fragments as the merc Starslayer crashes through an apartment building, surprising the Deadspace Whitworth, while the merc Valkyrie and Deadspace Chameleon draw away as the Awesome looks on.

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Another Day, Another C-Bill

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Condition Feral

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