Thumbing a ride to Terra one planet at a time.

Freeze the Line

Played 10/3/13
Players: Erik, Rema

Freeze the Line

SITUATION
NORTH OF AVALON CITY
NEW AVALON, FEDERATED SUNS
11 FEBRUARY 3069

All units along the northern line are directed to hold their positions for the duration of the current extreme cold snap. Until it thaws, neither we nor the Word of Blake are likely to undertake any major operations.

However, do not become complacent by the lack of movement. Take this time to train your people and send out patrols – we don’t expect the Word to attack, but we’ve underestimated them before. Keep an eye out and be wary.

AFFS standing orders, February 3069

TERRAIN

  • Battletech (MS2)
  • Open Terrain #2 (MS5)

ATTACKER

The Attacker consisted of elements of Deadspace Anomaly.

  • P-1B Perseus (Milly Rebalais, 3/5) (proxy: Deadspace Warhammer mini)
  • MS1-O Men Shen (Jessi McKiernan, 3/5) (Deadspace Men-Shen mini)
  • Fulcrum Heavy Hover Tank (Alexander Jandreau, 4/5) (Deadspace Fulcrum mini)
  • Regulator Hovertank (“Boris”, 2/3) (proxy: Deadspace Bandit mini)

The Attacker enters from the south map edge on turn 1.

DEFENDER

The Defender consisted of elements of the Word of Blake’s 36th Division (Purity of Thought IV-Kappa).

  • CHP-1N Champion (3/4) (proxy: Word of Blake Lightray mini)
  • GRM-R-PR29 Grim Reaper (4/5) (proxy: Word of Blake Shadow Hawk mini)
  • Stygian Strike Tank (4/5) (proxy: Lyran Guards Maxim mini)
  • Zephyr (2/3) (proxy: Beagle mini)

The Defender enters from the north map edge on turn 1.

OPTIONS

None.

OBJECTIVES

  • Hammer: Destroy/Cripple at least 50% of the opposing force. [SUCCESS]
  • Crushing Force: Destroy/Cripple 100% of the opposing force. [SUCCESS]
  • Stalwart: At least 50% of the Attacker’s force must not be Destroyed/Crippled at the end of the track. [SUCCESS]

SPECIAL RULES

The following rules are in effect for this track:

  • Harsh Winter: Treat all non-water hexes as containing Deep Snow (TO, p. 41). Treat all water hexes as containing Ice (TO, p. 50).

COURSE OF BATTLE

Deadspace and Blakist forces met in an open plain and quickly advanced to contact. Most of the vehicles on either side were quickly immobilized and destroyed thanks to the effects of the deep snow drifts on hovercraft. A slugging match between the ’mech forces ended with the Word of Blake patrol completely destroyed and the Deadspace patrol heavily damaged.

BATTLE FOOTAGE

Freeze line01
Round 1: The two sides advance. The Stygian and Zephyr immobilize the Fulcrum while the Deadspace Men Shen immobilizes the Blakist Zephyr and the Fulcrum destroys one of the Stygian’s lift fans.

Freeze line02
Round 2: The Men Shen and Regulator close, prompting return fire from the Blakist Champion that damages the Men Shen’s engine shielding. The Deadspace Persus destroys the Zephyr and with the help of the Regulator inflicts punishing damage on the Grim Reaper.

Freeze line03
Round 3: The Men Shen and Regulator fall back while the Fulcrum destroys the Stygian before Alexander Jandreau is hit by fire from the Grim Reaper, causing his panicked crew to shut down the heavily damaged vehicle.

Freeze line04
Round 4: The overheated Men Shen falls further back, while the Blakist Grim Reaper attempts to advance but is destroyed after accurate fire from the Perseus cause its ammo bins to detonate.

(GM Note: Yeah guys, let’s put CASE around the single brick of SRM6 ammo and not the two bricks of LRM20 ammo and brick of AMS ammo. THANKS COMSTAR)

Freeze line05
Round 5: The Champion suicidally attempts to close with the overwhelming Deadspace force, losing both vestigial arms and taking heavy internal damage after alpha strikes from the Men Shen and Perseus, but savages the Men Shen, causing damage to its MASC and engine systems as well as damaging a pulse laser.

Freeze line06
Round 6: The Champion closes further, using its SRMs to damage the Regulator’s hover systems but drawing intense fire from the Perseus.

Freeze line07
Round 7: The Blakist Champion destroys the Men Shen’s engine with cluster munitions but is in turn destroyed by massive retaliation from the Regulator and Perseus.

AFTERMATH

Skirmishing continued along the line for the next month, but neither side was able to launch major offensives until the spring thaw.

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Bridge Over Troubled Waters

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Christmas Presents

Played 4/4/2013
Players: Erik, Kyle, Rema

SITUATION
NAIS TRAINING COMMAND, AVALON CITY
NEW AVALON, FEDERATED SUNS
25 DECEMBER 3068

Commander Fields, consider this an invitation for you and your command staff to join me and mine at the 3rd Guards command post to celebrate the holiday and plan our next move against the Word of Blake. We’ve been working one up, and I want your opinion on it.

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

“Phoenix ADC, this is Fox ADC. We are currently tracking several objects rapidly descending towards your position. Too slow for bombardment, but might be meteorites or a very small drop.”

“Copy, Fox ADC. …whoa. They just hit atmosphere. Just saw the flashes. The sonic booms should wake everyone up here in a moment.”

Radio conversation between air defense units in Avalon City, 22:15 local time 12/25/3068

America: We will kill you in your sleep on Christmas.

Early 21st century Terran humor

TERRAIN

  • Military Base #1 (MS7)
  • Military Base #2 (MS7)

ATTACKER

The Attacker consisted of elements of Blake’s Wrath.

  • EXT-4X Exterminator (2/3)
  • Purifier (Laser) (2/3)
  • Purifier (Laser) (2/3)
  • Purifier (Laser) (2/3)
  • Purifier (TAG) (2/3)
  • Purifier (TAG) (2/3)

The Attacker enters by orbital drop at the end of the movement phase on Turn 1.

DEFENDER

The Defender consisted of elements of the 3rd Davion Guards.

  • BLK-12-KNT Black Knight (2/3)
  • FLC-8R Falconer (3/4)
  • SHD-5D Shadow Hawk (2/3)
  • FS9-OB Firestarter (3/4)
  • House Davion Jump Laser Infantry (2/3)
  • House Davion Jump Laser Infantry (2/3)
  • House Davion Jump Laser Infantry (2/3)

The Defender deploys up to 20% of its total force anywhere on the map at the beginning of the track. Other units must be activated during the track.

OPTIONS

None.

OBJECTIVES

  • Bureaucracy Will Never Die: At least one Administration building survives the track. [FAILED]
  • Low Explosive: At least one Ammunition Bunker survives the track. [FAILED]
  • No Place Like Home: At least one Barracks building survives the track. [FAILED]
  • In Control: The Command Bunker building survives the track. [FAILED]
  • Gassed Up: At least one Fuel Depot tank survives the track. [FAILED]
  • Full Power: At least one ’Mech Hanger building survives the track. [FAILED]
  • Revved Up: At least one Vehicle Hanger building survives the track. [FAILED]
  • Drive Them Off: Cripple or Destroy all attacking units. [FAILED]

SPECIAL RULES

The following rules are in effect for this track:

  • Salvage: The Salvage rules are not in effect for this track.
  • Forced Withdrawal: The Forced Withdrawal rules are not in effect for this track. If at any point during the track (at the discretion of the GM) the Attacker cannot reasonably damage any more buildings, all surviving Attacker units enter Forced Withdrawal.
  • Black and White: Apply the effects of the Moonless Night and Moderate Snowfall weather conditions (TO, p. 58-60). All weapon attacks are made at a +4 modifier, physical attacks at a +1 modifier. Units lose an additional 2 points of heat per turn from the cold. Units above 15 heat are easier to target, and enemies gain a -1 to hit for each 15 points of heat on the target.
  • Protect the Buildings: The mission of the Defender is to prevent buildings in the base from being destroyed. A building is considered to be destroyed if 50% or more of its hexes are rubble at the end of any phase.
  • Fire From the Sky: The Attacker may use Orbit-to-Surface Fire (SO, p. 103) in limited quantities. The Attacker has 2 15/12/9/6/3 damage attacks and 4 5.5/4.4/3.3/2.2/1.1 damage attacks available, all of which have a modified TN of 7 and a flight time of 0.

In order to make orbital bombardment attacks, the Attacker must make two successful TAG rolls on the target hex in successive turns.

  • Breach and Clear: The Attacker may attempt to breach any Hardened building using battle armor. To breach a building, the Attacker must keep at least one unit of battle armor next to (or on top of) a single target building hex for two successive Firing Phases. On the third turn, what happens depends on the building in question:

If the target building is the Command Bunker, a battle armor unit may enter the building and clear it. Clearing takes two turns and causes 10 points of damage as if caused by infantry.

If the target building is an Ammunition Bunker, the battle armor unit may throw in explosive charges and detonate the bunker during any Firing Phase instead of firing a weapon. The charges are automatically successful and destroy the entire building completely. The battle armor remain unhurt by the explosion.

  • Decapitation Strike: Player characters (Dyson Fields, Octavius McManus) and several high-ranking AFFS officers are in a basement inside the Command Bunker. In the event that the Command Bunker is breached or destroyed, each player character suffers 1d6-1 points of pilot damage.
  • Don’t Scratch the Paint: The ‘mechs belonging to the player characters (Dyson’s Daedalus, Octavius’ Grasshopper) are considered to be inside the ‘Mech Hanger. If one building is destroyed, roll 1d6 for each ‘mech. If the result is odd, that ‘mech suffers Heavy damage. If both buildings are destroyed, both ‘mechs automatically suffer Heavy damage.

COURSE OF BATTLE

The Blake’s Wrath commandos caught the defending forces completely off-guard, and were able to quickly and efficiently destroy almost all of their objectives (though most of the 3rd Davion Guards command staff survived) and retreat, though the defending troops managed to take out almost 20 battle armored commandos. This section of the NAIS facility is a complete loss.

BATTLE FOOTAGE

Censored by order of MIIO.

AFTERMATH

Destruction of our headquarters and the wounding or death of many senior leaders is a significant setback for us, although with the harsh winter, it seems unlikely that the Word of Blake will be able to press the attack before the spring thaw.

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Freeze the Line

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Infantry Salvage

Date 9/20/3068
To: Deadspace Command
From: Operations
Subject: Salvage

Sir,

Those 3rd Davion Guards guys picked up a pretty big lot of Blakist gear out of that last operation. Davion intel hasn’t quite figured out what they were up to exactly, but they had enough rifles, body armor, explosives – you name it – to equip an army. Even after the Guards took their cut of it, we’ve still got an armory full of infantry weapons. If you ever wanted to stick one of those swank Mauser 1200s under the ejection seat, we’ve got a few spare, sir. Otherwise, we need to get rid of this stuff somehow, and I’ve been trying to come up with options for you.

1. We could simply sell this stuff to other merc units or even the black market. I’m hesitant to dump a bunch of high quality military weaponry where criminals can get to it, but I suppose there’s plenty around to be looted if they care that much.

Payout: 480 SP

2. I sweet talked some of those 3rd Guards battle armor guys we worked with a few months ago, and they’d swap us some of their excess Infiltrator Mk. I suits in exchange for this stuff. We can hire some people to crew them easily enough. Compared to more modern suits these things are terrible, but they’d get us in the battle armor game.

Payout: 2 4-man squads of Infiltrator Mk. I battle armor (standard or special ops variants) (TRO 3058 Upgrade, p. 14-15), crew included (random skills)

3. Had a talk with a quartermaster from the 1st Guards, and she’ll hook us up with some depot and tech time for pretty good rates. Not sure what she wants with crates full of Blakist assault rifles, but it would jump us to the front of the queue for some maintenance.

Payout: 400 SP worth of repairs or refits for 75% of cost for this track only

4. That NAIS guy knows a guy who knows a guy at the weapons lab who’s looking for a big quantity of this stuff for weapons testing. In return, this guy has access to some tech that just reeks of that new car smell, and he can break a bit out for us if we want it.

Payout: Choose one of – Hardened Armor (5 tons) (TO, p. 280), Laser Reflective Armor (5 tons) (TO, p. 280), Torso-Mounted Cockpit (TO, p. 301), Silver Bullet Gauss Rifle (TO, p. 314), X-Pulse Lasers (4 small, 2 medium, or 1 large) (TO, p. 321), Extended-Range LRMs (4 NLRM-5, 2 NLRM-10, or 1 NLRM-15/20) (TO, p. 326), Enhanced LRMs (4 ELRM-5, 2 ELRM-10, or 1 ELRM-15/20) (TO, p. 326)

5. Finally, if we ever wanted to field some infantry, this looks like our chance. I got approached by a Greg Jones of the “New Avalon Citizen’s Militia,” and he seemed interested in joining up if we could get him some better equipment than the hunting rifles and old 4th Succession War stuff they’re using right now. Despite the name, these people aren’t all green – there are some shopkeepers and housewives, to be sure, but also a fair number of ex-AFFS and even a couple of ex-FWLM. Might be worth a try.

Payout: 4 28-man platoons of foot infantry armed with Mauser 1200 LSS (random skills)

New Avalon Citizen’s Militia (Mortar)
Tech Base (Rating): Inner Sphere (E/X-X-E)
Transport Weight: 3 tons
Equipment:

  • Primary Weapon: 20 Mauser 1200 LSS
  • Secondary Weapon: 8 Heavy Mortars
  • Armor: Word of Blake Standard Infantry Kit
    Battle Value: 62
    Notes: Move or shoot, may fire indirectly (TO, p. 324)

Platoon Type (Specialty): Foot (None)
Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4)
Damage Divisor: 2
To-Hit Modifier (Range in Hexes):
-1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes)
Maximum Weapon Damage (# of Troopers):
16 (28 troopers), 15 (26-27), 14 (24-25), 13 (22-23), 12 (21), 11 (19-20), 10 (17-18), 9 (15-16), 8 (14), 7 (12-13), 6 (10-11), 5 (8-9), 4 (7), 3 (5-6), 2 (3-4), 1 (1-2)

I need to give these people answers ASAP, so I’d appreciate it if you could let me know what you want done with this gear as soon as you can.

Lt. Marcus Graves

Operations Officer,
Deadspace Anomaly

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House To House

Played 3/13/2013
Players: Erik, Kyle, Rema

SITUATION
AVALON CITY
NEW AVALON, FEDERATED SUNS
13 SEPTEMBER 3068

Commander Fields, by the time you receive this, the First Davion Guards, Davion Heavy Guards, and Davion Assault Guards will have launched a major offensive to push all remaining Word of Blake forces out of New Avalon.

The Third Davion Guards and Deadspace Anomaly are tasked to clear the rear area while the rest of the Brigade of Guards advances. This is no walk in the park – the Blakists have left a large number of stay behinds – infantry units with guerilla training. They’ve set up safe houses in the residential areas and are launching rocket, mortar, and car bomb attacks on AFFS troops and the remaining civilians caught in the crossfire.

Clearing these guys out is going to mean going house to house, identifying and seizing the houses occupied by the Blakist guerillas. We’ve triangulated on their firing locations and have a good idea where they’re hiding, but I need you to send some of your ‘mechs to escort my infantry and provide support should they encounter anything they can’t handle.

You’ve got a reputation for getting things done, Fields. Let’s get these Blakists the hell out of here. I’d like to take a shower without a rocket attack alarm going off for once.

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

TERRAIN

  • City Street Grid/Park #1 (MS4)

The Defender designates six building hexes as possible target buildings and shows them to the Attacker. The Defender then designates two building hexes as the safe houses as secretly notes their location.

ATTACKER

The Attacker consisted of elements of Deadspace Anomaly supported by infantry units from the 3rd Davion Guards.

  • BSW-S2 Bushwhacker (Wallace Joy, 3/3) (Deadspace Bushwhacker mini)
  • PXH-4L Phoenix Hawk (Octavius McManus, 2/4) (Deadspace Phoenix Hawk mini)
  • Pegasus Hover Scout Tank (4/5) (Deadspace Pegasus mini)
  • House Davion Jump Laser Infantry (3) (white infantry)
  • House Davion Jump Laser Infantry (3) (green infantry)
  • House Davion Jump Laser Infantry (3) (blue infantry)
  • House Davion Jump Laser Infantry (3) (dark grey infantry)

The Attacker enters the map on turn 1 via any one map edge.

DEFENDER

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

  • Katyusha MLRS (3/4) (proxy: unpainted Chevalier mini)
  • Katyusha MLRS (3/4) (proxy: unpainted Chevalier mini)
  • Word of Blake Foot Mortar Infantry (3) (proxy: yellow Elemental mini)
  • Word of Blake Foot Mortar Infantry (3) (proxy: cyan Elemental mini)
  • Word of Blake Foot Laser Infantry (3) (proxy: purple Elemental mini)
  • Word of Blake Foot Laser Infantry (3) (proxy: blue Elemental mini)
  • Word of Blake Foot Laser Infantry (3) (proxy: white Elemental mini)
  • Word of Blake Foot Laser Infantry (3) (proxy: red Elemental mini)

The Defender sets up anywhere on the battlefield. Up to 100% of the Defender’s force may be deployed using the Hidden Units rules (TW, p. 259).

OPTIONS

None.

OBJECTIVES

  • Secure the safe houses: Determine which buildings are being used as guerilla safe houses and secure (not destroy) them. [SUCCESS]
  • Poor bloody infantry: At least half of the Attacker’s infantry units must survive for the shorter of ten turns or the duration of the track. [SUCCESS]
  • Counterinsurgency: Destroy/Cripple 25% of the Defender’s force. [SUCCESS]
  • Root them out: Destroy/Cripple 75% of the Defender’s force. [SUCCESS]

SPECIAL RULES

The following rules are in effect for this track:

  • Forced Withdrawal: Both sides follow the Forced Withdrawal rules (see p. 258, TW)
  • Salvage: Salvage rules are in effect for this track.
  • Fade Away: If the Attacker discovers and secures both safe houses, any remaining of the Defender’s units immediately withdraw using the Forced Withdrawal rules.
  • Safe Houses: The Attacker must identify and secure the safe house locations using infantry. Moving into a target building hex with an infantry unit immediately identifies it as being either a safe house or not. A safe house is secured by occupying its hex with an infantry unit and keeping it clear of any enemy units for an entire turn.

COURSE OF BATTLE

The Deadspace/Davion force moved methodically through the area, making good use of the Pegasus’ Beagle probe to sweep out the Blakist guerillas. Despite IED and rocket attacks near the center of the city, all of the Word safe houses were ultimately cleared with minimal casualties.

BATTLE FOOTAGE

House to house01
Round 1: Davion infantry begin searching possible safe houses under the cover of Deadspace ’mechs.

House to house04
Round 4: Octavius McManus stumbles onto a Word of Blake mortar team and attacks. The second safe house possibility is found empty.

House to house05
Round 5: A sweep from the Pegasus’ Beagle probe reveals several platoons of Blakist infantry. Wallace Joy and the Davion infantry move to engage the mortar teams, while Octavius McManus engages a regular infantry platoon. Surprised by the sudden engagement, both sides fire erratically.

(GM Note: hitting at 4s, how hard could it be?)

House to house06
Round 6: Withering fire by the infantry/’mech teams destroys one of the mortar teams and one of the infantry platoons, while return fire is ineffective.

House to house07
Round 7: The Deadspace Pegasus reveals an ambush by Blakist rocket trucks, but suffers heavy damage to its air skirt and crashes into the lake after being engaged by Blakist infantry, who also detonate an IED beneath Octavius McManus’ Phoenix Hawk, causing massive damage to his leg armor. In return, Wallace and his infantry support destroy both rocket trucks and the remaining Blakist mortar team while suffering moderate damage in return.

House to house08
Round 8: Heavy fire against the house sheltering one of the Blakist platoons causes it to collapse, though some of the platoon manages to survive. Davion infantry begin their assault on the safe house location near the lake.

House to house09
Round 9: Davion infantry successfully wipe out the Blakists near the lake, while the disoriented survivors of the house collapse throw down their arms and surrender.

House to house12
Round 10: Davion infantry begin their assault on the final safe house, winding up with several prisoners as well as a cache of weapons and intelligence.

AFTERMATH

Capture of the safe houses has yielded a significant trove of both supplies and intelligence, and it seems likely that Word of Blake forces will soon be completely expelled from Avalon City and its environs.

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Christmas Presents

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POW Rehabilitation

Date: 5/16/3068
To: Deadspace Command
From: Col. William Innes, NAIS Rehabilitative Unit
Subject: Evaluation of Returning POWs

Commander Fields,

I am writing to inform you that we have completed psychological evaluations on your two mechwarriors, Joey Winters and Vladmir Olshansky.

By all accounts, Mr. Winters did relatively well during his month in captivity and is remarkably unfazed considering what some of the other prisoners you rescued have been through – he escaped torture, and wasn’t in the camp long enough to have born the full brunt of the starvation diet the other prisoners endured. That said, Mr. Winters was somewhat evasive with my questions to him, though his charm hid it well. I think it likely that he used this same skill to avoid the worst treatment, though I cannot say for certain, and debriefing of the other POWs is inconclusive.

(Joey Winters gains 1 point of Edge.)

In contrast to Mr. Winters, Mr. Olshansky had a much rougher time. By his own and other accounts he was extremely defiant of his captors, and was beaten and tortured for it. Medical reports indicate evidence of electroshock torture, and Mr. Olshansky described to me, and shows evidence of, severe sleep deprivation and other psychological torture. While Mr. Olshansky has borne the physical stress of his ordeal quite well, and is quite eager to return to combat against the Blakists for some “payback,” I fear that he may yet bear some sort of PTSD.

Then again, after the events here on New Avalon, who among us does not?

(Vladimir Olshansky may ignore the first pilot hit he suffers during combat)

At the request of Colonel Davion-Bath, I am also sending you Sergeant Ethan Jackson, formerly of the 2nd NAIS Cadre, who has requested transfer to, and I quote, “the only unit really kicking some Robe ass around here.”

Unlike your soldiers, Sgt. Jackson has spent considerably longer in captivity – he was captured during the initial fighting in December of ’67 and has been a POW since then. All of the prisoners I talked to told me that he was a true leader during imprisonment, acting as a mentor and spokesman for many of the younger POWs, though he suffered a great deal of physical and mental torture for it from his captors. Prior to his capture, Sgt. Jackson was an instructor in the 2nd NAIS Cadre, and also served during the later years of the FedCom Civil War, where he earned a Silver Sunburst medal during the fighting on Talon in 3066.

Professionally, I would say Sgt. Jackson is everything you could ask for in a soldier – tough, brave, loyal, a leader and inspiration to his troops. His combat record is exemplary. Mentally, however, I worry. Sgt. Jackson harbors an unsuppressed rage against his captors, and during simulator evaluations he showed a tendency toward single-mindedly attacking Blakist targets, both to the detriment of his ‘mech’s heat sinks as well as his own safety. We’ll need men like him in the coming fight, but I’m afraid his rage may cause him or his soldiers trouble.

(Sgt. Ethan Jackson has 3 gunnery, 4 piloting, and the Hot Dog ability (ATOW 223, +1 bonus to checks to avoid overheating effects). When fighting known Word of Blake troops, roll 2d6 at the beginning of Sgt. Jackson’s movement. On a 2 or 12, Jackson enters a berserker rage and must move directly towards the nearest Word of Blake unit (into physical combat range if possible), and must fire all of his weapons at their maximum firing rates, and/or make physical attacks if possible during the appropriate phases at a +1 bonus to any attack rolls. At the beginning of each subsequent movement phase, roll 2d6. On a 2, 3, 11, or 12 Jackson breaks free of his rage)

You’ll need to approve Sgt. Jackson’s transfer to your unit if you want him, otherwise he was previously slated for a transfer to the 1st Davion Guards. Let me know what you want to do. Mr. Winters and Mr. Olshansky will be accompanying this letter.

Colonel William Innes

Chief of Psychology,
NAIS Rehabilitative Unit

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Leave No Man Behind

Played: 01/17/2013
Players: Erik, Kyle, Rema

SITUATION
REMOTE AREA OF ALBION
NEW AVALON, FEDERATED SUNS
25 APRIL 3068

Commander Fields, we have finally decoded the intelligence you brought us from the Blakist death squad headquarters ten days ago. That intelligence has revealed that some of the people rounded up by the death squads, as well as some of our captured POWs, were taken to a prison camp located well behind Blakist lines in the remote northwest of the continent.

I’ve had our operations staff put together what they believe to be the best plan we have for getting our people back. Considering it was your intelligence that led us here, and considering that your people are possibly being held there, I want you to provide the heavy element for this operation. Here’s the plan:

A Leopard-class dropship, the Apollo, will transport you and a number of rescue vehicles. Due to enemy air defenses, a single DropShip should be able to make it through undetected.
Once over the target, either make an atmospheric drop of your ‘mechs and then land the Apollo at a nearby airfield and offload the rescue vehicles, or land hot and shoot your way out. The Apollo’s crew is well-trained in rough field operations, so the airfield is not strictly necessary, but may be wise. Additionally, a small team of Rabid Foxes special forces have been on the ground for several days. Link up with and extract them along with any prisoners in the camps.

In addition to your main mission of prisoner retrieval, there are a number of targets of opportunity present, including enemy POL stores and prisoner records. Destruction of these assets would hamper enemy operations.

Word of Blake forces in the area appear to be light, perhaps in Level II infantry and armor strength, but there is a large garrison element of ex-31st Division troops nearby that will respond rapidly to your incursion. Time is of the essence – get in and get out as fast as you can.

Good luck. Get our people out of there.

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

TERRAIN

  • City Ruins (MS2)
  • Battletech
  • Airfield #2 (MST1)

ATTACKER

The Attacker consisted of elements of Deadspace Anomaly, backed by House Davion special forces units, including:

  • P-1B Perseus (Wallace Joy) (proxy: Deadspace Helios mini)
  • TYM-1A Toyama (Guy Lachermeier) (proxy: Deadspace Warhammer mini)
  • DAD-3D Daedalus (Dyson Fields) (proxy: Deadspace Phoenix Hawk mini)
  • PXH-4L Phoenix Hawk (Mitchell Kun) (10th Lyran Phoenix Hawk mini)
  • Leopard-class DropShip Apollo (proxy: dice container)
  • Heavy Hover APC (proxy: Deadspace Condor mini)
  • Heavy Hover APC (proxy: red Heavy Tracked APC mini)
  • Heavy Hover APC (proxy: Deadspace Pegasus mini)
  • Heavy Hover APC (proxy: Deadspace Bandit mini)
  • Infiltrator Mk. II (proxy: white Elemental mini)
  • Infiltrator Mk. II (proxy: yellow Elemental mini)
  • Infiltrator Mk. II (proxy: green Elemental mini)
  • Infiltrator Mk. II (proxy: purple Elemental mini)

The Deadspace Perseus and Warhammer deployed via suborbital drop on round 1, while all other units offloaded from the Apollo beginning in round 2.

DEFENDER

The Defender consisted of Word of Blake guard troops, and contained:

  • Maxim Heavy Hover Transport (3058) (2/3) (10th Lyran Maxim mini)
  • Maxim Heavy Hover Transport (3058) (2/3) (10th Lyran Maxim mini)
  • Stygian Strike Tank (3/4) (proxy: unpainted Beagle mini)
  • Pinto Attack VTOL (3/4) (proxy: white Mantis mini)
  • Hawk Moth Gunship (4/5) (white Hawk Moth mini)
  • Motorized Platoon (SRM) (2)
  • Motorized Platoon (SRM) (3)
  • Jump Platoon (Rifle) (4)
  • Jump Platoon (Rifle) (4)
  • Unspecified heavy Level II of relief troops

The Defender sets up anywhere on the battlefield.

OPTIONS

  • Wired To Blow: Up to four hexes anywhere on the battlefield may be treated as if wired by Demolition Engineers (TO, p. 341). Each charge does 25 damage when set off.

OBJECTIVES

  • Freedom: At least 75% of prisoner units must be aboard the Apollo when it takes off. [SUCCESS]
  • Prison Riot: Destroy or cripple at least 75% of enemy forces present by end of track. [FAILED]
  • Hard and Fast: The Apollo takes off by the end of round 10. Freedom must also be complete. [FAILED]
  • Sealed Records: Destroy the administration building on the City Ruins map. [FAILED]
  • Out of Gas: Destroy the POL tanks on the Airfield map. [SUCCESS]

SPECIAL RULES

The following rules are in effect for this track:

  • Salvage: The Salvage rules are not in effect for this track.
  • Forced Withdrawal: The Forced Withdrawal rules are not in effect for this track.
  • Apollo: The Apollo has been refit to accept vehicles in her fighter bays. Vehicles may mount and dismount from Apollo’s fighter bays as if from vehicle bays. The crew of the Apollo is well-trained, and may take off in 15 hexes (instead of 20) with a Control roll.
  • Guard Towers & Walls: The camp is guarded by a number of guard towers. Each tower is 2 levels tall, has 25 CF, and mounts a single Machine Gun and Searchlight (7 hex range) per side. Each non-road paved hex on the City Ruins map is surrounded by a 1 level tall, 25 CF wall on every non-paved hexside. Hexes facing roads have 15 CF gates.
  • Freeing the Prisoners: Each camp area is guarded by a number of guard towers. As long as these towers are operational, the prisoners will stay indoors. In the End Phase of any turn during which all towers surrounding a camp area are destroyed, the GM places a number of infantry platoons representing prisoners (3 for the Long Camp, 5 for the Large Camp). Treat each platoon as a 30-man foot platoon that can deal no damage.

COURSE OF BATTLE

The Deadspace/Davion strike force came in hard and fast, quickly neutralizing the Word of Blake camp guards. Despite the successful strike, Guy Lacharmier, his Toyama, and one transport were lost and some 40 Davion prisoners were left behind.

BATTLE FOOTAGE

Leave no man behind01
Round 1: The Apollo lands at the nearby airbase as Wallace Joy and Guy Lacharmier perform a combat drop on the prison camp. Guy’s Toyama fails its landing, but the assault force shoots down a patrolling Hawk Moth gunship and heavily damage a Pinto.

Leave no man behind02
Round 2: Demolition charges on some of the guard towers detonate, while Wallace and Guy engage the Blakist defenders and the Apollo unloads. A lucky shot from a Maxim transport takes down Guy once again.

Leave no man behind03
Round 3: All the guard towers are down, and the POWs begin to make their escape. Wallace and Guy continue to make short work of the defenders, immobilizing both Maxims and causing a Stygian to skid into a building and become stuck. Guy once again has trouble staying on his feet in the unfamiliar Toyama, but manages to stand at last.

Leave no man behind04
Round 4: Wallace kicks a Maxim’s side in while the rescue APCs make a run for the camp and Blakist infantry swarms Guy’s Toyama.

Leave no man behind05
Round 5: The remaining Blakist Maxim sideslips into the forest and explodes, but not before destroying one of the rescue APCs. The Apollo destroys the POL tank farm at the airbase.

Leave no man behind06
Round 6: The guards dealt with, the rescue force begins transporting prisoners back to the Apollo.

Leave no man behind09
Round 9: The last rescue APC runs for the Apollo as Guy Lacharmier bravely sacrifices his life to hold off a superior Word of Blake counterattack.

Leave no man behind10
Round 10: The Apollo takes off as a group of Word of Blake ’mechs looks on.

AFTERMATH

After the successful raid, almost all raiding forces escaped, either aboard the Apollo or on foot. Those Rabid Fox teams that remained on the ground were later exfiltrated without issue, though many of the prisoners had to be left behind. Those we extracted are currently awaiting psych eval.

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High Voltage

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House To House

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High Voltage

Played: 11/07/2012
Players: Erik, Kyle, Rema

SITUATION
AVALON CITY
NEW AVALON, FEDERATED SUNS
17 APRIL 3068

Commander Fields, we appreciate your recovery of intelligence from that Word of Blake command post two days ago. Since then, we’ve had our best people at work on the data. I won’t lie – leveling half of the school ruined a lot of valuable intelligence.

What we have found is grim. The units you encountered were Blakist death squads, and AFFS units are starting to encounter their handiwork as we retake Avalon City – mass graves of civilians, captured soldiers, teachers, government officials – anyone the Robes thought couldn’t be converted to their sick ideology.

There’s not much hope there, but there is some. We think we’ve found the location of some sort of camp, maybe for POWs. We’ll let you know what we find, but the data loss is severe. It needs more time.

Until then, we need the help of Deadspace Anomaly in finally pushing these Robe bastards out of Avalon City. Guards infantry and armor have pinned down a pocket of them inside a factory complex on the outskirts of the city. We need you to provide them with heavy support. Capture the Blakists if you can, shoot them down like dogs if you can’t.

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

GAME SETUP

  • City (Hills/Residential) #1 (MS3)
  • City Street Grid/Park #2 (MS4)

The Defender designates up to 10 hexes per mapsheet as Heavy Industrial Zones (TO, p. 31).

ATTACKER

The Attacker consisted of elements of Deadspace Anomaly supporting armor and infantry units from the 3rd Davion Guards.

  • DAD-3D Daedalus (Dyson Fields, 2/3) (proxy: Deadspace Phoenix Hawk mini)
  • GHK-6K Grasshopper (Mitchell McLanaghan, 2/4) (white Grasshopper mini)
  • TR-1 Wraith (Lefty Lucy) (unpainted Wraith mini)
  • Morningstar City Command Vehicle (3/4) (proxy: red Heavy Tracked APC mini)
  • Rommel Tank (3/4) (proxy: red Po mini)
  • Condor Heavy Hovertank (3/4) (Deadspace Condor mini)
  • Cavalier Battle Armor (Laser) (3) (proxy: red IS Battle Armor mini)
  • Cavalier Battle Armor (Laser) (3) (proxy: red Fa Shih mini)

Divide the Attacker’s force in half. Each half enters the battlefield at the start of the track from parallel edges of the map.

DEFENDER

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

  • ON1-M Orion (3/4) (white/gold Orion mini)
  • WHM-7M Warhammer (3/4) (10th Lyran Warhammer mini)
  • KTO-21 Kintaro (3/4) (proxy: blue Centurion mini)
  • CRB-27 Crab (3/4) (proxy: unpainted Crab mini)
  • Demon (3/4) (proxy: unpainted Chevalier mini)
  • Demon (3/4) (proxy: unpainted Chevalier mini)
  • Longinus Battle Armor (Laser) (3) (proxy: red Elemental mini)
  • Longinus Battle Armor (Laser) (3) (proxy: blue Elemental mini)
  • Longinus Battle Armor (Laser) (3) (proxy: green Elemental mini)
  • Purifier Battle Armor (Laser) (3) (proxy: yellow Elemental mini)
  • Purifier Battle Armor (Laser) (3) (proxy: white Elemental mini)

The Defender sets up anywhere on the battlefield.

OPTIONS

None.

OBJECTIVES

  • Gutted: Cripple/Destroy at least 75% of the opponent’s forces. [SUCCESS]
  • Crush: Destroy/Cripple 100% of the opponent’s force. [SUCCESS]
  • Caretaker: At least 50% of the 3rd Davion Guards units must survive. [SUCCESS]
  • Options: GM-selected options.

SPECIAL RULES

The following rules are in effect for this track:

  • Forced Withdrawal: All Davion Guards units operated under the Forced Withdrawal rules. The Word of Blake forces are trapped and will fight to the death.
  • Hazardous Machinery: Treat the interiors of all non-rubble Heavy buildings as Heavy Industrial Zones (TO, p 31). Any attack that does more than 10% of the building’s current CF may cause an unintended explosion.

COURSE OF BATTLE

Fighting centered around a hilly industrial area centered on worker’s housing units. Blakist infantry units initially holed up inside of the factory buildings while their ’mechs and vehicles attempted to outmaneuver the heavier Davion and Deadspace units. Ultimately the superior firepower of the Deadspace ’mechs carried the day.

BATTLE FOOTAGE

High voltage01
Round 1: Deadspace forces enter the field, surprising a Blakist Kintaro, who falls over while trying to engage the enemy. The Davion Rommel ambushes a Word of Blake Demon, blowing an axle off.

High voltage02
Round 2: Both sides advance, while the Davion Rommel finishes off the crippled Blakist Demon.

High voltage03
Round 3: Battle armor from both sides engage, while the Blakist Warhammer immobilizes the Davion Morningstar and the Kintaro falls once more. The second Blakist Demon is immobilized by the Davion Condor.

High voltage04
Round 4: Dyson Fields simultaneously assassinates the fallen Kintaro with a headshot while damaging the Warhammer’s gyro.

High voltage05
Round 5: The Blakist Orion falls over while the Word of Blake infantry move to protect the fallen Warhammer.

High voltage06
Round 6: The Blakist Crab falls over while Dyson Fields destroys the Orion. The Blakist infantry spreads out, trying to engage the rapidly moving Deadspace/Davion force.

High voltage07
Round 7: The crippled Blakist Warhammer destroys the Davion Rommel while the Deadspace ’mechs move in on the Crab.

High voltage08
Round 8: Dyson destroys the Blakist Crab while the other Deadspace ’mechs, now heavily damaged, move for cover against the Blakist battle armor.

High voltage09
Round 9: Deadspace forces form a battle line and advance on the entrenched Blakist battle armor troops.

High voltage10
Round 10: The Deadspace assault pays off, destroying two units of Blakist battle armor. The remaining Blakists are now in desperate trouble.

High voltage11
Round 11: The remaining Blakist infantry moves to protect the fallen Warhammer while Deadspace ’mechs move into position.

High voltage12
Round 12: Dyson Fields moves to attack while the more damaged Deadspace ’mechs attempt to destroy the Blakist infantry.

High voltage13
Round 13: The long immobilized Blakist Warhammer is finally taken out by Dyson Fields, and the last few Blakist troopers futilely resist.

High voltage14
Round 14: Deadspace and Davion forces stand triumphant as the demoralized Blakists surrender.

AFTERMATH

After stiff fighting, Davion and Deadspace forces eventually overcame fierce Blakist resistance, crippling or destroying all enemy troops, though at the cost of heavy damage to several ’mechs and vehicles. With the elimination of this pocket, the Blakist incursion into Avalon City may be nearing its close.

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My Brother’s Keeper

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Leave No Man Behind

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Mission Planning 4/10/3068

Date: 4/10/3068
To: Deadspace Command
From: 3rd Davion Guards
Subject: Status Report

Commander Fields,

Good work on your defense on the outskirts. Despite determined Blakist opposition, you and your people stood tall and defeated some of the Word of Blake’s best troops. Fighting is heavy in other parts of Avalon City, but our sector is relatively calm, for now.

We appreciate the large number of prisoners you took during the fighting. DMI tells us we’re getting good information, though Demi-Precentor MacInernay is holding out. I know that you’re anxious about your POWs, and our hope is that interrogation will reveal some actionable intelligence on that front. Until then, patience is the order of the day.

There is still plenty of work to be done here in Avalon City. Deadspace Anomaly is one of my least damaged units, and I have a number of missions you could do for us.

1. I need reinforcements for a company of Guards. They’re holding the line against the Blakists, but with your help I’m confident we could push them back, just like you did so ably in your own sector.

Cost: 400 WP
Payout: 0-1000 WP
Terrain: Urban
Players: Up to 50%

2. Interrogation of WoB prisoners has revealed a target of interest in a suburban school. We’re not entirely sure what it is, but we think a Blakist command post is located inside or nearby. We need someone to penetrate Blakist lines and investigate/destroy the target.

Cost: 200 WP
Payout: 0-875 WP
Terrain: Urban
Players: Up to 50%

3. Interrogation has also revealed the approximate location of a Blakist supply dump. The capture of those supplies could really help out our strained logistics, and also do a number on the Blakists.

Cost: 200 WP
Payout: 0-375 WP + supplies
Terrain: Urban
Players: Up to 50%

Get back to me ASAP, and I’ll get you some orders.

Colonel Jena Davion-Bath

Executive Officer
3rd Davion Guards

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The Fires of Heaven

Played: 10/5/2012, 10/10/2012
Players: Erik, Kyle, Rema, Will

SITUATION
OUTSKIRTS OF AVALON CITY
NEW AVALON, FEDERATED SUNS
7 APRIL 3068

Commander Fields, I understand you took heavy losses, including some of your people taken prisoner, during the retreat from Balright Pass. You are not alone – the Blakists hit us hard, first with nukes, then with their best troops. We’re damn lucky it didn’t turn into a complete rout. As a result, high command’s attempts to regroup at Phase Line Excalibur were not successful.

Our new plan is to hold the line at the outskirts of Avalon City. I cannot stress to you the importance of holding this line – if we lose Avalon City, NAIS, Castle Davion, and the rest, the blow to morale will be considerable.

We don’t know what to expect from the Blakists. This is the final push, so expect everything from orbital bombardment to, and I pray this isn’t the case, more nuclear weapons. In return, you can expect whatever we can give you in support.

Kick them in the teeth, Fields. We need to get this done, and then we can find your people and kick these Robe bastards in the ass and off our world.

Good luck and the wisdom of the Unfinished Book be with you. I’ll see you on the other side.

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

TERRAIN

  • City (Residential) (MS6)
  • City Street Grid/Park #1 (MS4)
  • City (Hills/Residential) #1 (MS4)
  • Open Terrain #1 (MS5)
  • Rural #1 (MST1)
  • Rural #2 (MST2)

ATTACKER

The Attacker consisted of elements of the Word of Blake’s 36th Division (Purity of Thought IV-Kappa) and included:

  • TR1 Wraith (Demi-Precentor Irene MacInernay, 2/3) (Unpainted Wraith mini)
  • TYM-1A Toyama (2/3) (Urban camo Toyama mini)
  • P1B Perseus (2/3) (White/Gold Orion mini)
  • WHF-3B White Flame (4/5) (proxy: 10th Lyran Thunder Hawk mini)
  • BCN-3R Buccaneer (4/5) (10th Lyran Buccaneer mini)
  • INI-02 Initiate (3/4) (proxy: 10th Lyran Crusader mini)
  • LCT-5M Locust (4/5) (White Locust mini)
  • MCY-97 Mercury (3/4) (proxy: 10th Lyran Wolfhound mini)
  • Po (Light Gauss) (2/3) (Unpainted Po mini)
  • Demon (4/5) (proxy: unpainted Chevalier mini)
  • Myrmidon Medium Tank (4/5) (proxy: 10th Lyran Rommel mini)
  • Zephyr (2/3) (proxy: unpainted Beagle mini)
  • Purifier Adaptive Battle Armor (TAG) (4) (proxy: Jade Falcon Elementals)

The Attacker enters from the western map edge.

DEFENDER

The Defender consisted of elements of Deadpsace Anomaly, supported by elements of the 3rd Davion Guards, including:

  • WHM-8D Warhammer (Dyson Fields, 2/3) (Deadspace Warhammer mini)
  • HEL-3D Helios (Mitchell Kun, 3/5) (Deadspace Helios mini)
  • LNX-9Q Lynx (X, 4/5) (proxy: black Shadow Hawk mini)
  • GRF-XX Griffin (X, 4/5) (Urban camo Griffin mini)
  • GHR-6K Grasshopper (Mitchell McLanaghan, 2/4) (white Grasshopper mini)
  • GHR-6K Grasshopper (Ramon Quinones, 4/5) (grey Grasshopper mini)
  • Fulcrum Heavy Hover Tank (Alexander Jandreau, 4/5) (Deadspace Fulcrum mini)
  • Pegasus Hover Scout Tank (Max Vandoren, 4/5) (Deadspace Pegasus mini)
  • MDG-2A Rakshasa (5/6) (proxy: grey Mad Cat mini)
  • NGS-5T Nightsky (4/5) (proxy: white Gurkha mini)
  • SRM Carrier (3058) (proxy: unpainted Chevalier mini)
  • Vedette (3058) (proxy: Deadspace Bandit mini)
  • Cavalier Battle Armor (Laser) (3) (proxy: unpainted Hauberk mini)
  • Infiltrator Mk. II Battle Armor (4)
  • LRM Jump Infantry Platoon (4)
  • LRM Jump Infantry Platoon (4)

The Defender deployed within the western half of the field. The SRM Carrier, Infiltrator Mk. II, and both LRM Jump Infantry platoons began as hidden units.

OPTIONS

None.

OBJECTIVES

  • Hold the Line: Cripple/Destroy at least 75% of the Attacker’s force. [SUCCESS]
  • Stalwart Defense: No more than 50% of the Defender’s force may be Crippled/Destroyed. [FAILED]
  • Nemesis: Destroy Demi-Precentor MacInernay’s Wraith. [SUCCESS]

SPECIAL RULES

The following rules are in effect for this track:

  • Forced Withdrawal: All units follow the Forced Withdrawal rules.
  • Morale: Any unit that takes 40+ damage during a single phase from artillery or orbital fire attacks must roll a 5+ on 2d6 or enter Forced Withdrawal. For each point of Gunnery skill below 4, modify the TN by -1. For each 10 points of damage in excess of 40, modify the TN by +1.
  • Salvage: Salvage is in effect for this track. Leave all Crippled/Destroyed units on the field: they may be further damaged by artillery or orbital fire attacks.
  • Fire Support: Once per turn for the Defender (beginning on turn 1) or once every other turn for the Attacker (beginning on turn 2), during the Targeting phase, both Attacker and Defender may check for available artillery/orbital fire support (see p. 179, TO).

COURSE OF BATTLE

Early orbital fire support by Blakist warships effectively divided the battlefield in two, with Word of Blake troops advancing in a broad line against two seperate groups of allied forces. Blakist scouting efforts were demolished by hidden AFFS units who were then swiftly destroyed. Allied troops made effective use of cover and smoke to avoid being overwhelmed by the slower but more proficient Blakist forces, and ultimately won a battle of attrition, forcing the Word troops to retreat from the battlefield.

BATTLE FOOTAGE

Fires of heaven02
Round 2: Orbital bombardment from Word of Blake naval assets levels large areas of the city, incenerating two platoons of AFFS jump infantry and damaging several ’mechs, the Deadspace Lynx most severely. Blakist forces combine fire on an AFFS SRM carrier and Infiltrator Mk. II squad that have just blown the leg off a WoB Mercury and left it crippled with multiple engine and gyro hits. The Deadspace Griffin lays down covering smoke.

Fires of heaven03
Round 3: The Blakists advance up the left flank with the Wraith and several vehicles, while the White Flame and Buccaneer advance up the right flank, backing up the AFFS Rakshasa while the Deadspace Lynx engages the Wraith, heavily damaging its engine, while the Blakist Locust tangles with Dyson Fields and is put down.

Fires of heaven04
The Deadspace Griffin lays more smoke, but is engaged by the Blakist Toyama and Initiate and knocked down. The Buccaneer and White Flame obliterate the AFFS Vedette, but are savaged by Deadspace Grasshoppers. Meanwhile, Demi-Precentor MacInernay attempts to retreat past the immobilized Deadspace Fulcrum while Blakist armor assets provide covering fire.

Fires of heaven05
Round 5: The Zephyr takes down the Helios, causing Mitchell Kun to black out, but Deadspace takes out the Blakist Myrmidon in revenge. The immobilized Fulcrum is put down while the Wraith attempts to retreat. The White Flame enters into melee with both Grasshoppers in the smoke, covering the advance of the Perseus, while the Toyama takes up the covering position it will remain in.

Fires of heaven06
Round 6: Demi-Precentor MacInernay’s Wraith overheats and shuts down, leaving her easy prey. Fire from the Deadspace Griffin knocks down the Initiate, causing the pilot to black out. The White Flame knocks down the Rakshasa as the Perseus and Grasshoppers duke it out and the tanks take on the Deadspace mediums.

Fires of heaven07
Round 7: The Initiate goes down once more as the White Flame kicks over the Rakshasa and the Perseus fires into Ramon Quinones’ Grasshopper, blowing his head off.

Fires of heaven08
Round 8: The White Flame takes an unfortunate shot to the cockpit from the AFFS Rakshasa while tanks and ’mechs trade fire.

Fires of heaven09
Round 9: The Blakist Perseus fires on the Rakshasa, causing several tons of ammo to turn the ‘mech into shrapnel, but is then taken down by Mitchell McLanaghan’s Grasshopper. The Lynx and Nightsky finally cause the Toyama to break cover, while the Initiate attempts to take on the Griffin.

Fires of heaven10
Round 10: The Toyama falls after fire from Dyson Fields and the AFFS Nightsky, while the Griffin and Initiate duke it out. Badly aimed Long Tom fire from supporting AFFS artillery batteries brackets Dyson Fields and the unconcious Mitchell Kun.

Fires of heaven11
The Toyama is finally destroyed as the Blakist Zephyr, Initiate, and Purifiers escape from the field. Avalon City has held.

AFTERMATH

Sir, we very much kicked the Wobblies in the teeth like the lady asked, but they kicked back. We took a lot of prisoners and a lot of salvage, but Ramon Quinones bought it, and Mitchell Kun isn’t much better. The Davion Guards really took a beating – their Nightsky and a single Cavalier are the only ones who made it out alive.

I’d like to chase these guys down and finish it, sir, but it’s going to be a while. We need to fix ourselves first.

Lt. Marcus Graves

Operations Officer
Deadspace Anomaly

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Phase Line Excalibur

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My Brother’s Keeper

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Phase Line Excalibur

Played: 9/20/12
Players: Erik, Kyle, Rema

SITUATION
RONDE TABLEAU
NEW AVALON, FEDERATED SUNS
30 MARCH 3068

“…comms fuzzy…kind of EMP…at…append?”

“…cloud! …ukes! …bastards nuked us!”

“…lo? Hello? …one there? …can’t see…bright light…was…straight at it…so hot…veryone’s dead…can’t feel…legs…hello? Anyone?”

“…we’re…attack! Robes…over us! Need…forcements now! They’re everywhere!”

“…units…all units…this is…nix… I repeat…Phoenix Actual…all Phoenix units…back…peat fall back…line Excalibur…repeat fall back to Phase Line Excalibur…under heavy…by Blakist forces…peat this is…”

Unidentified AFFS radio traffic in Balright Pass, 3/30/3068

TERRAIN

  • Deep Desert (MST2)
  • Oasis (MST2)
  • Badlands #1 (MST1)

ATTACKER

The Attacker consisted of elements of the Word of Blake’s 36th Division (Purity of Thought IV-Kappa) and included:

  • BMB-14C Bombardier (3/4) (proxy: Jade Falcon Mad Dog mini)
  • CHP-3P Champion (3/4) (proxy: Jade Falcon Hellbringer mini)
  • GRF-6CS Griffin (4/5) (black Griffin mini)
  • RJN101-C Raijin (4/5) (proxy: Jade Falcon Kit Fox mini)
  • CRB-30 Crab (3/4) (proxy: Jade Falcon Puma mini)
  • Lightning Hovercraft (3/4) (proxy: 10th Lyran Maxim mini)
  • MAD-5L Marauder (3/4) (proxy: white Marauder II mini)
  • BL9-KNT Black Knight (4/5) (proxy: black Victor mini)
  • BCN-3R Buccaneer (2/3) (10th Lyran Bucaneer mini)
  • INI-02 Initiate (4/5) (proxy: Jade Falcon Stormcrow mini)
  • Pinto Attack VTOL (4/5) (proxy: white Hawk Moth mini)
  • Cyrano VTOL (4/5) (proxy: Jade Falcon Visigoth mini)

The Attacker entered 25% of its force from the western map edge on Turn 2. The rest of its force entered on Turn 3.

DEFENDER

The Defender consisted of elements of Deadspace Anomaly, including:

  • WHM-8D mod Warhammer () (Deadspace Warhammer mini)
  • WHM-7M Warhammer (Vladmir Olshansky, 3/5) (10th Lyran Warhammer mini)
  • CTF-4L Cataphract (Joey Winters, 3/5) (proxy: blue/grey Zeus mini)
  • GHR-6K Grasshopper (Mitchell McLanaghan, 2/4) (white Grasshopper mini)
  • DAD-3D Daedalus (Dyson Fields, 2/3) (proxy: MWDA Phoenix Hawk mini)
  • GUR-2G Gurkha (Milly Rebalais, 4/5) (white Gurkha mini)
  • MS1-OC Men Shen (Jessi McKiernan, 3/5) (Deadspace Men Shen mini)

OPTIONS

  • Sand: Treat all Clear terrain as Sand (p. 39, TO).

OBJECTIVES

  • Gauntlet: Exit at least half of the player’s force through their home edge. [FAILED]
  • Gutted: Cripple/Destroy at least 75% of the opponent’s forces. [FAILED]

SPECIAL RULES

The following rules are in effect for this track.

  • Forced Withdrawal: The Word of Blake forces operate under the Forced Withdrawal rules.
  • 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.
  • Salvage: The salvage rules are not in effect for this track.

COURSE OF BATTLE

Hotly persued by Blakist ’mechs, Deadspace screening ’mechs chose to turn and fight to allow the rest of Deadspace Anomaly and other fleeing AFFS units the chance to escape the oncoming 36th Division. While the initial engagement went in favor of Deadspace, the Blakists were able to leverage their superior numbers and ECCM/C3i capabilities to divide the Deadspace battle line, destroying or heavily damaging almost all of the Deadspace screening force and routing the rest.

BATTLE FOOTAGE

Phase line excalibur02
Round 2: The Blakist Marauder deuls a Deadspace Warhammer while the Black Knight falls down attempting to hatchet the Deadspace Cataphract and several Deadspace ’mechs hammer the Initiate with withering fire.

Phase line excalibur03
Round 3: The Word of Blake fully enters the field. The Initiate falls down after another round of fire, while the Griffin kicks the leg of the Gurkha off. The Black Knight falls again after another attempt to chase down the Cataphract, while the Marauder closes with the Warhammer and begins inflicting TSM-enhanced physical damage.

Phase line excalibur04
Round 4: The WoB Initiate attempts to flee the battle, but is hounded by Dyson Fields in his Daedalus. The Blakist hatchet ’mechs finally close on the Cataphract, screened by vehicles. The Deadspace Warhammer is unable to escape the Blakist Marauder, while the Bombardier is too slow to escape the other Deadspace heavy ’mechs, and is put down by the Grasshopper.

Phase line excalibur05
Round 5: The Blakist Black Knight and Marauder do grievous damage to the Deadspace Warhammer and Cataphract, while the Initiate escapes the mass melee in the center of the field. Unnoticed, the legless Deadspace Gurkha drags itself from the field.

Phase line excalibur06
Round 6: The Blakist Initiate withdraws, while the Deadspace Warhammer and Men Shen rout, leaving behind the Cataphract, whose left leg no longer works. The Deadspace Grasshopper trips and falls, while the other Deadspace Warhammer falls and causes the pilot to black out.

Phase line excalibur07
Round 7: Though heavily damaged, the Deadspace Grasshopper manages to escape the field, leaving the Word of Blake in possession of the Warhammer, Grasshopper, and both pilots.

AFTERMATH

Sir, I don’t think I have to tell you that we got slaughtered out there. The -7M Warhammer and Cataphract are lost to the Blakists, as is that Gurkha we took from them. Worse, Joey Winters and Vladmir Olshansky were lost. Hopefully they’re POWs, but with Blakists you can never tell. About the only good news was that Jessi McKiernan was able to drag the Gurkha far enough away so she could escape. Some Davion Guards picked her up, and she should be home shortly.

We’re falling back all the way to Avalon City. This is going to get really ugly, really soon.

Lt. Marcus Graves

Operations Officer
Deadspace Anomaly

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Communication Breakdown

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The Fires of Heaven

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