Battletech (3082):
An Unkindness of Snow Ravens
(Note: This Scenario is a sequel to my 2022 Origins Event: "Defend the Alliance!". Click link if you are interested in the backstory to this scenarrio.
(Note: This Scenario is a sequel to my 2022 Origins Event: "Defend the Alliance!". Click link if you are interested in the backstory to this scenarrio.
Battletech Scenario run at Origins 2023.
NOTE: Scenario is not on official event run by Catalyst games.
CITY OF TERMINUS, SOUL, DRACONIS COMBINE
June 22, 3082
OVERVIEW
In retaliation for the attempted assassination of Outworlds Alliance President Mitchell Avellar in April of 3081, a joint Outworlds Alliance/ Snow Raven task force has located the Ryuken Roku unit who attempted the assassination and is attempting to eliminate them as an object lesson to the Draconis Combine.
The Ryuken-Roku Special Detachment Omicron has withdrawn to the chill world of Soul to repair and refit with the assistance of the Blankenburg Technologies factory on-world and garrisoning the capitol. Elements of the 1st Sword of Light are likewise garrisoning the area while replacing their losses with new recruits and mechs, with the the Sword of Light patrolling the area surrounding the city and while the Ryuken secure the city itself.
In the weeks leading-up to the attack a force of Outworlds Alliance Milita has been smuggled onto the world and converted two heavy hover transports into armed mech carriers designed to speed them across Lake Resolution to the capital city in conjunction with hard burn from a pirate point, followed by a combat drop by the Snow Raven 97th Striker Cluster.
The Attacking Snow Raven and Alliance forces have but a single mission - punish the Ryuken Roku, eliminate them if possible. Make the dragon pay. Nothing else matters.
PICKING A TEAM
The attacking Snow Raven / Outworlds Alliance team is geared towards aggressive players interested in heavy combat focused play. Clan players should be familiar with clan weaponry and open to the possibility of individual single mech vs. single mech combat to gain higher victory conditions. Alliance players have less advanced weaponry but are not impacted by mech dueling rules. At least one attacking player will need to be familiar with vehicle rules to the extent necessary to run the two Orca Battlemech Landing Craft. The attacking team will need to constantly make a risk/benefit analysis regarding how far to advance the swift Orca landing craft vs. when to offload their cargo to get them directly engaged.
The defending Draconis Combine team has advanced equipment, such as C3 networks. The attacking force has a larger number of mechs, but with a wide disparity in mech and mechwarrior quality. The Ryuken Roku force is challenged to preserve their force, when possible, from elimination while fighting when it can be done advantageously. The Sword of Light force will face the decision of contesting the Outworld Alliance attackers vs. moving into the city to assist the Ryuken Roku.
The defender is assisted by a large number of fixed defensive installation turrets, both inside and outside the city. The turrets are cabable of inflicting large amounts of damage but are easily hit and fragile if targeted.
Attacker
The attacker consists of elements of the 87 Striker Cluster of Clan Snow Raven's Beta Galaxy as well as elements of the Alpheratz ARM (Alliance Reserve Militia); retired Alliance military veterans primarily assigned to garrison duties in a part-time capacity.
Snow Raven Beta Galaxy, 97th Striker Cluster
Star Captain Lilith Magnus (Gunnery 1, Piloting 2), Dire Wolf Prime
Mechwarrior I'narra, (Gunnery 2, Piloting 3), Warhammer IIC 7b (ECM equipped)
Mechwarrior Callum (Gunnery 2, Piloting 3), Executioner A
Mechwarrior Rhys (Gunnery 2, Piloting 2), Mad Dog SR
Mechwarrior Zoe (Gunnery 2, Piloting 1), Stormcrow B
Star Commander Imogen (Gunnery 1, Piloting 3), Timber Wolf Prime (SR)
Mechwarrior Llallin (Gunnery 2, Piloting 2), Shadow Cat Prime (SR) (ECM equipped)
Mechwarrior Zyphus (Gunnery 2, Piloting 3), Mongrel Prime
Mechwarrior Pholt (Gunnery 2, Piloting 3), Nova Prime
Mechwarrior Garth (Gunnery 2, Piloting 3), Summoner G
Alpheratz ARM-EF ("Alliance Reserve Militia-Expeditionary Force")
Orca Battlemech Landing Craft (Gunnery 4, Piloting 5)
Supervisor Oscar Gutierrez (Gunnery 2, Piloting 3), Victor VTR-9D
Preceptor Tristan Klein (Gunnery 3, Piloting 4), Stalker STK-5M
Preceptor Hannah Zimmerman (Gunnery 4, Piloting 5), Enforcer ENF-4R
Preceptor Spencer Perez (Gunnery 4, Piloting 5), Hunchback HBK-4P
Orca Battlemech Landing Craft (Gunnery 4, Piloting 5)
Supervisor Almaida Lil (Gunnery 3, Piloting 4), Blackjack BJ-3
Preceptor Xex “X” Karforth (Gunnery 4, Piloting 5), Grasshopper GHR-5N
Preceptor Quintus Graves (Gunnery 4, Piloting 5), Hatchetman HCT-5S
Preceptor Martha Sus (Gunnery 3, Piloting 5), Trebuchet TBT-7M
Deployment: The Snow Raven 97th Striker Cluster force drops into the city during the movement phase of turn 2. The Alpheratz ARM forces each begin inside an Orca Battlemech Landing Craft. Each Orca is placed within the South edge of the map.
Defender
The attacker consists of elements of Ryuken-Roku, “Flawless Victory”, detached from normal duty by the Draconis Combine Internal Security Force (ISF) and replacement elements of the 1st Sword of Light.
Ryuken Roku, Special Detachment Omicron
Command Lance (C3 Equipped Lance)
Tai-i Tatsuda Ozawa (Gunnery 2, Piloting 4), Crusader CDR-5K
Chu-i Tahlman Falk (Gunnery 2, Piloting 3), Naganata NG-C3A
Heishi Reeves Sitmon (Gunnery 3, Piloting 4), Mauler MAL-3R
Go-cho Alison Grant (Gunnery 3, Piloting 4), No-Dachi NDA-2KC
Fire Lance
Gun-sho Lopak Alm (Gunnery 3, Piloting 4), Avatar AV1-OD
Go-cho Frieda Nakamura (Gunnery 3, Piloting 4), Dragon Fire DGR-3F (ECM equipped)
Go-cho Rhes Karmon (Gunnery 3, Piloting 4), Daimyo DMO-4K
Heishi Torllan Fahlk (Gunnery 3, Piloting 4), Kabuto KBO-7A
Battle Lance (C3 Equipped Lance)
Chu-i Wulf Short (Gunnery 2, Piloting 3), Shugenga SJA-7D
Gun-Sho Culin Green (Gunnery 3, Piloting 4), Bishomon BSN-5KC (ECM equipped)
Heishi Harold Strenge (Gunnery 3, Piloting 4), Komodo KIM-2C (ECM equipped)
Heishi Bertha Hurk (Gunnery 3, Piloting 4), Venom SDR-9KC
1st Sword of Light, Replacement Detachment
Command Lance (C3 Equipped Lance)
Gun-sho Takeo Imahara (Gunnery 2, Piloting 3), Atlas AS7-C
Sho-ko Isla Steele (Gunnery 2, Piloting 3), Tai-Sho TSH-8S
Gun-Sho Franklin Rodgers (Gunnery 3, Piloting 4), Mauler MAL-3R
Heishi Donner Nash (Gunnery 4, Piloting 5), Avatar AV1-OC
Battle Lance
Gun-Sho Declan Thorne (Gunnery 3, Piloting 4), Grand Dragon DRG-7K
Heishi Suna Drenth (Gunnery 4, Piloting 5), Panther PNT-12A
Heishi Elovin Das (Gunnery 5, Piloting 6), Victor VTR-9K
Heishi D'natya Tress (Gunnery 5, Piloting 6), Archer ARC-4M2
Strike Lance
Gun-Sho Yasha Tan (Gunnery 3, Piloting 4), Wolf Trap WF-2B
Heishi Graham Uljin (Gunnery 4, Piloting 5), Bishamon BSN-3K
Heishi Hen Gynark (Gunnery 4, Piloting 5), Hitman HM-1r (ECM & TAG equipped)
Heishi Jhernan Llar (Gunnery 5, Piloting 5), O-Bakemono OBK-M10 (Arrow IV equipped)
Deployment: Defender deploys first. The Ryuken Roko force begins deployed inside the city. The Sword of Light forces deploy at least 15 hexes outside the city walls. Defender lances must be at least 15 hexes apart.
Rule Book Modifications
BUILDINGS: All buildings will be assumed to have sufficient to hold the weight of unit in the game. Except for the wall and turrets, all forces are under strict orders to avoid damage to buildings (NOTE: roadways are not counted as buildings).
CLIMBING: Mechs with at least one hand may climb, per Tactical Operations rules. Climbing costs 2mp per level, using walking MP only. Must succeed at piloting roll for each level climbed or fall. Mechs with only one hand have +3 penalty on roll (inclusive of missing hand penalty). Climbing mech can only fire rear-facing weapons. -2 difficulty to attack climbing mech.
COLD WEATHER: The planet Soul, including its capital city of Terminus, is a cool world. While the wind is minimal during the battle, the lower air temperature cools moving mechs quickly. GAME EFFECT: Mechs incur no heat due to regular movement (walking, running, and jumping).
INITIATIVE: Each unit will be assigned a specific poker card. When your card is called, please immediately move your unit. If you leave the table, assign another player to move your unit if your card is called.
PAVEMENT: Skidding rules will be ignored for this scenario. (To expedite game play). Ground vehicles will receive 1mp bonus if they move on pavement entire turn (per normal rules).
SPRINTING: Mechs may use sprinting movement, shown with yellow movement dice. A sprinting mech moves double its walking speed but cannot attack, spot, or take any similar action that turn besides moving.
Special Rules
Special rules for this scenario are listed below. NOTE: Some additional special rules may only be known to attackers or defenders.
Link to Battlemech Special Weapons and Gear Quick Reference (A quick summary of gear carrier on scenario mechs that have special rules)
C3 NETWORK: Defender has multiple lance-sized C3 networks. The lance C3 networks are not networked together as part of a larger company.
COMBAT DROP: The Snow Raven 97th Striker Cluster force drops into the city. After Defender has deployed, The Snow Raven 97th Striker Cluster force places it mechs onto the spaces where each mech will land at the start of the movement phase of turn 2. The Snow Raven 97th Striker Cluster force cannot not attack or be attacked during turn 1, while actively dropping. At the start of the movement phase or furn 2, all Snow Raven mechs will (automatically) make a successful landing in their designated spaces, and may freely change their facing to any direction, but may not otherwise move. During the firing phase of turn 2, all Snow Raven Mechs have a +3 attacker to hit modifier, as well as a +3 defender target modifier. From turn three onwards Snow Raven Mechs will use normal movement and firing rules.
ORCA BATTLEMECH LANDING CRAFT: The Alpheratz ARM reinforcement forces begin loaded onto two Orca Battlemech Landing Craft, with each carrying a four mech lance. Attacks against an Orca receive a -3 bonus due to the size of each Orca. Attacks against mechs aboard an Orca receive a +2 penalty to hit instead and hits against leg locations must be re-rolled. Attacks from mechs aboard an Orca suffer an attacker penalty (+1 or +2) based on the movement type of the Orca (cruising or flanking). Mechs can only load or unload from an Orca if the Orca does not move that turn (the orca may open or close its boarding ramp as a free action at the start or end of the movement phase). Ammunition explosions only destroy individual turrets, with no effect to other parts of the Orca. Any effect that would cause an Orca to explode destroys the Orca but not the mechs carried within (due to CASE-like blast panels). Any mech or turret that an Orca moves into or over is automatically destroyed, but deals 10% of its tonnage (if a mech) or 10 damage (if a turret) to the front armor of the Orca.
An Orca may only charge facing once per hex, may never move in reverse, and may never move across terrain more that one level different than any other hex it currently covers.
THE WALL: The city is protected by a 3 level high wall that is 2 hexes thick. The wall is pierced by two 1 level high tunnels for vehicles (Mechs may crawl through tunnels by spending 2MPs per hex while prone). There is also an overpass entry over a section of wall that is two levels high. A wall section has a CF of 200. Dealing 200 points of damage to a section will remove the section from the board (leaving rumble). When attacking the wall, attackers apply a -4 (immobile target) bonus to their target number. After hitting the wall, all shots fired from a cluster weapon (missiles, LB-X weapons, etc.) will hit the target without requiring a cluster hits roll.
Climbing the wall: Mechs may climb the two level high wall section by (?). Mechs may climb the three level high section by (?)
TURRETS: Defender has turrets with Green (5 Gunnery) gunners. A turret is destroyed after taking 40 damage. All weapons have unlimited ammunition. When attacking turrets, attackers apply a -4 (immobile target) bonus to their target number. Any attack that hits a turret is applied to the turret and causes a roll on the following chart:
TURRET HIT EFFECT (2d6)
2: Ammunition hit, turret explodes (no damage to wall)
3: Weapon feed hit, one weapon may not fire next turn
4-10: No additional effect
11: Crew stunned, turret may not fire next turn
12: Turret locked, turret may not change facing for remainder of game
Defender has the following turrets available:
OUTSIDE THE CITY
3 Heavy LRM Turrets (LRM20 x 2), on wall top
3 Light SRM Turrets (SRM6 x 2), In towers
3 PPC Turrets (PPC x 2), in towers
3 Quad Autocannon Turrets (AC/5 x 4), in heavy emplacements
INSIDE THE CITY
3 Heavy Railgun Turrets (Gauss Rifle x 1)\
3 Heavy Autocannon Turrets (AC/10 x 2)
3 Quad Laser Turrets (Large Laser x 4)
3 Octolaser Turrets (Medium Laser x 8)
Victory Conditions
The attacker must destroy Ryuken Roku mechs. If a mech is destroyed after being attacked by no more than a single Snow Raven mech is counts as 2 kills.
Ryuken Roku defenders should note any mech that attacks a given Ryuken Roku mech. After a Ryuken Roku mech is attacked by another attacker, even if the attack misses or the attacker is a non-Snow Raven, it is no longer eligible for double credit.
Victory Conditions are as follows:
11-12 Ryuken Roku Mechs Destroyed = Total Attacker Victory
8-10 Ryuken Roku Mechs Destroyed = Marginal Attacker Victory
6-7 Ryuken Roku Mechs Destroyed = Draw
4-5 Ryuken Roku Mechs Destroyed = Marginal Defender Victory
0-3 Ryuken Roku Mechs Destroyed = Total Defender Victory
All other mech kills have no impact on the final victory condition.