View Full Version : The BattleTech Dynasty: Chapt 4, Explorer Corps - 3042-49
Abe Sargent
11-13-2009, 11:25 PM
Hello and welcome back to my BattleTech Dynasty already in progress. This is the fourth chapter of the evolving world and campaign of Kilts and Commandos, a mercenary unit in the world of BattleTech, and of Braham Essex, the CO of said unit.
Chapter One: The Beginning - The Battletech Dynasty - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=65552)
Chapter Two: 3039 - The BattleTech Dynasty: 3039 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=74677)
Chapter Three: Solaris VII Years - The BattleTech Dynasty: The Solaris VII Years - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=75128)
Abe Sargent
11-13-2009, 11:26 PM
February 8, 3042 - We are initially contacted by ComStar for an interesting of interesting contracts.
Feb 12, 3042 - Braham Essex leaves S7 for Outreach
Mar 2, 3042 - A negotiation begins between ComStar and Braham Essex for a most unusual contract.
Abe Sargent
11-13-2009, 11:31 PM
In the introductions of several of these threads, I go over the unit, the people, the universe, the technology, the politics, etc. If this is your first rodeo, you can hit the first few posts of each thread, and then move from there.
Abe Sargent
11-14-2009, 12:03 AM
Let’s explain.
ComStar has been impressed by several things. They like that we choose to remain silent and go to jail over the Westerstede Incident, and then also were willing to take things into our own hands when events threatened our people. They like that our mercenary unit appears to be quite reliable. They also have employed several of our companies over the last few years, and a few were employed as shills.
ComStar has set up a few dummy corporations in order to test mercenary units. They have done a full psych profile on me in order to ensure that I would treat the following information as quite sensitive, and I will totally respect it. Here we go:
In the war that followed the collapse of the Star League, Jerome Blake founded ComStar to keep the Hyperpulse Generators (HPG) communication network working and neutral in the conflict. He also gave it a secret purpose - to protect the Inner Sphere from outside influence - the return of Kerensky’s forces. During the collapse of the Star League, General Aleksandr Kerensky led most of the Star League troops out of the Inner Sphere promising one day to return, and it was in part due to this power vacuum that led to the Successor Wars by the Great Houses.
ComStar is starting to show its hand. In the mid 3030’s, they made the deal that saved the Draconis Combine, while also splintering off the Free Rasalhague Republic. They were the ones who saved Thomas Marik from the explosion by Duncan Marik and then healed him and returned him to take the Captain-Generalship of the Free Worlds League. During the recent Fourth Succession War, they communication interdicted the Federated Suns when they were winning too much. They have revealed they have ComGuards who now guard the HPG stations on various worlds openly.
Since they have revealed a lot, they are becoming willing to risk revealing a bit more in a few places, and we are about to be exposed to one of those: the Explorer Corps.
In 2959, then Primus Adrienne Sims received a vision about a demon horse, an emerald bird, a six legged bear and a metal snake that would destroy the Inner Sphere. The vision concluded with the faces of various previous leaders of ComStar pointing away from the Inner Sphere with disembodied hands.
She formed the Explorer Corps, an arm of ComStar charged with exploration into the Deep Periphery.
Since then, the Explorer Corps consists of 8 teams that move into the Deep Periphery, plus a few bases and communication officers. Also, unknown to us, there are secret teams also operating within the Inner Sphere trying to discover lost colonies and depots in the Inner Sphere itself. There are over 10,000 systems within the Inner Sphere that are uncharted.
These Corps teams go out in the beyond for long periods of time, and as such, most people in ComStar don’t like doing them for too long. As a result, mercenaries are occasionally contracted to join an Explorer Corps team. We have been so contacted.
We only are asked to send a company, because mechs are used more for planetary exploration than for combat, but we need to be prepared for when that combat does occur.
It is a long 5 year contract, but it will pay very nicely.
Abe Sargent
11-14-2009, 12:51 AM
What I have to do is select a company to do this assignment. The only companies I have available right this moment are Aleph and Typhon. I do think that Typhon Company has the right experience level with a bunch of elites and a few vets. Nobody has the right mechs.
We could be operating without supplies for a couple of years, and space on the JumpShips will be tight. Having mechs without ammo consumption would be great. Also, since mechs will largely be used for exploration, mechs with extra sensors like a Beagle Active Probe, or mechs with a lot of speed would be helpful too. Therefore, mechs like the Spider, Javelin 10F variant, Jenner 7F variant, Wolfhound, Awesome, Ostsol, and more would be available.
I take a look through my garrison and I find the following good mechs:
Awesome
Charger 1A1 - normally sucks, but here, not bad as an exploration mech.
2750 Lancelot
low-tech Mongoose
Low-tech Hermes
I pull the Awesome, Charger, low-tech Mongoose and Hermes for this mission.
I then switch some mechs around between Typhon and Aleph Company. Here are my early results for the mechs for Typhon Company:
Awesome
Charger
Mongoose
Hermes
Phoenix Hawk 1K
Ostscout
Spider
low-tech Mercury
Grasshopper * (I know it technically has an LRM5, but that’s not a disadvantage)
With a need for three more mechs, so I get on the horn to see what I can purchase.
Marauder 3D
Warhammer 6D
I tried a few mechs like a Vulcan 5T, Hunchback 4P, and Blackjack 1DB but none were available. I tried for a low-tech Crab, nope. Hmm, what else? I finally roll an Ostsol.
Abe Sargent
11-14-2009, 12:59 AM
Now, who will lead Typhon Company. I can come up with three possibilities:
1). Me, Braham Essex. This would piss off my wife, and I can‘t bring her as a support personnel because she needs to run her family’s company. I would also have to leave behind a fun and lucrative career on Solaris VII.
2). Ted. He’s a great mechwarrior and would love a new challenge. He leaves behind the academy and base, and he’s also getting up there in age.
3). Lt. Amber Revleron, the current CO of Typhon company could keep her position and take them to the Explorer Corps.
Can either Ted or I afford to be away from this unit for five years? It’s not an easy decision.
Braham likes battle, but he also likes new challenges. This is possibly the only time, ever, he will be able to do something like this.
Let’s do 13 mechs and have Lt Revleron still be a part of the mission.
We slide Braham’s Jenner 7F he had on Solaris into the company as well. They other three mechs join our garrison.
Abe Sargent
11-14-2009, 01:25 AM
Typhon’s Jenner and Javelin are traded to Aleph for their Mercury and Spider.
Typhon Company:
Colonel Braham Essex, elite+, Awesome
Lt. Amber Revleron, elite, Warhammer 6D
Manuel Juarez, vet, Jenner 7F
Sgt. Scott Parnell, elite, P Hawk 1K
Clare Sawicky, elite, Ostscout
Sgt Mei Zhen, elite, Marauder 3D
Adam Nyambui, elite, Mongoose
Marissa Sharpe, elite, Mercury
Brady O’Malley, vet, Charger 1A1
Roderick Hampton, elite, Hermes
Abdullah Malawi, elite, Ostsol
Bao Yu, elite, Grasshopper 5N
Isabella Sanchez, elite, Spider
We are able to modify the Grasshopper to a 5N variant with a PPC and no LRM5 on the way there.
There are no lances.
Abe Sargent
11-14-2009, 01:36 AM
I occasionally have mentioned that systems on the top of the map are in the north, but that is not right. There actually is no north, south, east or west in space. Similarly, up, down, left and right simply speak to a page’s orientation, but there is no orientation. Certainly, we had to have a standard, so the Free Rasalhague Republic is on top while the Capellan Confederation on the bottom, but we could flip it, or rotate it 90 degrees.
Therefore, we had to come up with terms that would properly delineate between directions. Here are the directions:
Coreward - Towards the Free Rasalhague Republic
Rimward - Towards the Capellan Confederation
Spinward - Towards the Federated Suns and Outworlds Alliance
Anti-Spinward - Towards the Lyran Commonwealth and Marian Hegemony
Each direction is split into two Operating Theatres, by the Explorer Corps, and each one has one Explorer Corps Team assigned to it. Which one are we going to?
Coreward Operations Area
Spinward Exploration Theatre
Draw a giant X on the Inner Sphehre map at precise 45 degree angles. Then draw a cross at precisely 90s. We are in one of these pieces of the pie.
Abe Sargent
11-14-2009, 02:29 AM
Okay, we are outbound to a system in Richmond in the coreward area of the Draconis Combine, and from thence to a ComStar Outpost in the Deep Periphery called Columbus.
Contract:
Length: 5 years
Salary: x3.7, x1.3, x2
Support: Battle Loss 50% and Straight Support 100%.
Salvage: Shared
Command: Integrated
Remuneration: No
Transport: Full
Bonus 20%
We only have to take about half as many techs as we normally would, and we do not need to bring administrative or medical personnel.
We will arrive at Columbus on Nov 28, 3042, after they use a few command circuits and LF batteries to speed us up a bit. Lithium-Fusion Batteries take a charge while the ship is taking a charge, and allow the ship to double jump. They are very very rare in the Inner Sphere, but ComStar has a lot of ships with them unknown to many.
Abe Sargent
11-14-2009, 03:34 AM
Nov 28, 3042 - We arrive in Columbus. Part of our time was learning about many of the planets, cultures, and people we might encounter in the Deep Periphery. We are looking for the following:
1). Any sign of Kerensky’s Exodus from several hundred years ago
2). Any lost colonies from recent times to Star League era, to before that.
3). Any lost bases or supply caches that might give us some lost information and technology
4). Any information as to the whereabouts of the Minnesota Tribe
5). Any habitable planets to be catalogued in the ComStar database for future purposes
6). Any significant mineral or biological resources that can be logged for later purposes
Additionally, we can expect to encounter:
Pirates - They often hide in the Deep Periphery and then strike Periphery or Inner Sphere holdings.
Colonists - There have been waves of people colonizing planets since the 2200’s and they still come, hoping to flee the decadence and war of the Inner Sphere for peace and freedom.
Traders - There are merchants who ply their goods to colonies in the Deep Periphery.
Prospectors - Although there have always been Prospectors in the Deep Periphery looking for lost Star League era caches, after the discovery of the lost Helm Memory Core, a lot of people got LosTech Fever and are not scouting and exploring for any sings of LosTech.
Surveyors - There are corporations that will send explorer teams out to the Deep Periphery to find planets that have mineral riches, and then they will, quietly, set up mining operations and bring them back to the Inner Sphere without having to pay taxes, tariffs, or tell the governments where they are.
Nomads - There are a few folk that like to travel, to see new systems and who consider their JumpShip their home, and not anything else.
We many also be given various missions while on our tour of duty.
This will end on Nov 28, 3047
Abe Sargent
11-14-2009, 04:02 AM
Dec 2, 3042 - We have been given a few days rest here on Columbus. Columbus is not on any Inner Sphere map. It is an old Star League base and research station that ComStar Explorer Corps discovered long ago, and renovated and made their base of operations for the area. We will be staging out of Columbus. They only discovered Columbus in 3023, and have been slowly increasing it adding things here and there. There is a large shipyard mothballed from the Star League era built on Columbus’s moon, which has not been made ready for us, but long term plans suggest that it will. There is still a Drydock for repair on the world.
We will be launching in a few days on a Merchant-class JumpShip run by ComStar. The King Arthur comes with two rings for docking DropShips. The first will be a Union which will house our mercenary unit, as well as various supplies for us like food and such. There is also space on this for two AeroSpace Fighters, and they and their personnel are with us on the Union. The second is a Triumph class DropShip that carries several infantry platoons, several AeroSpace Fighters, and a variety of scanning and exploring equipment.
The King Arthur has a crew of 18, and space for 4 more support personnel, plus two AeroSpace Fighters and their folks. The Medbay for our troop will be run out of the KA. The Triumph is named the Santos-Dumont and our Union is the Fury of the Righteous.
After some investigation, here is what we uncover as the military might of our expedition:
10 total AeroSpace fighters and pilots.
6 infantry platoons in battle armor
13 BattleMechs we brought
Braham Essex is put in charge of the military arm of the operation, and the fighters, platoons and ‘Mechs all answer to him.
There are civilian vehicles we are taking with us, including research satellites and explorer vehicles.
The King Arthur does has LF batteries.
There are not the stores to take extra pieces of mechs, like extra arms, and so forth. We also don’t have any mech ammo. The only supplies we brought for our mechs was a few precious tons of armor for our mechs to replace lost armor. Also, note that we cannot usually bring salvage with us, but salvage teams launched from Columbus can pick up war materiel and hold it for us and ComStar.
RealDeal
11-14-2009, 09:22 AM
1). Me, Braham Essex. This would piss off my wife, and I can‘t bring her as a support personnel because she needs to run her family’s company.
Braham likes battle, but he also likes new challenges. This is possibly the only time, ever, he will be able to do something like this.
Let’s do 13 mechs and have Lt Revleron still be a part of the mission.
Braham is gonna be banging Amber for the next five years.
Tellistto
11-14-2009, 10:11 AM
Braham may be divorced by the time he comes back, and yeah, there are females in that company man!
Tell
Abe Sargent
11-14-2009, 11:58 AM
Heheh
Abe Sargent
11-14-2009, 11:59 AM
Dec 8, 3042 - In order to get our feet wet, we are about to jump from the Columbus system to an uncharted system in order to see what we can find. The King Arthur is charged and ready to jump.
Dec 9, 3042 - ComStar has a naming systems for new areas we jump into. Their name for this system is CS235. That’s boring, so for internal purposes, I will be naming the systems for our own charts.
Welcome to the Essex System. Let’s look at Essex:
This is a Class B system, with a blue-white star, and the star is a Sub-Giant, Class IV. It is 91 days from the Jump Point to the planets. There are no planets here anyways.
We use our LF batteries to jump out to the next system.
Abe Sargent
11-14-2009, 12:39 PM
Dec 10, 3042 - We have arrived at the CS276 system, 41 light years away from Columbus. We call it the Adam System. This is a Class G Yellow Star system with a Bright Supergiant Class I. There are 7 planets in the system. It’s 9 days from the Jump point.
Let’s look at the planets. Any habitable?
Just one planet is in the life zone, which means it is capable of supporting water. The only one capable of supporting life is Adam Six.
Dec 18, 3042 - We honor the Fall of Andurien.
Dec 19, 3042 - Our DropShips arrive in orbit around Adam Six and launch some research satellites. Here are the results:
Adam Six:
Surface is 50% Water
Atmosphere Pressure is Standard
Atmosphere Composition is Tainted
Temperature is Medium
Highest Life Form is Amphibians
We got really lucky with our dice rolls. This is a very habitable planet. More scans reveal the climate of the planet:
Adam Six:
Jungle Planet:
Zone 1 - Boreal - 10 degrees
Zone 2 - Cool Temperate - 15 degrees
Zone 3 - Warm Temperate - 20 degrees
Zone 4 - Arid, 25 degrees
Zone 5 - Tropical, 30 degrees
Zone 6 (equator) - Tropical, Base Temperature 35 degrees
At the poles, this planet resembles south Canada and warms up from there. There are bands of the planet that are quite habitable.
We are looking for more information on the atmosphere’s tainted status.
After some study, we determine that the atmosphere is simply not Earth-normal composition, but the altered states can easily be overcome with respirators and masks.
We roll to see if the planet has any special features:
Our Satellite begins to show some signs of old construction on one of the continents in Zone 2. Our DropShips are ordered to land.
Abe Sargent
11-14-2009, 01:09 PM
December 20, 3042 - We arrive at the old construction in the area on Zone three. Several of our mechs disembark and begin to scout around - Ostscout, Spider, Mercury and Mongoose. Also, several infantry platoons in their sealed Battle Armor begin to secure the site, while environmental suited scientists, archeologists and more disembark from the Santos-Dumont.
No one is allowed to feel the air, because of possible pathogens. Several AeroSpace Fighters are flying overhead, trying to get a good eye view of the area.
After several hours, we find nothing outside of our site. However, the site is rather large. There are many buildings that look centuries old. It looks like there has been no one here for almost that long as well. There are no bodies of any sort.
December 22, 3042 - After more exploring, a tech team uncovered a base with several storage chits that are still encoded. They reveal that a colony from the Star League arrived here, but their Ship malfunctioned and crashed, and there were not enough survivors to populate a new colony, so after a few generations, the colony just died out.
The techs tell us that there are no LosTech caches or anything here of substance. Our Satellites and explorations on other areas show no items or technology of any sort that would be of use.
Abe Sargent
11-14-2009, 08:12 PM
Dec 31, 3042 - We are back at the King Arthur and ready to jump to a new system. We launch and arrive a few minutes later.
As we arrive, warning klaxons go off for proximity alerts. We are near another JumpShip! After a quick scan, it shows that this system has a dead, powerless JumpShip. It looks ancient, perhaps older than the Star League itself. ComStar sends out techs on the Santos-Dumont to investigate while we stay here.
Seth System is our name for it. What about the system?
Class G Yellow Star, Class V Main Sequence - this is a good chance for habitation. For example, this is the system of Terra and Mars and Saturn. Planets? Just one, actually - highly unusual for a system like this. (It was 2d6 minus two and I rolled a three).
Habitable? Yup.
Let’s take a closer look at Seth One.
Jan 6, 3043 - We arrive at Seth One and the satellite are deployed.
Seth One:
70% Surface Water
Standard Atmosphere Pressure
Breathable Atmospheric Composition
High Temperature
Mammals are highest life form
Climate:
Zone 1 - Arctic - -5
Zone 2 - Arctic - 0
Zone 3 - Arctic - 5
Zone 4 - Boreal - 10
Zone 5 - Cool Temperate - 15
Zone 6 - Warm Temperate - 20 degrees
This is a very habitable planet too. Any special features?
The planet has a moon. We just noticed it. It is also habitable. We’ll check it out in a bit.
Abe Sargent
11-14-2009, 08:21 PM
Jan 7, 3043 - After some more scans, it appears that Seth One does not show signs of habitation. Neither does it show a lot of mineral deposits or anything either. Alright, now let’s look at this moon instead.
Seth One A:
90% water surface
Standard atmosphere pressure
Breathable
High temperature
Birds highest life form
Climate:
Identical to Seth One
Is there anything here? Perhaps the moon was settled instead of the planet?
Very quickly our satellite determines there is both signs of habitation and life on the planet. This appears to be a fully operating colony (I get a +5 to my rolls because of the star and rolled an 8, which became a 13, which is Lost Colony (inhabited))
Because there are signs of life, we begin to look for a place to land and initiate communication.
The Santos-Dumont lands in Zone 5, and creates a major disturbance in the populace in doing so. Out walk several ComStar diplomats to inquire as to their colony.
Abe Sargent
11-14-2009, 08:51 PM
January 8, 3043 - They call this system Haven. This colony was formed back in the 2300s when a large group of African doctors, farmers, scientists, mechanics, engineers, and laborers, disappointed by the lack of action by their African governments to colonize, decided to take matters into their own hands. They pooled together their resources and purchased a JumpShip, DropShip, and numerous supplies.
After over a year of traveling from system to system, the people finally found a system with a single planet. Their DropShip arrives at the planet, but after some exploration, one of their doctors, who was an expert pathologist, discovered a pair of nasty diseases on the planet, but the satellite was devoid of them, so they choose to land their DropShip, unpack, and it headed back out, making more and more trips to the JumpShip until all of their cargo and people were on the moon, living in the Archipelago landscape.
Many centuries passed, and the people here prospered. They set up a democratic council, with each island electing someone to the council. They never brought materials of war with them, so they don’t have mechs, tanks, or anything other than a few legacy guns that still work. They have several cites and towns. Their planet’s ecosystem goes up to birds, but much like New Zealand, the birds have evolved to fit a variety of niches, so many of them are quite large, and there are some people here who are herdsman for the large birds. There is also a quite large and diverse ecosystem in the oceans, and they get a lot of food from the fish and other planets and animals that live here. We see some fish selling in the marketplace, and they have four sets of finds instead of two, and are less flat and more round. Weird.
Several island chains are created by tectonic chains pushing together, and the resultant small but high mountain chains have a diverse amount of mineral resources, which are mined. Over the centuries, the population has grown, and the planet has industry, agriculture, urban life, lawyers, shops, police, and more.
In fact, they say there has never been a war since they settled this land long ago.
They have a level of technology equal to early Star League era, around 2400-2500. In fact, this planet would not look out of place in the Inner Sphere 30 or 40 years ago.
This is the first contact with others they have ever had. ComStar sets up official relations with Haven. They warn Haven about evil Houses in Inner Sphere that war among themselves constantly vying for power.
ComStar mentions that they can restore their JumpShip and DropShip to power. The citizens here reveal that they stripped their DropShip for parts and metal long ago, and they have no use for the JumpShip.
We are informed that this is a super rare discovery, and only a few fully fledged colonies have actually been found in the Deep Periphery like Haven.
January 13, 3043 - After several days as guests of Haven, we launch back up and move to the King Arthur.
January 20, 3043 - When they realized that the derelict JumpShip was the property of the Haven populace, ComStar stopped trying to get it working, but they had already started some work. I suspect they will come back later and begin negotiations to secure the old JumpShip.
Time for another jump.
Abe Sargent
11-15-2009, 12:16 PM
January 21, 3043 - Meet the Cain System. Star? Class K orange, Class III Ordinary Giant. 6 planets. 1 in the life ring.
January 31, 3043 - Ten days later, we arrive at the planet in the life ring, Cain Five. Satellites are deployed:
Cain Five:
40% Surface Water
Standard Pressure
Tainted Atmosphere
Medium Temperature
Amphibians Highest Lifeform
Climate:
Z1 Arctic
Z2 - Boreal
Z3 - Cool Temperate
Z4 - Warm Temperate
Zone 5 - Arid
Zone 6 Jungle - 30 degrees
Looks very much like earth climate wise.
No Special Features. No major issues other than the need for filters or masks.
Abe Sargent
11-15-2009, 12:28 PM
February 13, 3043 - We have arrived in the Abel System.
Class G, Yellow
Class Ia Bright Supergiant
9 planets in system. 1 planet habitable.
February 24, 3043 - We arrive around Abel Four
Abel Four:
20% water
Low Atmosphere Pressure
Tainted Atmosphere Composition
Medium Temperature
Fish highest life form
Climate:
Z1 - Z3 Arctic
Z4 Boreal
Z5 Cool Temperate
Z6 - Warm Temperate
Okay, anything special?
Nope.
Abe Sargent
11-15-2009, 12:50 PM
March 12, 3043 - We arrive at the Noah System.
Class F Yellow White
Class V Main Sequence
5 planets
2 planets in life range
17 days to planets
March 29, we arrive at Noah Four.
Noah Four:
60% Water
Standard Pressure
Breathable
High Temperatre
Amphibians Life
Climate:
Earthlike (Z6 Jungle, 5 Arid through Z1 arctic)
We find evidence of life on this planet. Like we did for Adam we land our DropShips and begin a closer investigation.
Abe Sargent
11-15-2009, 06:11 PM
March 30, 3043 - We found only a few buildings. This colony seems to have never gotten started. Their DropShip appears to still be in working order, this was recent colony. All of the data has been wiped. ComStar marks the location to send a retrieval team to collect the DropShip. There is nothing else here.
April 3, 3043 - We arrive at Noah Five:
40% Water
Low atmosphere pressure
Breathable
Medium temp
Amphibians
Climate:
Z1-4 Arctic
Z5 - Boreal
Z6 - Cool Temperate
Special?
Nope
Abe Sargent
11-15-2009, 07:08 PM
April 22, 3043 - Next system, the Abram System.
Abram:
Class M Red
Class V Main Sequence
No planets (I literally rolled a 2 with a 2d6 - 2)
April 24, 3043 - We use our batteries to jump again to Isaac System.
Isaac:
Class A, White
Class V Main Sequence
No Planets
law90026
11-15-2009, 08:10 PM
Interesting concept for this stage of the unit's life.
is there going to be a possible meeting with the Clans?
Abe Sargent
11-15-2009, 10:52 PM
Interesting concept for this stage of the unit's life.
is there going to be a possible meeting with the Clans?
I suppose we will find out
Abe Sargent
11-15-2009, 11:37 PM
May 8, 3043 - It took us forever to charge from this small white star. Now we jump Jacob System. We are about 121 light years away from Columbus.
Jacob:
Class A, White
Class III, Ordinary Giant
4 planets, 2 habitable
May 23, 3043 - We finally arrive at Jacob Three.
Jacob Three:
20% Water
Standard pressure
Tainted composition
Low temperature
Amphibians
Z1-6 Artic, but Z6 is 5 degrees average. And somehow amphibians live in that?
Anything special?
Nope
Abe Sargent
11-15-2009, 11:56 PM
May 27, 3043 -
Jacob Four:
30% Water
Trace Atmospheric Pressure
Toxic composition
Low Temperature
Microbes highest life
Wow. Not much here.
Anything special? Severe Weather and Storms common. With our trace pressure.
Abe Sargent
11-16-2009, 12:19 AM
June 12, 3043 - Joseph System has arrived:
Joseph System:
Class F Yellow-White
Class II Bright Giant
5 planets
2 planets in life ring - Joseph Three and Four.
June 22, 3043 - We arrive at Joseph Three, send out the satellites, and hope.
Joseph Three:
40% water
Standard pressure
Tainted composition
Medium temp
Fish highest life form
Climate:
Earthlike
Special?
Severe Weather and Storms.
Well, it looked okay until then.
June 25, 3043 -
Joseph Four:
0% Surface Water
Standard pressure
Toxic composition
Low temperature
Microbes
Climate Earth Cool (Just like Earth only no Jungle, and two arctic)
Special - Severe weather and storms on this waterless planet. Weird.
Abe Sargent
11-16-2009, 07:37 AM
July 9, 3043 - Levi System, 138, light years from Columbus.
Levi:
Class F
Class V
4 planets
2 habitable
Levi Two and Three
July 26, Levi Two:
40% Water
Standard pressure
Tainted atmos
High temp
Fish
Climate
Zone 1 - Cool Temperate
Zone 2 - Warm Temperate
Zone 3 - Arid
Zone 4-6 - Jungle
Specials?
Nope. Not a bad planet.
Abe Sargent
11-16-2009, 04:05 PM
July 30, Levi Three:
60% water
Standard pressure
Breathable atmos
High temp
Reptiles
Climate: Earthlike
A very nice planet - almost perfect in fact. Breathable, nice pressure, nice animals, nice amount of water, a nice climate, but otherwise really good. Any specials?
Our satellite discovers a strange blip on our screen, and we go down to investigate.
Abe Sargent
11-16-2009, 04:57 PM
July 31, 3043 - We arrive at the area, Zone 1, that has the blip we saw. We arrive, and find nothing on the ground. I order all of our mechs out and moving around, giving our MechWarriors a chance to get out into the open.
After several hours, one of their infantry platoons finds an ancient service shaft to something in a hill. After more hours of searching, ComStar scientists discover an ancient door, long since rusted and grown into the hill.
Opening it up with force by our battlemechs reveals an old, dilapidated Star League era storage room, although it looks to have been cleared out.
Aug 1, 3043 - After more searching of the area, we find several of these hills. Some are storage, and several are barracks.
Aug 2, 3043 - We finally find the command center. It shows us, on a map engrave into the wall, the location of all of the hills. The computers and electronics here are long dead.
Aug 5, 3043 - We have finally finished exploring the site. Evidence suggests that this is an old Star League Brian Cache, which means a storage depot, with a garrison force of infantry. However, it has been cleaned out. The white coats say it was cleaned out much more recently than the Star League era, and many markings suggest that there were old Star League era BattleMechs, tanks and fighters in here.
Aug 10, 3043 - After a long survey, Levi Three is declared clean, and we are able to stretch on a planet, and several local plants have been okayed to eat. We are able to take a few days R&R here before getting back into the tin cans.
Abe Sargent
11-16-2009, 05:01 PM
Aug 31, 3043 - We had a nice time here in the Levi System, but it’s time to jump.
Judah System:
Class A, White
Class VI, Subdwarf
1 planet, 1 habitable
September 20, 3043:
Judah One:
20% water
Normal pressure
Toxic composition
Low temp
Microbes
Climates:
Zone 1-5 - Arctic
Zone 6 - Boreal
Brrr.
Severe Seismic Activity
That was totally not worth the trip.
Abe Sargent
11-16-2009, 05:54 PM
October 14, 3043 - Time for another jump.
Asher System
Class A, White
Class III, Ordinary Giant
No Planets
October 15, 3043 - Next system
Gad System, 172 LY from Columbus
Class G Yellow
Class I, Bright Supergiant
3 planets, 2 planets in life zone
Oct 24
Gad One:
40% Water
Standard pressure
Tained comp
High temp
Amphibians
Climate:
Earthlike
Special?
There are some structures down here.
Oct 25, 3043 - We land on Gad One. Once again, out come mechs and infantry and fighters and scientists.
October 27, 3043 - These are ruins of something, but they are so old and badly battered by seasonal winds, we can’t tell if it was a colony or an outpost or a supply cache, or who put it here or anything.
Abe Sargent
11-16-2009, 06:32 PM
October 30, 3043 -
Gad Two:
5% Water
Low atmos pressure
Toxic composition
Low temp
Amphibians here
Climate:
Z1-4 - Arctic
Z5 - Boreal
Zone 6 - Cool Temperature
Anything special?
Yeah, we see more of those ruins. We land, perhaps we can find something here.
Nov 1, 3043 - While exploring in our mechs, Clare Sawicky in the Ostscout calls out for help. Over the call we can hear her firing off her medium laser. Something is happening!
Within minutes we converge on her position. She is by one of the few sources of water here, and she is being attacked by five of these giant amphibians. The corpse of a sixth lies on the ground. Within seconds, the collective energy of our weapons tears into the amphibians, and all but one die, while the remaining one shrieks out in paid from a few blasts, and runs back into the water and slinks away.
These amphibian monsters look to be about 10 tons or so. Huge things with claws and teeth. Who knows if they could harm a mech or not, but they could probably severely injure or kill infantry and scientists.
We were largely unsuccessful finding out anything about the ruins here either, but now we are just blasting off in order to avoid the monsters.
Abe Sargent
11-16-2009, 06:53 PM
Nov 11, 3043 - Simeon System.
Class A, White
Class II Supergiant
No planets
However, there is a group of six JumpShips in the system. Each looks hugely old, but in good working condition. Within a few minutes, we are hailed by The Wanderers.
The Wanderers -
In the early 2300’s a group of JumpShips and DropShips left Terra in order to find a perfect place that they could find home. However, after over twenty years of searching, they were unable to find it. As they had children during this time, that were raised on ship, the new generation preferred the ships as their home, to any planet. They thought of ship life as natural.
Knowing that they would have to replenish their supplies, they begin to wander and travel, trading goods from one colony to another, one planet to another. They will land on Periphery worlds, outer Inner Sphere worlds, and Deep Periphery worlds alike, in order to trade and acquire the things they need to keep their traveling lifestyle up.
The Wanderers serve as a vital link between colonies, planets, and more. They have encountered the Explorer Corps many times before.
Abe Sargent
11-16-2009, 07:21 PM
Nov 14, 3043 - We are meeting up with The Wanderers. We still have some food stored from Levi Three, plus fresh fruit and vegetables from Hydroponics. After a short formal greeting, the ComStar Explorer Corps and The Wanderer break bread together in a large feast on a Wanderers DropShip that has a large dining hall built into it. Their ships are old, but well run.
The ComStar delegation makes some trades with The Wanderers for extra supplies.
November 16, 3043 - After a few days with The Wanderers, we move on.
Napthali System
Class M Red
Class I, Bright Supergiant
1 planet, 0 habitable
We have to spend some time recharging.
Abe Sargent
11-16-2009, 07:29 PM
Nov 21, 3043 - We jump again
Jesse System
Class A White
Class III Ordinary Giant
1 planet, 1 habitable
December 10, 3043:
Jesse One
5% Water
Standard pressure
Toxic atmos
Medium Temp
Fish
Climate - Cool earthlike
Nothing special
Dec 18, 3043 - We honor the Fall of Andurien
Abe Sargent
11-16-2009, 07:36 PM
Dec 31, 3043 -
David System
Class B Blue-White
Class IV, Subgiant
No planets
Jan 1, 3044 -
Solomon System
Class M Red
Class I Bright Supergiant
4 planets, 0 habitable
Abe Sargent
11-16-2009, 07:42 PM
Jan 15, 3044 -
Absolom System
Class B Blue-White
Class V Main Sequence
2 planets, 1 Habitable
Feb 23, 3044 -
Absolom One
10% water
Standard pressure
Toxic composition
Low temp
Microbes
Climate
Z1-4 Arctic
Z5 - Boreal
Z6 - Cool Temperate
Special: Nothing.
Abe Sargent
11-16-2009, 07:48 PM
April 2, 3044 -
Jeroboam System
Class A White
Class I Bright Supergiant
0 planets
April 3, 3044 -
Rehoboam System
Class F Yellow White
Class V Main sequence
2 planets, both habitable
Abe Sargent
11-16-2009, 07:55 PM
April 14, 3044:
Rehoboam One
40% water
Low pressure
Tainted
Medium temp
Fish
Climate -Cool Earthlike
Z1-2 Arctic
Z3 - Boreal
Z4 - Cool Temperate
Z5 - Warm Temperate
Z6 - Arid
Special? Our satellite discovers a large building in the Zone 1 Arctic area.
After landing, it is just one, giant building, of significant age. It bears the Star League star emblazoned on each side.
After opening it with our mechs, the inside is a vast store of plants and samples. It appears that centuries ago, Star League scientists put a cache of many plants and seed that were available into storage here, in the cold zone of this planet. They appear to still be good, and the scientists agree to leave it here, but mark it on their ComStar maps in case they want to come back later an investigate.
Abe Sargent
11-16-2009, 08:12 PM
April 19:
Rehoboam Two
40% Water
Normal pressure
Breathable
High temp
Amphibians
Climate:
Zone 3-6 - Jungle
Zone 2 - Arid
Zone 1 - Warm Temperate
Special?
There are some signs of life down here, so we again land and explore.
April 20, 3044 - It appears that we have another dead colony. The building all have Star League symbols on them. Perhaps the plants on Rehoboam One have something to with the people here on Two. This place looked to have been inhabited for a while, and there is still a lot of Star League era electronics and equipment still around. This colony could not have been abandoned for more than 100 years and many of the things here are salvageable. ComStar marks it for future excursions.
Abe Sargent
11-16-2009, 08:32 PM
May 5, 3044 -
Asa System
Class G Yellow
Class VI Subdwarf
3 planets, 1 habitable
There is some radio noise in this system.
May 11, 3044:
Asa Two
50% Water
Standard pressure
Breathable
High temp
Reptiles
Climate: Cool Earthlike
There are small signs of life on the planet, so we land our ships.
May 12, 3044 - There is a large open plain we land our DropShips. It looks like a farm is here. ComStar orders us to use a disguise as LosTech Prospectors.
May 13, 3044 - We talk to some farmers and arrive at a town near some severe mountains. There looks to be a heavy mining operation here.
We are introduced to some folks who claim they are in charge here. We tell them we are Prospectors, and with a few ComStar vintage Star League items on our persons, they buy it. This is apparently a mining colony established in the past twenty years by a Draconis Combine mining firm. We are about ten jumps from the Drac border, but they imply this planet is a real gold mine, literally. Precious metals, gems, and most importantly, a large amount of Germanium, a highly valuable commodity due to its use in the construction of Jump and Drop ships.
Because of the mining operation’s distance from the Inner Sphere, it has to be fairly self sufficient, so they appear to have a large supply of Industrial Mechs for agriculture, mining, and construction, plus we saw a few regular BattleMechs. You need defense against pirates, especially for a world as wealthy as this apparently is. Oh, and they do not have a name for it, so Asa Two will stick in our personal databank.
Abe Sargent
11-16-2009, 08:59 PM
May 21, 3044 -
Jehoshaphat System
Class M Red
Class Subgiant
4 planets, none habitable
May 24, 3044 -
Hezekiah System
Class B Blue-White
Class V Main Sequence
3 planets, 3 habitable
This is going to take a while
Abe Sargent
11-16-2009, 09:08 PM
July 1, 3044
Hezekiah Two -
40% water
Standard pressure
Toxic
Medium Temp
Fish
No Special Features
Climate: Earthlike
July 6, 3044
Hezekiah Three -
0% Water
Trace atmospheric pressure
Toxic
Low Temp
No Life
Planet hit by major Asteroid caused severe damage.
Climate: Z1-6 Arctic
BRRR…
Abe Sargent
11-16-2009, 09:18 PM
August 11, 3044 -
Manasseh System
Class M Red
Class V MS
10 planets
2 habitable
August 16, 3044
Manasseh Eight
40% water
Standard atmos
Tainted
Medium
Plants
Climate: Warm Earthlike
No Special features
Abe Sargent
11-16-2009, 09:33 PM
Aug 19, 3044
Manasseh Nine
50% water
Standard pressure
Breathable
Medium
Fish
Climate: Cool Earthlike
Not a bad planet at all. Perfect right down the row, enough surface water, pressure, atmosphere, temperature and climate, and even fish to eat. Any specials?
I rolled a 10 and added 2 for it being Class M, and I get a 12, which tells me to roll twice. I get a 7 + 2 =9 for unidentified ruins and 8 +2 for a 10 that means Abandoned Colony.
Aug 22, 3044 - With two locations that entice us here, we have a lot of exploring to do.
Aug 29, 3044 - It has been determined we can take off the masks, get out of our mechs, etc.
Sept 2, 3044 - It looks like this was a religious colony of Muslims that left the Inner Sphere in the first Succession War for a better life and they found a really nice planet here. However, there are a lot of signs of gunfire, scorching and more, which represents that the fighting from the Inner Sphere came with them, or else pirates landed and took them out and away. They look to have been here about 75 years before they died. There are still items here and there, most of which have long lost any value or function.
Also on the world there are some unidentifiable ruins from even longer. Perhaps finding them led the colonists here. After some investigation, we believe those ruins might be a downed spacecraft, the beginning of a small colony, or a large crashed satellite. We simply can’t tell.
Sept 12, 3044 - We finish our explorations of Manasseh Nine, get back to the King Arthur, and are ready to leave.
Sept 13, 3044 - We had a drive failure and misjump. We are not at our intended place. We are in deep space. Luckily, we have a charged LF battery and have the energy to jump again once the circuits are fixed and new calibrations are entered.
Abe Sargent
11-16-2009, 09:45 PM
Sept 21, 3044 - Jumping finally commences:
Josiah System
Class A White
Class II Supergiant
No planets
Sept 30, 3044 - We have charged.
Daniel System
Class K Orange
Class V Main Sequence
7 planets, 1 habitable
Abe Sargent
11-16-2009, 11:50 PM
Oct 7, 3044
Daniel Four
80% Water
Standard Pressure
Breathable
High temp
Birds
Climate: Cool Earth
This is great, perhaps a bit too much water, but otherwise fantastic.
Specials? I add four to my roll. Let’s see what I can pull….
I rolled an 11 + 4. What’s that get me?
Roll again 3 times. Wow, okay:
8
14
16
I get roll again twice for 14
11
6
Okay, here is what we got:
Star league facility abandoned, habitable satellite, star league facility (occupied).
This is going to be a bunch of stuff, so let’s go.
Our Satellite quickly shows a small habited area with a DropShip, even though we noticed no JumpShip in system. We order our ships to land, and we will take the cover of LosTech Prospectors again.
As we begin to approach, several AeroSpace Fighters scramble from the area and begin to harass us. Thinking they might think we are pirates, we quickly radio them and tell them we are just LosTech prospectors. They radio back “Good, maybe you’ll something we can take from your corpse.”
Looks like they are the pirates.
ComStar wastes no time and soon 8 fighters are buzzing around (the other two are back at the JumpShip). I order them (remember, I have military command) to attack the lance of pirate fighters, who scramble away, and I order them to chase.
We are going in hot. Our DropShips land, and I order the infantry and other people to stay inside the Santos-Dumont while my company plus me of mechs begins to exit our ship. Within a moment, are presence is contested by a large number of mechs with black paint on them.
For the first time in almost two years, we are going to be in real combat. Time to earn our keep. I order the AeroSpace fighters to break off and guard the opposing DropShip, in case the pirates want to leave in a hurry.
The Pirates:
2750 Flashman 8K
Starslayer
2750 Phoenix Hawk 1B
Commando
Vulcan
BattleMaster
Clint
Crusader
Grasshopper
Stalker
Centurion
Locust
Banshee
Hornet
The BM pilot is a vet, the rest are regular.
There are several mechs here I am interested in. The Hornet is an old Star League design that did last the Succession Wars but does not have LosTech. It would be nice to have a rarer mech. The Starslayer is a Star League design that you don’t see anymore. It has CASE, Endo, ferro, an 2x HS. The Flashman is still found in armies in a few places as stripped down tech, but this is its original tech with an XL engine, 2x heat sink, and an anti-missile system. The Phoenix Hawk is a Star League variant with a XL engine, 2x heat sinls, ER PPC and ER Large laser in addition to close range weaponry. It also has a Guardian ECM suite and CASE for MG ammo.
This 20 ton mech is the Hornet we are fighting. It features an LRM5, medium laser and small laser, moves 5/8/5 and has full armor.
http://www.camospecs.com/images/schemes/5_fanjoyKatulassHornet1.jpg
Abe Sargent
11-17-2009, 04:34 PM
We are fighting near some scattered woods and a small pair of hills and a large creek.
Remember we have a lighter selection of mechs. And the pirates won’t give up easily.
We win init. Their Clint falls down from some damage.
We lose init. I hop our Ostscout by their Clint just in case it can‘t stand. It does stand though so I hop our Spider next to it. I hop a few mechs near their Starslayer - Jenner, G Hopper. Our Spider hits and destroys the Rear Right Torso of their Clint, then hits its AC5 ammo and it explodes. Dead Clint. One kill. One of the things I am trying to do is find out which mechs my large number of scouts can 1:1 and then let them do so. Their Starslayer absorbed four PPCs plus several medium lasers and did not fall or go internal anywhere. Our Ostscout punches the Starslayer in the head and dizzies the pilot.
We win init. I hop our G Hopper next to theirs. I hop our Ostscout behind their Crusader. Just exchange of fire. We push their Grasshopper into water but it does not fall.
We lose init. I run our Jenner behind their Crusader. I order our Grasshopper to charge their Banshee. After taking 6 PPCs including a glancing shot to its head, their Stalker falls. The charge hits and the Banshee is forcefully smashed into the water, and a breach occurs, shutting it down. Our Grasshopper falls though.
We win init. I stand up our G Hopper. Ostscout to the rear of their Hornet. Spider to rear of Starslayer. Their Stalker rises. Their Crusader was kicked twice by my Jenner and Grasshopper and falls.
We win init. One thing I won’t have to worry about are ammo explosions and running out of ammo. Their Crusader hit’s a JJ on my Jenner. Our Warhammer hit’s a leg actuaotr on their Stalker. Our G Hopper hit’s a leg and LRM15 on their Crusader. Their Stalker falls and destroys its own RA. Their Stalker pilot is knocked out in the fall. Our Jenner kicks and hit’s a foot actuaotr on their Crusader. It falls and hits two more actuators.
We win init. Their Crusader fails to stand. Their Commando destroys the RL of my Charger. Our Ostsol hit’s the Crusader’s ammo and it explodes. Their Stalker is still asleep.
We lose init. We manage to stand the Charger. Our Mercury destroys the CT of their Commando. Their BattleMaster falls after losing much armor from PPC blasts. Their Flashman took 5 PPCs from my Awesome and Warhammer. Stalker pilot wakes up.
We win init. I flee with the Charger. Their Stalker fails to stand. Our P Hawk destroys their Flashman’s LA. Their Starslayer destoryw our Jenners H and kills the MehWarrior. Our Mongoose destroys the LT of their Flashman, and since it has an XL engine It is destroyed. Their Grasshopper falls.
We win init. Their hopper stands. So does their Stalker. Our Warhammer hits their Grasshopper’s LRM 5 ammo and it goes up. Our’Hopper ignites their Stalker’s SRM ammo and it also lights up. The engine blows up and tears off the RL of their Hornet.
We win init. They are trying to rally behind their Battlemaster,and I’m not having it. I have 11 mehcs to their 6. Their Hornet fails to stand. Their Starslayer falls after my Grasshopper kicks it and hit’s a foot actuator.
We win init. Their Starslayer stands. Our P Hawk falls after taking some hits.
We win init. I stand up the P Hawk and run into the woods. RA on the Centurion destroyed by a PPC from Braham Essex’s Awesome. Our Ostscout punches and destroys the RT of their Centurion.
The 14th round is here and we win init. Their Starslayer tries to stand, fails, and the pilot blacks out. Our Warhammer destroys the Centurion’s CT. It is recoverable (I rolled a 10 on 2d6). Our Mongoose destroys the RT of their BattleMaster. Our Grasshopper kciks and destroys the Rl of their Vulcan.
With a Vulcan and Hornet legged, a blacked out Starslayer pilot, and a BM missing a RT and RA, only their P Hawk is still alive and virtually undamaged. They surrender and we take their mechs.
We lost a mechwarrior, and that’s never good.
Abe Sargent
11-17-2009, 04:52 PM
Salvage:
Clint RA, LL, LT
Banshee
Crusader RA, H, LL
Commando RT, RA, RL, LL, LT, LA, H
Flashman w.o LA, LT and 3 engine hits.
Grasshopper LA, RT, RA, RL
Stalker H
Centurion w/o gyro
Battlemaster RA
Starslayer
Repair:
Charger RL
Jenner H
It’s going to take a long time to get our mechs repaired. It will take about 40 tons of armor. We strip the armor off the Clint, Crusader, Commando, Grasshopper, Stalker and BattleMaster and manage to get almost enough from that and our stores, but the Jenner and Charger are beyond our ability to repair.
We look at our contract, and all forces our mech battle become our salvage, so even the surrendered units become ours.
Phoenix Hawk 1b
Vulcan missing Leg
Hornet missing Leg
BattleMaster missing RT, RA
Like I said, the ComStar Explorer Corps contracts are better than normal in several ways, they have to be. Most contracts would take surrendered units, but not ComStar.
The ComStar infantry spread out and locate several techs and administrators and one doctor. It appears that the pirates found a really nice planet here, with a lost Star League outpost and another abandoned facility on the other side of the planet. It’s going to take a while to explore Daniel Four.
Abe Sargent
11-17-2009, 05:53 PM
Oct 17, 3044 - ComStar has discovered several Brian Caches of mechs that the pirates were unable to find on the planet. This planet appears to have been a supply depot for the Star League equivalent of the Explorer Corps.
There were two facilities here. One was the outpost itself, and the other various storage and supply caches. One of those was found by the pirates, and the others were not, they were all hidden.
While ComStar does a lot of on world stuff, the satellites are repositioned around the habitable moon.
Daniel Four A
80% Water
Standard pressure
Breathable
Warm
Amphibians
Climate - Z4-6 Jungle, Z3 Arid, Z2 Warm Temperate, Z1 Cool Temperate
Anything special here?
We see some ruins and buildings and will have to go check them out too.
Abe Sargent
11-17-2009, 06:01 PM
Nov 23, 3044 - Daniel System was a gold mine. The main habitable planet had not one but TWO Star League era outposts, while one had been taken over by pirates, so they went through the work of getting it operational. They tell me that the Star League name for this system was Da Gama. Then, on the moon around Da Gama were some ruins from the Star League era, but that planet is so warm and wet that the ruins are not really identifiable. The computer on Da Gama says it was an old listening post, though. It was kept away from the planet in order to isolate it a bit from the noise of Da Gama.
ComStar has found a ton of mechs, tanks, fighters, equipment, ammo, parts, and more. They are gracious enough to use the found stuff to fully repair our mechs, although we do not have a pilot for the Jenner. As such, they are having us leave the Jenner behind.
ComStar is leaving behind an infantry platoon and several eggheads, and we are heading back to Columbus with a report. It will take a while, and we will take a route that brings us through more uncharted systems. At the end, however, we will give a report, and then the Columbus will send our recovery teams and get our salvage back to Columbus, including the Jenner, where we can end the contract in a few years. In the meantime, the space the Jenner and other supplies took up they bring aboard some of the discovered equipment from the caches.
If we actually were LosTech prospectors, we would have just won the jackpot.
Abe Sargent
11-17-2009, 06:13 PM
Nov 29, 3044:
Shadrach System:
Class B Blue White
Class III Ordinary Supergiant
No planets
Nov 30, 3044:
Meshach System:
Class B Blue White
Class VI Subdwarf
No planets
Dec 15, 3044:
Abednego System:
Class M Red
Class II Bright Giant
6 planets, 1 habitable
Dec 18, 3044 - The Fall of Andurien is honored
Abe Sargent
11-17-2009, 08:56 PM
Dec 23, 3044 - We arrive at Abednego One.
30% Water
Standard Pressure
Tainted Composition
Medium Temp
Microbes
Climate: Z1-4 Arctic, Z5 - Boreal, Z6 - Cool Temperate
Special? Nope
Dec 30, 3044:
Esther System
Class A White
Class VI Subdwarf
One Planet, Not habitable
Abe Sargent
11-17-2009, 09:10 PM
Jan 2, 3045:
Mordecai System
Class G Yellow
Class V Main Sequence
7 planets
2 habitable
Jan 13, 3045 -
Mordecai Three
50% Water
Standard Pressure
Tainted Atmos
High Temp
Reptiles
Climate - Z1 Cool Temp, Z2 Warm Temp, Z3 - Arid, Z4-6 Jungle
We see something on the ground. It looks like a monument?
Dec 31, 3044 -
We arrive on the ground and find a giant monument erected to the Star League. Apparently, something of consequence happened here, but the information as to what is faded. Even the giant Star League symbol is eroded in the tainted atmosphere.
Jan 5, 3045 - Nothing else on Mordecai Three was found.
Abe Sargent
11-17-2009, 10:40 PM
Jan 7, 3045 -
Mordecai Four:
90% water
Standard Pressure
Breathable
Medium Temp
Mammals
Climate - Z6-4 - Jungle, Arid, Warm, Z1 - Cool
Special? We get to add 5 to our roll….
SHIT. I actually rolled it naturally. I have a 1 in 36 chance to roll this.
The chart goes up to 17. The maximum bonus you can ever have is a +5 for a Yellow Star and either III, IV or V luminosity. That means whenever you enter a system, there is just a 1 in 12 chance of the maximum bonus. If there is more than one planet ,only the first one gets the maximum bonus, and the others get lesser bonuses. Then, when I roll for special, I roll the dice and add the bonus. 17 is the best to get, but you can only get it in a perfect system - Yellow star, of Supergiant, Subgiant or Main Sequence luminosity.
Then your chance of rolling that 1 in 36 is highly difficult. Only a boxcars on a maximum bonus world can give you this super rare thing.
The chance of finding this is 1 in 432. That doesn’t sound too bad, but when you figure that you are only going to do maybe 10 - 15 systems a year, it would take you a while to find one. Actually, the odds are a bit better. The next numbers give you more rolls, as you may recall from the Da Gama System.
Now, I have rolled a Star League Outpost with Star League Personnel still running it.
I roll 1d6 on the chart to tell me what era the people here are from.
I roll a 2 - Star League’s heydey.
That means we found a Star League Outpost still being run by Star League personnel. That is not only a super amazing find, it is an Inner Sphere changing find. Do you realize what technology you could unleash if you had an actual Star League Outpost with actual descents of Star League personnel still running it?
It would change the Inner Sphere. The Helm Memory Core alone shattered the Inner Sphere, but it was only a small amount of data. Now, I could try and alter the information in several ways:
1). Perhaps the Star League Outpost is no longer functional and the personnel have devolved. That seems like cheating, but it would give you a planet that did not impact the Inner Sphere.
2). The “Star League Era” Personnel could be the Kerensky Fleet. And by that, I mean the Clans.
We could fight them right now, giving us a heads up on the rest of the Inner Sphere, and that would be cool. If we destroyed them, it would keep us quiet. If we lost, it would be the Outbound Light incident only 3 and a half years too early, which would massively change the Inner Sphere’s history.
3). I could do something like the Star League Era Personnel have gone crazy but the technology is still there, making it a good find, but the most sensitive stuff was destroyed. Still a find for ComStar, but much less so.
We could spin #2. What if the clans on the planet were not your normal clansman, but actually Clan Wolf Wardens, the sort that would be willing to keep this contact a secret? That would still give us a major heads up, though. I don’t know if it would be right to let us in on the big secret five years in advance. It would also give ComStar a heads up, and they did not have that, so as much fun as it might be to run 2, it simply cannot be that.
Which leaves us with something like 3. Okay, let’s do it.
Abe Sargent
11-17-2009, 11:28 PM
Jan 9, 3045 - It is obvious after landing that the people here are descendants of Star League personnel. Several of them are wearing SL badges around their neck. They are also wearing data chits like jewelry, and it looks like the most interesting information has been destroyed by being worn and used as jewelry for centuries by now savages.
Because the data is lost, we can’t tell what happened to cause this state. However, they fear us, and won’t come near us.
Jan 17, 3045 - After securing a base of operations, we found the Star league facility. Although it has been heavily used and the computers are destroyed, there is still a lot of equipment here that could be restored. It’s still a good find for ComStar, but not as much as it could have been.
Abe Sargent
11-17-2009, 11:42 PM
Jan 28, 3045:
Nehemiah System
Class M Red
Class II Bright Giant
2 planets, zero habitable
Jan 30, 3045:
Jonah System
Class K Orange
Class I bright Supergiant
0 planets
Abe Sargent
11-18-2009, 12:18 AM
Feb 7, 3045:
Malachi System
Class K Orange
Class II Bright Giant
3 planets, 1 habitable
Feb 12, 3045 :
Malachi Two
60%
Standard pressure
Tainted composition
Medium Temp
Amphibians
Climate: Earthlike
Specials: Nothing
Feb 19, 3045:
Zachariah System
Class A White
Class II Bright Giant
0 Planets
Feb 21, 3045 - Back at Columbus. Whew. We are informed that this was one of the most productive trips ever, with LosTech and outposts and colonies, and more.
May 3, 3045 - After some resting, restocking, and creating a new plan of attack, we jump back out from Columbus.
Abe Sargent
11-18-2009, 11:50 AM
Zephaniah System
Class F Yellow White
Class I Bright Supergiant
0 planets
May 5, 3045 -
Gideon System
Class K Orange
Class III Ordinary Giant
5 planets, 1 habitable
Abe Sargent
11-18-2009, 12:12 PM
May 8, 3045:
Gideon One
60% Water
Standard Pressure
Breathable
Warm Temp
Reptiles
Climate: Earthlike
Special: Habitable Satellite
May 10, 3045:
Gideon One A
70% Water
High Pressure
Tainted Atmos
Warm
Reptiles
Climate: Cool Earthlike
Special? Nothing
Abe Sargent
11-18-2009, 12:21 PM
May 16, 3045:
Samson System
Class B Blue White
Class III Ordinary Giant
1 planet, not habitable
May 17, 3045:
Delilah System
Class A White
Class IV Subgiant
2 planets, 1 habitable
June 5, 3045:
Delilah Two
5 % Water
Standard Pressure
Tainted Comp
Medium Temp
No Life
Climate: Earthlike
Special: Severe Seismic Activity
Abe Sargent
11-18-2009, 12:34 PM
June 26, 3045:
Ehud System
Uh oh. First of all, we jump into Ehud System and it is quite noisy out here. Someone is here.
Class G Yellow
Class V Main Sequence
4 planets, 1 habitable
After some scanning, we find two JumpShips at the Nadir jump point (We are at Zenith). Who are they? Let me roll.
We hail them, using the LosTech Prospecting Story. They hail back. They also claim to be LosTech Prospectors. Let’s meet up! A JumpShip can move in a system, and it can move at about the speed of a DropShip at 1G, so we can get to their point in twice the number of days it takes to get to the planets. Looks like 14 days to get to them. In the meantime, we can send one DropShip to the planet to scan it - the Santos-Dumont.
Abe Sargent
11-18-2009, 12:48 PM
July 3, 3045 - The Santos-Dumont arrives at Ehud Three.
60% Water
Standard Pressure
Breathable
Warm
Reptiles
Climate: Warm Earthlike
Special? We get a +5 to this roll….
I roll a 10. I get extra rolls:
MERDE. I actually rolled BOXCARS A SECOND TIME. Then I rolled an 8 which goes up to 13 (Lost Colony - inhabited).
So according to our rolls, this has BOTH an inhabited colony AND an inhabited Star League Outpost with…let’s see…Colony is Pre Star League and Outpost is Colonists who fled around the time of the First Succession War.
There is no escaping it a second time. Something is up here. Either we found one of the biggest finds in Explorer Corps HISTORY, bigger than Columbus, bigger than Alfirk, bigger than the Jarnfolk, OR, we again screw the dice and say it’s worse than it appears. How can this planet have both a colony and an outpost? Let’s see if there is anything I can jack into.
Say hello to a planet of my own creation, since nothing seems to work.
Abe Sargent
11-18-2009, 01:20 PM
The History of Cimmeria - In the mid 2300s, a large, well funded group of colonists left the Terra System for parts unknown. After traveling for three years, they found the Cimmerian System and loved the planet we call Ehud Three. It was slightly warmer than Terra, but otherwise it was perfect.
For 300 years, the colonists of Cimmeria built up a civilization with cities, industrial and agricultural concerns on the Ijawi Continent located on the north of the planet. The Faylor and Greshin Continents had been deemed sacred by the colonists, and were not disturbed.
In 2680, the first Star League Explorer Team discovered Cimmeria. They made contact with the locals, who were quite surprised to find anyone in their star system. Initial contact went very well, and the SLET decided to use Ehud One as an Outpost for both future SLET missions and as an embassy for the Cimmerians. However, they chose to settle the Faylor Continent, which made many Cimmerians uncomfortable.
For 34 years, the SLET and Cimmerians lived in peace, as a liberal contingent of Cimmerians was in power. Then, on November 14, 2714, there was a coup in the Cimmerian government, and more conservative and religious elements took over. They used the SLET presence as an excuse to take over the military, and now the various tanks, infantry and conventional fighters of the Cimmerians were in the hands of the same people who were against the Star League Exploration Team’s presence.
During those 34 years, the SLET had expanded their base significantly. It had drydock, several barracks, storage depots, observation posts, medical facilities, and defensive facilities, including turrets and towers. They also had power armor infantry, AeroSpace Fighters, tanks and some BattleMechs. Since they had known for decades that some members of the Cimmerians did not like their presence, the SLET had plenty of time to have a nice garrison, just in case of a rainy day.
For the next seven years, the new conservative government continued to consolidate power and agitate against the SLET presence.
Then a highly unusual event changed things of Cimmeria forever. An asteroid was observed as being directed for its orbit in the system and headed towards Cimmeria. As it drew closer, religious furor increased. The leaders said it was the Vengeance of God, and that only an attack against those that would defile holy ground would force God to stay his vengeance.
Within a few days, rioting began. SLET officers and even family members found on the Ijawi Continent were imprisoned, and after a few days trial began. The first trial was quite public, of an infantry platoon member. After two days of a largely kangaroo court, the member was sentenced to death.
Before they could carry out the sentence, that night, a large number of SLET BattleMechs, fighters, tanks and infantry broke into the jail and freed all of the Star League personnel and their families and took them back to their bases o the Faylor Continent.
With armed action against them known, the Cimmerians declared war with the SLET. Predictably, just a few days later astronomers announced that new information showed that the Vengeance of God would miss Cimmeria by a slim margin. The leader proclaimed that God was on their side, and it was hard for anyone to argue that. Of course, the SLET had known it was going to miss all along, and they suspected that the leaders knew too, they just used its close range to their advantage.
Despite the declaration of war, the SLET continued much as normal. The Cimmerians did not have the technical advantages the Star League personnel had. Additionally, the SLET had BattleMechs, which could level any fight, plus they still had their DropShips that they could send out to get reinforcements if needed.
A quiet ceasefire had settled on the situation when one day, a small group of highly motivated but suicidal Cimmerians blew up the Hyper-Pulse Generator in the Faylor Continent. They were all killed in the explosion that followed.
Now the SLET were pissed off and ready to actually begin war. 2724 was the year war truly began on Cimmeria. The natives used tanks, infantry and fighters while the Star League forces used all of those but better, plus BattleMechs.
Within a year, the SLET base had barely been breached, but several settlements on Ijawi Continent had been destroyed when the SLET had tried to send messages.
Then a clever raid by the Cimmerians combined with an assault by force with most of their assets resulted in the Cimmerians taking two Star League BattleMechs away.
After that, hostilities began to die down, and the SLET, who had never wanted this conflict in the first place, was willing to let things die down too. For years, the war, although never officially cancelled, was in name only. The HPG was fixed, new forces were rotated in and the size of the SLET garrison was doubled, just in case.
Then, on 2748, the SLET was attacked by a renewed assault force, and they discovered that the Cimmerians had built their own BattleMechs, and a company of Mechs joined the assault. The SLET was initially surprised, but manages to destroy two of these mechs before the Cimmerians fled.
After some discovery, the SLET found out that the Cimmerians did not have a factory that they used to build these mechs, but instead had built them all by hand using the two captured in 2725 as blueprints for how to build a mech. The SLET send for more reinforcements, since they had lost some tanks, three mechs of their own, and more.
In early 2749, a Star League DropShip with new mechs and materiel for the battle arrived at the planet, but as it began to descend, the Cimmerians sent every single conventional fighter they had at it. Despite the technical superiority of the Star League fighters and pilots, the DropShip was forced down on the Greshin Continent due to numerical advantages by the Cimmerians.
A scramble began, and the leaders on the Ijawi Continent announced that God had told them the holy ground was for just them now, as a reward for their service, and then sent a team to collect the DropShip. The first group to find and recover the DropShip was sure to gain some significant materiel.
In order to secure their DropShip, the SLET sent a large number of their BattleMechs and fighters to the Greshin Continent while the Cimmerians just sent infantry and tanks. The Ijawi mechs and conventional fighters swung over to the SLET bases and began to attack while the bulk of the SLET forces were away. Forced with either losing materiel, or losing buildings and people, the SLET chose to retreat back to their base, and of course, as they left, the Cimmerians mechs retreated as well.
With the DropShip secure, the Cimmerians put guns to the heads of the Star League Personnel and forced them to fly it back to their capital, where they executed the personnel. They now had a DropShip plus all of the mechs and supplies that the DropShip had been bringing. With the 12 new mechs, plus ammo, armor and parts, the Cimmerians now boasted around 22 mechs, while the Star League had two companies, minus the three lost in battle, so 21. The forces began to look even.
It is 3045. The Star League fell and no more supplies were ever sent to the SLET base. Over the centuries, the fighting has moved from attacks on each, to fighting on the Greshin continent as more mineral deposits are found there, and the Ijawi ones became largely exhausted. No side has ever won other the other, and the sides have alternated between open conflict and hostility, or just lapses for a few years in the fighting punctuated by the occasional skirmish.
The Faylor Continent has one city that grew up around the SLET base. It is fully functional. They have farms on the southern outskirts of their city. There are several mines on the Faylor Continent, all working well.
The Ijawi Continent has a large number of cities, fishing, farming, and a few mines that are left, but most have dried up.
The Greshin Continent has several mining outposts by both sides, and looks like nature has been devastated by centuries of conflict.
Each side still has BattleMechs. A few go back to the Star League era, but most are actually made by techs out of the parts of destroyed mechs, or altered with materiel as time goes by. Each side has a large number of infantry. The SLET still has a handful of AeroSpace fighters, and both sides have tanks, and conventional fighters.
The level of technology here is pretty good. The SLET is at Star League level of technology, but they have lost some things, like their HPG station. The Cimmerians are at about the same level of technology as the Inner Sphere right now, with some LosTech due to their association with the Star League for years, plus raided things off of them.
Abe Sargent
11-18-2009, 02:24 PM
When we arrive to drop satellites and scan the surface of Cimmeria, both sides hail us. There has not been a ship or any sign of life in the Cimmerian system except twice there were these highly decorated JumpShips that jumped in, and then jumped out, without ever investigating. Therefore, we are really unusual. They also think the LosTech prospector JumpShips are ours and that we are all together.
Each side wants us to land in their area and trade with them. We suspect that both want military supplies.
Cimmeria is a highly unusual situation. ComStar could land, join one side, with our mechs we could get one side to win, and then ally with that side permanently. They’d probably do that with the Star League side for a chance for their information.
On the other hand, we could visit both sides, do some non-military trading, and then initiate relations with each side, and then blast off again.
Or we could just leave. Which one sounds like the most fun?
Abe Sargent
11-18-2009, 02:38 PM
July 5, 3045 - We land at the SLET outpost. We are greeted by many descendants of the original Star League that stationed this post. We are led to a central room in the old base where we meet Capt. Jake Hardesty. Capt Hardesty is the leader here, they apparently still run their side like a military organization. ComStar takes the lead on all communications, but Colonel Braham Essex and Lt. Amber Revleron are there as well.
We are warmly greeted, and ComStar begins trade, but not for materiel, but for medical supplies, food, and more. On several occasions, they imply that they want us to help them, and they ask for ammunition twice, but other than that, they are quite pleasant.
July 6, 3045 - We blast off from the SLET outpost and land in one of the fields surrounding the second largest city. Because we were planned to land here, large crowds have gathered, with signs. As we disembark, the crowds erupt in applause and cheering. They are holding signs like Welcome Servants of the Lord and Welcome Home Angels.
One of their leaders ushers us into a nearby farmhouse that has been taken over by the government for this occasion. They want to know when we will strike their enemies, and how soon. ComStar begins by saying that we did not trade any weapons, ammunition or armor to the Star League descendants, which makes them happy. However, ComStar continues by saying that we also will only be trading food and supplies to you as well, because they don’t want to take sides, at least not yet. At that, the leader gets quite upset, visibly so.
She types something on a communication device she has, and then gathers herself, before continuing. She asks when we will be able to pick a side. ComStar says we have to go back and talk to their superiors, that they cannot simply make a choice for their entire organization. Meanwhile, we can trade, explore.
After a few minutes of this, I begin to become wary. Excusing myself, I get up and take a look around. The people that were here a few moments ago have disappeared. “We need to go,” I announce, and I begin moving to the DropShips. The ComStar folks are not sure what to make, but Amber follows my lead immediately. I order the ComStar armored infantry off the Santos-Dumont immediately.
Within a minute, they begin disembarking as the ComStar dignitaries finally understand my command. Suddenly, we begin to hear the sonic boom of fighters overhead. The Cimmerian guards are fleeing. I order our infantry to cover the dignitaries as we begin to load up.
Gunfire begins to rain down from above and our DropShip weapons begin to open up into the sky. I order them to lay down a barrage of fire, just keeping the fighters from us. Meanwhile, we begin to load back up. One of the ComStar dignitaries is killed by strafing but everybody else makes it out. I order our DropShips to rise, and as they do, we can get enough elevation to launch our 8 AeroSpace Fighters.
After a few moments, the fighters launch, and I order them to screen us back into space.
Well, that was not…civil.
We are back in orbit around Cimmeria. We have several options. We can go back down and join the Star League side and try to win the war, but even if they were to win the war, the entire Cimmerian populace is against them. They have been indoctrinated. I don’t think the battle on the planet could ever end.
We say good bye to them, and launch back out.
Abe Sargent
11-18-2009, 03:03 PM
July 14, 3045 - We arrive at the LosTech prospectors location and have a meeting.
July 15, 3045 - They have told us about an interesting system one jump from here that has a double star. Our techs want to analyze it, so we are going to jump there.
July 17, 3045 -
We arrive in the Esau System
Star #1
Class M Red
Class III Ordinary Giant
Star #2
Class G Yellow
Class III Ordinary Giant
# of planets: 3
Any habitable? One
Aug 2, 3045:
Esau Three
30% Water
Standard Pressure
Tainted Atmos
Medium Temp
Plants
Climate: Warm Earthlike
Special - Nothing
It is unusual to find a habitable planet in a binary system. The presence of a binary star makes it much harder to support life as a general rule, because the life band is smaller and the likelihood of having a planet in there is not as good. Here you have one that is not great, because of the tainted atmosphere, but it is quite livable.
Abe Sargent
11-18-2009, 03:23 PM
Aug 20, 3045:
Deborah System
Class A White
Class V Main Sequence
0 planets
Aug 21, 3045:
Othniel System
Class G Yellow
Class I Bright Supergiant
3 planets. 0 habitable
Aug 31, 3045:
Elon System
Class M Red
Class IV Subgiant
8 planets, 0 habitable
Sept 2, 3045:
Shamgar System
Class F Yellow White
Class II Bright Giant
4 planets, 0 habitable
Abe Sargent
11-18-2009, 03:45 PM
Sept 12, 3045:
Tola System
Class A White
Class II Ordinary Giant
3 planets, 1 habitable
Oct 1, 3045
Tola Two
40% Water
Low Atmosphere Pressure
Tainted Atmos
Low Temperature
Microbes
Climate: Z1-6 Arctic
BRRR
Special: Severe Weather and Storms. Must be Ice storms. Cold.
Abe Sargent
11-18-2009, 03:57 PM
Oct 20, 3045:
Jephthah System
Class K Orange
Class IV Subgiant
5 planets, 2 habitable
Oct 25, 3045:
Jephthah One
80% water
Standard pressure
Breathable
Medium Temp
Amphibians
Climate - Z 4-6 Jungle, 3 - Arid, 2- Warm, 1- Cool
Special: Nothing
Not a bad planet at all for habitation, except it’s a bit on the warm side.
Our scans show tremendous mineral wealth here, and ComStar marks it for future explorations.
Oct 29, 3045:
Jephthah Two:
30% Water
Standard Pressure
Breathable
Medium Temp
Amphibians
Climate: Warm Earthlike
Special: There is a habitable satellite
Oct 31, 4045:
Jephthah Two A:
40% Water
Standard Pressure
Breathable
Medium Temp
Amphibians
Climate: Warm earthlike
I keep rolling the same things.
Special: Nothing
That means in this system are mineral riches and three easily colonizable places. Jephthah is a great system! It’s too bad no one ever found it. It would have been a dream to colonize.
Abe Sargent
11-18-2009, 04:53 PM
Nov 8, 3045:
Abdon System
Class M Red
Class II Bright Giant
5 planets, 0 habitable
Nov 10, 3045:
Jair System
Class M Red
Class III Ordinary Giant
7 planets, 0 habitable
Abe Sargent
11-18-2009, 05:01 PM
Nov 17, 3045:
Ibzan System
Class A White
Class VI Subdwarf
1 planet, 1 habitable
Dec 18, 3045: We honor the Fall of Andurien
Dec 24, 3045:
Ibzan One ( I am subtracting 2 from each roll, which usually ends up in a lousy planet)
40% Water
Standard Atmos. Pressure
Tainted Atmos
Low Temp
No Life
Climate: Z1-3 Arctic, Z4 Boreal, Z5 - Cool, Z6 Warm
Special - Nothing
Not a bad planet for here, but no life and tainted atmosphere make is hard to want to settle.
Abe Sargent
11-18-2009, 05:26 PM
Jan 30, 3046:
Eli System
Class F Yellow White
Class IV Subgiant
5 planets, 1 habitable
Feb 12, 3046
Eli Four
60% Water
Standard Pressure
Tainted Atmos
Medium Temp
Amphibians
Climate: Cool Earthlike
Specials: Roll again twice and select one. There are some ruins here and we land to investigate.
Feb 17, 3046 - After five days of investigation, we find no major structures, just some ruins of an age and nature we cannot identify.
Feb 20, 3046 - While returning to our JumpShip, someone else jumps into the system. After an hour, they appear to be launching a lance of fighters at the King Arthur, which launches its two fighters in defense. We launch ours because they can accelerate at a much higher G rate. We also increase our speed to 2 G. Very uncomfortable.
The unknown JumpShip scrambles 6 more fighters, giving them 10 total and they will probably beat the ComStar fighters. The King Arthur recalls their fighters, and just as soon as they have returned, the King Arthur begins to jump. A few minutes later, they are gone. We will continue to the jump point. With their LF battery, the King Arthur can jump back into the system later to see if we won, and then jump back out again if we lost. Our fighters come back and join us at 2 Gs
Feb 21, 3046 - Our fighters and our DropShips arrive at the Nadir jump point, and the unknown ships launches its ten fighters. Due in part to some Star League technology on the ComStar fighters and greater piloting, they manage to destroy four of the unknown fighters, but two of theirs have been destroyed. The unknown party withdraws their fighters.
We recall our fighters and hold our ground. The unknown entity must be well equipped because the jump back out, indicated an LF battery.
Feb 28, 3046 - Our ComStar Merchant-class JumpShip arrives back, and we load up.
Abe Sargent
11-18-2009, 05:50 PM
March 1, 3046 - We arrive at Alfirk. This is a system and lost colony that was discovered by ComStar 50 years or so ago. Every few years, ComStar visits Alfirk and brings them news, trades, and so forth.
March 22, 3046 - After a week of R&R on Alfirk, we head back out.
March 27, 3046:
Abimelech System
Class K Orange
Class II Bright Giant
9 planets, 2 habitable
April 1, 3046:
Abimelech Four
40% Water
Standard Pressure
Tainted
Low Temp
Plants
Climate: Z 1-4 Arctic, Z5 Boreal, Z6 Cool Temperate
Special: Nothing
April 4, 3046:
Abimelech Five
30 Water
Standard Pressure
Tainted
Medium Temp
Fish
Climate: Ze 4-6 jungle, Z3 Arid, Z2 - Warm Z1 Cool
Special: Severe Storms
Abe Sargent
11-18-2009, 06:05 PM
April 12, 3046:
Isaiah System
Class M Red
Class I Bright Supergiant
1 planet, habitable
April 16, 3046
Isaiah One
0% Water
Standard Pressure
Tainted
Low Temp
Plants
Climate: Cool Earthlike
Special: Nothing
That was a planet created with a -2 and yet it came out almost perfect except for the tainted atmosphere, and I’ve seen a lot worse.
April 22, 3046:
Ezekiel System
Class A White
Class III Ordinary Giant
4 planets, 0 habitable
Abe Sargent
11-18-2009, 06:17 PM
April 23, 3046:
Jeremiah System
Class K Orange
Class VI Subdwarf
6 planets, 2 habitable
April 29, 3046
Jeremiah Two
30% Water
Standard Pressure
Breathable
Medium Temp
Fish
Climate: Warm Earthlike
Special: Nothing
Just a nice, habitable planet
May 2, 3046
Jeremiah Three
20% Water
Low Pressure
Toxic Atmos
Low Temp
Amphibians
Climate: Earthlike
Special: Nothing
Those are some weird lifeforms to be in this planet.
Abe Sargent
11-18-2009, 06:40 PM
May 14, 3046:
Baruch System
Class B Blue White
Class VI Subdwarf
0 planets
May 15, 3046
Elijah System
Class B Blue White
Class II Bright Giant
No planets
May 25, 3046
Elisha System
Class A White
Class III Ordinary Giant
1 planet, habitable
July 1, 3046
Elisha One
30% Water
Low Pressure
Toxic
Low Temp
Microbes
Climate: Cool Earthlike
Special: None
Abe Sargent
11-18-2009, 06:49 PM
Aug 10, 3046
Hosea System
Class G Yellow
Class I Bright Supergiant
1 planet, not habitable
Aug 12, 3046
Amos System
Class A White
Class I Bright Supergiant
No planets
Abe Sargent
11-18-2009, 07:03 PM
Aug 27, 3046
Micah System
Class M Red
Class V Main Sequence
7 planets, 2 habitable
Sept 1, 3046
Micah One
50% Water
Standard Pressure
Tainted
Medium Temp
Fish
Climate: Earthlike
Specials: There appears to be a large magnetic something on an island in the Warm Temperate Zone.
Sept 2, 3046:
We land and begin searching.
Sept 4, 3046: After some searching, we uncover a small Star League listening post, long since covered by the sand and waves. The tainted atmosphere, beating waves and sand has broken through the walls of the post and covered everything. None of the electronics here will work, and there is nothing salvageable.
Sept 7, 3046
Micah Two
20% Water
Low Pressure
Tainted Atmos
Medium Temp
Amphibians
Climate: Cool Earthlike
Special: Severe Storms
Abe Sargent
11-18-2009, 07:41 PM
Sept 15, 3046:
Obadiah System
Class B Blue White
Class VI Subdwarf
No planets
Sept 16, 3046:
Nahum System
Class G Yellow
Class V Main Sequence
4 planets
2 habitable
Sept 19, 3046
Nahum Two
80% Water
Standard pressure
Breathable
High Temp
Amphibians
Climate: Z1-3 Arctic, Z4 Boreal, Z5 Cool, Z6 Warm
Special: Nothing
A bit cold, but a nice planet to settle.
Abe Sargent
11-18-2009, 07:53 PM
Sept 24, 3046
Nahum Three
90% Water
Standard Pressure
Breathable
Very Warm Temp
Birds
Climate: Earthlike
Special: I roll a high number and add a huge bonus. I get two rolls and get to keep both. Here we go:
I roll…
A 2, which plus 5 is a 7, nothing. And a ten, which +5 is 15 and more rolls:
6, which +5 is 11 and that’s Star League facility abandoned
8, which +5 is 13, which is Lost Colony - inhabited. From when? Recently
There are a large number of DropShips on planet, and a lot of signs of recent activity. We are hailed as we deploy the satellite. Baron Sven Jorgensson of the Free Rasalhague Republic has claimed this planet and has set up shop here, with a large, self-sustained LosTech recovery operation. We claim we are mineral surveyors looking for planets for a corporation. We give them a name of a corporation that acts as a cover for ComStar.
After a few minutes, they welcome us down.
Sept 25, 3046 - We land on the planet. In addition to recovering LosTech from old caches, the FRR also appears to be using the planet to sustain itself, with mining, light industry, and heavy fishing getting enough food and supplies to keep the operation running. It looks like the planet is rich in fossil fuels as many off shore platforms can be seen.
We are welcomed, but told that this system has been claimed by the Baron, and we cannot explore any of the planets here for mineral rights until they have left. However, once the operation here is over, they will leave the system, and we can come back.
They expect to be here for another ten to fifteen years. They say they found it by accident when a Rasalhaguan JumpShip, misjumped and arrived here, and moved to scan the system to find out where they are. After scanning and finding what appeared to be massive Star League era caches, they plotted a route back home and initiated scouts and later companies to come out here. They’ve been here since 3037.
They claim to have found over 30 LosTech mechs and some Star League era battle armor.
Sept 30, 3046 - We lift off from the planet. ComStar can do nothing here, and it is obvious that everything here will be stripped away. However, ComStar will check back in 20 years or so, just to make sure.
Abe Sargent
11-18-2009, 08:05 PM
Oct 7, 3046:
We arrive back at Columbus. There are some instructions waiting here for us.
ComStar system CS356 is a way-station for supplies but recently a band of pirates have taken over the planet, and we have to go there and tell them to knock if off. CS356 is 52 light years from Haven, so after we take out the pirates, we are to go to Haven via an uncharted system, and check up on the locals there. Then come back.
Oct 14, 3046: After restocking, we are back in the saddle. Because we are expecting combat, we have a lot of extra armor and such in the ships.
Peter System
Class M Red
Class II Bright Giant
6 planets, none habitable
Abe Sargent
11-18-2009, 08:13 PM
Oct 15, 3046:
John System
Class A White
Class VI Subdwarf
2 planets, 1 habitable
Nov 23, 3046:
John Two
20% Water
Low Pressure
Toxic Composition
Medium Temp
Microbes
Climate: Z1 Warm, Z2, Arid, Z3-6 Jungle
Dec 18, 3046 - We honor the Fall of Andurien.
Abe Sargent
11-18-2009, 08:36 PM
Jan 3, 3047:
Judas System
Class K Orange
Class V Main Sequence
1 planet - yes habitable
Jan 9, 3047
Judas One - 60% Water, standard pressure, Breathable, warm, Reptiles
Climate: Z 6-4 Jungle, Z3 Arid, Z2 Warm, Z1 Cool
Special: Habitable Satellite
Jan 11, 3047
Judas One A
90% Water
Standard pressure
Breathable
Warm
Reptiles
Climate: Warm Earthlike
Special: There are some buildings here.
Jan 14, 3047 - After some investigation it appears that a colony was settled here, but slowly, after decades, failed to take hold and died off. It looks like they never really tried too hard, because a lot of the buildings and infrastructure you would normally expect to see is either really small or absent.
Jan 23, 3047:
Matthew System
Class B Blue White
Class VI Subdwarf
No planets
Abe Sargent
11-18-2009, 09:00 PM
Jan 24, 3047 -
CS346
There are no JumpShips in system, so we burn fast for their planet.
Jan 27, 3047 - We arrive at the planet. There is a lot of activity in a small group of hills. That appears to be the pirate base. We don’t know if they noticed us or not, there is no DropShip here. We drop our DropShips nearby and send out fighters just in case. The Fighters hit them and force them to stay in one spot until we can arrive.
We load up our mechs and move out.
We arrive and see a large number of pirate mechs - 12 an exact company. They are not pirates at all. They recognize the crossed black sword and gun on a red tartar background of Kilts and Commandos and they yell at us. “We have a death oath against you. Prepare to be exterminated. The Beta Company of Vinson;s will kill you.”
What are they doing out here? Anyway, as you might recall, I accidentally killed their CO’s son in a Solaris VII match, and now the have sworn to kill me. They don’t know this is me out here, but they have sworn a Blood Oath.
This match will be using Blood Oath rules. That means:
1). There is no surrender for either side. You fight until one side has no more mechs
2). You may not flee. No one can flee a mech from the edge of the board.
3). No pushing off. Normally, you can push a mech off the side of a board and they are removed from the game, but it’s cheesy and I rarely do it. It cannot be done today.
We are fighting by a mountain lake with a few trees.
Our foe:
Stinger
Catapult
Hunchback
Javelin
Dervish
Thunderbolt
Atlas
Shadow Hawk
Rifleman
Wolverine
Firestarter
JagerMech JM6-S (the one with AC2 and 5s)
The Atlas, Rifleman and Firestarter are veteran
Abe Sargent
11-19-2009, 01:22 AM
We win init. They are all hiding behind the mountain. Wimps. Just weapons fire
We win init. I hop our Ostscout above their Stinger so that I have a chance to punt the head. We exchange fire. The Ostscouts and….destroys the head. The Stinger falls to the ground. It’s not often that an Ostscout gets a kill with its little jinky medium laser, but hey, I just got a nice one.
We win init. I jump our Spider to get a chance at punting a Rifleman’s H. Weapons fire exchanged. The Spider kicks…hits an arm.
We win init with Tactical Genius. More weapons fire exchange.
We lose init. We’ve been firing at their Hunchback T Bolt and Rifleman when they expose them. Our Awesome hits their Hunchy’s gyro. Then our Ostsol destroys its CT complte.y
We win init with Tactical Genius. We hop our Spider into another head punting chance on their Rifleman. Our Marauder destroys the RT of their T Bolt. Their Atlas’s needs an 11 with their AC20, rolls a 12 and hits our Spider right in the CT. Dead Spider. Not recoverable. Their T Bolt hits an engine on its way down.
We win init. Their T Bolt tries to stand, falls hits its Lrm ammo, and explodes. I jump our Ostscout next to their JagerMech. We miss the kick.
We win init. They have moved their forces behind the hill, so I move my forces from the hill to force them over. Our Awesome (me) destroys the Rifelman’s head with a PPC. Our Warhammer destroys its RT too.
We lose init on round 9. Minor exchange of fire.
We win init. Our Warhammer destroys the RA of their Shadow Hawk.
We win init again.
We lose. We hop our Ostscout by their Firestarter, Our Awesome hits an LRM15 on their Catapult. Our Ostsol gets a Limb Blown Off Critical on their Shadow Hawk;s LA. Our Grasshopper destroys the S hawks RT and the Catapult’s LA. Our Charger falls after taking some hits. Their Firestarter kicks and hits two leg actuators in our Ostscout.
We win with tactical genius. Their S Hawk, severely damaged, moves into the lake. One of their mechs fell into the water and was breached, but I don’t know which. My Awesome hits two jump jets on their Cat. Our Grasshopper gets a Limb Blown Off critical on their Dervish’s LA.
Init is lost this turn by us. Our Ostsol destroys the Dervish;s RA and LT.
We lose init again. My Awesome destroys the Dervish CT. It is recoverable.
We lose init. My Awesome hit’s a FS’s engine and gyro. Our Marauder destroys the LT of their JagerMech. They set the woods we were hiding in on fire. Little bastards.
We win init. Nothing much this round, I need to reposition.
We win init on rnd 18. I hop our Grasshopper by an elevated hill early in the round in order to entince one of their mechs to jump on the hill to try and punt my head and their untouched Jav takes the bait and jumps there. My Awesome destroys the RL on their Javelin.
We win init by a score of 12 to 2. I’ve never seen that before. Our Marauder destroys the LL of htehir Jav so that is salvage too,
Rnd 20 - they have four mehcs left - Atlas, Wolverine, Catapult and JagerMech. We win init. I order my scout forces to speed up and out flank them on the east.
We win again. Our scout units hammer their bruised Cat but it still stands. Our Warhammer and Grasshopper have taken the hill and are keeping their Wolverine and Atlas busy. I hop our G Hopper behind their Atlas. Our Mongoose hit a foot and engine oon their JagerMech. Our Mercury destroys the LT on their Cat. Our Ostsol hit’s the Cat’s engine twice and gyro once. The Cat falls an destroys its own CT. Our Hopper pushes their Atlas into the water but it doesn’t fall.
We win init. Our Ostsol destroys the JagerMech’s RA. It falls. So does their Wolverine.
We win init. Their JagerMech tries to stand, falls, and hits its AC 5 and explode.s That leaves just their Atlas and Wolverine.
We lose init. I have moved my Awesome and Marauder to where they can fire at the Atlas too. Our Maruader hits is LRM20 and SRM6. It hit’s a PPC on my Marauder. Our Grasshopper kicks and destrosyt eh LA and LT of their Atlas.
Rnd 25 and we win again. Our Marauder hits its engine and gyro. Our Ostsol hit sits gyro, dead mech., It tumbles and destroys its CT. Their Wolvie falls after being kicked by my ‘Hammer.
We win init. Our Hammer destroys the Wolvie’s RA, RT and hits its engine and gyro once each. It falls and it’s CT is breached and it is destroyed. All enemy mechs are defeated.
Abe Sargent
11-19-2009, 05:04 PM
Salvage:
Stinger missing H
Hunchback missing engine with gyro hits
T Bolt RA, LA, LL, RL
Rifleman missing H, RT
Shadow Hawk LA
Dervish missing RA, LT, RT engine with gyro hits
Jagermech LA
Javelin missing RL and LL
Atlas H, RT, RL, RA, LL
Catapult with lots of gyro and engine hits, missing LT, RT, RA, LA
Wolverine with gyro engine hit once each, missing RA, RT
Firestarter with engine and gyro x1
Our Own Salvage:
Spider H, RT, RA, RL, LL, LT, LA
Lot of repairs coming. No body parts though, just weapons, actuators, armor, etc.
About 45 tons of armor needed for our peops.
Vinson‘s Vigilantes were apparently guarding this ComStar depot when the unit stumbled on it earlier while exploring for mineral resources for a corporation. They actually thought it was a Star League cache not ComStar. ComStar will have to move it before Vinson’s can return.
Feb 8, 3047 - After cleaning out the Vigilantes, we launch from CS356.
Abe Sargent
11-19-2009, 07:28 PM
Feb 15, 3047:
Bartholomew System
Class M Red
Class VI Subdwarf
6 planets, 2 habitable
With such a small star, and a Class M, it only takes 2 days to get in and out.
Feb 17, 3047:
Bartholomew Five
40% Water
Low Pressure
Tainted Atmosphere
Low Temp
Fish
Climate - Z1-4 Arctic, Z5 Boreal Z6 Cool
Special: Nothing
Feb 20, 3047:
Bartholomew Six
10% Water
Standard Pressure
Tainted Atmos
Medium Temp
Fish
Climate: Cool Earthlike
Special: Nothing.
Feb 24, 3047:
We arrive back in the Haven system. That old JumpShip is still here. We make for Haven.
Abe Sargent
11-19-2009, 07:45 PM
March 2, 3047:
We arrive at the moon they populated. We are warmly greeted again. There has been no one else come by here. We do some trading and give them some news. We also warn them about Vinson’s Vigilantes.
March 26, 3047: We leave Haven behind:
Andrew System
Class M Red
Class III Ordinary Giant
9 Planets, no habitable
March 27, 3047:
Thomas System
Class B Blue White
Class VI Subdwarf
2 planets, 0 habitable
April 5, 3047:
James System
Class F Yellow White
Class I Bright Supergiant
1 planet, 0 habitable
Abe Sargent
11-19-2009, 07:56 PM
April 7, 3047:
Phillip System
Class G Yellow
Class III Ordinary Giant
4 planets, 2 habitable
April 15, 3047
Phillip Two
40% Water
Standard Pressure
Tainted Atmos
Medium Temp
Amphibians
Climate - Z1-4 Arctic, Z5 Boreal, Z6 Cool Temperate
Special: None
April 18, 3047
Phillip Three
50% Water
Standard Pressure
Breathable
Very Warm
Reptile
Climate: Cool Earthlike
Special: Habitable Satellite
Let's go check out that satellite
April 20, 3047:
Phillip Three A
50% Water
High Pressure
Breathable
Warm Temp
Reptile
Climate: Z1-3 Arctic, Boreal, Cool, Warm
Special: Looks like signs of life here.
We land and find some buildings. We spread out and initiate discovery.
April 24, 3047:
We find no sign of human habitation. This appears to be a colony set up in the past hundred years or so, but it looks to have never took. We suspect they left for some reason. Probably only here a few months, perhaps a year.
Abe Sargent
11-19-2009, 08:12 PM
May 4, 3047:
Simon System
Class B Blue White
Class IV Subgiant
1 planet, not habitable
May 5, 3047:
Paul System
Class G Yellow
Class V main Sequence
6 planets, 0 habitable
It looked good until we saw that none of the planets fell within the life ring.
May 14, 3047:
Mark System
Class G Yellow
Class I Bright Supergiant
2 planets, 0 habitable
Abe Sargent
11-19-2009, 08:29 PM
May 16, 3047:
Matthias System
Class A White
Class IV Subgiant
3 planets, 1 habitable
June 30, 3047:
Matthias One
40% Water
Standard Pressure
Tainted Composition
Medium Temp
Amphibians
Climate: Warm Earthlike
Special: Nothing
August 16, 3047:
Silas System
Class K Orange
Class II Bright Giant
4 planets, 0 habitable
August 18, 3047:
Barnabas System
Class G Yellow
Class I Bright Supergiant
3 planets, 0 habitable
Aug 29, 3047:
We arrive back in the Columbus System. Our contracts ends in a few months, so we begin to settle up.
Abe Sargent
11-19-2009, 08:39 PM
Here we go:
As a reminder, here was our contract:
Contract:
Length: 5 years
Salary: x3.7, x1.3, x2
Support: Battle Loss 50% and Straight Support 100%.
Salvage: Shared
Command: Integrated
Remuneration: No
Transport: Full
Bonus 20%
What we paid:
5,272,992 Salary and upkeep of unit including time spent getting to and back from contract.
850,000 Armor
1,100,000 - To fix Spider
What we got:
550,000 Loss of Spider Compensation
425,000 Armor Battle Loss
38,898,662 - Salary + bonus
1,024,560 - 100% upkeep of unit
Abe Sargent
11-19-2009, 08:58 PM
Shared Salvage:
Clint RA, LL, LT - 1.2 mill
Banshee - 9.5 mill
Crusader RA, H, LL - 1.5 mill
Commando RT, RA, RL, LL, LT, LA, H - 1.2 million, 750k to buy engine, CT and gyro and put back together
2750 Flashman w.o LA, LT and 3 engine hits. 15 million, 3.5 mill to fix
Grasshopper LA, RT, RA, RL 1.4 million
Stalker H - 750,000
Centurion w/o gyro - 3 mill, 350k to fix
Starslayer 4.8 mill
Phoenix Hawk 1b - 8.6 mill
Vulcan missing Leg - 3 mill: 400k to fix
Hornet missing Leg - 1.1 mill: 200k to fix
BattleMaster missing RT, RA - 7.1 mill: 1.4 to fix
Stinger missing H - 1.5 mill, 450k to fix
Hunchback missing engine with gyro hits -2.6 mill: 800k to fix
T Bolt RA, LA, LL, RL 1.6 mill
Rifleman missing H, RT - 3.7 mill, 1.4 to fix
Shadow Hawk LA 350k
Dervish missing RA, LT, RT engine with gyro hits 3.55 mill: 1.35 mill to fix
Jagermech LA - 750k
Javelin missing RL and LL - 1.8 mill: 600k to fix
Atlas H, RT, RL, RA, LL 2.3 mill
Catapult with lots of gyro and engine hits, missing LT, RT, RA, LA 3.2 mill : 2.4 mill to fix
Wolverine with gyro engine hit once each, missing RA, RT - 3.7 mill, 1.1 mill fix
Firestarter with engine and gyro x1 3 mill
Totals:
Total Salvage Value: 86.2 mill
Salvage allowed: 43.1 million
I take:
Starslayer
Phoenix Hawk 1b
low-tech Hornet
Catapult
Hunchback
2750 Flashman
Centurion
Javelin
Firestarter
Exactly 43.1 million
To fix: 7,850,000
Totals:
What we paid:
5,272,992 Salary and upkeep of unit including time spent getting to and back from contract.
850,000 Armor
1,100,000 - To fix Spider
7,850,000 - To fix salvage
What we got:
550,000 Loss of Spider Compensation
425,000 Armor Battle Loss
38,898,662 - Salary + bonus
1,024,560 - 100% upkeep of unit
43,100,000 - Shared Salvage Value
Total Made: 68,925,230
We also got 9 mechs, including three LosTech and one rare
Tellistto
11-19-2009, 09:07 PM
Nice going on not getting anyone preggers in that company, too. I still don't believe the man went 5 years without getting any!
Tell
Abe Sargent
11-19-2009, 09:25 PM
He's a bit older these days.
Abe Sargent
11-19-2009, 09:26 PM
Dec 1, 3047 - We arrive back in the Inner Sphere at the Rasalhague planet of Thule. This is one of three planets under the control of Baron Jorgennson.
You see, we agreed not to tell anybody else ComStar’s secrets, like that an Explorer Corps exists, the location of Columbus, etc. I’m totally okay with that. But, that relic of a JumpShip at Haven has only a tiny value to ComStar who has tons of JumpShips, plus some really advanced ones, and that one is primitive. But it does have value to me.
I contact the Baron and he takes my call (Remember, Rasalhague likes me, we have a unit in Rasalhauge, service, etc.) I tell him that I know the location of a relic JumpShip from the 2300s and I want to claim it as my own, but I need his help. He makes me a counter offer. If it works, and it is what we say it is, he’ll trade me a common Merchant for it. I agree in theory, but I want a Union DropShip too. He laughs. I point out that a relic JumpShip from the 2300s could go for a lot on the open market, but he reminds me that DropShips often cost more than JumpShips. A merchant JumpShip is much better in terms of use. I accept.
I leave some of my technical crew behind on Thule. They will jump to Haven. My rule is simple. Two jumps away from Haven, blindfold everybody on board, jump to Haven, download the route to chips and erase it. Fix the JumpShip, both come back, do the same thing on the way back. That way the Baron’s forces will never know where we went. Total expected transit time there and back, from Thule, 11 jumps, so about 3 months there, 3 back to Thule. Plus time repairing ship. We have a Merchant class JumpShip at Thule in 7 or 8 or more months. We can get it back to Epsilon Eridani from Thule in, let’s see, 4 months.
It works, and On February 4, 3049, our new Merchant class JumpShip arrives at Epsilon Eridani. We rechristen it.
Alright, now I have no clue what has been going on in the meantime, so let’s find out.
Abe Sargent
11-20-2009, 01:31 AM
Meanwhile......
Brought back post-Explorer Corps campaign to see what we is doing in the middle years.
June 1, 3042:
I send Vehicle Company on another garrison contract, this time to Tall Trees, a nearby planet. A three year contract. They leave to start their contract.
Aleph Company -
Phaeton Company
Trinity Company - Contract Begins April 30, 3042, ends May 1, 3046
Delta Company -
Cinq Company - Due Back June 27, 3042
Hex Company - Contract Begins April 30, 3042, ends May 1, 3046
Defender Company - Due back Oct 28, 3042
Typhon Company - Due back April 12, 3048
Heliades Company - Contract Begins April 30, 3042, ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
What I’d like to do is the contract for Hex, Trinity and Heliades companies for the FRR. Then I can come back and do everything else.
Support: Battle Loss 50% AND Straight Support 50%
Length: 4 years
Remuneration: No
Command: House
Salvage: Shared
Transport: Full
Salary: x3.7, x1.1, x1.3
13.5 % bonus
April 30, 3042 - We arrive on Kempten and begin our contract. This contract includes us moving around, sentry work, and so forth. It’s possible we might get raided by silly Dracs, but no one else will hit Kempten. We also might get moved if things start to fall apart. Unlike other mercenary units with the FRR, we have freer reign and are able to move about the populace. Most other Merc units, the few that the FRR has, are confined to certain bases and such. However, we are one of the heroes of the revolution, so we are okay.
Abe Sargent
11-20-2009, 02:03 AM
I’m not kidding. Rasalhague history texts spend a lot of time on the Ronin Wars and talk about the only two mercenary companies to act honorably. Of which we were one, according to them.
What I will do is roll to see if there is any action every so often. Perhaps a raid or something will come to break the monotony.
Jan 3, 3043 - We are moved to a planet near the border, Holmsbu. They are having problems with pirates.
May 1, 3046 - We found no pirates during our stay on Holmsbu. The FRR would like to re-up our deal.
Let’s contract it:
What we paid to get there, get back, and during the contract:
9,431,460 - salary and upkeep for my peops
26,721,116 - Salary and bonus
1 mill support
Total Made: 18,289,656
Before I agree to more contracts, I need to know what else is going on in K&C world, so let’s rewind and meanwhile this thing.
Abe Sargent
11-20-2009, 02:21 AM
Jun 10, 3042 - Contracts:
ComStar wants us for an Objective Raid somewhere. Probably the periphery.
Capellan Confederation wants us for Retainer.
An Independent World in the Periphery wants Pirate Hunting
Since we may not be getting any major contracts, I will probably consider good contracts that are far away. How much can this indy world afford, you know? Where and who?
Herotitus, a planet between the Magistracy of Canopus and the Taurian Concordat. We decide to send Delta Company.
Contract:
Transport: 50%
Salary: x2.7, x1.3, x1
Salvage: Full
Command: Independent
Length: 3 months
Remuneration: Yes
Support: 50% Straight Support
45% Bonus
Alright, Delta Company will arrive on Herotitus on Oct 30, 3042.
Abe Sargent
11-20-2009, 02:28 AM
The other contract is an Objective Raid by ComStar. Their target is….Buenos Aires. A planet deep in the Capellan Confederation.
We send Aleph Company.
Contract:
Salvage: Full
Transport: Full
Command: Indy
Salary: x4, x1.6, x1.2
Support: 50% Battle Loss
Remuneration: No
Length: 1 month
20% Bonus
Aleph Company will arrive in Buenos Aires Sept 12, 3042.
Abe Sargent
11-20-2009, 02:35 AM
July 1, 3042 -
Contracts:
Federated Commonwealth wants Garrison
Free Rasalhague Rep wants Pirate Hunting
FedCom wants Cadre/Garrison.
I send Phaeton Company to the Cadre/Garrison world - Smolnik. We can be there on Oct 8, 3045.
Contract:
Salvage: Full
Transport: 50%
Salary: x3.7, x1.3, x1.3
Length: 4 months
Remuneration: Nope
Support: 50% Battle Loss
Command: House
37.5% Bonus
Abe Sargent
11-20-2009, 02:40 AM
I want to keep a mech company on Eridani these days, so Cinq will stay here until Defender returns.
Aleph Company - Arrive Sept 12, 3042
Phaeton Company - Arrive Oct 8, 3045
Trinity Company - Ends May 1, 3046
Delta Company - Arrive Oct 30, 3042
Cinq Company -
Hex Company - Ends May 1, 3046
Defender Company - Due back Oct 28, 3042
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
I go ahead and do the Phaeton Company Contract.
We are not attacked. We will be back on May 28, 3043.
End of Phaeton’s Contract:
Just 1.2 mill made.
Phaeton Company is now Rating A.
Abe Sargent
11-20-2009, 07:42 AM
Now just two contracts left. Aleph Objective Raid and Delta Pirate Hunting.
We will begin with Aleph’s Obj Raid on Buenos Aires.
ComStar is pissed off because crazy chick Romano Liao is so crazy that she has ordered the HPS station on Buenos Aires taken. Instead of causing an international incident, ComStar prefers that we hammer the small Liao guard.
Sept 15, 3042 - We land at Buenos Aires and meet several ComStar folks who give us an update on the situation. Warrior House Kamata has the planets around Betelgeuse, including Buenos Aires, and they captured the HPG station at the behest of House Liao. There are a company of Kamata mechs garrisoning the station, because neither Liao and Kamata except trouble this far into Capella space, and they are keeping away ComStar ships.
Hence, us. I know. Frankly, you could have totally foreseen that ComStar would hire mercenaries, but Romano Liao is crazy, not smart, and House Kamata is one of the weakest of Liao’s Warrior Houses.
Anyway, our goal is to send away the Kamata forces, and the ComGuard will attack us, and we will run before them. Then it doesn’t look like ComStar just hired someone to take it for them, nor does it appear as if they took it themselves. Obviously, it wouldn’t fool smart people, but it gives the veneer of deniability that is needed.
Our foes:
Vindicator
Cyclops
Locust
Raven
Hunchback
Rifleman
BattleMaster 1D
Cataphract 2X
Dervish
Firestarter
Urbanmech
Marauder 3L
All are veteran
Here is their Cataphract, a mech usually in the hold of Liao, and a recently introduced mech a few decades ago. It is a 70 ton heavy mech with a large laser, AC10, 2 medium lasers and SRM4 plus 4/6 movement and 13 tons of armor, which s just one ton shy of the maximum amount you could put on a 70 ton frame, so that’s good. I like them, and in fact, I once had a modified one as Braham’s own.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3039/Cataphract%203039.jpg
Abe Sargent
11-20-2009, 05:04 PM
Here we go
There are some trees, a small pond, a concrete center and a few buildings here.
We win init 9 to 6. We throw a lot of fire at their BattleMaster.
We lose init 10 to 12. More exchange of fire.
We win 6 to 4. I am keeping the middle my ground by having my lighter mechs hop around in and around and behind buildings. Meanwhile, I am bringing my anvil lance and a few hammer lance forces down the left flank while my other hammer lance forces stand under cover and fire, keeping their forces pinned. This is a perfect synergy of why you have all three units on your squad, instead of just fire support or just assault or just scout. One pins them, another assaults them, and a third corrals them - all have value. Our Striker destroys the RA of their BattleMaster. Our Awesome’s LRM15 hit the MG ammo on their BattleMaster and it ‘splodes. It’s engine fails and goes up and strips some armor from their Rifleman and Firestarter.
We win init 8 to 7. More weapons fire exchanged. They charged a few mechs into the middle to try and break my trap. Now they are exposed.
We win 10 to 7. I move our Striker, Champion and Warhammer next to their Hunchy. Their Cataphract destroys the RT of my Warhammer. Their Marauder hits its engine and gyro once each. Our ‘Hammer hit’s the AC20 ammo in their Hunchback and it lights up. Our Awesome’s LRM15 gets a Limb Blown off critical on their Cataphract’s RA. Our Hammer remains standing despite gyro hit.
We win 12 to 7. I move our Striker and Champion up to their Cataphract. Their Rifleman destroys our Warhammer’s CT. Our Stiker hit’s the SRM ammo on their Cataphract and it splodes. Our BM hit’s a pair of leg actuaotrs on their Cyclops. Our Hunchy destroys the RT of their Rifleman. Their Cyclops makes all three piloting skill rolls of 7 and remains standing. Wow. Our Hunchy kicks and hits an actuator on their Rifleman, so it falls and destroys its LL.
And with that, House Kamata calls an end. They agree to leave the HPG station. We agree to allow them to leave.
Salvage:
Hunchback LA, RT
Cataphract RA, LA, LL
Rifleman RA
Warhammer RA, H, LT, LA, LL, RL
We need about 15 tons of armor. Other than the Warhammer, we didn’t lose too much armor. Sucks that we lost a mech without getting one back, which is quite rare.
Five days later, the ComGuard “attacks” and after some weapons fire, we run and leave them the station. They use our attack as an excuse to increase their guard.
Abe Sargent
11-20-2009, 05:17 PM
Sept 21, 3042 - Let’s settle up:
Salvage: Full
Transport: Full
Command: Indy
Salary: x4, x1.6, x1.2
Support: 50% Battle Loss
Remuneration: No
Length: 1 month
20% Bonus
We Spent:
150,000 - Armor
175,000 - ammo
415,770 - salary and upkeep
We Got:
429,926 - Salary + bonus
1.45 mill - 50% battle loss for armor and Warhammer
1,139,156 - Total Made
We will arrive back at Epsilon Eridani on Jan 15, 3043. We will move a Warhammer in the garrison to replace the destroyed one.
Abe Sargent
11-20-2009, 06:15 PM
Aleph Company - Due Back Jan 15, 3043
Phaeton Company - Due Back May 28, 3043
Trinity Company - Ends May 1, 3046
Delta Company - Arrive Oct 30, 3042
Cinq Company -
Hex Company - Ends May 1, 3046
Defender Company - Due back Oct 28, 3042
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Now just Delta Pirate Hunting, left, so let’s do Delta’s Pirate Hunting
Oct 30, 3042 - Delta arrives at Herotitus and they inform Delta that they are raided about every two-three months by a new pirate group which has about a company of mechs, and they want us to hide out and wait for the pirate’s arrival. Our contract runs four months or until they arrive.
Feb 3, 3043 - A black JumpShip arrives in the Herotitus system and we are told they are the pirates. They usually hit the mining complex on the red hills, so we go and hide out here.
Feb 9, 3043 - The pirates arrive and begin to fight some corporate tanks and vehicles. While they are busy, we warm up our mechs, and then cut them off from their DropShip. Desperate, they charge Delta Company in order to break through and make it back to their vessel.
The Pirates:
Wasp x2
Marauder
Griffin
Phoenix Hawk
Catapult
Blackjack
Wolverine
Atlas
Javelin
UrbanMech
Goliath
Scorpion
Quickdraw
We are fighting by a coast.
This is their Quickdraw, a 60 ton heavy mech with good 5/8/5 movement, light armor (8 tons), an LRM10, SRM4 and 2 front facing medium lasers, with another two facing the rear, and 13 heat sinks. There are variants of the Q Draw I think are quite playable, but the main one is not one of them
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Quickdraw1.jpg
Abe Sargent
11-20-2009, 08:38 PM
We lose init. I am moving out a large unit right down the coastline in order to just end this. We have better mechs and better MechWarriors. Our BattleMaster hit’s the SRM 6 and PPC on their Scorpion, meaning it has no weapons left. It falls and hit’s a couple of leg actuators.
We lose init 5 to 8. Their Scorpion fails to stand. I move three mechs by it - BattleMaster, Banshee and Awesome. We concentrate all of our fire on their untouched Marauder. By the end of the turn, it has had its AC5 exploded and destroyed. Three kicks later from our assault mechs and the Scorpion is destroyed.
We win init 11 to 7. In two turns so far we have taken out two mechs, and not little jinky light mechs, but a Marauder and Scorpion. Our Awesome destroys the LA of their P Hawk. Our Awesome falls, which sucks, cause I had positioned it to kick a Wasp.
We lose init 4 to 5. We stand up our Awesome and move into some light woods. It’s not much cover, but its something. They surrounded our Awesome with four mechs - Griffin, Wasp, Quickshot, Catapult. Our Black Knight hits one of their Wasps in the head and nails its sensors. Their P Hawk falls. Our Banshee punches and destroys their Griffin’s RT. After being kicked three times and them missing a 5 on a kick, our Awesome has to try 5 pilotng rolls (3 kicks, 1 miss, 20+ damage) and fails on the last one.
We win 11 to 7. They literally put a mech on all six sides on the Awesome. Instead of playing around, I just eject the Awesome. Our Banshee destroys the LL of their Urbie. Our B Knight hit’s the Griffin’s engine. Our Jav gets a through armor critical on their Atlas and hit a leg actuator. Our BM destroys the CT of their Griffin. It catastrophically fails and there is a BOOM that deals a ton of damage to our mehc,s and also shreds their Wasp. Their Wasp is destroys, another kill for the BattleMaster. Then the Wasp’s engine also fails containment and it explodes too. Wow. Their P Hawk loses its LL. Their Atlas, Urbie, P Hawk and Q Draw all fall.
We lose 4 to 8. Several of their mechs fails to stand - Urbie, Wasp, P Hawk. Their Atlas and Q Draw do stand, however. I hop our Spider to where he can Punt the Atlas H. Our Banshee destroys their Q Draw’s RA and our BM it’s torso. Their Cat goes internal with a Medium Laser to our Hammer’s head. Their Cat then falls. Our Spider kicks…and his the Atlas in its CT rear armor. The Atlas reels and falls down.
We lose 8 to 9 . We only have two more rounds of LRM ammo in our Cat and then we’ll have to move forward. A bunch of their mechs are savaged, I just need to finish them off. Expect this round to be We Kill Many Injured Mechs Round. Our Jav with a chance to Punt the Atlas. Our Crusader destroys the LL on their Wasp. Our B Knight hits their Atlas’s AC20. Their Wasp and Q Draw both fall. Our Banshee punches and destroys the CT of their Q Draw. It’s engine explodes, and it destroys the Wasps’ CT. Then the explosion hit’s the ammo on their P Hawk and boom! Three kills in one punch. Then the Phoenix Hawk’s engine explodes (I am not making this up). It deals 27 damage to our Javelin, which is destroyed. Then the P Hawk hits their Wolverine’s AC ammo and it explodes too. 4 kill on them and 1 on me in one punch. Our Crusader, their Cat and their Blackjack all fall.
And with that, they surrender. Wow.
Salvage:
Marauder LA
Scorpion H, LT, both Left Legs, both Right Legs.
Griffin RA, RL, LL, H, LT, LA
Wasp Hx2, RT, RAx2, LTx2, LA, LL, RL
Quickdraw H, RL, LL
Phoenix Hawk RA, RL
Wolverine LL
Once we get back, I assign a Phoenix Hawk from our garrison to replace the destroyed Javelin.
Two pilots leveled up:
Lt Miguel Juarez, in the Banshee, gets another edge.
Cristina Fernandez, in the BattleMaster, lowers her piloting and is now a 2/2 pilot.
We need about 45 tons of armor after that.
Abe Sargent
11-20-2009, 08:44 PM
The surrendered mechs still operational are turned over to Herotitus, who could really use them.
We get ready to settle up:
We Pay:
636,408 salary and upkeep
450,000 armor
200,000 ammo
1.85 mill transport
We get:
925,000 Transport
684,883 Salary + Remuneration + Bonus
40,000 - Support
Again, no salvaged mechs, just pieces.
We arrive back on July 29, 3043.
Abe Sargent
11-20-2009, 09:07 PM
Okay, let’s rewind. Back to Epsilon Eridani
November 1, 3042 - Defender Company got back a few days ago and I can send either Cinq or Defender out on a contract.
Let’s see what is out there.
Corporation wants Garrison
Capella wants Garrison
Capella wants Cadre/Garrison
Taurian Concordat wants Garrison
Wow, not a lot of versatility there. We decide to send Cinq to the Cadre/Garrison contract. Where to?
Carmen.
Let’s go ahead and do it.
Contract:
Length: 6 months
Transport: 50%
Salary: x3.7, x1.3, x1.2
Command: House
Remuneration: Nope
Support: 50% Battle-Loss
Salvage: Full
17.5% Bonus
Before they Leave, Ted orders them, and all other units to turn in their spares parts to the garrison, because no one is using them.
Feb 27, 3043 - We arrive on Carmen. There is a militia here that needs some training, but the governor recently had a falling out with the local Warrior House, so we are hired to give the boys in green some training.
Sept 1, 3043 - No one attacked Carmen, which would be tough this far inside the Confederation, and our training is complete.
We made around 200k.
We arrive back at Epsilon Eridani on Dec 15, 3043.
Abe Sargent
11-20-2009, 09:37 PM
Dec 1, 3042 - 6 more graduates from the Essex Academy, but we will put them in the garrison force until we get enough for another company.
Meet:
Ralili Museveni, regular
Carlotta Rios, regular
Giselle Bateaux, green
Lanica Dresdin, veteran
Tomoyo Shimizu, regular
Taheera Mahmoud, green
(I roll 1d6, on a 1 or 2 they were green, 3-5 regular, 6 veteran, just one veteran per class allowed, that’s our bright shining star)
Dec 18, 3042 - We honor the Fall of Andurien
Jan 1, 3043 - 11 enrollees into the Essex Training Academy. Wow, that’s a lot:
Current Class:
3rd Year: 8
2nd Year: 7
1st Year 11
The Academy’s fees almost pay for themselves now. We have invested well over 100 million into it.
Feb 1, 3043 - Aleph Company returned last week, so we can send out Defender whenever we want. Contracts:
Corporation wants Garrison
St. Ives Compact wants Retainer
Federated Commonwealth wants Objective Raid against….Outworlds Alliance.
That’s way too far away. Wait, I can’t do that anymore. I gotta take combat where I can.
Aleph Company -
Phaeton Company - Due Back May 28, 3043
Trinity Company - Ends May 1, 3046
Delta Company - Back on July 29, 3043
Cinq Company - Back on Dec 15, 3043
Hex Company - Ends May 1, 3046
Defender Company -
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
We will send Defender Company to Lushann. With so much of the FedSuns military oriented towards the Draconis Combine and Capellan Confederation, Duke Sandoval wants to raid Lushann Industrials Limited, one of the weaponry factories in the Outworlds Alliance. By having a raid or two, the Duke expects that the Alliance will not be tempted to use the FedSuns distraction against them. We are to land on planet, see if the defense allows us to raid the Lushann plant, if not hit whatever targets we can quickly, then dust off. They don’t want any of the salvage or supplies, they just want to take the Outworlds Alliance off guard.
Contract:
Salvage: Full
Command: Liaison
Remuneration: Nope
Transport: 50%
Support: Battle Loss 50%
Salary: x3.7, x1.6, x1.4
Length: 1 month
17.5% bonus
Defender company arrives in Aug 13, 3043.
Abe Sargent
11-20-2009, 10:07 PM
Aug 13, 3043 - We arrive on Lushann. Capt. Matthew Humphries and his Defenders begin to look for opportunities. A quick scout of the Lushann Ind. Lim. shows that there are way too many defenders for a simple company of mechs. Around a battalion of tanks, plus infantry and a company of mechs. That’s too hard.
Aug 24, 3043 - We find a perfect target of opportunity. There is a Lushann Storage facility about 120 klicks southeast of their main factory. There are just a company of mechs there, and that’s it. It doesn’t even look like there are tanks or anything there.
Time to mount up and ride out.
Aug 25, 3043 - Our DropShip arrives and we disembark about ten klicks from the facility. Seeing us on their radar, they warm up and move towards us to keep the fight away from the storage facility. I’m sure they radioed for help too.
At the end of round ten, if we have not won, we must surrender and surrender any salvage as well. Otherwise, the enemy will close and destroy us. If we finish early, we can grab the salvage and pieces with my mechs with hands, load them up, and blast off.
Our Foes:
Phoenix Hawk
Charger
Locust
Archer
Stinger
Cyclops
Warhammer
Shadow Hawk
Victor
Enforcer
Griffin
Jenner
Looks like they got one mech each from the Fed Suns and Drac Combine in the Enforcer and Jenner at some point in time. The pilots are regular, with a handful of greens and a vet in the Cyclops.
We are fighting in an industrial area a bit away from the storage facility.
This is their Cyclops. It is an underwhelming assault mech of 90 tons, with an AC20, LRM10, 2 medium lasers and an SRM4. It only has 10 armor on each arm, 17 on each leg, etc. It’s not a good mech. The weapons are okay, although they resemble the kind you might expect on a mech 10-15 tons lighter, and the armor is what you would expect on a mech 25 -30 tons lighter and the speed is on a mech about 20 tons lighter, so it is underwhelming. Still, leave it alone on a battlefield at your own danger because an AC20 backed by SRM, LRM and lasers can kill mechs.
http://www.solaris7.com/Images/TRO/BattleMechs/cyclops.jpg
Abe Sargent
11-21-2009, 01:11 AM
We lose init 4 to 10. Because we have to win quickly, I am pushing my mechs forward. We target their Archer and they target my Warhammer and both go a bit rocking.
We lose 6 to 9. Their Enforcer jumps on top of a building, it collapses, and it falls, and the pilot blacks out. Idiot. To be fair, we hopped a Firestarter on top of a building. We hop out Jav behind their Griffin’s rear on top of a building.
We lose 7 to 8. Enforcer still asleep. Our Whitworth destroys the RL and RA of their Stinger. Our B Master destroys the RA of their Archer and then hits one of its LRM20s. Our Hunchback destroys its RT and hits its gyro twice, killing the Archer. Their Cyclops falls and takes some damage. Their Enforcer pilot wakens.
We lose 6 to 7. Their Cyclops AC20 hits our Orion in he head and destroys it, killing the pilot. Our Hunchy hit’s the LRM ammo on the Cyclops and it lights up.
We win 10 to 9. Just an exchange of fire
We lose 8 to 9. I order our G Hopper to charge their Enforcer. There is a building right behind him, so if he survives, he gets blasted into a building. Our Hunchy misses a 4 on his AC20. Their Locust survives. The Grasshopper hits, and here is why I wanted to do this. Their pilot takes even more damage than before, the mehcs falls, and he needs to avoid an 11 to not fall unconscious. He rolls a 12 so he stays awake, but I think you’ll agree that was totally worth doing.
They retreat and we let them. We take the salvage and leave.
Salvage:
Archer missing RT, RA with one engine and three gyro hits
Cyclops LA ,LL, RT
Repair:
Orion needs H
In three missions, Defender Company has gone from 14 MechWarriors to 11. There are rumors they are cursed.
Contract:
After we fix the Orion, we lose 1,535,603
They will arrive back at Epsilon Eridani February 13, 3044. They stop at Outreach and recruit: Shen Yu, elite.
Abe Sargent
11-21-2009, 01:37 AM
March 1, 3043: We pay 17,670,000 in order to fix up a bunch of salvaged mechs we stored in our garrison years and years ago but never fixed up. Here are the mechs we add to our garrison:
Commando
Banshee
Stalker
Locust
Flea
Wasp
Cicada
Spider
Stinger
Archer
Awesome
That means we now have 55 mechs in our garrison, and we have 9 MechWarriors using those mechs.
One of the things that Ted wants to start doing is having our techs build mechs. He invests 10 million into a state of the art workshop, better than what we already had. We have all of these mech parts we got from a ton of salvage, so what he wants to do is see what we can assemble with these parts.
For example:
We have:
Locust Head, Left Torso, Right Torso, Left Arm, Right Arm, Stinger Left Leg. If we wanted to build our own 20 ton mech, we would only have to buy weapons, right leg, engine and gyro.
Let’s do it as our first homegrown mech, experimentally.
Our name for this mech is the Comet, CMT-1:
20 tons
5/8/5
4 tons of armor
2 Medium Lasers
5 Small Lasers
Some heat sinks in the legs, so if it stands in water double dispersion; lasers all in torsos, etc.
It will take us 4 months to get this ready. How much does it cost? Since we have a lot of parts already, not that much:
100 engine: 133,335 C Bills
300,000: Gyro
135,000: Lasers
150,000: Internal Structure and armor for leg and CT.
Total: 718,335
We pay it. Comet will be ready in July. Why is this mech good? You are harder to hit the more hexes you move. Once you move 5, you are +2 to be hit, and once you move 7, you are +3 to hit. You are also +1 to hit when you jump. A jumping mech that hops 5 is +3 to hit, whereas a mech that moved it on the ground is at +2 to hit. There is no mathematical difference between moving five and moving six. You can jump 5 or 6, either way its +3 to be hit. The 20 ton mechs that jump move 6/9/6, and that means they are spending a half ton on the 6th jump jet, and tonnage to the bigger engine. By going to 5/8/5, my mech can pack 4.5 tons to spend on weapons, while still having 4 tons of armor - virtually maximum. Because I don’t want to be afraid of ammo explosions on such a light mech, I knew I wanted just energy weapons. Meanwhile, I also knew I wanted to stay away from heat problems, and use tonnage on heat sinks. One possible configuration I was looking at was 4 medium lasers and one small laser, but jumping and firing all of that would be a ton of heat. Instead, I decided to go with the 5 small lasers and two mediums. It has good medium range weaponry for its weight, comparable to a Mercury’s two medium lasers and better than Wasp’s ML and SRM2. Then, when I jump in close and outflank someone, I have five small lasers. Even if I jump 5 and unload all 7 energy weapons into my foe, I still make 16 heat, which is a bit of an alpha strike, but okay. It also increases significantly my ability to seek out and find vulnerable rear armor and holes in armor, and its damage ability actually increases. Two small lasers weight the same as one medium laser, and two 3 twice, instead of 5 once. Not a big deal on other mechs, but it means I can dole out 25 damage from my weapons if they all hit, plus my hands are free for punching. It’s not bad at all, and I just designed it, so I want to see how it performs.
Abe Sargent
11-21-2009, 01:44 AM
June 1, 3043 - Phaeton Company is now back, We take its items as per Ted’s request.
Aleph Company -
Phaeton Company -
Trinity Company - Ends May 1, 3046
Delta Company - Back on July 29, 3043
Cinq Company - Back on Dec 15, 3043
Hex Company - Ends May 1, 3046
Defender Company - Back on February 13, 3044
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Let’s do some contracts for Aleph Company.
St. Ives Company wants us for Garrison
Capella wants us for Objective Raid on Fed Com. Nope, can’t take this.
Capella wants us for garrison.
Wow, a very Liao flavored month there. Plus, nope on all three counts
July 1, 3043 - How about more contracts:
St. Ives Compact: Security
FedCom: Relief
ComStar: Objective Raid on Capellan Confederation
FedCom: Pirate Hunting
St. Ives: Cadre/Garrison
I send out Aleph company to the St. Ives Compact
We arrive on Oct 15, 3043. Ends April 15, 3044. We arrive back on July 21, 3044. No fighting while we are there. Let’s do money:
2,130,660 - what we made
Abe Sargent
11-21-2009, 01:54 AM
Aug 1, 3043: Delta Company just got back.
Contracts?
Free Worlds League: Garrison
Free Rasalhague Republic: Garrison
Suck. Boring 3040s.
Aleph Company - Back on July 21, 3044
Phaeton Company -
Trinity Company - Ends May 1, 3046
Delta Company -
Cinq Company - Back on Dec 15, 3043
Hex Company - Ends May 1, 3046
Defender Company - Back on February 13, 3044
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Sept 1, 3043 -
Independent Planet in Periphery: Planetary Assault
Free Worlds League: Obj Raid on…Fed Suns. Damn it, I have to decline.
Corporation: Cadre/Garrison
Corporation: Garrison
Well. Might as well do a contract.
Phaeton is send to…
Ambergrist in the St. Ives Compact.
We arrive on Dec 16, 3043. Arrive back Aug 30, 3044
Any combat?? Let me roll. Nope.
Money?
1,337,625 made
Abe Sargent
11-21-2009, 02:08 AM
Oct 1, 3043:
Aleph Company - Back on July 21, 3044
Phaeton Company - Arrive back Aug 30, 3044
Trinity Company - Ends May 1, 3046
Delta Company -
Cinq Company - Back on Dec 15, 3043
Hex Company - Ends May 1, 3046
Defender Company - Back on February 13, 3044
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Let’s see if we can get enough parts for another mech.
I have these pieces: Atlas, H, RT, LT, RL, LL, RA, LA
Let’s just build an Atlas from it. Nothing special, your normal Atlas will be fine.
Cost to do this:
900,000 Gyro
2 mill - engine
500k - CT Structure and armor
3.4 mill total. We pay it and will have an Atlas up and running in just 2 months. (A 300 engine is easier to find, and we are following established blueprints).
Abe Sargent
11-21-2009, 02:16 AM
December 1, 3043: What’s next? Any mechs ready to be built? What do we have?
We got extra Wasp parts from a more recent company, and we are able to build another Comet.
3 months this time, because we know how to make them. We just need 675k, because we had the leg.
We just got 8 more MechWarriors from the Essex Academy. Meet:
Niklas Klaus, green
Damon Jones, veteran
Mitch Raymond, regular
T’Kelah Oronko, green
Waheed Umbria, regular
Bayarmaa Borjigan, green
Rosario Jiminez, regular
Marian Johnson, regular
December 18, 3043 - All of the Kilts and Commandoes honor the Fall of Andurien
Jan 1, 3044 - We get a new class of 7 at Essex.
3rd Year: 7
2nd Year: 11
1st Year: 7
Abe Sargent
11-21-2009, 02:27 AM
Tethys Company (According to Hesiod, the Eridanus River was the offspring of Tethys)
Lt. Samia Oudghiri, regular, BattleMaster
Mitch Raymond, regular, Thunderbolt
Rosario Jiminez, regular, Hunchback
Carlotta Rios, regular, Atlas
Sgt. Damon Jones, veteran, Archer
Waheed Umbria, regular, JagerMech JM6-A (with the 2x LRM 15s)
Tomoyo Shimizu, regular, Griffin
Stacey Stowers, regular, Striker
Sgt. Lanica Dresdin, veteran, Comet
Marian Johnson, regular, Spider
Ralili Museveni, regular, Cicada
Bayarmaa Borjigan, green, Locust 1E
Samia has been with us for a long time, and was one of a few people permanently stationed on Epsilon
Eridani, but now she is taking the lead of our newest company. I really like most of the mechs here. Replace the JagerMech with a similar but better Catapult, The Cicada with a Javelin 10F, and the Striker with a heavier more powerful assault mech, like an Awesome, and the company would be close to ideal. I wanted to give it good mechs because of all of my mech companies, this is the one most missing experience. Just two vets, one green, and 9 regulars. It needs battle experience, but instead we are going to keep it on Epsilon Eridani for a while, training the folks much like Ted did with everybody back in 3037-3038. The hope is that people will grow a bit, and then I don’t have to keep back a fighting mech company all of the time.
Abe Sargent
11-21-2009, 02:35 AM
Jan 2, 3044: Here is our current status of companies. As you can see, I currently have three here, but I’m okay with sending Delta and Cinq back out.
Aleph Company - Back on July 21, 3044
Phaeton Company - Arrive back Aug 30, 3044
Trinity Company - Ends May 1, 3046
Delta Company -
Cinq Company -
Hex Company - Ends May 1, 3046
Defender Company - Back on February 13, 3044
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Before we do that, Ted has a trip to make.
Jan 14, - Ted arrives on Outreach for some recruiting. We can’t have a bunch of regular or green companies, and he prefers we create companies more like Heliades with elites and regulars working side by side.
Jan 21, 3044:
Ted recruits two disposed MW’s a month, no matter, what I roll, and they are guaranteed elite, no matter what I roll. So, let’s just get a few recruits. (It is allowed by the game, but I don’t want to mine this elite MechWarrior mine too much)
March 30, 3044 - Ted arrives back home with 6 new elite recruits.
Engracia Diaz
Colette Maigny
Marcus Bochelli
Kate Mallery
Randa Kanagarajah
Talib Shadi
Talib is showing some nice leadership skills, so he is promoted to Sergeant for now as a member of our garrison. My guess is I will hand him the Lt post for the next company.
Abe Sargent
11-21-2009, 02:55 AM
Ted Izumo creates three awards for members of the Kilts and Commandos Company. He will not retroactively give these out, but they are truly missing:
Tartan Badge - The highest honor was can bestow, given for severe courage, bravery and ability to overcome all odds.
Black Badge - The middle honor we can bestow. If someone with a Red Badge does another act of bravery, then this is awarded. Further acts will not get the Tartan Badge. The Black Badge can also be awarded without first giving out the Red Badge for acts beyond a normal Red Badge:
Red Badge - Given to show dedication, skill, or an act of courage beyond the call of duty. The lowest of the three awards.
Our organizational chart:
However, any Captain or above has field command over anybody they are with. So, if Trinity and Cinq are sent on a mission, Capt. Jason Thomas has field command over Cinq. Similarly, Ted is the XO of the unit, so although he is a Captain, he can tell Jason Thomas and Matthew Humphries what to do.
Colonel Braham Essex:
Aleph, Phaeton and Tyhon Companies
Captain Jason Thomas:
Trinity, Heliades and Hex Companies
Captain Matthew Humphries:
Delta, Defender, Cinq
Captain Ted Izumo:
Tethys, Garrison units, Vehicle
Abe Sargent
11-21-2009, 02:56 AM
EVENT: April 1, 3044 - The Capellan Confederation has perfected Triple-Strength Myomer. This experimental myomer was initially researched by Davion in the early 3000’s, before they let the Capellan Confederation steal it, thinking it worked. It reacted violently to a certain mixture of gases that House Davion used against them in the Fourth Succession War. When a mech goes overheat by a certain amount, instead of its speed decreasing, it increases, and it does a lot more damage in physical attacks. So, for example, a mech with 5/8 movement normally would become 6/9 and they would overheat. It takes up six critical slots worth of internal space and it is quite costly. It will be a while before the CC has TSM, because it has a stigma, but it is now developed.
Abe Sargent
11-21-2009, 03:24 AM
April 2, 3044 - Tethys, Defender, Delta and Cinq are all here. Let’s do some contracts for my peops:
FedCom: Obj Raid - target: Capellan Confederation
Drac: Obj Raid on Fed Com - Nope
FedCom: Cadre
Corporation - Garrison
Small Periphery Realm: Garrison
Let’s look at the Fed Com target.
We are to hit Castrovia, a minor Cap world in the heart of their realm. It is a system about which nothing has ever been written ever. It is so boring here, that the defense is very weak, while the Caps push their units to the borders with Marik and the Fed Com and the St Ives Compact AND the periphery. 9 jumps away.
Let’s send in Delta.
Delta in Castrovia.
Salvage: Full
Salary: x3.7, 1.6, 1.4
Remuneration: Nope
Transport: 50%
Support: Battle Loss 50%
Command: Liaison
Length: 1 month
25% Bonus
Delta will arrive on July 15, 3044.
Since the Cadre contract involves no attacking at all, Ted changes his mind and sends out Tethys on it, so they can get some experience.
Target: Shipka, six jumps away.
Tethys will arrive for a Cadre contract on June 19.
Let’s finish up Tethys right now.
Cadre Contract:
3 months, back on November 1, 3044. They lost a bit of money, but it was worth it to get an official contract under their belt.
Aleph Company - Back on July 21, 3044
Phaeton Company - Arrive back Aug 30, 3044
Trinity Company - Ends May 1, 3046
Delta Company - Arrive July 15, 3044
Cinq Company -
Hex Company - Ends May 1, 3046
Defender Company -
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company - Back on Nov 1, 3044
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Let’s do Delta’s contract now.
Abe Sargent
11-21-2009, 03:46 AM
July 15, 3044 - We arrive on Castrovia. Our liaison meets us on planet and this is where the situation is explained. There are no house troops on Castrovia. No Warrior House, and no Liao troops. The only troops are some militia of no consequence. However, recently a mercenary company has taken a contract from the planetary Baron to garrison this planet. The mercs actually were on contract with the Federated Commonwealth, but they fled and stole some materiel in a contract dispute, and Davion wanted a company sized unit to teach them a lesson, and if possible, end their existence. Due to our success in company on company battles, our name came up, and we were sought for this task.
A simple goal. Find the mercs, named Marc’s Machetes, and take them out. They are garrisoning one of the few DropPorts on the world. The very one we are at. Our task it to attack, destroy, grab salvage, and dust off.
July 17, 3044 - We scout around for a couple of days. We want to hit Marc’s Machetes but not the regular militia units here for the Caps. Also want them all at once. We discover that they meet up near the DropPost itself twice a day for flag raising and lowering of their unit’s flag. That is when they will hit them.
Taking our Marc’s Machetes has not military value for the FedCom, it’s totally a vengeance thing, but as a merc, I have to admit that I am totally okay with it.
July 18, 3044 - Early in the morning hours, we drop our mechs out of our DropShip. It is a few minutes before anyone notice a dozen extra mechs in the streets, because we painted our mechs with the color and standard of the Machetes, so we do not stand out. The Machetes have only been here for a short while, and their mechs and configurations are not well known. When we are noticed, no one thinks anything is awry, and we enter the cleared out wide open tarmac like area that has the flag post and the Machetes. Suddenly, they turn around and see us. I think they are mad.
Our foes:
Atlas
Warhammer
UrbanMech
Hunchback
Vulcan
Commando 1D (With Large Laser and SRM6 and low armor)
Banshee
Blackjack
Awesome
Merlin
Hermes II
Ostroc
Their Atlas is elite and a few of their other pilots are veteran, the rest regular.
There is a large lake to one side, and the rest is coast with a small hill.
Here is the Ostroc, a less common Star League mech with lower tech. It features an SRM4, 2 large lasers and 2 medium lasers. 15 heats sinks, 5/8 60 ton mech, no weapons in the arms but low armor there too. It’s not bad, but not great.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3025/Ostroc%203025.jpg
Abe Sargent
11-21-2009, 12:30 PM
Here we go!
We lose init 2 to 4. Our Banshee takes off the Commando’s RA. Their Atlas needs a 10 to hit our Spider with its AC20, rolls a 12, an destroys its RA> Our Warhammer takes the RT of their Commando.
We lose init 6 to 7. I move our Battlemaster to a place where we can punt the head. They exposes their Hermes II in order to risk a punt on my Dragon;s head. Our Crusader blows off the Rl and tehn destroys the CT of their Commando. Their Warhammer gets a through armor critical on our BM and hit’s a leg actuator, but it manages to keep standing. Our BM kicks and hits he Blackjack add…deals 17 to its RA. That could have really crunched it elsewhere. Their Hermes II misses my Dragon’
We lose 3 to 7. Our Banshee takes the RA of their Hunchback. Our Crusader nails the AC5 on their Hermes II. Our Black Knight hit’s the AC ammo on their Urbie and it goes up. Their Hermes II and Hunchy both fall. For the third consecutive turn, our BM takes 20+ damage and does not fall, despite leg actuator damage. Our Banshee tries to punt the Blackjack head and instead destroys its RT and hits its engine twice. The Blackjack goes severely overheat and manages to avoid an ammo explosion and shutdown.
We finally win init 10 to 5. Their Hermes II and Hunchy stand. Our Awesome lances a PPC into the Hunchbakc’s LA and destroys it. Their Ostroc gets a through armor critical on our Black Knight and hit’s a foot actuator. Our Crusader destroys the Blackjack;’s CT. Ou rBlack Knight nails the AC20 on their Hunchy. It falls and our B Knight does not.
We win init 9 to 7. Our Crusader destroys their Hunchback’s ammo and it goes up. Our Hermes II destroys the RA and RT of their Hermes II
We lose 4 to 10. We hop our Wasp into a swquare where it can play Punt the Awesome. We accidentally set one of their woods on fire last turn, and this is eh pace, so there is fire and smoke and woods protecting the Wasp, plus it natural 6 movment jumping. Our Warhammer takes out their Hermes II Left Arm. Just some weapons fire exchanged and our Wasp misses the kick opportunity.
We lose 9 to 10. Our BattleMaster and Banshee have both taken some serious damage but not lost any limbs. For example, the BM has just one internal point left in its RA. I want to limit their exposure, so I am leaving the Awesome out as a target and pulling back other mechs. I also expose our Warhammer, just in case they want more targets. They hit our Warhammer’s head twice with missiles. That could be dangerous later. Our Hermes II hit’s the AC5 ammo on theirs and it explodes.
We win 9 to 8. Their Awesome, whom we’ve been wailing on backs into the heavy smoke. I hop a P Hawk and Wasp by it, but we turn our fire on their Ostroc. Our Awesome destroys the LT of their Awesome, Our Black Knight’s large laser hit their Ostroc’s H, and nails the life support, and their pilot blacks out. Their Awsome falls and hit’s a PPC in their RT while their Ostroc falls with a KO’d pilot.
We lose init 5 to 7. Thier Awesome rises. I moe my P Hawk to Punt. Our Hammer destroys the Merlins RA and our B Knight its RT and our Dragon its LT. Our P Hawk kicks and destroys the Awesom’s CT> Their Awesome punches and destroys its LL however. It falls and Maria Santos blacks out.
With their Awesome dead, their Ostroc savaged and ko’d, their Merlin denuded, they have left a crappy Vulcan, Warhammer, Atlas and Banshee left, so they run from the battlefield and we let them.
Salvage:
Commando 1D RL, LL, LT, LA, H
UrbanMech RA, LL
Blackjack RA, LT, H, LA, LL, RL
Hunchback H, RL
Awesome LA, RT, RA, H, LL, RL
Merlin LA
Ostroc
Repair: Spider RA, P Hawk LL
Khalid Hussein, the Hermes II pilot, gets his 4th kill and is now elite.
Abe Sargent
11-21-2009, 12:36 PM
End of Contract:
We pay:
450k transport after 50% weighed in
150k armor after 50% weighed in
381,822 - salary and upkeep
425k - to repair P Hawk and Spider after 50% taken out
175k - ammo
We get:
346,852 - Salary and bonus
We lost: 1,234,970
We also gained a lot of mech parts and an Ostroc. Not bad at all. I like contracts where I gain materiel and Delta Company’s personal war chest can absorb that amount easily.
Delta Company returns on Nov 2, 3044.
Abe Sargent
11-21-2009, 12:43 PM
Let’s rewind.
May 1, 3044 - The Comet is done. What parts do we have for another mech making scheme?
I find another set of parts, H, LT, RT, LA, LA, RL and LL of Locust, Wasp and Stinger parts and we will make a third Comet.
Contracts:
Dracs: Pirate Hunting
Free RR: Security
Dracs: Obj Raid on…Fed Com
FedCom: O Raid on…Caps again?
Corporation for garrison
Several contracts to look into. No to 2, 3, and 5. 1 and 4, however, are possible.
The Fed Com wants to hit Repulse, which is waaaay away from us, on the rim of the periphery. What would the Fed Com want to hit there?
The Drac contract is a private one of the side from a Duke having pirate problem and he wants to keep his own troops home while we go hunting. Alright. Who to send?
How about Cinq.
Cinq Company’s Contract to smash Pirates:
Salvage: Full
Salary: x3.7, 1.2, 1.2
Command: Indy
Remuneration: Yes
Length: 3 months
Support: Battle Loss 50%
Transport: 25%
5% Salary Bonus
We arrive on Suianheer on Sept 19, 3044.
I’ll keep Defender company here for now, just in case.
Aleph Company - Back on July 21, 3044
Phaeton Company - Arrive back Aug 30, 3044
Trinity Company - Ends May 1, 3046
Delta Company - Returns Nov 2, 3044
Cinq Company - Arrives Sept 19, 3044
Hex Company - Ends May 1, 3046
Defender Company -
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company - Back on Nov 1, 3044
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Abe Sargent
11-21-2009, 12:53 PM
May 17, 3044 - We are alerted to the presence of tanks of an unknown nature racing towards Kressly Warworks. We order our current garrison forces three, tanks, to hold, while Ted orders Defender Company to go smash.
30 minutes later, the tank forces run away. However, a company of unknown mechs appears on our screen and it is about to hit our complex. Ted had already placed some MechWarriors on alerts, and now he moves out with all unassigned MechWarriors.
Here are our troops for this battle alone:
Ted Izumo, elite+, Stalker
We have ten other MW. I’m assigning the following mechs:
Orion
Warhammer
Awesome
Comet
Thunderbolt
Merlin
Battlemaster
Charger 1A1
Commando
Striker
We go heavy since we hold the defensive ground and we don’t have many good scout units.
Green pilots in Commando, Striker, Charger and Merlin.
Elites everywhere else.
Raiders:
Victor
Centurion
Dervish
Jenner
Locust 1E
Griffin
Goliath
Grasshopper
Enforcer
Phoenix Hawk
Marauder 5R (with 24 heat sinks, three large lasers, 2 mediums)
low-tech Thug
There are, generally, some good mechs here. Yeah, the Goliath and Grasshopper might be a bit underwhelming, but they have serviceable weapons. The Marauder, Thug, Enforcer, P Hawk, Griffin, Centurion, Victor, Jenner, Dervish are all solid mechs. The Locust 1E is the best variant of the Locust, easily (two medium lasers, 2 lights). Not a bad force at all. All veteran, by the way.
They have 12 mechs, all vet. We have 11 mechs with 4 green and 7 elite. The BV is almost dead even. This may be a battle we lose, badly.
Ted has ordered the cadets to assemble in mechs, so if he needs too, he can order them out of the complex and to whatever we need. They are all considered green or worse.
Here is their Thug. Popular during the Star League, this 80 ton assault mech has two PPCs and 2 SRM4s, with 19 heat sinks, 4/6 movement and almost max armor. It’s not a bad mech at all.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3039/Thug%203039.jpg
Abe Sargent
11-21-2009, 08:37 PM
We are in the middle of a small plateau. They are all around us.
We lose init 7 to 10. They start in three of the four corners. That gives me an angle to turn my back too - not smart. I move our Warhammer to where it can punt their P Hawk. Comet jumps to Punt a Jenner. Their Thug and my Hammer both fall after taking some damage. That sucks cause now my hammer can’t kick. Our Stalker misses a kick 5 on their Dervish, Our Comet only connects with the Jenner’s CT. Not a good turn for us.
We win 8 to 4. Our Hammer took a lot of damage last turn. Wow. Looks like he lot half of his armor. Our Striker in their Grasshopper’s rear. Charger in Goliath rear. We stand up the Warhammer. T Bolt Punt P Hawk. Orion with a MAD punt chance. Let’s hope, with two punt chances and two rear attack chances that some goes down this turn. Their Thug arises. Our Stalker destroys the LA on their Jenner. Their MAD hit’s a leg actuator on our ’Hammer. The Dervish hit’s a foot. Our Charger falls but our Wahmmer manages to keep upright. Our Orion kicks and destroys the RT of their Marauder. Our T Bolt kicks the CT of their P Hawk and this a gyro and engine each onc.e It falls and their pilot blacks out. Again, I miss good kicks like the Battlemaster missing a 4 and our Stalker getting a glacing blow with a 3.
We lose init 4 to 5. We eject our Hammer since it can barely move and it is red everywhere but its head and internal in FIVE locations. It disturbs me that they were able to so effectively take out a good mech like that so quickly, but they are better able to triangulate their fire than I can. Commando in the Centurion’s rear. Merlin in the Locust’s. We stand the Charger up and move it behind their Griffin. Striker two spaces behind their Enforcer. I leave my T Bolt behind to solo the wounded MAD while my Orion is ordered to move to the group of mechs around the Charger and Striker. I am also hopping my Comet over to help. Our Awesome hits the hip and lower leg on their Thug. Our BattleMAster hit’s a foot on their Centurion. Our Charger and their Thug fall. Our T Bolt kicks and hits their MAD’s gyro. It remains standing. Their P Hawk pilot awakens.
We win 10 to 2. Their P Hawk stands. Their Marauder falls. We have to eject the Charger. Like our Warhammer, it was also savaged. Comet behind Dervish. Our Stalker carves off the LL on their Jenner. Their Jenner, Centurion and Thug all fall, and their Thug destroys its LA. Ted kicks and destroys the Jenner. Our Striker misses a kick and falls.
We win init 11 to 3. They stand up their Thug and Centurion. Our Striker fails to stand after failing to roll a 6 three times. Ouch. Their Victor hit’s a foot on my Awesome. Ted hits LRM10 and PPC on their Goliath. Our Awesoem find the Thugs’s SRM ammo and it goes up. The pilot of the Awesome is Marcus Bochelli. Our T Bolt destroys the RT of their Locust, and then hits its gyro once. Our Awesome tumbles. Their Victor kicks and destroys our Awesome’s RT> Their Centurion destroys our Commando’s RA. Our Comet kicks their Dervish’s H, but it doesn’t go internal.
We win 9 to 2. I am forced to eject our Awesome. Our Striker stands. Orion behind their G Hopper. Comet behind their Griffin. Their MAD tries to stand, falls, and destroys its gyro. Dead MAD. Their Victor hits our Commando’s hip. It falls. This is crazy. You cannot believe how many attacks I have plugged into their Goliath, P Hawk, Centurion, and all of these guys are not dying. I am rolling incredibly unlucky on my to hit rolls and damage is getting really spread out. We kick the Enforer, it falls and edstroys its LL. Despite numerous chane to punch heads, open rear critical areas, and almost destroyed legs - not a single one hit.
With that, Ted calls us off. This is the first time forever that we have actually lost on the field of battle. Their remaining mehc move on towards our complex.
Salvage:
MAD 5R 2 gyro hits, 1 engine hit, missing RT,
Jenner missing RT, LL missing engine, gyro fixed
Locust RA.
Repair.
Awesome RT
Commando RA
Ted Izumo now has tactical genius.
About 60 tons of armor because they savaged us so badly. I mean, this wasn;t even close.
Abe Sargent
11-21-2009, 09:17 PM
Price:
2.6 mill to fix and repair and rearm everyone, including the salvage.
Ted summons the cadets. They are in every mech that isn’t rare or LosTech - 19 mechs are rolling towards the forces we just hammered. They don’t know these are green or worse pilots, so they decide to retreat.
In the Jenner cockpit we find some information about the BattleMaster 2C. It appears they were sent to get it. I don’t know by who:
Corporation - Wants a highly valuable commodity that is more portable than ore.
Think Tank - Wants it to have for research
Rival Merc Company - Score to settle
House Kurita, Liao, Marik - For the materiel, or for research
Another Academy - Wants it for teaching theirs
All of these make sense. They failed, but they beat us, and Ted is not pleased.
Abe Sargent
11-21-2009, 09:26 PM
May 21, 3044: Ted files the following analysis of battle:
The mechs we chose were not the reason we lost. We had four real assaults and another assault subbing for a scout mech. We had some seriously good heavy mechs in Thunderbolt, Orion and Warhammer. The Commando sports a powerful weapon’s suite and the Comet was solid. The Merlin was okay. The mechs chosen were not the issue.
Neither was us being down by one mech. We are a merc group that specializes in company v company combat, and rarely loses. We regularly fight against superior numbers and 11 v 12 was not significant.
Neither was the experience level of the pilots the issue. Despite having four green pilots, we had seven elites. Those elites were in the best seven mechs we had, limiting the pain of the 4 green pilots. Seven elites should have really ruled.
What was the cause of our loss? Ted contributes it to the following:
1). The beginning formation of beginning in the middle allowed them to concentrate fire on our mechs, but left us unable to do so unless we exposed our rear.
2). Their company, although not particularly experienced or heavy, was a well suited company. 3 assaults, 2 heavies, 5 mediums, 2 lights. This is not a very heavy company. However, the mechs were well suited to each other. There was a good assortment of scouts, harassers, long range combatants and up close mechs. They used each well.
3). The area we fought in was not conducive to our mechs. Sure, we’ve won in lots of places, but there are some types of terrain we are better in fighting than others. This map had only a handful of trees and none in good fighting areas. The slopes were just enough to prevent moving about quickly while low enough to allow long range sniping. The result was a bad map.
As such, the combination of formation, a well rounded opponent and a poor terrain for defense led us to lose.
Abe Sargent
11-21-2009, 09:34 PM
June 1, 3044 - No longer content with the loss, Ted decides to spend $$ to upgrade our garrison mechs with existing variants that will cost minor money and time because they are already known.
Locusts are now Locust 1E. This is the best variant. Still not great, but okay.
Hermes II to the 2M variant with a bunch of lasers and no AC5.
Stinger 3G with more armor and 2 medium lasers
Jenner to JR7-F which I love
Striker to the 2S with an AC10 and PPC and medium lasers instead of AC5, PPC, large laser and medium lasers. It never had the heat sinks for the other others, so let’s slide to the AC10 one.
This will take about a month for all of the changes and a few hundred thousand.
Abe Sargent
11-21-2009, 09:49 PM
Alright, let’s do Cinq Company’s Pirate Smash
Sept 19, 3044 - We arrive at Suianheer System. There are have been a recent slate of raids by a band of pirates in the periphery.
Oct 2, 3044 - After arriving on planet and setting up anticipation of another raid by the pirates, a regiment of Dragon troops arrives in system at the nadir jump point and waits to recharge before jumping back out.
Oct 5, 3044 - The Pirate arrive at a jump point just two days away from the Suianheer planet. DropShips detach and race for the planet. Seeing this, the Dragon forces, who do not know about our presence, send their own DropShips and fighters to the pirate point.
The Duke cannot reveal our presence, since the Combine has a Death to all Mercenaries edict right now. Therefore, we cannot go out to contest the presence of the pirates.
Oct 7, 3044 - The pirates land outside an industrial area lightly guarded and make off with a lot of ore.
Oct 8, 3044 - After the pirates have blasted off, the Dragon forces arrive at the Pirate Point and attack and capture the JumpShip.
With no where to go, and the planet’s AeroSpace assets clamping down, the pirates have no choice but to be either blown up in space, or to surrender. They surrender.
Oct 11, 3044 - The Duke agrees to pay our contract, but we protest. Seeing combat was part of the deal, and our salvage was supposed to be part of the compensation. If he had just allowed us to fight the pirates on planet, we could have nailed them, but we were held back. Since they held us back, they should pay us extra to compensate our time and travel.
The Duke disagrees. We point out that we can take the contract, quite publicly, in front of the Mercenary Commission Review Board and complain quite loudly. The Duke agrees to relent, and makes an offer he suspects will make us happy. He tries to trick us. He offers us a Daboku. This 3038 LosTech mech was the second such mech designed in the Inner Sphere. The reason that it is way back here is that it was discovered to have several design flaws due to an improper understanding of the new technology. Therefore, they have not been made in several years, and the few that remain have been moved far away to places like here. The Duke thinks we will consider it a rich payment, but instead he knows he is unloading on us a ticking time bomb he doesn’t want to have to give to one of his few MechWarriors.
Of course, we know the Daboku’s issues, we have fought against them. Still, this mech is going to cease to exist quite soon, and will quickly be quite rare, despite the flaws. We happily accept.
We lost about 1.345 mill on the contract.
We will arrive back on Feb 2, 3045.
Let’s rewind back to…
Abe Sargent
11-21-2009, 10:14 PM
Aug 1, 3044 - Aleph Company just got back. Let’s send out Defender Company on a contract.
FedCom - Garrison
Dracs - Garrison. Really?
Independent Planet in the Periphery - Garrison
Corporation - Extraction
Who and where?
It’s a company in the Capellan Confederation that needs us to hit a St. Ives Compact world and that is not something we do. We never work for great houses against the little guys - the Compact or the FRR. In Liao the companies are state sponsored.
Sept 1, 3044 - Phaeton company is back too. Our Comet is done. What’s next for our techs?
I have some weird body parts. I have five Whitworth left arms and four Atlas right arms but no other Atlas parts.
We are creating a new mech based on a Stalker H, LT, RT, RA, LA and RL
The Attila, ATA-1A:
85 tons, 3/5 movement, 22 heat sinks, maximum 16.5 tons of armor, Hand actuators are placed back on.
2 PPCs, 7 Medium Lasers, 2 SRM6s.
Heat Sinks in the legs. Nothing in the arms. Medium Lasers in head and center torso. Each torso is full with identical configuration - 1 PPC, 2 lasers, SRM6, in ton of ammo, 4 heat sinks.
Now, let’s look at the Attila.
This assault mech is designed to use PPCs at range before closing and tearing into mechs with a cavalcade of lasers and missiles. The two PPCs and running or walking will not take you overheat, with running and both PPCs putting you at 22 heat, which is exactly what you can disperse. Once you close, you slide off the PPCs and into the close range weapons. 7 Medium Lasers, and 2 SRM6s will take you overheat. The Lasers make 21 and the SRMs 8, so you will go 6 overheat. Ideally, you use all 7 lasers for a turn or two until you made some holes, then a mix of lasers and SRMs to find the holes. The PPCs help make holes too. Heat sinks are in the legs so you can disperse extra heat when standing in water. Nothing in the arms so if one gets blown off, the mech is still fine and it is free to punch.
You’ll note that my mech names are very similar to actual Inner Sphere mech names, and that’s one reason why I did that classification project.
The only assault mechs with higher Battle Values - Atlas, one highly unusual variant of the BattleMaster, low-tech Highlander, Imp, King Crab, Marauder II. That’s a bunch of 100 ton mechs 15 tons heavier, a Highlander that’s 5 tons heavier, and a BM with jump jets (JJ really jumps your BV up). I am very comfortable with the Attila.
It will take us four months and some cash to do:
Engine: 1,445,000
Gyro: 900,000
Sections and Armor: 650,000
Weapons: 310,000
Total: 3,305,000
Abe Sargent
11-21-2009, 10:34 PM
Alright, let’s do some contracts:
ComStar: Retainer?
FedCom: Obj Raid on….Caps. World: Krin. 7 jumps away - one jump away from capital Sian.
Marian Hegemony in the Periphery: Obj Raid - Marian is a lousy employer. Nope.
Free Worlds League Corporation: Security.
Let’s start with the Security contract:
Lengkong, a planet 14 jumps away near the edge of Marik space. In a few months, the company CEO will declare that his third son, instead of his first, will be the heir of the company, and that may make some serious waves. Just in case it turns violent, they want a company of our mechs there to put on a show of force.
The Obj Raid on Krin is simply to hit their world with Marik colors on our mech, and then destroy a small military base on an island, and then leave. Their intel says there is just one company of mechs, and there is an unguarded drop port right there that we can land out, jump out, destroy them, grab salvage, and be in and out in a day. Hopefully.
We will send Defender on the Make Marik Look Bad contract and Phaeton on the one to Marik space.
Defender ‘s contract.
Salvage: Full
Command: Indy
Remuneration; Nope
Salary: x3.7, x1.6, x1.4
Support: 50% Battle Loss
Transport; 50%
Length 1 motnh
Bonus 12.5%
We will arrive on Oct 23, 3044
Phaeton’s Contract:
Salvage: Shared
Salary: x4, x1.3, x1.2
Support: 50% Battle Loss
Command: House
Remuneration: Nope
Transport: 50%
Length: 4 months
45% Bonus
They will arrive on Dec 24, 3044.
Abe Sargent
11-21-2009, 10:51 PM
Let’s do Phaeton’s Contract First:
Dec 24, 3044 - We land on Lengkong, just a week before the announcement is made.
Jan 1, 3045 - The announcement is made with the new year that the CEO’s heir will be his third born. He had never announced his heir previously, but people had always assumed it would be his firstborn. Dave, his firstborn, is very gregarious and nice and everybody likes him, but he has a cruel streak, loves power, and is not the most competent scion of the family. However, the third born, Steve, is competent, quiet, and aloof, but does not attract the affection of others easily. Neither are perfect choices, but the CEO wants someone not cruel and competent over someone who might be good with contracts and PR and such.
Jan 5, 3045 - There has been a lot of grousing by associates of Dave. He freely gives of his wealth, although he will be quite mean to employees that complain. He wants to be liked, and desires power, and he is liked generally, and thus there are many who would prefer to see someone like Dave in the seat rather than Steve.
Jan 15, 3045 - Protests begin outside the corporate headquarters. We are ordered to station a lance in the courtyard in front of the HQ at all times to make sure there is not any damage done. Our mechs with machine guns are fitted with rubber bullets while those with SRMs are given tear gas canisters to fire instead.
Jan 27, 3045 - The protests get worse and worse as more and more people gather, more than the courtyard can hold. We are ordered to fire tear gas on the crowd from our Javelin and Jenner and the rubber bullets from our P Hawk. Sgt Mary McDonnell, in the Jenner, radios back for clarification, and gets the same order back. They are ordering us to fire on civilians when they have not attacked the company, they are just really packed in tightly.
Sgt. Mary McDonnell radios Lt. Martin Fitzgerald for orders. He tells everyone in Phaeton Company to suit up and get their gear into their mechs as soon as possible.
Lt Fitzgerald belays the order and commands McDonnell to not attack unless Fitzgerald gives the order himself. She agrees.
Abe Sargent
11-21-2009, 11:02 PM
Immediately one of the higher ups gets on the radio and is pissed off. He orders us to fire again.
Lt. Fitzgerald points out the following two things, while opening up the channel for all to hear, including the locals.
1) We are contracted for a security duty contract, not a riot duty one. We are to protect the HQ from attackers. The protestors are not attacking the HQ, therefore attacking them does not fall under the purview of our contract.
2) Attacking civilians is a violation of the Ares Convention unless they are attacking you, and only then you are to use the minimum force necessary. Going in guns blazing with mechs and their weapons is not the minimum force, and they are not attacking, therefore, attacking them first is a violation of the Ares Convention, and using mechs against would be a violation, even if they attacked first. Instead, infantry, the police, and other forces should be used first.
Obviously, this corporate blowhard doesn’t know anything about war, because he starts calling us cowards and will sue us for every M Bill we have and yadda yadda.
Our mechs are warmed up and everybody is in them.
We are told again to fire on the crowd, or else we are in violation of our contract, will be deemed rogue, and will be attacked ourselves.
Lt. Fitzgerald was afraid it would come to that, and that is why, unknown to the blowhard, he was broadcasting the entire conversation.
Within a minute, a call comes in from the planetary governor’s office. We take it. It informs us that it is taking over our contract from the company, because they are being silly. Our new contract, with the same exact terms, is to protect the citizens form the company in case it wants to use infantry or vehicles against them.
Within an hour, the predictable becomes fact. The company has mobilized their full two companies of tanks and moved them in. We follow the governor’s lead and attack the 24 tanks.
Abe Sargent
11-22-2009, 05:04 AM
We don’t think that they will allow too many losses before running. They are regular tank pilots.
We win init 8 to 5. I move our forces cautiously. Our Jav destroys a Harasser Missile Platform. Our Zeus disables a Saladin. Pegasus is immobile.
We lose 5 to 10. A J Edger and Harasser are knocked immobile. Their Shrek gets lucky and hit’s an 11 on our Jenner and ingites the ammo and it goes up. Our Rifleman destroys their LRM Carrier.
We lose init 4 to 6. We immobilize a Drillson. That means there are currently 4 immobile tanks - Drillson, J Edgar, Pegasus, Harasser. Our Zeus destroys a building that was hiding two tanks. Their Ontos gets a through armor critical on our Zeus, hits ammo, and it explodes. We knock a Condor Immobile. Our Warhammer kicks a Scimitar immobile.
We win init 8 to 7. Our T Bolt launches its weapons and destroys the LRM Striker Light Tank. It is not recoverable.
We lose init 6 to 7. Our Cat destroys their Condor. Our Warhammer gets a PPC and medium laser hit. We kill the crew in one of their Ontos.
We win 4 to 3. Our Warhammer skids and falls and opens up its CT hitting its gyro once. Ick. It then destroys a building one of their tanks is hiding it with its weapons. Our Griffin destroys a Drillson. Our Catapult destroys another Ontos.
With so many of their tank destroyed or immobile, the rest run away. We lost two mechs - ouch. However, we gain 13 tanks. We have shared salvage on this contract, so we’ll walk way with some cash and tanks.
Our Catapult Pilot - Eleanor Bates, is now a veteran.
Salvage:
Harasser Missile Platformx2
Saladin
LRM Carrier
Condor x2
Scimitar
Drillsonx2
J Edgar
Pegasus
Ontosx2
LRM15
Lost Jenner, Zeus
Jenner RA, H
Zeus, RA, LA, LT
Abe Sargent
11-22-2009, 12:00 PM
Feb 1, 3045 - The company’s military has been trounced, and the demonstrations are going along nicely.
April 24, 3045 - Our contract ends without further issue:
We Spent:
538,950 - Salary and upkeep
270,000 - Armor
245,000 - Ammo
1.4 mill - Transport
We get:
1,192,164 - Salary + Bonus
700,000 - Transport
135,000 - Armor
4,350,000 - Loss of Zeus and Jenner
Shared Salvage:
Salvage: Shared
Harasser Missile Platformx2 - 1,120,000
Saladin - 911,000
LRM Carrier - 1,872.000
Condor x2 - 1,425,000
Scimitar - 727,000
Drillsonx2 - 5,000,000
J Edgar - 729,000
Pegasus - 841,000
Ontosx2 - 4,532,000
LRM15 - 175,000
Total: 17,332,000
Shared Value: 8,666,000
I take:
Ontos x2
LRM Carrier
Saladin
Scimitar
LRM15
Total Money Made: 12,589,214
We will arrive back home on Aug 11, 3045. At that point, we will be adding the following mechs to Phaeton Company:
Atlas, Comet
Mary McDonnell and Martin Fitzgerald are awarded the Red Badge for their application of ethics and the Ares Convention to avoid firing on non-combatants
Abe Sargent
11-22-2009, 12:05 PM
Rewind….
Defender Company’s Contract is up next.
Oct 23, 3044 - We arrive on Krin at the exact place we were told to land. We immediately disembark, with the hope that the defender will scramble and hit us.
Nothing on our scopes. We move towards the base we were supposed to hit, but it has been abandoned. A quick search shows it hasn’t been used in about a year. We slice into with weapons anyway. We take some pictures of its ruined state, hop back into the DropShip and blast off.
Defender ‘s contract.
Salvage: Full
Command: Indy
Remuneration; Nope
Salary: x3.7, x1.6, x1.4
Support: 50% Battle Loss
Transport; 50%
Length 1 motnh
Bonus 12.5%
We lost 630k on the contract
We arrive back on Jan 2, 3045.
Abe Sargent
11-22-2009, 12:32 PM
Back to Sept 3044:
Aleph Company -
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company - Returns Nov 2, 3044
Cinq Company - Returns on Feb 2, 3045
Hex Company - Ends May 1, 3046
Defender Company - Returns on Jan 2, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company - Back on Nov 1, 3044
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Oct 1, 3044 - Ted organizes the home tank defense (not including the tanks we get from the Phaeton Contract). Here is what we have at home:
Warrior Attack VTOL
2 Ferret Light Scout VTOL
3 Savannah Master
Behemoth Assault Tank
3 Harasser Missile Platform
2 Ontos Heavy Tank
Demolisher Assault Tank
Pegasus Scout Tank
LRM Carrier
SRM Carrier
AC2 Carrier
3 Hetzer Wheeled Assault Gun
3 Goblin Medium Tank
J Edgar Hovertank
Scorpion Light Tank
Von Luckner
Bulldog Medium Tank
Leviathan Belfry
Devastator
Patton
SRM6 Truck
That’s 31 vehicles. We also have four infantry squads.
The first 6 and the last vehicle should not be a part of our normal T&O. That leaves 24 tanks exactly - or a full two companies of tanks.
When the Vehicle Company gets back in less than a year, we are going to convert it to a battalion.
Abe Sargent
11-22-2009, 12:40 PM
Nov 1, 3044 - Let see if we can find a contract for Aleph Company.
Free Rasalhague Republic - Pirate Hunting
ComStar - Defensive Campaign
Free Worlds League - Security
FedCom - Recon Raid
No garrisons this month!
The only company I got to go out with is Aleph. Nah, Ted, bends the normal rules and will send out newly returned Delta Company for some lovin’.
Alright:
We are sent to New Caledonia, where a small group of pirates have been hitting from the many Periphery worlds nearby.
It is 16 jumps away. Aleph Company will arrive on March 29, 3045.
Contract:
Salvage: Full
Command: Indy
Remuneration: No
Salary: x4, x1.3, x1.2
Transport: 50%
Length: 2 months
Support: Battle-Loss 50%
37.5% Bonus
Delta Company wants to drop some metal on the FWL contract perhaps, so let’s get some info on that.
We learn that there have been rumblings on some of the former Andurien worlds and we are asked with…..No that’s NOT going to happen.
How about the Recon Raid by the FedCom?
The FedCom wants a small company to drop quietly into the Drac world of Saffel, which was taken by them in the war of 3039. Most of the FedCom effort has been in slowing down Fomalhaut and Quentin build ups, and very little has been placed on Saffel. There are few FedCom folks left as a result. We are to drop in quietly, do some reconnaissance to get the FedCom some info without revealing our military presence, and then perhaps be signed by one or more contracts to hit targets of opportunity on Saffel.
We will arrive on Saffel, which is 34 light years away, in two jumps. We will jump to Northwind, and thence to Saffel.
We can be in their system and on planet by Nov 22.
Contract:
Salvage: Full
Command: Liaison
Remuneration: Nope
Length: 1 month
Support: 50% Battle loss
Salary: x3.7, x1.4, x1.6
Transport: Full
35% Bonus
Abe Sargent
11-22-2009, 03:16 PM
Nov 22, 3044 - We land in the midst of Iwanji, the largest city on the planet and the largest spaceport. It lies on the southern cost of Dovejin, the northern continent. The planet is largely boreal and arctic, with only some warmth around the center. There is just enough agriculture there to feed the 1.3 billion people on planet. The rest of the planet works on exporting a modest amount of metals.
We have brought the Boomerang Spotter Plane plus two infantry platoons.
Nov 24, 3044 - We have finished a quick scout of Iwanji, which was already known. The rest of the planet is our concern.
Due to its proximity to the border and its status as a recently captured planet, a Ghost regiment is stationed here, with its great equipment and such. However, it has to defend the entire planet, along with militia.
We leave Iwanji and travel along Dovejin’s coast to one of the many boreal forests on the planet.
Nov 27, 3044 - Just like intel suspected, our infantry scout out a small military base in the south eastern corner of the continent. The trees are cleared out here. There’s nothing else here.
Dec 2, 3044 - There are many mechs and tanks in the mining areas, and one has to step back and ask why. Sure, this is the only major economic export of Saffel, but it’s not worth that much money. I mean, two jumps away is Zollikofen, which has tons of minerals and metals. Why raid here? Sure, have some defenses, but this seems like overkill. Especially for a planet recently conquered, one would think the populace needs a greater military presence right now. So, it’s odd.
Dec 10, 3044 - We find one mine strangely undefended. Why would the normal mines have extra defenders, and then this one seem undefended? This is really weird. Our liaison marks it as a spot to explore further.
Dec 15, 3044 - We find another military station, about 50 klicks from the undefended mine. It’s a new complex, and looks no older than one or two years. Perhaps its proximity allows the Dragon to relax their gasp a bit, but our scouts show just two companies of mechs from the ghosts here for the entire area.
Dec 22, 3044 - Our Recon Raid has finished, and we are contracted for an Objective Raid on the mine. We accept. Our DropShip with materiel moves to an industrial center near the mine.
Dec 25, 3044 - We quietly observe the mine for a day, and still find nothing.
Dec 26, 3044 - Our DropShip leaves as if it is done, but then suddenly makes a quick move for the mine area to drop us off. Their forces note this, and a company of Ghosts are dispatched from their station to follow our trajectory.
We arrive at the mine, and our infantry begin to assault the security here. Within a few minutes, everybody has surrendered and our infantry begin raiding the mine while blips show up on our sensors. The Ghosts have arrived.
Here are their forces:
Thug 11E - 2750 Thug
Shootist 7A - 2750 mech
Sentinel 3M with Ultra AC5
Wolverine 7K - A new mech being made on Marduk XL engine, 2x heat sinks, large, medium and small pulse lasers, two SRM6s.
Panther
Warhammer 6K
Wasp 1K
Awesome
Spider
Shadow Hawk 2K
Archer 2K
Quickdraw
There are some hills, a few conifers, some ice, snow, and pavement.
Here is their Shootist, a mech that first debuted in 2621. 70 tons of machine with 4/6 movement, 13/26 2x heat sinks, ferro armor, ER large laser, AC20, 2x medium pulse lasers, small laser, CASE for the ammo and completely full armor. Nice.
http://www.sarna.net/wiki/images/0/04/Shootist.jpg
Abe Sargent
11-22-2009, 10:43 PM
There are many threats here. As always, I want LosTech first, but it’s not necessary. They are all vet.
Here we go!
We win init 7 to 6. We hammer their Wolverine. We are fighting around a medium sized hill and all of our mechs started on one side and all of theirs on another, so we need to meet up before blasting can occur.
We lose init 8 to 11. They set the forest where my Awesome was standing on fire last turn, so I have to move it. Just minor weapons fire.
We lose 6 to 9. More minor weapons exchange. Their Spider Kicks my Awesome an it falls.
We win 9 to 6. Our Awesome falls, then arises. Their Shadow Hawk destroys the RA of our Hermes II. Our Awesome punches and destroys their Spider’s LL. We knock their Warhammer down after some Spider, Wasp, Hermes II and Awesome fire at it.
We win 12 to 8. They stand up their Hammer and we hop our P Hawk over for a Punt chance on it. Our Awesome destroys their ‘Hammer’s LA. Their Quickdraw is hammered and falls, destroying its RA. Our P Hawk only kicks their Warhammer’s left torso, and it doesn’t fall. It does take out a Medium Laser though.
We win 7 to 2. They manage to stand their one legged Spider. Spider chance to Punt Warhammer. Their Quickdraw tries to stand, falls, hits its SRM ammo and explodes. Their Warhammer slices off the Head of our Catapult, and kills elite MechWarrior Stacey Dutch. Their S Hawk destroys the LA on our Spider. Our Cat hits an engine on their Warhammer. Our Spider kicks their Warhammer in the head, but it reels, does not fall, and takes no additional damage.
We win init 6 to 4. Their Awesome destroys the LL of our Wasp. Their Wolverine destroys its LT. Their Warhammer falls and destroys its CT.
We lose 7 to 9. I have to leave my sniping place from my Awesome because the fire has spread here. I move my heavy forces out of their small woods in order to get firing lane son critical mechs. Their Spider falls and destroys its LT. Their Shootist destroys the Wasp’s Rl and RT. Our Black Knight destroys their Archer’s LA. Our Battlemaster hits SIX leg, foot and hip actuators on their Archer. Dang. Their Archer fall sand destroys its LL . The Archer had to roll 7 times and needed a 13 each time. Heheh. Battlemaster screwed it up.
We win 8 to 7. We eject the Wasp. Their Archer does not even try to stand. The Archer is actually salvage, because one leg is destroyed and the other has all four actuator’s hit - quite rare. Our Dragon destroys the RA of their Thug.
We lose round 10’s init 5 to 7. Spider with a chance for a Sentinel Punt. Our Awesomes destroys the Wolverine’s CT> It is recoverable (I rolled an 11). Their Shootist’s AC20 hit’s a PPC on our Warhammer. Our Crusader hit’s the Thug’s SRM ammo in its RT, but the CASE keeps it alive, and the RT destroyed. Our BM hits its engine and gyro once each. Their Thug tumbles. Our Banshee kicks and destroys its LA. Our Spider falls after missing a kick and being kicked by their Wasp.
We win init 9 to 8. P Hawk with a chance to punt their Wasp. Their Thug pilot tries to stand, falls, and is knocked unconscious . Our Spider stands and moves into some heavy smoke. Our Banshee hit’s the Shootist’s AC20. Our Crusader destroys its LT. Our Dragon hits its gyro twice and dead walking Shootist. Our Spider kicks the Sentinel….hits…CT. doesn’t even fall.
With that, they decide to leave. We have several mechs and parts to collect, plus ores from the unguarded mine. After some investigation, it appear they have an underground smelter and we get refined bars instead of pure ore.
Salvage:
Quickdraw LL, RL, LT
Warhammer with missing gyro, missing LA
Spider LA
Archer 2K with missing LL and four actuators hit
Wolverine 7K with damage to engine, gyro
Shootist mising LT with gyrox2
Thug 11E missing RA, RT, LA
Repair:
Hermes II RA
Catapult H
Spider LA
Wasp LL, LT, RL< RT
Well, we lost a lot of parts for mechs, and we also lost a pilot. Sucks.
Melissa Darrow’s got 4 kills. She is now a vet.
The FedCom has their contract done, so we hurry up the DropShip and blast off.
Abe Sargent
11-22-2009, 11:00 PM
Dec 20, 3044 - Time to settle up this contract.
Salvage: Full
Support: 50% Battle loss
There are two contracts, the first a Recon Raid and the second nan Objective Raid, but they had the same terms.
What we spent:
208,356 - Salary and Upkeep
2,050,000 - To fix my mechs
250,000 - Armor
126,000 - Ammo
4,900,000 - To fix the mechs we recovered. Most of the losses are not LosTech, but we do have some 2x HS and CASE which cost us a bunch on the open market.
What we made:
883,975 - Salary and Bonus for both contracts
125,000 - Armor
1,025,000 - To fix mechs
Our Total Losses: -5,500,381
We swing by Outreach on the way home. A quick recruiting brings us Zhang Tai, a new lady, elite, for the Catapult.
Delta Company is now Dragoon Rating A.
Abe Sargent
11-22-2009, 11:43 PM
We arrive back on Jan 30, 3045.
Aleph Company - Arrive on March 29, 3045
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company - Arrives back Jan 30, 3045
Cinq Company - Returns on Feb 2, 3045
Hex Company - Ends May 1, 3046
Defender Company - Returns on Jan 2, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Let’s fast forward and do Aleph’s contract:
March 29, 3045 - We arrive in New Caledonia. The Rasalhague forces in system know where the pirates are striking from - a system called Star’s End about two jumps from here, and on everybody’s map as a haven for pirates. Nasty.
There are a large number of pirates in and around Star’s End, but we don’t want to just wade in there and hammer everybody. So, instead we set a trap on New Caledonia. With the Rasalhague forces obviously out and about, we squirrel ourselves near the only industrial area of significance on the planets - its timbering interests.
April 25, 3045 - An unknown JumpShip arrives in system at a pirate point.
April 28, 3045 - They arrive on planet, about 20 klicks away from our position. We warm up and head out.
They notice us long before we thought they would, and they begin to move quickly back towards their DropShip. Vehicles they were fighting get a chance to destroy one in the back as they flee quickly.
Fighters are ordered to the DropShip as quickly as they can be scrambled.
Within a few minutes, they have loaded back up. We will not reach them in time.
Rasalhague sends a Leopard CV class Dropship with some AeroSpace fighters to the Pirate point. They are closer to it than the pirates, and the hope is they will arrive there first.
As we reach the site, we see the final mechs board. We are just far enough away to lance some energy at them with PPCs, but it hit’s the DropShip instead, who gets really pissed off and lays down covering fire.
Within fifteen minutes, the pirates have surrendered from the 6 fighters around them.
Pretty much, we did nothing at all. We were supposed to hit them, we failed, and Rasalhague was able to pick up the pieces. Wow.
We lost about 1.4 million on this contract.
We arrive back on Sept 21, 3045.
Abe Sargent
11-23-2009, 07:49 PM
Let’s rewind.
Dec 1, 3044 - The first Attila is complete and we can put our techs to work on another mech.
I have the following parts from a Griffin:
Head
Left Torso
Right Torso
Right Leg
Left Leg
Right Arm
Left Arm
Engine
All I need: gyro, CT, and that’s it, I could build a Griffin. Or, I could use it to build a new mech. I like Griffin’s though so I drop some cash and finish a Griffin.
It will be done in two months.
In other news, we have some new graduates today. 7 new graduates to be precise.
Here they are:
Jerry Cornelius, green
Radhi Bashasha, green
Sláine mac Sengann, regular
Esther Feinstein, regular
Vera Vasquez, green
Fyedora Mihailova, veteran
Roza Varba, regular
Time to make a new company with our people.
Say hello to the newly minted Brawler Company.
Anvil Lance:
Lt. Talib Shadi, elite, BattleMaster
Esther Feinstein, regular, Wolverine
Engracia Diaz, elite, Thunderbolt
Roza Varba, regular, Stalker
Hammer Lance:
Sgt. Kate Mallery, elite, Archer
Sláine mac Sengann, regular, Awesome
Colette Maigny, elite, Merlin
Fyedora Mihailova, veteran, Marauder
Thunder Lance:
Sgt. Randa Kanagarajah, elite, Jenner JR7-F
Marcus Bochelli, elite, Comet
Jerry Cornelius, green, Locust 1E
Vera Vasquez, green, Stinger 3G
There we are. Say hello to our newest unit.
Abe Sargent
11-23-2009, 07:53 PM
Aleph Company - Returns on March 29, 3045
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company - Arrives back Jan 30, 3045
Cinq Company - Returns on Feb 2, 3045
Hex Company - Ends May 1, 3046
Defender Company - Returns on Jan 2, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Brawler Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045.
Dec 18, 3044 - We honor the Fall of Andurien.
Abe Sargent
11-23-2009, 08:06 PM
Since we just fought against our first LosTech equipped new mech with the Wolverine 7K, it’s time to talk about what the Inner Sphere is doing right now.
For centuries, the Inner Sphere has been continuing to produce the mechs that had factories not destroyed in the first two succession wars. Mechs like the Wasp, Locust, Crusader, Phoenix Hawk, Battlemaster and more were even made in many of the houses, creating a large number of them. Those mechs that had all of their factories in one of the Houses, had their mechs become the mainstay mechs of those militaries, The Vindicator and Catapult for Liao, Enforcer for Davion, Panther, Dragon and Jenner for Kurita, Zeus for Steiner, Goliath for Marik.
At the beginning of the 31st century, the first brand new designs began to, very slowly, roll off the factories. The Merlin, Wolfhound, Raven, and Hatchetman showed that new designs could be made. There were numerous mechs still running around that had been made in huge numbers once, but had their factories destroyed, like the Clint, Ostscout, Ostsol, Ostroc, Scorpion, Whitworth, and more.
As LosTech began to be recovered, one of the key uses was to first do field refits. These were techs for companies taking a LosTech weapon or equipment and replacing existing weapons. This was unable to do things like change the armor, internal structure, engine, and so forth. Instead, you could add double heat sinks, swap out weapons, and add equipment like ECMs or Artemis IV.
The Draconis Combine was the first house to build new mechs from the LosTech, but a Hatamato-Chi was virtually identical to the old Star League era Thug, and the Daboku had some structural problems that would eventually be fixed and the mech reimagined and renamed Mauler.
Over the next few years, there will be a few new LosTech designs debut - Wolf Trap, Mauler, Axman, Caesar. There will also be a few factories that had to stop building Star League era mechs, because they lost the technology, but with it regained, will once again be putting out those mechs - Hermes and Guillotine. You see, a factory puts together all of the parts, and often builds a few themselves, but they import the rest. If you lose the ability to get sevrel of the parts, even if your factory is fine, you can no longer assemble the mechs.
Anyway, you can expect us to fight against mechs with field refits, new designs, and some old Star League era mechs starting anew.
However, the most likely source of LosTech will be factories that built mechs for years and years, stopping their line for a bit, retooling it, and making new LosTech versions of older mechs. The example of the Wolverine 7K is a perfect example. In some cases, you’ll even see several different versions of the same mech because it is in different houses. In the old world, the basic design of mechs was built, and various houses might incorporate field refits, but now variants are going to become more popular, because construction materials like MASC and XP engines are being used.
The problem with this is the first group of mechs are simply going to try to fix problems mechs had in the previous incarnation, and often ,they will go way overboard to do so. For example, let’s take the BattleMaster 3M. This mech will have a ERPPC, SRM 6s, and 4 medium lasers. If you fired everything, you would make 32 heat. They made the BattleMaster’s heat sinks double. So it dissipates 18/36 heat. You Don’t make 36 heat though, so why the extra heat sinks? Another example is the Awesome. This one with rock 3x ER PPC and run 20/40 heat sinks, plus have some short range weaponry. So, while the first Awesome went just 2 overheat when you fired all three PPCs, this one goes 5 overheat when you do. The Hunchback pulls off a ton of ammo for the AC20 for CASE and to upgrade the small laser to a small pulse laser. Now it has 5 shots instead of 10 - That’s stupid. The Grasshopper is given 2 tons of ammo for one SRM2 Streak. Each ton has 50 shots, you would never fire 100 shots from anything, certainly not a streak that only uses ammo when it locks on and not when you miss. They’ll start doing stupid things like put Artemis IV on LRM5s and have a laughable One Shot SRM4 launcher on the Quickshot.
In other words, they don’t understand how to make mechs with LosTech yet. Now, there will be a few deigns coming out soon that either by luck or by design will actually be good. However, be prepared for some awkward mechs in the first round of these new mechs.
After that, once the Inner Sphere shakes out the issues, it will start making good LosTech mechs in the early 3050s, but it is going to take some time.
A well designed mech, without any LosTech, can beat a mech of the same weight with LosTech every time, if it’s not equally well designed.
Abe Sargent
11-23-2009, 08:13 PM
Jan 1, 3045 - 9 new enrollees in the Essex Training Academy.
3rd Year: 11
2nd Year: 7
1st Year: 9
Time for contracts, and Defender is back in system, so we can go ahead send them and/or Brawler Company.
Drac: Security
FedCom: Cadre
Free Worlds League: Retainer
St. Ives Compact: Object Raid on…Caps.
Since Tethys so rarely gets to do contracts, I decide to send it on the Cadre Contract to…Sarpsborg. 7 jumps away.
Contract:
Length: 3 months
Salvage: Full
Command: House
Support: 50% Straight Support
Salary: x3.4, 0.8, 1.4
Remuneration: Nope
Transport: 50%
Tethys will arrive on March 28, 3045. They will come back on July 25, 3045.
We will have lost 600k
Abe Sargent
11-23-2009, 08:34 PM
Next up is Defender Company to do the Objective Raid on Holloway. 12 jumps away. Contract:
Salvage: Shared
Salary: x3.7, x1.6, x1.2
Remuneration: Nope
Transport: 50%
Command: Indy
Support: 50% Battle Loss
Length: 1 month
27.5% Bonus
We will arrive on May 10, 3045.
Let’s do the contract.
May 10, 3045 - We arrive at Holloway. The brother of crazy Romano Liao, Tormano Liao, runs a covert organization out of Davion space called Free Capella which wants to replace Romano with himself. It agitates on many worlds, and the Compact gives it a lot of tacit and logistical support. Hence, us. Holloway is one of the worlds with the strongest support for the Free Capella movement. However, a company of Liao mechs have become very suppressive of citizens, and trying to root out the Free Capella sympathizers. They are destroying farms, houses, families and more in a brutal suppression. The St. Ives Compact wants us to go in there and destroy them. They can’t send their own forces, so it has to be mercenary.
May 19, 3045 - Defender Company has located the Cap company in the Holloway equivalent of their great plains. We decide to attack them here, where they are away from a lot of people, but it’s out in the open, with little room for ambush, to hide, or to run away to.
Here are the Caps:
Victor
Stinger
Firestarter
Phoenix Hawk
UrbanMech 60L (with an AC20 and one ton of ammo)
Stalker
Longbow 7Q
Cicada
JagerMech JM6-A (with the 2x LRM15s)
Cataphract 1X
Locust
BattleMaster
Wow, hello heavy metal. Victor, Stalker, Longbow, BattleMaster all assaults. Cataphract, JagerMech are both heavies. Then you have a light mech with an AC20.
The Cicada is a 40 ton mech with the weapons and armor and speed of a lighter mech. It moves 8/12, has just 2 medium lasers and a smaller laser, and has just 4 tons of armor. What is it good at? Charging. It will deal an incredible amount of damage on a successful charge, and twice as much as a 20 ton mech.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3025/Cicada%203025.jpg
Abe Sargent
11-23-2009, 10:46 PM
Their pilots are all regular. The only thing on the map are a few rocks here and there, and that’s it. No buildings, no water, no trees, no hills, no elevation, no roads, no bridges, no ice, no snow, no pavement, nothing but a few hexes with rocks in them.
This will probably end quickly.
We win init 9 to 6. Just an exchange of long range weapons.
We win 9 to 3. We focus a lot of weapons in their BattleMaster and them on ours. Theirs falls, ours does not.
We lose 6 to 7. Orion in their Cataphract’s rear. Their Battlemaster rises. Our Archer hits their BM’s PPC. Our Orion is hit in the head twice, but still has some external armor. Our Griffin destroys their BM’s RA. Our Firestarter gets a Limb Blown Off crit for its LA> Their BM fals when ours kicks it. Our BM took a lot of damage, still standing fine.
We win init 10 to 5. Their Cicada and Locust are trying to outflank us. Hermes II behind their Locust, to keep them busy and off our backs, literally. Our BM is down to about 60% of his starting armor and our Orion down to 80%, while their BM is down to 15%, Victor down to 60% and Cataphract down to 75%. Pretty good exchanges, I’d say. Their BM rises again. Grasshopper in the rear of their Cataphract. Our P Hawk destroys the LT of their Victor. Our Firestarter hits its AC20. Our Hermes II kicks their Locust and it falls.
We win init 8 to 6. Their Locust stands up and runs over behind our Whitworth and Archer. We will end this. I order my Hermes II to charge their Locust from the rear. P Hawk in their Cataphract’s rear arc. Our P Hawk destroys the Cat’s LL. Our Stinger hit’s the SRM ammo on their BM and blows it up - Boom! Our Griffin takes out their Victor’s CT> Their Cataphract hits its gyro when it tumbles. Our Archers kicks and destroys the LL on their Locust. Then Our Hermes II charges and hits it. It destroys the Locusts CT, LA and RT>
We lose init 4 to 5. After killing three of their mechs in one round, we now have a numbers advantage that I intend to use from here on out. Their Cataphract fails to stand. Our G Hopper hits an Lrm20 on their Longbow.
We win 4 to 3. Our Javelin ignites their Longbow’s LRM5 ammo and it goes up. Our Hunchy’s :LA is destroyed. Their JagerMech falls. Our Firestarter kicks and destroys the ammo for their JagerMech and it explodes. The engine goes up and our mechs nearby take some damage. The Stinger took 26 and its CT is destroyed. The Firestarter falls. Our Jav kicks and knocks down their Stinger.
And with that they concede. Their Urbie was out of ammo, Stalker has taken some damage, and that just left some minor scout mechs left. We took out all of their heavy metal except the Stalker which was on its way out.
Salvage:
BattleMaster LA, RL, H
Victor LA, H, LL, RL, RA, RT
Locust RL, H, RA, LT
Longbow RT, LL, H
JagerMech H
Cataphract with 2x gyro hits, missing LL
Ours - Stinger H, RT, LT, LA, RA, LL, RL
Repair:
Hunchback LA
We had a pilot notch their 4th kill - Jussi Johansson, of the Hermes II gains an edge.
Abe Sargent
11-23-2009, 10:57 PM
Contract Stuff:
What we Spent:
731,160 - Salary and upkeep
600,000 - Transport after 50% taken off
330,000 - Armor
210,000 - Ammo
445,000 - Fix Hunch
800,000 - Fix Stinger
What we Get:
434,764 - Salary and bonus
165,000 - Armor
622,500 - To fix Hunchy and Stinger
We use the dead Stinger as an excuse to rebuild a Comet for the mech unit.
Abe Sargent
11-23-2009, 11:00 PM
Shared Salvage time:
Only one question - Are there enough parts to allow me to take the Cataphract?
Parts:
BattleMaster LA, RL, H - 1,800,000
Victor LA, H, LL, RL, RA, RT - 2,900,000
Locust RL, H, RA, LT - 650,000
Longbow RT, LL, H - 1,655,000
JagerMech H - 750,000
Cataphract: We fix the gyro. 5.2 mill
Total Salvage Value: 12,955,000
Shared Salvage: 6,477,500
We take the Cataphract and some pieces.
3,783,104 - How much we make after fixing the Cataphract
We arrive back at EE on Oct 12, 3045
Abe Sargent
11-23-2009, 11:09 PM
Okay, let’s rewind back….
February 1, 3045 - Delta is back, Cinq is back in system and arrives in a day. We also have Brawler we can send out. Let’s look at contracts!
FedCom: Obj Raid on Dracs.
FedCom: Obj Raid on Dracs
FedCom: Cadre
FedCom: Obj Raid on Dracs
Outworlds Alliance: Garrison
Wow, the FedCom really wants to raid the Dracs! Let’s see what we gots.
Targets for the three contracts: Kaus Australis, one of three systems in the Kaus constellation that are colonized (Kaus Media and Kaus Borealis are the others). 5 jumps away. One way out there in boondock land. Vega - 6 jumps away, right near Kaus Australis just one jump away.
Let’s send two companies for these contracts, one to each system.
Brawler:
Salvage: Shared
Salary: x3.4, x1.6, x1.4
Remuneration: No
Command: Indy
Support: 50% Battle Loss
Transport: 50%
Length: 2 months
5% Bonus
Going to Kaus Australis
Cinq:
Salvage: Full
Salary: x3.7, 1.6, 1.4
Command: Liaison
Length: 1 month
Remuneration: nope
Transport: 50%
Support: 50% Battle Loss
20% Bonus
Going to Vega
We will use the same transport to Kaus Australis, and then Cinq will split off and go one more jump.
We can arrive at Kaus Australis on April 9, and April 14 for Vega (It takes a long time to get from the jump point to planet in the Kaus Australis system).
Where is the Cadre assignment? If it’s nearby, perhaps I’ll send out Delta for a quick assignment. It’s about 14 jumps away. Nope. That’s okay though, Ted prefers a mech company at home at all times.
Abe Sargent
11-23-2009, 11:27 PM
Aleph Company - Returns on March 29, 3045
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company -
Cinq Company - Arrive on April 14.
Hex Company - Ends May 1, 3046
Defender Company - Returns on Oct 12, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company - Returns on July 25, 3045
Brawler Company - Arrive on Apr 9
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045
Let’s do our Vega and Kaus Australis raids.
April 9, 3045 - Brawler Company arrives on the industrial world of Kaus Australis. It is a fair distance from the star in this system and it does have some minor germanium deposits which put it on the map. The easy ones were taken a long time ago, and only a few hard to get at mines are left. The planet has less than a million people living on it. Kaus Media buys its ores and mineral output while Kaus Australis buys their food. It’s a very symbiotic relationship.
Because the world has only some minor (these days) mines and a small number of people, it does not warrant major garrisons, since it is both a low priority world for invasion and lessened need for internal security. There are just a battalion of Dracs here plus the militia.
The FedCom wants to convince the Dragon that they are preparing for another invasion, so they have authorized a bunch of mercenary raids over the next few months at a large variety of targets. Some targets are of military benefit, some are of economic benefit, some of industrial. On a few worlds, there are no targets at all, the unit is supposed to land, attack a meaningless minor building or complex, destroy it, and blast off, putting the defense on high alert and perhaps making a few intel people spend some sleepless nights trying to figure out what the FedCom goal of that strike was.
In this system, Brawler is supposed to unload, hit a mining interest, and then blast off. It doesn‘t matter which one, any is fine.
April 11, 3045 - Brawler’s DropShip arrives in the DropPort facilities above Kaverni Bay, a large underground city. About 300,000 people live here, and the rest underneath domes scattered around the world.
We take a shuttle into the city. Domes control the DropPort, and there are some vehicles there and such. We arrive in Kaverni Bay to look around.
Many of our people have never seen an underground city before. Kaus Australis’s atmosphere is hostile, but the ore here is too valuable not to mine. There are a lot of lights here, but the city literally never sleeps - there is no nighttime.
April 24, 3045 - After some scouting, we realize we cannot attack in here, and we don’t want to hit one of the smaller domes around the planet. That leaves one possible target.
April 26, 3045 - We arrive back in the DropPort. This is it. Only here can we attack and not completely cripple Kaus Australis but yet hurt them. We have to attack the DropPort itself. In this area are many tanks and such, plus we expect to find some mechs around, but we don’t know how many or where.
We turn on our mechs and head out. We damage a nearby ring used to dock a DropShip. Klaxons begin to sound. Civilian personnel and vehicles evacuate, which is what we want. A few more energy weapons tear into the infrastructure, careful not to kill anybody.
With a few moments, a few blips appear on our screen. Our enemies arrive. Our goal is to hammer them, force them to leave, grab the salvage, and run before reinforcements arrive.
It looks like they sent whoever was available.
The Dracs:
Ontos
Manticore
Mauler City Assault Tank
Saracen
Hunter
Patton
Hetzer
Galleon
Vedette
Von Luckner
Cyclops
Quickdraw
Grasshopper
Wasp
There are a lot of heavier tanks in there. The mechs are vets, the tanks are regulars. Assault tanks are the Ontos, and the heavy tanks are the Manticore, Mauler, VonLuckner, and Patton.
I can’t recall exactly what mechs I’ve shown. So, here is Vera Vasquez’s Stinger. It’s a pretty common 20 ton light mech, but not at the level of the Wasp and Locust, but the next most common light mech after them. This is the 3G variant with two medium lasers and max armor.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3025/Stinger%203025.jpg
Tellistto
11-24-2009, 09:20 AM
Good luck to Brawler on their first official mission together. Kick some Drac butt! Hah!
Tell
Abe Sargent
11-24-2009, 09:44 AM
Thanks!
Abe Sargent
11-24-2009, 06:38 PM
Here we go.
Despite the fact that we are fighting 14 vehicles and have several green pilots, and are facing some heavy units, I still think we should have this. There are a few fuel tanks on the map.
We win init 7 to 6. All of their units save one start behind some buildings. We will try to move around with our heavy metal. A few of their units sneak out in the building, so we destroy the building.
We lose 4 to 8. Weapons fire exchanged. Their Hunter is immobilized.
We win init 6 to 5. Our Merlin destroys their Ontos. Our first kill for Brawler Company. Our Stalker falls under an onslaught of weapons. A Hetzer is knocked immobile by collapsing buildings we destroyed.
We win init 11 to 9. We stand the Stalker. Their Wasp falls while running on pavement. We knock their Saracen immobile. We plug a lot of weapons into their Grasshopper. Then our Locust destroyed their Fuel Tank. They deal 50 damage to their Vedette and 40 to their Quickdraw. Their Hopper falls. Their Vedette is immobilized by the blast.
We lose 6 to 7. Just an exchange of fire.
We win 10 to 5. Marauder behind their Cyclops. Our Archer hit’s the ammo on their Mauler and blows it up, boom! Our Thunderbolt immobilizes their Patton. Our MAD kicks their Cyclops and it falls to the ground.
And with that, they concede and leave. We have more than enough time to load things up, and during the battle we destroyed a lot of buildings, so damage has been done and we are out of here.
Salvage:
Hunter Light Support Tank - 1,135,000
Ontos - 2,265,000
Hetzer - 665,000
Saracen - 813,000
Vedette - 750,000
Patton - 2,754,000
Abe Sargent
11-24-2009, 06:58 PM
Let’s settle up Brawler’s contract:
We spend:
302,958 - salary and upkeep
200,000 - armor
125,000 - ammo
We get:
250,000 - transport
100,000 - 50% battle loss
236,645 - salary + bonus
4,191,000 - shared
We take the following tanks:
Hunter
Ontos
Vedette
We will arrive back on July 21, 3045
Abe Sargent
11-24-2009, 07:15 PM
April 14, 3045 - Cinq company arrives at Vega. There are several other merc units on this very important world. They have already started to hit things here. Our job is to land and get a hit in during all of the commotion.
April 20, 3045 - We arrive outside of a medium industrial plant. We attack the planet and within a few minutes, it is being raided by FedCom infantry and we stand watch. We see a few infantry, but no one major until we are done less than an hour later.
April 23, 3045 - Since our first attack went by without a problem, we are tasked with another. There is a large brewery here than is used to make beer for export. It’s not a military target, so it is believed that we can hit it, take it down, without ease. This is silly. I don’t want to be destroying breweries. We are warriors, not junior high kids that got drunk one night and threw some rotten eggs and tp’ed a house.
We approach the brewery, but instead of just attacking and fading, we start firing at the countryside and causing a scene. As we hoped, some units catch us as we finish blowing up the brewery and leaving the area, since we gave them a clue we were here. I don’t want to keep doing this.
Unfortunately, it looks like a battalion of mechs instead of a company. Well, we missed. Time to run.
April 24, 3045 - After waiting out the night we are ready to blast off, contract done.
We will arrive back on July 24, 3045.
We lost about 250k.
Aleph Company - Returns on March 29, 3045
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company -
Cinq Company - Return on July 24, 3045
Hex Company - Ends May 1, 3046
Defender Company - Returns on Oct 12, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company - Returns on July 25, 3045
Brawler Company - Back on July 21, 3045
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Vehicle Company - Currently garrison contract, will return on June 12, 3045
March 1,3045 - We take a look around the garrison to see what our next project is.
We have a lot of Awesome parts, and we build a new Awesome from them.
Contracts:
FedCom: Cadre
ComStar: Obj Raid on Dracs
Free Rasalhague Republic: Garrison
Where is the cadre contract? About 16 jumps away. We’ll keep Delta on planet for a month.
Abe Sargent
11-24-2009, 07:28 PM
April 1,3045 -
Ted’s recruits from Outreach (just like last year): all are elite
Mabel Baker
Gina Callocia
Ernesto Herrera
Akwasi Opoku
Lacey Kline
Abigail Richards
Ted gets an offer from Duke Sandoval for the Wolverine 7K. It’s the first one that’s been captured from Kurita space. They can take it, analyzie it, find where the parts are coming from, field test it, etc. Ted doesn’t want money for the mech, but mech for the mech. We don’t want money, we want materiel. Duke says he doesn’t have any unassigned LosTech mechs, but raises his offer significantly, and Ted accepts.
Ted takes the $$ shopping. We acquire a Trebuchet and a Longbow.
Aleph Company is back. That gives me Delta and Aleph I can send out immediately.
Contracts:
FedCom: Riot/Garrison - Yuck -no way am I ever taking a riot contract
Free Rasalhague: Obj Raid on…Trolloc Prime, Dracs - rumored to have ghosts of former units on it
Free Worlds League: Garrison
Magistracy of Canopus: Planetary Assault
Corporation: Cadre/Garrison. Where? Breukelen. 8 jumps away.
Delta to Cadre/Garrison
Salvage: Full
Salary: x4, x1.2, x1.3
Support: 50% Battle Loss
Remuneration: Yes
Transport: 50%
Length: 5 months
Command: House
25% Bonus
We arrive on July 2, 3045
We arrive back on March 12, 3046 after the contract ends and we return home. Our contract breaks even. No one attacked.
Aleph, Obj Raid on Trolloc Prime.
As we approach the FRR for the contract, they have pulled it and already assigned it. Ah well.
Abe Sargent
11-24-2009, 07:39 PM
July 1, 3045 - Since three companies return this week, we solicit contracts for Aleph Company.
Capella: Security
Drac: Obj Raid on Rasalhague - nope I don; do this.
FWL: Obj Raid on Capellan Confederation on Barras
Canopus: Garrison
Barras is really far away. We hold off.
Vehicle Company returned. Time to organize the new Tank Battalion
Vehicle Company becomes Tank Alpha Company, with the same people and tanks as before.
Tank Beta Company
Lt. Jasmine Prasad, elite, Behemoth Assault Tank
Sonora Alvarez, veteran, Patton
Gavin Taylor, regular, Scorpion Light Tank
Alia Qasim, veteran, Vedette
Sgt. Molly Martin, elite, LRM Carrier
Robert Sanchez, veteran, Hunter
Nick Sergeant, elite, Ontos
Cao Ren, regular, Harasser
Sgt. Dylan Austin, elite, Von Luckner
Eydis Magnusdottir, veteran, Hetzer
Dawid Wozniak, regular, Pegasus
Jelena Kramaric, regular, Goblin
Tank Gamma Company
Lt. Famasa Lukumi, elite, Devastator
Malinda Papadakis, veteran, Bulldog
Keerat Malhotra, elite, Ontos
Raphael Feldman, regular, Scorpion Light Tank
Sgt. Anouk D’Aubigne, elite, Leviathan Belfrey
Edgar Danvers, veteran, Demolisher
Irene Federov, regular, Scimitar
Stephanie Rogers, regular, SRM Carrier
Sgt. Raiko Hayashi, elite, Patton
Bailey Pethebridge, veteran, LRM Carrier
Mona Garrison, veteran, Hetzer
Adrienne Pelensky, regular, Saladin
Abe Sargent
11-24-2009, 08:00 PM
August 1, 3045 - We have Cinq, Tethys, Brawler, and Aleph Companies here, and Phaeton gets back in 10 days, plus Tank Battalion.
We look through the garrison pieces to see what mech we build now.
We have a ton of Quickdraw pieces so we build a Quickdraw.
Free WL: Cadre
FedCom: Garrison
St Ives: Garrison
FedCom: Security
FedCom Garrison Yangtze, three jumps away.
Contract for Tank Battalion:
Salvage: Full
Salary: x3.4, x1.4, x0.9
Remuneration: Nope
Length: 2 years
Transport: 50%
Command: House
Support: 50% Battle Loss
5% Bonus
We arrive on Sept 9, contract ends Sept 9, 3047, and it arrives back on Oct 20, 3047.
Nothing else here.
Aleph Company -
Phaeton Company - Back on Aug 11, 3045
Trinity Company - Ends May 1, 3046
Delta Company - Returns on March 12, 3046
Cinq Company -
Hex Company - Ends May 1, 3046
Defender Company - Returns on Oct 12, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Brawler Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Oct 20, 3047
Abe Sargent
11-24-2009, 08:11 PM
Sept 1, 3045 - Phaeton, Aleph, Cinq, Tethys, Brawler - all here right now. Take Tethys off for garrison, and that leaves four companies. Contracts:
Corporation from Compact: Cadre/Garrison
ComStar: Obj Raid on Caps World: Zanzibar, 16 jumps away
FedCom: Garrison
Drac: Guerilla
FedCom: Obj Raid on Dracs World of Ascella, a border world 5 jumps away and 21 light years away from Kaus Australis.
I want to do the raid, no question. First, let’s assign peops for the Cadre/Garriosn contract.
Ambergrist - 13 jumps away.
Contract for Phaeton Company:
Arrive on January 27, 3046
Contract ends April 27, 3046.
Arrive back Oct 5, 3046.
We lost about 800k on the contract
Nobody attack while they are there.
Who wants to raid Ascella?
We’ll send out Cinq.
Contract:
Salvage: Shared
Salary: x3.7, 1.6, 1.4
Support: Battle Loss 50%
Command: Indy
Remuneration: Nope
Length: 2 months
Transport: Full
5% Bonus
We arrive on Oct 27, 3045.
Aleph Company -
Phaeton Company - Back on Oct 5, 3046
Trinity Company - Ends May 1, 3046
Delta Company - Returns on March 12, 3046
Cinq Company - Arrive on Oct 27, 3045
Hex Company - Ends May 1, 3046
Defender Company - Returns on Oct 12, 3045
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Brawler Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Oct 20, 3047
Abe Sargent
11-24-2009, 08:34 PM
Oct 27, 3045 - Here on the border world of Ascella, our DropShip will be fully inspected upon landing, so we cannot just wait in our DropShip, then pop out, then go back in when done and blast off.
Because of this restriction, we only have a few options. First, we can assault drop and then roam free on the planet. Second, we can land the DropShip in a place not a DropPort unload quickly, and then…what. Blast it off again? Hide it? It’s a giant DropShip, neither of those are happening.
Our goal here is to destroy a building at a small military outpost. It’s doesn’t even have mechs as defense, but there are tons of Drac mechs on this border world. The world does not have a lot of financial value, but it has a ton of military value.
Ah, we have an idea. Before we leave, we take all four infantry platoons.
Oct 28, 3045 - Our DropShip lands in a field about 20 klicks from our target. Meanwhile, yesterday we landed our infantry in the nearest DropPort, and they have approached the target after renting some lorries. They are there now, just waiting.
Will the garrison forces leave their posts to hit us? I doubt it. It’s be interesting to see how they respond.
I begin to march my mechs towards the military outpost, making no secret of my presence. Our infantry report that all of their vehicles are moving to the side of the outpost that we are coming from. A few fighters pass overhead but some long range laser weapons tell them to go elsewhere. 5 klicks in and our sensors are picking up some heavy magnetic blips on our sensors. Meanwhile, since the vehicles have exposed their flank, our infantry relocate to where they are in the place across from the empty place in the defenses.
2 more klicks, and we see mechs on the horizon. The enemy has arrived. While we join battle, an infantry platoon sneaks up to the building and is able to drop some charges before leaving, with the tanks’ attention elsewhere.
They sent a full company of nearby mechs.
Okay, here is the deal, we are facing a company of good Drac defenders. At any time I can withdraw back to our DropShip. We don’t even have to fight these guys, so we begin a tactical retreat, moving at their speed back. We go back three klicks before we encounter a problem. Some more VTOLS and fighters are approaching, we speed up our flight in order to give us a little space, then spent a few turns firing into the air and creating a wave of weapons they cannot fly into. We are able to squeeze another klick and a half before the Dracs close on us, just 2.5 klicks away from the DropShip.
Our foes:
Jenner
Locust
Centurion
Hatchetman
BattleMaster
Assassin
Orion ON1-K - a great variant with max armor
Shadow Hawk 2K
Warhammer 6K
Dragon
Phoenix Hawk 1K
Charger 1A9
Mech threat level - Orion, BattleMaster, Warhammer, Charger, Centurion, Hatchetman. Mech desire level - Charger 1A9, BattleMaster, Orion, Warhammer, Centurion, Assassin
Alright, here is the Assassin a fairly rare 40 ton mech with incredible 7/11/7 movement, just 4.5 tons of armor (ick), 10 heat sinks, SRM2, LRM5, Medium Laser. It’s a sucky weapons configuration for the mech.
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Assassin1.jpg
Abe Sargent
11-24-2009, 11:10 PM
We are fighting by some small hills and a small pond in the middle of the field. These guys are all vets.
We lose init 6 to 8. This is the company with double Griffins. They run their Locust behind our Griffin so I walk my Wolverine up to it. We plug their Dragon and they our Awesome. Both fall.
We win init 10 to 7. Our Awesome arises as does their Dragon. One of our Griffin’s hits their Jenner’s gyro. It manages not to fall though.
We win init 8 to 6. While jumping (stupidly) their Jenner falls after the gyro damage. I concentrate some long range fire on their Orion. Our Zeus hits their Dragon’s ammo and it splodes. Their Orion falls.
We win 6 to 4. Both their Orion and Jenner have stood up. They ran their BM up to us, so I am slamming it with weapons. I send some mechs overheat because I have such a good shot at the BM. One of our Griffin’s destroys the Jenners LA, LT and CT. Dead Jenner. Their Locust falls and hits its engine.
We win init 9 to 7. Their BattleMaster gets a Limb Blown Off critical against our Awesome’s RA. Our Wolverine takes out the RL and RT of their Locust.
We win init 7 to 6. Wolverine behind their Hatchetman. It hit’s an engine after going through the rear of the CT> Their Orion and Hatchetman fall.
We lose 7 to 8. Wolverine behind H Man again. Their Orion stands up, their Locust pilot blacks out. Our BM hit’s the Orion’s ammo and it goes up. Our Awesome destroys their BM’s RA. Their BM tumbles.
They choose to retreat. We allow it. Meanwhile, their building is exploded after our infantry put some distance behind them. We arrive back at the DropShip before more forces close.
Salvage:
Dragon RA, RL, LT, H - 1.9 mill
Jenner H, RT, RA, LL, RL - 1.4 mill
Locust missing RL and RT - 1.15 mill
Orion RA - 550k
5 million even
Oct 30, 3045 - Our Infantry and us have lifted off. Time to settle up.
We paid:
300,000 - Armor
215,000 - Ammo
232,410 - Salary and upkeep
400,000 - To fix salvaged Locust and make it a 1E
We got:
2.5 million - Shared Salvage
150k armor
206,317 - Salary + bonus
Total Made: 1,523,227
We get back in EE on Dec 6, 3045.
Abe Sargent
11-24-2009, 11:18 PM
Back…..
Oct 1, 3045 - We have three companies here and Defender comes back in less than two weeks. What contracts are available?
ComStar: Obj Raid on…FedCom - nope, sorrys.
Free Worlds League: O Raid on…Caps. World: Palladaine a world we garrisoned once for Andurien.
Corporation: Obj Raid, FedCom - nopes, sorrys
Corporation: Cadre/Garrison
I’m not allowed to do the O Raids on the FedCom. Let’s send someone to the Cadre/Garrison at…Alterf, Marik world 10 jumps away.
Contract for…Brawler.
Salvage: Exchange
Support: 50% Battle Loss
Remuneration: No
Salary: x3.4, x1.3, x1.2
Length: 4 months
Command: House
Transport: 50%
15% Bonus
Brawler arrives at Alterf on Feb 16, 3046. We end our contract on June 16, and arrive back here on Oct 25, 3046. Let’s see if anyone attacks. Nope.
Now, we have an O Raid on Palladaine. Let’s see what I want to send…
Aleph Company can arrive on March 2, 3046, do the contract, then get back around…Sept 5, 3046. That’s 11 months for one contract.
Hmm, let’s see what the ComStar contract is, maybe I can get away with it. Planet is Imbros III, just 3 jumps away. There is an uninhabited continent called Fryggia, and ComStar just got info there is an old Star League polar research station on that continent, so we are tasked with landing there, making sure it is there, and securing it in case of hostiles.
I think we can get away with it.
Abe Sargent
11-24-2009, 11:26 PM
Oct 31, 3045 - We arrive on Imbros III.
Nov 5, 3045 - We have used data to find a place to land our DropShip on Fryggia.
Nov 13, 3045 - We have found the abandoned post. Not a lot here.
Nov 20, 3045 - ComStar personnel have arrived. They spend time investigating the outpost.
Dec 23, 3045 - They are done, no one ever bothered to check up on us, and we blast off.
Jan 16, 3046 - We arrive back from Imbros III. We made 800k
Abe Sargent
11-24-2009, 11:51 PM
Backwind.
Nov 1, 3045 - We can build another mech with our techs. Let’s see what pieces we have. We use parts from various mechs and make another Comet.
Contracts?
Capellan Confederation: Obj Raid on…FedCom. Sorry, can’t.
ComStar: O Raid on…Free Rasalhague. Hmm. I said I wouldn’t take contracts from houses against the little guys, this is from ComStar against the little guys. Still, I’m not sure.
Corporation: Cadre/Garrison in…Fed Com…wayy too far away.
Let’s look into the raid. Verthandi, which is forever away. Nah.
Dec 1, 3045 - Cinq arrives back in 5 days. Before that, we get a new graduating class:
2 of them decide not to seek employment with our unit, leaving just 9.
Maximillian Rayburn, regular
Damario Lopez, green
Wendy Padbury, veteran
Olivia Patterson, green
Hardeep Sharma, regular
Lyle Vickers, regular
Gustave Clapiche, regular
Erin Osborn, green
Zeng Mei, regular
Using these, plus the older recruits, we create Lance Company.
Anvil Lance:
Lt. Akwasi Opoku, elite, Atilla
Maximillian Rayburn, regular, Banshee
Lacey Kline, elite, Cataphract 1X
Zeng Mei, regular, Ostroc
Hammer Lance:
Sgt. Abigail Richards, elite, Longbow
Wendy Padbury, veteran, Trebuchet
Gustave Clapiche, regular, Griffin
Ernesto Herrera, elite, Archer 2K
Thunder Lance:
Sgt. Gina Callocia, elite, Quickdraw
Hardeep Sharma, regular, Locust 1E
Lyle Vickers, regular, Commando
Mabel Baker, elite, Spider
We were able to find a Spider on the market and purchased it for Mabel. The rest of the mechs came from our garrison.
Abe Sargent
11-25-2009, 12:04 AM
After some negotiation, Defender, Cinq, and Lance companies are signing a contract as a battalion for the Free Rasalhague Republic on a retainer, and joining Hex, Trinity and Heliades companies.
They will arrive on April 16, 3046, just two weeks before the HTH contract is up. They will have an identical contract. Captain Matthew Humphries is in charge of the new battalion and given field command of both battalions. Captain Jason Thomas retains command of his battalion, but now answers to Matthew when needed.
Since we have so many units, it helps to send some in contracts that take them a bit off the grid, you know?
Abe Sargent
11-25-2009, 12:19 AM
Dec 18, 3045 - Our forces acknowledge the 6th anniversary of the Fall of Andurien.
Ted purchases an industrial mech for Thoma Marie Essex, daughter of Braham Essex. Now she can learn mech piloting behind an actual mech. No weapons, of course, it’s just a LoaderMech.
Aleph Company - Back on Jan 16, 3046
Phaeton Company - Back on Oct 5, 3046
Trinity Company - Ends May 1, 3046
Delta Company - Returns on March 12, 3046
Cinq Company - Arrive on April 16, 3046
Hex Company - Ends May 1, 3046
Defender Company - Arrive on April 16, 3046
Typhon Company - Due back April 12, 3048
Heliades Company - Ends May 1, 3046
Tethys Company -
Brawler Company - Back on Oct 25, 3046
Lance Company - Arrive on April 16, 3046
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Oct 20, 3047
Jan 1, 3046 - We get a new class at the Essex Academy. 10 new admits.
3rd Year: 7
2nd Year: 9
1st Year: 10
We currently have 8 green MechWarriors in our garrison plus Ted, Tethys Company, infantry, vehicles, and the cadets if needed. Ted swings over to Outreach to begin his annual recruiting for some dispossessed MechWarriors for the next company.
Feb 1, 3046 - Aleph is back. We pull out one of the two Jenners for a Comet.
Time for a new mech to build. What can we build?
We have all of the parts for a Commando, so we build one.
Contract for Aleph?
Fed Com: Cadre/Garrison
St Ives: O Raid on…Caps
ComStar: Defensive Campaign
Let’s look at the Compact Contract.
New Sagan, 9 jumps away.
The Caps have such a thin defense, we should be able to land, hit, and launch without much trouble.
We are tasked with destroying a supply depot with Capellan materiel, but we go in as if we can capture it, just in case.
Contract:
Salvage: Full
Transport: 50%
Support: 50% Battle Loss
Salary: x4, x1.6, x1.2
Remunertion: No
Command: Liaison
Length: 1 month
47.5% Bonus
We will arrive on New Sagan on May 21, 3046.
Abe Sargent
11-25-2009, 12:25 AM
May 21, 3046 - We land on New Sagan, and unload our infantry. Scouting reveals the supply depot was as asked to hit. Mechs or tanks, what’s on defense? Just tanks. Okay, easy peasy. Our goal is to penetrate, destroy the tanks, then take the stuff in the depot for ourselves instead of merely destroying them. We still deny them to the Confederation, which is the point, and we get some stuff we can sell or some C Bills.
May 22, 3046 - Here we go, we blast off with our DropShip, unload quickly near the depot, and move out. Within minutes we are there and ready to hit their vehicles.
mrkilla22
11-25-2009, 10:46 AM
I've been reading along. Very cool dynasty. I've always been a fan of Battletech, etc. if though I don't play it much or know any of the history. What programs are you using to do this dynasty or is it all pen and paper? I saw the list of books earlier that you use.
Abe Sargent
11-25-2009, 02:15 PM
I've been reading along. Very cool dynasty. I've always been a fan of Battletech, etc. if though I don't play it much or know any of the history. What programs are you using to do this dynasty or is it all pen and paper? I saw the list of books earlier that you use.
Glad ya like it!
I use the Megamek program to actually play it, and some excel databases to keep track of the materiel, fighters, money, experience, kills, medals, and such.
I'm getting a little tired of it, so after I get us through the 3040s, I intend to stop until the next obsession begins. From teh first one to this one was a year or so.
Abe Sargent
11-25-2009, 09:45 PM
Here we go!
We are fighting in the delta of a river. Luckily, most of their vehciles are hovercraft, which enable them to move over both water and land. There are 17 tanks approaching us, all regular. Let’s fight!
We lose init 7 to 9. Our Griffin destroys a Pegasus. It was immobilized while over water, and sank. Our Awesome knocks their LRM Ontos immobile.
We lose 8 to 10. Our BM knocks their Maxim immobile. Our Champion destroys their Hunter.
We win init 8 to 7. We hop Adele’s Firetsrater behind their Zhukov, but it has so much armor that might not matter. Their Drillson hit’s the gyro and engine on our Griffin. Our Archer turns a Saracen to immobile. Our Comet destroys a Condor. Our Griffin tumbles.
The tanks turn and leave, and we have to get some materiel. We let them go.
Salvage: Pegasus, LRM Ontos, Hunter, Maxim, Saracen, Condor
We grab some materiel from the depot, destroy what we can’t take and blow it up, and then flee. We arrive back on Sept 19, 3046.
Abe Sargent
11-25-2009, 09:51 PM
Contract Stuff:
450k - Transport post-50% reduction
495,649 - Salary + Bonus
120,000 - Armor
40,000 - Ammo
We Made:
2.1 mill - Sale value of goods grabbed
484,876 - Contract + bonus
60k - Armor
1,539,227 - Total Made
Plus we got six tanks
Abe Sargent
11-25-2009, 10:03 PM
March 1, 3046 - Delta returns in a few weeks.
The new recruits from Ted’s trip to Outreach. All are elite
Nombeko Prismall
Antonio Del Amico
Irene Shevchenko
Dragomir Osmochescu
Delgree Otryad
Gabriel Williams
April 1, 3046 - We take contract bids for Delta
Drac: Garrison
FedCom: Pirate Hunting
Corp: Extraction against Caps. Muridox, which is about 17 jumps away wand wayyyy out there
The Pirate Hunting contract is going to be way out there too, though.
Since we are about to have a new contract with the FRR, Ted decides to make it regimental and sends Delta, Tethys and Aleph will get caught out. The FRR is happy to add them.
May 1, 3046:
Contract Terms for the first three are up. Let’s do their contract:
We made 6 million
Our new Retainer contract from the FRR:
Salvage: Full
Command: House
Support: 50% Battle Loss
Length: 4 years
Remuneration: Nope
Transport: Full
Salary: x3.7, x1.3, x1.2 with a 25% bonus for long campaigns
12.5% bonus
This is a year longer. Because BattleTech fans know what is going to happen near the end of this contract, I am going to sim forward a lot before popping back and doing this one. We only have a few companies right now, so I don’t suspect it will take too long.
Oh, time to look for something in the garrison to build. We assemble a Whitworth.
Abe Sargent
11-25-2009, 10:11 PM
EVENT: June 14, 3046 - The Outbound Light, a ComStar Explorer Corps JumpShip leaves Bone Norman in the periphery to points unknown on a long term explorer mission. This will set into motion a chain of events that will change the Inner Sphere forever.
Abe Sargent
11-25-2009, 10:19 PM
Aleph Company - FRR
Phaeton Company - Back on Oct 5, 3046
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company - Due back April 12, 3048
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - Back on Oct 25, 3046
Lance Company - FRR
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Oct 20, 3047
Ted goes back to Outreach for some more recruiting, but of a different nature.
August 1, 3046:
Ted has recruited 8 infantry platoons:
Elite foot SRM
Veteran foot Machine Gun
Elite motorized MG
Elite jump Flamer
Elite motorized SRM
Elite jump Laser
Elite motorized SRM
Elite foot Inferno
We only had four platoons and we needed a lot more. Ted hops back home. Mvundi Atterson is promoted to Lieutenant.
Time to build something else.
Comet.
Kressly Warworks has expressed admiration of our Comet. They aren’t going to add a mech line to their tanks anytime soon, it‘s way too expensive right now and the market isn’t there, but they like it.
Tellistto
11-25-2009, 10:20 PM
I hope you keep this going for a long time, am enjoying all this and have never read any of this so it's all new. Loving it all, thank you so much for the time taken with this!
Tell
Abe Sargent
11-25-2009, 10:22 PM
Sure thing!
Abe Sargent
11-25-2009, 10:37 PM
Nov 1, 3036 - Another mech to build, let’s go with…Warhammer from the pieces.
We have our two companies back - Phaeton and Brawler. Ted looks for some contracts:
Free Worlds League: Security
ComStar: Relief
FedCom: Garrison
Outworlds Alliance: Planetary Assault
Corporation: Garrison
I don’t want any of these.
Dec 1, 3036 -
More recruits:
Orlando Morales, regular
Muriel Armajani, regular
Jacques Fournier, veteran
Faith Thompson, green
Kibali Karenga, regular
Zhuge Ling, green
Waleed Hadad, regular
Say hello to…Mustang Company
Anvil Company
Lt. Gabriel Williams, elite, Orion ON1-K
Jacques Fournier, veteran, Striker 2S
Delgree Otryad, elite, Awesome
Waleed Hadad, regular, Hunchback * (we purchased it off the market)
Hammer Company
Sgt. Dragomir Osmochescu, elite, Warhammer 6K
Irene Shevchenko, elite, Stalker
Antonio Del Amico, elite, Marauder
Kibali Karenga, regular, Whitworth
Thunder Lance
Sgt. Nombeko Prismall, elite, Comet
Orlando Morales, regular, Jenner 7-F
Muriel Armajani, regular, Locust 1E
Zhuge Ling, green, Commando
We are almost out of good mechs for another company.
Ted still has 8 green MechWarriors in our EE garrison unit
Abe Sargent
11-25-2009, 10:51 PM
We have the following low tech mechs that are common:
Awesome, Locust 1E, Shadow Hawk, Warhammer, 3 Wasps, Hermes II, Cyclops, Charger 1A1, 2 Fleas, Warhammer on the way next month form a contract.
Then we have the following rare or high tech mechs: Exterminator, 2 Flashman, Mongoose, 2 Lancelot, Hermes, Highlander, Falcon, Firefly, Rampage, Lynx, Excalibur, Daboku, Shootist, Thug, the modified Orion. (We also have our mechs returning with Typhon Company and that will give us a boost)
So, we only have 12 mechs in the garrison that are assignable. Ted decides to make our garriosn better immediately.
We sell the following mechs for a 10% loss under price:
Charger, Shadow Hawk, 3 Wasps
I pick up:
Wolfhound
Javelin 10F
Thunderbolt
Trebuchet
I know that’s 5 mechs for 4, but it’s a big increase in value.
We also proactively purchase a Crusader.
Abe Sargent
11-26-2009, 12:34 AM
We have a battalion of mechs in Mustang, Brawler and Phaeton companies. Contracts?
FedCom: O Raid on Dracs.
FedCom: Retainer
St. Ives Compact: Security
Rasalhague: Retainer
Heh, I actually rolled a second retainer contract from Rasalhague. Part of me would love to do it. Send our Battalion on a new retainer contract. We could speed our contracts ahead by about three years in a few minutes. It’d be nice in a lot of ways. However, I was hoping I could have 2 regiments of mechs by the time we get there. We need another 5 regiments, and we aren’t getting too many more. After a year, we can assemble one. I also expected Braham to assemble an elite strike team with the good LosTech mechs when he got back. We have a company there, but preferably we’d take that off the grid and have a normal 9 companies. We could combine tank battalion with mechs for a combined arms regiment. That’s possible. We could also go to Outreach and recruit Mws with mechs, which is legal according to the rules of the game, but sitting Ted there and getting 24 recruit rolls a year seems a bit cheap. When it makes sense I do it, like to get dispossessed and to get infantry. However, I just don’t feel like camping out Ted on Outreach for a few years is the right way to build the K&C even if it is allowed by the rules and its not that much of a stretch in terms of game status (if a large regimental+ unit with a good rep wanted to recruit to fill up their ranks, and only got 20 mechs and warriors a year, that doesn’t seem too bad). There are numerous cases of mech commands taking a few years to rebuild, and this would be one way to do it (and these include some really high profile units too).
On the other hand, how many more mechs would a battalion + get in the next two-ish years? I don’t know. Plus, I expect there will be some battles in the FRR before mid-3049 hits. We could scrag another company out there, if things fall right. I still will be far away from the resources for more companies.
Flat out, I am of two minds. We are going at a good clip anyway, but we could go at a really good clip.
Before I make some decisions, let’s find out what kind of resources we have. If we were to sell all of our mech parts, how much $$ would we make, roughly?
65,575,000
Well, that changes things. I have enough parts to sell for mechs. Now, it’s cheaper to build them, so I can sit on the build ones, but that is some good resources I can rely on to help me get to many companies. In other words, I do not need to keep my Company a day stuff up.
We send Phaeton, Brawler and Mustang companies to the FRR retainer and are able to negotiate the same ending date at our other folks. Same terms too. They will arrive in May 16, 3047.
Abe Sargent
11-26-2009, 01:08 AM
Dec 18, 3046 - We honor the 7th anniversary of the Fall of Andurien.
Jan 1, 3047 - We get the new class - 8 enrollees
3rd Year: 9
2nd Year: 10
1st Year: 8
Time to look at our garrison for another mech to make.
We build a Jenner and make it a JR7-F.
Mar 1, 3047 - Meet our new elite MechWarriors.
Nathan Raleigh
Gahiji Chalthoum
Tanja Emminger
Aidan Monroe
Liu Zhen
Angela Kaminski
Ted chooses to stay on Outreach for something special.
We will build a Blackjack 1DB which has two large lasers.
Abe Sargent
11-26-2009, 01:21 AM
July 1, 3047 - Ted gets his first hit. Let’s see what we got when we rolled a 10.
Ted has been trying each month to recruit a DropShip. It’s a really hard roll, and we get no bonuses. This month, we rolled a natural 10, which qualifies us for a few DropShips. We could take a Union which requires a 10. Here’s the deal though, if you take one that your number hits exactly, it’s not a part of your unit, instead it is a auxiliary that you do not own and which can leave you or do whatever it wants.
DropShips and Jumpships do, very occasionally, swing by Outreach looking for employment just like infantry ,tanks, mechs, fighters and those who drive, fly and pilot them. It’s not common, so you have to throw all of your rolls into one roll basket each month. I figured why not, so I made out with a legitimate roll.
There are a couple of 9s, but they are merchant class DropShips like the Mule, or just deliver a lance of four mechs like the Leopard. The only DropShips you can get with a 9 are the Mule, Leopard, Gazelle, Buccaneer, and Condor. Of those, the Mule and Buccaneer are cargo DropShips, the Leopard carries just four mechs, The Condor carries 12 infantry platoons and 20 vehicles, and the Gazelle carries 12 tanks and either 3 fighters or 3 more tanks. None of these are good for what I want, which is carrying mechs. Now, I could use them for other things, like transporting vehicles or carrying ammo and supplies, but no mechs.
So, we are getting the Union as an auxiliary, because it is the best of the 10s, and it can carry 12 mechs. It is not ours, it just chooses to affiliates itself with us, if that makes sense.
Meet the Robin Hood, a Union class DropShip, whose crew are joining our group. Ted sends them back to EE to join our groups there.
Ted keeps up the recruiting, just in case.
Abe Sargent
11-26-2009, 01:59 AM
Oct 1, 3047 - Wow, I never expected this, but I rolled a freakin’ 12. Best 12 I’ve rolled in this dynasty, let me tell you. This is incredible! Here are all of the DropShips we can get, permanently, with a 9, 10, or 11:
Union
Avenger
Mule
Buccaneer
Condor
Leopard
Leopard CV
Fury
Gazelle
Triumph
Seeker
Intruder
Monarch
We can also get, as an auxiliary, the following DropShips: Overlord (wow), Hamilcar, Achilles, and Excalibur. I need to look at some ships, because I don’t yet know what I want.
I hope to find something good in the first category. An Overlord can drop an entire battalion of mechs, 36 of them, on the field. That’s some power.
The Avenger is more of an attacking DropShip, with small amounts of cargo. It’s a warship in DropShip form. It only has 93 tons of cargo. It bombs, strafes, like a fighter, and can attack capital ships.
Leopard CV is just a refitted Leopard for fighters.
Fury carries 4 platoons of infantry and 8 light support vehicles. It’s more of a raider.
The Intruder is a military spheroid that carries 4 platoons, 2 fighters, a bunch of cargo, and is really good at combat. It is designed to get in and out of hot zones.
The Hamilcar is more of a raider/assault with 4 fighters and 8 mechs. It has low fuel and armor though.
The Seeker is a troop carrier that carries 64 light vehicles and 4 infantry platoons OR 48 tanks and a lance of mechs. It’s not for the big things. We could get one to carry around our vehicles and infantry.
The Achilles is designed for fighting and it can easily fight against fast fighters, and it has four fighters of its own.
The Monarch is a passenger merchant DropShip.
The Excalibur carries 90 tanks, 12 mechs and 12 infantry platoons - basically it carries a regiment of combined forces. It is the largest military DropShip is service.
Taking an Overlord for my auxiliary would be nice too, but I really want to have a DropShip that is officially ours. It would be lovely to say this is ours, ha ha. I go the roll, let’s not waste it. A Union DropShip costs 160 million CBills. Based on the amount we made from the War of 3039, we could just about afford one.
Abe Sargent
11-26-2009, 02:08 AM
You can create Q Ships. These are merchant ships turned into combat cargo carriers, but they generally have little armor, few to no weapons. They also are not great at extracting or deploying forces with anything close to speed.
The best DropShip I can just flat out get is the Seeker. It can carry a lot of tanks. It’s also one of the faster military DropShips. On the other hand, I could get a Overlord as an auxiliary, or a Union flat out.
We are going to do a Union flat out. Since we deploy as companies, it makes sense.
Ted heads back to EE with the new Union. He rechristens it the Star River, as a nod towards our planet.
We just built a Rifleman. Our next mech to build is a Phoenix Hawk.
Oct 20, 3047 - Tank battalion finishes their contract and made about 2 million. We send them on another garrison at Acamar, just a jump away from EE.
Nov 15, 3047 - They begin their new contract, and will be done on Nov 15, 3049.
Dec 1, 3047 - Braham Essex is back in the Inner Sphere, and he puts the $$ he and Typhon Company made into our account from Thule. The injection of this 68 million dollars is probably enough to outfit us for a while.
Abe Sargent
11-26-2009, 03:00 AM
Say hello to the newest company and our newest MechWarriors at the same time. One leaves us, and we have 2 green, 5 reg, 1 vet.
Styx Company
Anvil Lance:
Lt. Nathan Raleigh, elite, Awesome
Angela Kaminski, elite, Thunderbolt
Qabihah Abbas, veteran, Warhammer 6D
Neil Adrick, regular, Cyclops
Hammer Lance:
Sgt. Gahiji Chalthoum, elite, Crusader 3D
Aidan Monroe, elite, Trebuchet
Ricardo Vasquez, regular, Blackjack 1DB
Hannah Feinstein, regular, Rifleman
Thunder Lance
Lt. Tanja Emminger, elite, Javelin 10F
Liu Zhen, elite, Jenner F
Hubert McCullough, regular, Locust 1E
Scott Cavanaugh, regular, Wolfhound
Abe Sargent
11-26-2009, 03:45 AM
Here us our updated list:
Aleph Company - FRR
Phaeton Company - FRR - arrive in May 16, 3047
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company - Due back April 12, 3048
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - FRR - arrive in May 16, 3047
Lance Company - FRR
Mustang Company - FRR - arrive in May 16, 3047
Styx Company -
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Nov 15, 3049
Robin Hood - Idle
Star River - Idle
Ted sends our Star River to the FRR to join our folks. It will takes some cargo commercially in order to pay for the journey. The Robin Hood is sent with Styx Company to its first assignment.
Contracts for Styx Company?
Capellan: O Raid on…Marik.
FedCom: O Raid on…Dracs
FedCom: Cadre
Free Worlds League: Garrison
Corporation: Extraction
Which is closest?
The Drac raid is deeeeep in Drac space. Ick. The Marik raid is against…Xanthe III, the ancestral home of the Humphreys family, Dukes of Andurien. Nope, sorry, not happening.
Extraction? Sarpsborg, in the FedCom. Not easy to get away with, what do they want? They want us to hit a rival company and destroy it. Nah, not interested.
Dec 18, 3047 - The 8th anniversary of the Fall of Andurien is held.
Abe Sargent
11-26-2009, 03:53 AM
Jan 1, 3048 - 5 new students enroll at the Essex Training Academy. A down year.
3rd Year: 10
2nd Year: 8
1st Year: 5
Contracts for Styx Company
Rasalhague - Diversionary Raid
ComStar - Defensive Campaign
Free Worlds League - Obj Raid
Against……Cappella. The planet of Bandora - on the border with the FedCom and just 37 light years and two jumps away from the FWL. 7 jumps away.
Contract:
Salvage: Shared
Command: Liaison
Transport: Full - Comp
Salary: x3.4, 1.6, 1x3
Support: 35% Battle Loss
Remuneration: Nope
Length: 1 month
We can be at Bandora on April 4, 3048.
Ted hits Outreach again for more elite dispossessed MW earmarked for the next company.
Feb 1, 3048 - Our techs start work on a Javelin. All of the Inner Sphere is immune to listen-kill missiles after being given the basic info. They are no longer being made. Ted buys up a lot of the former supply for storage, just in case we run into people that are not immune - like periphery, industrial mechs, etc.
Mar 1, 3048 - 6 more elite MW have joined us.
Abe Sargent
11-26-2009, 04:12 AM
April 4, 3048 - We arrive at Bandora. Styx company has had a full intel briefing from our Marik liaison. On this border planet with the FedCom, are several top line mechs being tested. We are to engage a Liao Raven with updated technology, and bring it back to Marik, or data about it.
There are supposedly two on Bandora, a minor agricultural planet with little economic value, just a tactical one. In an invasion, Bandora is viewed as a secondary target, so the forces here are less than they would be at nearby Ingersoll, which is both a border world and one of he most important economic planets in the Confederation, or Capella, which is both border and has a lot of industry including battlemech factories.
With Bandora a lesser target, it makes an ideal testing ground for the newest mechs off the line as they can be tested in good conditions but not in the obvious places for spies.
Marik intelligence believes that there is a LosTech Raven in the garrison around the centralized area for several native plants that are hardy and easy to grow on the central continent near the equator. Marik believes that there are a battalion of Capellan forces on planet, and a company there.
There is also a DropPort there. We are hailed many times by the locals, and lie and say we are a trading DropShip. Many military DropShips have some stealth technology in them, which allows them to jump into a system at pirate points and sometimes be unable to be seen until they are close. Our auxiliary Union, the Robin Hood also has such, and it looks very similar to a Mule visually from a distance, which is a typical commercial DropShip. The combination of some subtle ECM technology and the similar appearance allow us to land safely in the DropPort, and no one is around us to immediately notice that oh, there is a military DropShip in the port.
Within minutes, our mechs are unloaded and still go unnoticed. This is a border planet people. Where are your civilian defenses?
After some investigation, it appears that there are riots going on in the city next us and the local forces have been brought in to deal with it, so our landing and unloading in uncontested. We notice that there is a Raven as promised in riot control, but there are more than 12 mechs here, because of the riots. There is also a FULL company of tanks here as well.
Within a few minutes, we are discovered, as Lt. Nathan Raleigh moves his troops away from the populated areas. A large park-like area used as the grounds for faires is serviceable for combat. Within a few moments, they close. Not all can get here immediately, because they are handling the riots.
Each mech and tank is assigned a turn, 1-6 on which they will deploy to the map, while we will all start on the map. Alright, here are our foes:
The mechs:
Raven 3L
Stinger
Warhammer 6L (low-tech)
Blackjack BJ2 (field refit to LosTech)
Locust
Centurion
Rifleman
Cataphract 3L (LosTech)
Shadow Hawk
Firestarter
Stalker
Clint
And then some vehicles too.
The mechs are vets, the tanks some green and some regular.
Battle bate: us 19k, them 33k. This does not look good. Only the slow deployment can save us.
Their Raven deploys before round 4. Here is this 35 ton mech loaded with LosTech electronics like TAG, NARC, ECM and a Probe. Their mechs come with NARC equipable SRM and LRM missiles in order to fully use the NARC beacon their Raven has.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3039/Raven%203039.jpg
Abe Sargent
11-26-2009, 08:43 PM
We begin on a map with few woods, and that’s it.
We win init. Only their uptech Cataphract and uptech Blackjack, Clint, and three vehicles begin on the map. One quarter of their forces. We need to take down some of their mechs or vehicles immediately. The biggest threat is their Cataphract, so we focus some fire. Our Javelin misses four medium lasers on the Cat needing 7s. I didn’t deal as much damage as I’d hoped. Their Cat misses a kick on our Jenner, and is kicked by it., but manages to stay standing.
We win init. More units join the field. I hope our Jav by their LRM Harasser. Our Awesome destroys the RT of their Cataphract, and because it has an XL engine, it is destroyed. Our Lieutenant gets the first kill - how appropriate. Our Jav knocks their LRM Harasser immobile. Their Locust misses a kick on my Jav, and is kicked, but stands. Well, we took out one of their best units. Now let’s see who I can savage in the next few turns.
We lose 5 to 6. They get some vehicles including a Hetzer and a Rifleman mech. We concentrate fire on their Rifleman but miss some critical attacks. Their J Edgar is knocked immobile.
We lose 3 to 4. Warhammer, Raven, Shadow Hawk, Firestarter, and a tank are joining us. If I can hurt or take down that Rifleman this turn, we may have a shot. Our mechs are barely scratched, and they brought in forces behind woods, leaving a turn for us to hit those exposed. Our Rifleman blows off the LL of theirs. Our T Bolt falls after taking some damage.
We win 8 to 5. We stand our Tbolt. Our T Bolt hits their Blackjack’s engine once. Their S Hawk hits our T Bolts Large laser. Our Blackjack destroys their Blackjack’s LT.
We lose init 2 to 11. All of their units are now on the field. We barely touch their BJ but they bring their Stalker around the woods and it is tapped by a couple of PPCs from our Awesome, but stands.
We lose 5 to 6. Our Awesome hits their Stalker in the head with a PPC, shears off its external armor, and does not have any criticals. We concentrated on their Stalker and it stands. They accidentally set the woods my Awesome was in on fire.
We lose 3 to 9. Our Crusader hits their Raven’s engine. We tear into their Stalker but it manages to keep its feet.
We lose 4 to 6. Our ‘Hammer hammers the LT of their Stalker into nonexistence. Their Stalker falls and gets a limb blown off critical for its RL.
We finally win init 11 to 7. Their BJ destroys my T Bolts RA> Our T Bolt destroys the BJ’s LL and CT. Our Cyclops hits an engine on their Stalker. A Saracen is knocked immobile.
We lose init again 6 to 8. Their Stalker actually manages to stand. They run their Locust and Stinger next to my ‘Hammer and their woods by now are all on fire and smokey. Our Awesome destroys a Condor. Our Rifleman destroys the RA of theirs/ Our ‘Hammer kicks and destroys the LL on their Locust. Its pilot blacks out.
Round 12 we win init 6 to 4. Their ‘Hammer hit’s a pair of foot actuaotrs in our Cyclops. Our T Bolt destroys their Ravens RT and since it has an XL engine, that’s it for it. Our Cyclops falls. After taking two medium lasers from my ‘Hammer on their Locust’s head, it is hard to awaken and the pilot is still blacked out.
We lose init 7 to 9. Our ‘Hammer destroys the CT, H and RT of their Locust and then ingites its ammo. Our Cyclops hits four leg actuators on their ‘Hammer. They hit my Cyke’s hip. Our Cyke falls as well as their Warhammer. Our Awesome kicks and destroys the LL and LT of their Stinge.r It kicks and destroys the LA of my Cyclops.
We lose init 5 to 8. Our Cyclops fails to stand but their Stinger does. We leave our Hammer on the ground, as do they. Our Awesome destroys the LT of their ‘Hammer. Our Crusader hits its engine three times and it is down. Trebuchet destroys Stinger’s RA. Blackjack the Warhamms LL. Our Rifleman hits their’s in the gyrp twice, taking it down. Our Locust destroys the Stingers RT. Their Stinger falls and destroys its own CT. Their Stalker pilot blacks out. Our Jenner kicks and kills the crew of a Goblin Medium Tank.
And with that, they pull out.
About 35 tons of armor needed
We grab the salvage, including the dead Raven, and bust off.
Salvage:
Cataphract 3L missing RT (fixed the engine) 12,729,000 - current BV: 2,650,000 to fix
LRM Harasser - 525,000
J Edgar - 730,000
Rifleman with 2 gyro hits, missing RA (Gyro fixed) - 4,000,000 - 808,000 to fix
Blackjack LA , RA, RL, RT, H - 1,650,000 - includes 2xEr LL and 2xSRM2 Streak
Stalker missing RA, LT, and two engine hits (engine fixed) - 6,150,000 : 1,350,000 to fix
Saracen - 813,000
Condor - 1,217,000
Raven missing RT (fixed the engine) - 4,200,000 - 1.450 to fix
Stinger LA, H, RL - 525,000
Warhammer LA - 950,000
Goblin - 607,000
Salvage Total Value: 34,096,000
Shared Value: 17,048,000
I could grab a uptech Cataphract and Rifleman. Not bad.
I could get a Stalker, Rifleman, 5 tanks, BJ parts, Warhammer arm, and Stinger H and RL.
So the question is which is better. Stalker and 5 tanks, or uptech Cataphract. Well, that’s silly, obviously the tanks Stalker and pieces.
Repair: T Bolt RA, Cyclops LA -Take about 1.45 mill to fix these
Abe Sargent
11-26-2009, 08:49 PM
April 7, 3048 - We settle up our Shared Salvage with our client.
The Raven’s value is included in the salvage, but contractually we cannot take it.
What we spent:
307,394 - Salary + upkeep
350,000 - Armor
1.45 mill - Fix T Bolt and Cyclops
2.158 mill - Fix Rifleman and Stalker
275,000 - Ammo
What we made:
125,000 Transport
211,735 - Salary
17,048,000 - Shared Salvage
630,000 - 35% Battle Loss
Total Made: Around 14 mill
We will arrive back July 14, 3048.
Abe Sargent
11-26-2009, 08:56 PM
April 1, 3048 - Ted looks around the garrison for a new choice to build.
A Scorpion - we have all of the parts save one. Yuck though.
April 12, 3048 - Typhon Company arrives back after a long contract. Braham orders they take a few months break on EE. He will join them, but on Outreach. After reviewing our new T&O, Braham chooses to head to Outreach to prepare some additions to Kilts and Commandoes. He is joined by his wife who will run Kressly Warworks from Outreach, just one jump away, for a few months.
As a reminder, Braham brings the following mechs with him:
Starslayer
Phoenix Hawk 1b
low-tech Hornet
Catapult
Hunchback
2750 Flashman
Centurion
Javelin
Firestarter
Aleph Company - FRR
Phaeton Company - FRR - arrive in May 16, 3047
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company -
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - FRR - arrive in May 16, 3047
Lance Company - FRR
Mustang Company - FRR - arrive in May 16, 3047
Styx Company - Returns on July 14, 3048
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Nov 15, 3049
Robin Hood - Assigned to Styx Company
Star River - In the FRR
Abe Sargent
11-26-2009, 09:05 PM
Typhon Company undergoes a few changes. If you’ll recall, they moved to an all energy weapon lineup, and a lighter one than normal. The following changes are made:
Braham’s Awesome is turned into the garrison.
The JR7F Jenner is assigned to Isabella Sanchez, who lost the Spider.
Elite mechwarrior Stacy McGarrity is being added to Typhon Company from the garrison. She is being given the Hunchback.
We remove Brady O’Malley’s Charger 1A1 for a Catapult.
The Centurion is swapped for Roderick Hampton’s Hermes.
The Mongoose and Mercury are being removed. Instead an Awesome is added and the Stalker when Styx Company arrives is added. Now Typhon is a much more rounded company.
That really changes a few things in our garrison. It looses a lot of its rounded-ness. But we have almost 100 million in cash, so I’m not bothered.
Abe Sargent
11-26-2009, 09:19 PM
May 1, 3048 - Braham begins recruiting for an elite, high tech force that will be led by him. He gets three recruit rolls a month instead of Ted’s two.
July 14, 3048 - Styx is back.
August 1, 3048 - Contracts for Styx
Free Worlds League: Security
St Ives: O Raid on…Caps. Target World - Sendalor. 12 jumps away
Rasalhague: O Raid on…Dracs. Target: Coudoux - 15 jumps away and on the border
Capella: O Raid on…Marik. Target World: Andurien. HAHAHAHAHAHAHA
Doing another raid on Sendalor will take a while. So will Coudoux.
Ted has our people working on reconstructing a BJ 2 from the pieces.
We would arrive on Sendalor in about 4-½ to 5 months. It’s would take around 10 months from beginning to end. I could wait to see if we get anything closer, but there is no guarantee we will. Still, Ted holds us back incase we want to make a battalion with the new company, Typhon and Styx if no contracts come in.
Braham Essex sends two elite MW to our garrison for the next company.
Aug 18, 3048 - Thoma Marie Essex, daughter of Adele Thompson and Braham Essex turns 12. She is given some training in some smaller military mechs, since she really likes it.
Sept 1, 3048 -
Contracts:
St. Ives - Garrison
Fed Com - Retainer
Free WL - O Raid on…Caps - target: Sian. WTF? They want to hire a company to hit the capital of the Confederation? And what crazy thing would they possibly want to accomplish in that. Stupid. No way am I taking that contract.
Abe Sargent
11-26-2009, 09:25 PM
EVENT - Sept 27, 3048 - The ComStar Explorer Corp vessel Outbound Light jumps into the Huntress system. Within days it is captured by Clan Smoke Jaguar, who will use this incident to jumpstart Operation: Revival. There is no turning back.
Abe Sargent
11-26-2009, 09:28 PM
Oct 1, 3048 - Contracts:
Drac: Pirate Hunting
Free WL: Cadre
Magistracy of Canopus: Garrison
Taurian Concordat: O Raid on. FedCom.
The new mech to be worked on is a Comet.
Abe Sargent
11-26-2009, 09:53 PM
Oct 10, 3048 - Meet the new Shadow Company, Braham’s new crack company:
Shadow Company:
Anvil Lance:
Braham Essex, elite+, modified Orion-Abe
Bianca Nightengale, elite, Highlander 732
Rachel Perry, elite, Shootist 8A
Ricardo Diaz, elite, Flashman 8K
Hammer Lance
Sgt. Catherine Poliksa, elite, Lancelot
David Morgan, elite, Griffin 5M *
Raven Hamilton, elite, Blackjack 2
Robert Perez, elite, Thug 11E
Thunder Lance
Sgt. Amir Satiya, elite, Lynx 9Q
Siobhan O’Conner, elite, Phoenix Hawk 1b
Katya Dovich, elite, Starslayer
Laine Hall, elite, Talon 5W
The DropShip Robin Hood is being assigned to Shadow Company.
Because of our elite pilots and all LosTech equipped mechs, we are rated Rating A already. We purchased the updated and common Griffin off the market for over 10 million, but we get a mech with an LRM 20 and ER PPC.
Many of my mechs have XL engines. I don’t generally like this, so I need to be careful. I don’t want to overexpose a mech with an XL engine.
Abe Sargent
11-26-2009, 10:07 PM
Nov 1, 3048 - Contracts:
FedCom: Garrison
FedCom: O Raid on…Capella. Target Geifer, 8 jumps away.
ComStar: Cadre
Taurian Concordat: Extraction
Magistracy: Garrison
Corporation; Security
Let’s do the raid on Geifer.
The FedCom is interested in hitting Geifer for a chance to see how the Capellan forces react to a raid on one of their listening posts. Geifer is a major world politically because of a major library, thinktanks and universities on the planet. It is also just one jump away from two planets in the Federated Commonwealth captured in the Fourth Succession War. Therefore, it has a strong garrison, and like many, it is getting some of the new tech, so again we can expect some mechs with new technology.
Since it has so many defensive forces, it is also a perfect place to put a listening post - on a world already hard to hit.
This is a perfect world for Shadow Company to hit, because if they end up fighting more than a company of mechs, they have the best shot at winning. It’s also a good shake down mission. Because of the subtlety of the mission, we will be hiring a Q Ship, a civilian transport DropShip converted into a military vessel. That way , we can land without suspicion. It takes longer to load and unload our forces, but the subterfuge is worth it. Also, we will be taking the Exterminator with us as an extra 13th mech.
Robin Hood moves back to Styx Company.
Contract:
Salvage: Full
Salary: x4, x1.6, x1.4
Support: 50% Battle Loss
Command: Indy
Remuneration: Nope
Length: 1 month
Transport: 50%
30% Bonus
We will arrive on Feb 12, 3049.
Abe Sargent
11-26-2009, 10:12 PM
EVENT - Jan 1, 3049 - As LosTech mechs become more common in IS forces, heavy and assault mechs are favored in both new technology and new forces rolling off the assembly lines. As such, the ratio for mechs in the IS changes from many more lights and mediums to more similar numbers. To approximate this, when fighting any IS unit with LosTech mechs, the die roll is changed to:
1 - Light
2 - Medium
3 - Heavy
4 - Assault
5,6 - reroll
From one that put the extra numbers in light and medium mechs.
Abe Sargent
11-26-2009, 10:31 PM
Feb 12, 3049 - Our Mule Q-Ship lands with little interference in the agricultural region of a super continent. Elsewhere are all of the major cities and places and here is grown food, plus a nearby swamp is home to a very popular and valuable local spice endemic to Geifer. It is grown and harvested. Due to distance from the main areas, a few DropPorts are nearby in this centralized area in order to load and unload food and equipment. A Mule here isn’t noticed by anyone.
Feb 13, 3049 - During the evening time, Braham Essex takes the Exterminator walking. The Listening Post is some distance away, and it takes about 2 and a half hours to get there. There are no patrols before he arrives there. The meadows have begun to make way for brush and a few trees here and there. The land is still perfectly flat. Braham spies the post far away. He easily slips past a motorized infantry patrol sticking to the road.
Within minutes, Braham has verified that the listening post is here. In fact, he can get real close. This isn’t a full base or anything, just a few buildings spread out and open, without even so much as a fence guarding it. Bad protection Liao.
Using his mechs scans, Braham picks up a few heat signatures, could be vehicles, could mechs, they are distorted, inside of a few larger buildings. Mag scans show many things there, but they are not moving, and close together, and behind walls, so it is impossible to tell just how many.
The return is easy.
Feb 15, 3049 - After sundown, our Mule lifts off and moves towards the Post. We land a few klicks away. By now, everyone has been alerted. Shadow Company moves off the Mule as fast as they are able, which is pretty slow, and then advances towards the listening post. Our arrival was seen before we even landed, and our long unload time means we are hit just a few minutes after leaving behind the Mule. Tonight is a bright, moonlit night.
Our foe, using the new rolling chart:
Locust
Catapult
Cyclops
Victor
Shadow Hawk
BattleMaster
Warhammer 6L
Wasp
Striker
Grasshopper 5J
Vindicator
Cicada
The pilots are regular
We are easily in control of this in terms of BV. The 5J Grasshopper is an old one with a field refit to give it a ER large laser, anti-missile system and SRM2 streak.
Here is our Highlander. This 90 ton assault mech jumps, 3/5/3, features a Gauss Rifle, LRM20, SRM6, 2 medium lasers, 12 heat sinks and max ferro-fib armor plus CASE in each torso. It’s a good mech, who’s only deficiency is…well...nothing really. Good mech.
http://www.solaris7.com/Images/TRO/BattleMechs/Highlander.jpg
Abe Sargent
11-27-2009, 01:32 PM
Remember we are fighting at nighttime, but with a very full moon. This will make it harder to hit for both of us. It takes us two movement points for each step.
We win init. No one hits.
We win 10 to 4. I hop our P Hawk by their Locust and Cicada. Our Starslayer hit’s a leg actuator on their Cicada. Then our P Hawk kicks and destroys its LL.
We win 5 to 3. Lynx behind their Locust. It destroys the RT of their Locust. Our Starslayer destroys the Cicada’s RA. Our Talon destroys the RL of their Locust. Our P Hawk destroys the CT of their Locust. Then its engine explodes and it deals a little damage to a bunch of my mechs.
We lose init 5 to 8. We concentrate a lot of fire at their BattleMAster. Our Griffin‘s ER PPC hits its head and destroys its sensors. Our Talon gets a glancing blow with its ER PPC on the head of their Victor, who jumped in to threaten my light and medium mechs.
We win 6 to 5. Their Cicada knocks itself out while trying to stand and failing. We hop our Lynx behind their Victor. AC20s, Gauss, lasers and missiles tear into their BattleMaster fiercely. Our Shootist fires a medium pulse laser into its CT and destroys it. Our Starslayer hit’s the AC20 on their Victor. Our Talon hits its gyro twice and it is a dead mech. Their Striker falls after taking just two PPCs from the Thug.
We win init 11 to 7. Their Cicada pilot is still asleep. We hammer their Warhammer, previously untouched. Our Shootist’s AC20 destroys its RL. Our Blackjack and then Thug hit every single actuator in its other leg, meaning it is down. It falls and destroys the LL. That is a kill for the Thug. That’s a good mech that went from untouched to dead in one turn from a Highlander, Orion, Shootist, Blackjack, Thug and Griffin. That’s how much power we have. Our Lynx kicks and destroys the RL and RT of their Wasp.
With the death of a ‘Hammer and the savaging of thir Wasp, they are down and pull out. We get the Cicada because the pilot is blacked out.
Salvage:
Locust RA
Battle master - H, LT, RT, LA, RL, RL, RA
Victor - 2xgyro, 1 engine, 1 AC20, various weapons hit
Cicada missing RA, LL
Warhammer - missing RL, LL
Wasp RA
A good first mission for our squad.
We used about 3 tons of Ferro Fib armor
7 tons of regular armor
We destroys the listening post, return to the Mule and lift off.
Abe Sargent
11-27-2009, 01:40 PM
June 27, 3049 will see Shadow Company return.
Contract:
What we spent:
800k - transport
539,581 - salary and upkeep
130k - armor
100k - ammo
2.5 mill - to fix mechs salvaged
What we got:
400k - transport
65k - armor
637,378 - Salary and bonus
Total losses: -2,967,203
Abe Sargent
11-27-2009, 01:54 PM
Rewind:
Oct 15, 3048 - We announce a new contract with Kressly Warworks after our own one ran out. For the next ten years, we agree to garrison and defend their company. We continue to get a 20% reduction in value, plus we are given a lance of Brutus tanks from their line.
Nov 1, 3048 - Ted orders a Crusader built from the parts.
Dec 1, 3048 - More graduates from the Essex Academy. 3 choose not to stay. The rest are one vet, four regular, 2 green.
Abe Sargent
11-27-2009, 02:46 PM
Meet the new Boxer Company:
Anvil Company
Lt. Katie McGregory, elite, Battlemaster 3M *!
Sekhar Mamadi, elite, Warhammer 6D
Mitsuko Abe, elite, Thunderbolt *
Jeanette Devereux, veteran, Zeus *
Hammer Company
Sgt. Awanata Racingwolf, elite, Archer *
Abelard Blauvelt, regular, Rifleman
JØrgen Eiriksson, regular, Griffin *
Fakhruddin Mousa, elite, Catapult *
Thunder Company
Sgt. Ibrahim Sofala, elite, Phoenix Hawk
Sarah Goldberg, elite, Comet
Theresa Aguilar, regular, Javelin 10F
Jonathan Wesley, regular, Hermes II 2M
Abe Sargent
11-27-2009, 03:34 PM
Let’s look for contracts for Typhon, Styx and/or Boxer.
Dracs: Security
Free WL: Cadre
ComStar: O Raid on…Dracs - target: Deshler, one jump from Marduk and Breed actually. 8 jumps away.
Capella: Security
Corporation: O Raid on…Fed Com. Nope, sorry, not allowed.
Looks like Deshler is a perfectly acceptable contract. We could take Boxer on their first contract, or Styx or Typhon. After consideration, we decide to send out Styx with the Robin Hood.
They will arrive on March 19, 3049 -
Contract:
Salvage: Shared
Salary: x3.4, 1.6, 1.3
Remuneration; No
Transport: Full +
Support: 50% Battle Loss
Length: 1 month
Command: Liaison
Aleph Company - FRR
Phaeton Company - FRR - arrive in May 16, 3047
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company -
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - FRR - arrive in May 16, 3047
Lance Company - FRR
Mustang Company - FRR - arrive in May 16, 3047
Styx Company - Arrive on March 19, 3049
Boxer Company -
Shadow Company - Returns June 27, 3049
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Nov 15, 3049
Robin Hood - Assigned to Styx Company
Star River - In the FRR
Abe Sargent
11-27-2009, 04:21 PM
Let’s go ahead and do the contract:
March 19, 3049 - We arrive in the Deshler system with our company. We paid the JumpShip a little extra to jump to a pirate point just two days out from Deshler.
ComStar wants us to take down a jail and break out one of their spies. Deshler is one jump from two FedCom systems that were captured in the War of 3039 from the Combine, but otherwise it is inside the border. Deshler is so unimportant that it wasn‘t even attacked in the War of 3039, despite systems all around it getting hit. It used to have the major Stock Exchange and a mint during the Star League, but it was hit hard in the Succession Wars. Now it makes some electronics on world and imports food and other supplies. Only that electronics factory survived of all of the industrial and economic concerns from the Star League that were on planet.
Deshler is a minor system as a result, but its proximity to the border requires a garrison of some sort, but not a big one. ComStar expects us to land easily, hit the jail, grab their prisoner, and leave. According to ComStar intel, there is a mixed mech and tank company there, so they hired a mech company, to ensure success.
This should be close to a milk run. Note the word should
March 21, 3049 - We are never challenged by the forces and land unimpeded. Our mechs move out immediately and march towards the jail. Let’s do this fast and furious.
We arrive at the jail and….yup, looks like intel was right, just a company of mechs and tanks mixed. 7 mechs, 5 tanks.
We close and get ready to engage the enemy.
As we get closer, we notice that intel was right on size and type of opposition, but not composition. Tanks and mechs and 12, sure, but these have been getting the new weapons and designs.
Here are our foes:
Hatamoto-Chi
Dragon
BattleMaster
Jenner
Shadow Hawk
Grasshopper
Marauder 5D - uptech made at Drac plant on captured Quentin with Davion blueprints.
Hetzer
Ontos
Von Luckner
Galleon
Harasser
2 assault mechs, 1 assault tank, 3 heavy mechs, 1 heavy tank, and two mechs with recovered technology. And yet, I suspect I have the advantage. Their mechs are veterans
Here is Styx’s Wolfhound, a very effective 35 ton mech with 6/9 movement, a large laser, four mediums with one rear facing, and max armor. It’s one of the newer designs from the pre-LosTech era in the previous 25-40 years, along with the Raven, Hatchetman, Merlin and a few others.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3039/Wolfhound%203039.jpg
Abe Sargent
11-27-2009, 10:42 PM
We are fighting around a small lake.
We win init 12 to 8. We are moving our forces to take a large copse of woods near the lake. I think whoever has this forest will have a strong advantage. We concentrate fire on the Hatamoto. It falls under damage, and our Awesome stands despite some hits.
We win 10 to 8. We have positioned a lot of our mechs. Their Hatamoto stands. Their BM destroys the Ra of my Thunderbolt.
We win init 6 to 4. A PPC from our Awesome rams into their Battlemaster’s head and shears off the armor but does not hit any critical parts. Our Crusader destroys the LT of their Hatamoto-Chi. Its pilot blacks out. Their Hatamoto falls automatically.
We lose init 8 to 12. Our Trebuchet destroys the BM’s LT and then hits its head with Lrms and destroys it. Dead mech. Our Warhammer falls after taking some heat. Our Cyclops kicks and destroys a Harasser. Their Hatamoto pilot remains blacked out.
We win 12 to 7. Our Warhammer fails ot stand twice before finally arising. We only needed a 4. Javelin behind their Jenner. Their Von Luckner’s AC20 nails our Jav’s LT and destroys it. Our Jav hits their Jenner’s gyro once. Our Locust destroys its RA . Both our Jav and their Jenner fall. Our Blackjack kicks and destroys the Galleon. Our Wolfhound kicks and hit’s the Jenner’s ammo and it explodes. Our Warhammer misses a kick and was kicked, and then again missies the 4 and falls down. Their Hatamoto pilot remains blacked out/.
With a Jenner, Bm, and Hatamoto down, and a Harasser and galleon destroyed, the Dracs leave. We easily destroy the jail after freeing the Comstar spy, and bring her back to them.
Repair: RA, Thunderbolt - LT - Javelin
Salvage:
Hatamato-Chi missing LT 7.4
BattleMaster missing Lt and H 6.7
Harasser Missile Platform - 561k
Galleon - 323k
Jenner LA - 255k
Shared in Half: 7,619,500
I take the Hatamoto and they let me take the Jenner arm.
Abe Sargent
11-27-2009, 10:56 PM
Contract Stuff:
We spent:
358,743 - salary and upkeep
250,000 - armor
160,000 - ammo
1.4 mill - repair my mechs
1.3 mill - repair Hatamoto
We made:
7,619,500 - Shared salvage
211,375 - Contract
150k - transport bonus
825k - armor and pieces
Total made: 5,337,132
We will arrive back in July 7, 3049.
Abe Sargent
11-27-2009, 11:11 PM
Rewind back to December 3048.
Dec 18, 3048 - We honor the 9th year anniversary of the Fall of Andurien.
EVENT - By the end of 3048, the clans have decided that four clans shall participate in Operation: Revival. One clan, Wolf, is given a spot automatically due to them having the Kerensky blood name. The other three are determined by trails and bidding from the other 16 clans. At the end, Ghost Bear, Jade Falcon and Smoke Jaguar have won spots in Operation: Revival, while Steel Viper won a spot as reserve and the next in line in case a clan falters. The next two, Diamond Shark and Nova Cat, won Trials of Refusal and are added to the list after Steel Viper.
Abe Sargent
11-27-2009, 11:28 PM
Jan 1, 3049 - We get a new class of 8 for the Essex Training Academy.
3rd Year: 8
2nd: 5
1st: 8
We have 21 mechs in our garrison, and this includes rare and lostech mechs. In a few months, we add four more from missions.
Ted sells the Scorpion and Charger 1A1 for cash he turns around and spends on: (when I roll to see if a mech is available, on an 8 or higher, if I was rolling for a base 3025 mech it is, on a 9 or higher if I was rolling for a variant, and 10 or higher for a LosTech variant). Cataphract, Panther, and Whitworth. We made a little cash too.
Contracts:
FedCom: O Raid on...Caps: Propus. 7 jumps away.
FedCom: Guerrilla
We like the Propus contract, so let’s do it.
Let’s get Typhon back in the game.
Contract:
Salvage: Full
Salary: x3.7, x1.6, x1.4
Support: 50% Battle Loss
Command: Indy
Remuneration: No
Transport: 50%
Length: 1 month
15% Bonus
We can be at Propus on March 26, 3049.
Let’s do it.
Abe Sargent
11-27-2009, 11:52 PM
March 26, 3049 - We land at the Cappellan world of Propus. All ships that land here must be scanned for military personnel and material. Therefore, we have to land “hot” near the area we are supposed to hit.
Due to Propus’s position right by the border, it has some units of import, but this planet is nothing compared to some other nearby planets, so the garrison is not as big as it could be.
We are to land, destroy the command lance of the battalion of Warrior House Ma-Hsu Kai, whose home planet Bithinia, is just 8 and a half light years away. The Fed Com wants us to land and take out their leader on planet.
What are Warrior Houses? They are a collection of semi-religious military orders within the Capellan Confederation that are independent from the CCAF, the Capellan Confederation Armed Forces. They report directly to the Chancellor and have a wide amount of latitude, and in times of war and strife, can be ordered by the Chancellor to take or defend various worlds. The Warrior Houses are basically autonomous monastic military organizations. Some have fighters, infantry and/or tanks to go along with their mechs. They are better trained and often better equipped then general CCAF forces. Due to their nature, they are used as special forces, and not garrison or front line troops. Because of their special relationship to the Confederation, House Liao and the Chancellor, they have a strained relationship with the CCAF at the best of times. There are eight major houses, and some consider the Death Commandoes to be a Warrior House in all but name.
We decide to play this differently after revealing the psyche profiles of our targets. Instead of landing, sneaking around, and so forth, we announce our presence, size and desire to face the best that Warrior House Ma-Hsu Kai has.
Within a few minutes, our challenge has been answered. We will face their best company at a neutral site away from civilians
Ma-Hsu Kai
Crusader
Cataphract 3L !
Hunchback
Blackjack
Stinger 3G
Cyclops 11A !
UrbanMech R63 !
Firestarter M
Vindicator 3L !
Marauder 3L
Atlas
Catapult C1b !
Those mechs with ! are ones with lostech. Some are field refits like the Catapult and Urbie, while others are new from the factory. These pilots are all veteran except the Cyclops which is elite. Our goal is to take it out.
Here is their UrbanMech, a 30 ton light mech with stupid 2/3/2 movement and one big weapon, in this case, a LB10X, plus a small pulse laser and small laser. With a lack of mobility, they are often just walking targets.
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20UrbanMech1.jpg
Abe Sargent
11-28-2009, 03:34 AM
We are fighting on two big islands in a huge bay. Each of us starts on an island.
We win init 11 to 9. Our Awesome hit’s the Cyclops’s Gauss Rifle causing 20 damage to be dealt to the mech. The RT is destroyed. Our Stalker hit’s the LRM 10 ammo in the Cyclops and it explodes. We killed our target on the first turn. Heh.
We lose 9 to 10. We focus a lot of fire on their Cataphract but it remains standing. Our Ostscout kicks their Cataphract, and now it falls.
We lose 4 to 5. Their Cataphract arises. One of their mechs falls in the water behind their island and its pilot blacks out, but we don’t know where or what mech. Our P Hawk destroys the LA of their Cataphract, and our Awesome its RA. Our Warhammer destroys its LT and since it has an XL engine that’s a dead Cataphract.
We lose 9 to 10. Our Stalker hit’s the machine gun ammo on their Crusader after every other mech we had except the Grasshoppper had fired at it. It explodes magnificently. With that, they retreat.
We discover the Marauder in the water with a blacked out pilot.
Salvage:
Cyclops 11A LA, RA, LL
Cataphract 3L missing RA, LA, LT
Crusader LA
Marauder 3L
Abe Sargent
11-28-2009, 03:42 AM
Contract:
Spent:
368,352 - unit upkeep and salary
150,000 - armor
120,000 - ammo
2.895 mill - to repair Cataphract 3L
700,000 - transport
Received:
379,723 - Salary + bonus
75k - battle loss
350k - transport
Our Losses: -3,428,629
We are back July 14, 3049, with a Cataphract 3L and Marauder.
Abe Sargent
11-28-2009, 03:55 AM
Rewind….
February 1, 3049 - We’ve got Boxer Company for a contract. Let’s see what contracts we can grab.
St. Ives: Cadre
Capella: O Raid on St. Ives. I don’t do raids for houses against minor states
FedCom: O Raid on Marik. Waay back there. Nah.
Corporation: Security
Corporation: Garrison
Let’s look into that Security Contract. It’s on a Drac world way out there. Since mercs are still persona non grata out there, I say nope.
Aleph Company - FRR
Phaeton Company - FRR - arrive in May 16, 3047
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company - Back July 14, 3049
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - FRR - arrive in May 16, 3047
Lance Company - FRR
Mustang Company - FRR - arrive in May 16, 3047
Styx Company - Return on July 7, 3049
Boxer Company -
Shadow Company - Returns June 27, 3049
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Nov 15, 3049
Robin Hood - Assigned to Styx Company
Star River - In the FRR
Feb 4, 3049 - Our Merchant Class JumpShip arrives and is rechristened the Scots Flotilla. They will be
March 1, 3049 - We start working on a Thunderbolt in our garrison.
Contracts:
ComStar: O Raid on Caps, target waaaay back there
Marik: O Raid on FedCom. Not allowed.
Corp: Extraction.
Where? Free Worlds League. Waaaaay back there too.
These are like 14-17 jumps away. Nah. It’s not bad to have a company of mechs on EE waiting for the right contract and acting as defense.
April 1, 3049 -
Marian Hegemony - O Raid
Corp - Garrison
St. Ives - O Raid on Caps: Harloc. A border planet 10 jumps away.
FedCom - garrison
FWL - Cadre - Calloway VI
Ted’s just going to keep Boxer Company on planet for now
April 6, 3049 - We are introduced to Leftenant General Pierre Benton, the newly appointed governor of the Epsilon Eridani militia. He is from EE himself, and loves this world more than anything. Braham and him have a nice talk the next time he is here.
Abe Sargent
11-28-2009, 04:06 AM
April 17, 3049 - A mercenary company has landed in Dori, the main city in the area, and near our HQ and Kressly Warworks. They begin to march towards Kressly Warworks, and Boxer Company is sent out to meet them.
Battle is enjoined. Boxer’s test of fire.
Our foes:
Firestarter
Marauder
JagerMech
Rifleman
Quickdraw
Vindicator
Valkyrie
Stalker
Phoenix Hawk
Orion
Wasp
Commando
They are regular
Here is Fakhruddin Mousa’s Catapult, a 65 ton heavy mech with 4 medium lasers, 4/6/4 movement, and 2 LRM15s for long range dueling. It rocks 15 heat sinks and 10 tons of armor, which is a little light, but the Cat is a long range fighter, so it’s not too bad.
http://www.solaris7.com/Images/TRO/BattleMechs/catapult.jpg
Abe Sargent
11-28-2009, 04:21 PM
Because they are raiders, we expect them to leave at the first sign of real combat.
We lose init 2 to 10. We split our fire between their Stalker and P Hawk. Their P Hawk falls. Our P Hawk hit theirs in the head with a Medium laser. I needed an 11 to hit, got it, and the glancing blow dealt 2 to their head. A good shot
We rock init 10 ta 7. We move our T Bolt up next to their Stalker. Their Orion falls under damage. We had split our fire between the Stalker and Orion.
We lose 3 to 5. Their Orion stands. Our BM destroys their Stalkers LT. Our Warhammer ignites its ammo. Our Zeus tacks a leg actuator on their Orion who falls.
We win 8 to 5. Once again their Orion stands. Our W Hammer hits two leg actuaotrs on their Rifleman. Their Rifleman falls and the pilot blacks out.
The mercs run back and we secure our salvage, fearing a trap.
Salvage:
Stalker LA, RA
Rifleman with two actuators hit
We spent about 300k on armor and ammo. Good haul.
The Rifleman pilot tells us they were on a contract with a rival corporation to hit Kressly Warworks.
Abe Sargent
11-28-2009, 04:28 PM
May 1, 3049 - We start work on a new Attila. Ted recruited 8 elites from Outreach.
July 1, 3049 - Shadow Company has returned and we look for a new contract:
Marik - O Raid on FedCom
FedCom - Cadre
FedCom - O Raid on Marik
Rasalhague - O Raid on Dracs
FedCom - Security
That’s three raids. Any close by?
Marik raid on FC is not doable
FC raid on Marik is waaaay out there
FRR raid on DC is Trolloc Prime, which we failed to hit before. 7 jumps away.
Let’s do it.
Contract:
Salvage: Full
Salary: x4, x1.6, x1.2
Support: 50% BL
Transport: Full +
Remuneration: No
Length: 1 month
Command: Indy
24% Bonus
Abe Sargent
11-28-2009, 04:47 PM
October 21, 3049 - We take the Scots Flotilla and rent a Q Ship Mule for Shadow Company. We arrive at Trolloc Prime and land in an industrial DropPort by some refineries. Trolloc Prime is not on the border, so it is not a priority for uptech.
We are to hit the world with our company, and then raid a warehouse that has the only LosTech on the planet, and bring it back in the Mule. Supposedly, this is the first shipment of LosTech to the world, and so Rasalhague wants it first.
The warehouse is in the industrial area of the planet.
We jump out and are quickly assaulted by infantry, who break in front of our mechs like corn in a field before a giant train. It’s not pretty.
Within a few seconds, their tanks are assembled, but they do not strike us, and we quickly march to the warehouse, several klicks away. Within an hour, the assembled vehicles assault us as we leave the industrial area.
There are 12 tanks and a few VTOLS. This is going to be child’s play.
This is Rachel Perry’s Shootist. It’s a 70 ton heavy mech with max armor, AC20, 4/6 movement, 13/26 2x heat sinks, ER large laser, 2 medium pulse lasers and a small laser. It’s a solid mech.
http://www.solaris7.com/Images/TRO/BattleMechs/Shootist.jpg
Tellistto
11-28-2009, 05:47 PM
Another chance to see what elite pilots can do with some serious Lostech metal to drive around!
Tell
Abe Sargent
11-28-2009, 06:23 PM
We win init 10 to 7. There is a lot of pavement and such here. I move anvil lance down the center of the area. Our Lancelot destroys a Schrek PPC Carrier.
We lose init 7 to 8. Their Scimitar is knocked to immobile. Our Shootist destroys their Partisan - its unrecoverable. Our Thug destroys their Striker. After taking some damage to the head, our Highlander pilot blacks out and its mech falls.
We win 8 to 7. My personal Orion destroys a Warrior - my 44th kill as the CO of Kilts and Commandos. Our Shootist destroys another Warrior Attack VTOL. Our Thug destroys a Hunter. They hit my Highlander’s gyro once, engine once, and head twice more, so this guy is probably not waking up. We immobilized a Rommel.
And with that, they leave. Our Highlander pilot is still asleep but we can wakey wakey in a bit.
Salvage:
Schrek
Scimitar
4xAC5
Striker Tank
Warriorx2
Hunter Light Support Tank
Rommel
We arrive at the warehouse and begin loading up the stuff on some trucks we procured on the way. Then our mechs push the trucks back and everything is loaded back up.
Braham Essex gains Gunnery: Ballistic
Abe Sargent
11-28-2009, 06:23 PM
Another chance to see what elite pilots can do with some serious Lostech metal to drive around!
Tell
Yup!
Abe Sargent
11-28-2009, 06:37 PM
Contract:
We spent:
539,581 - salary + upkeep
75k - ammo
150k - armor
We Get:
75k - Battle Loss
521,109 - Salary + Bonus
250k - Transport
Feb 7, 3050 - Shadow Company arrives back at EE.
Abe Sargent
11-28-2009, 06:40 PM
Rewind…
Aug 1, 3049 - Typhon and Styx returned.
Contracts:
Marik - O Raid on FedCom
Dracs - O Raid on Rasalhague
FedCom - Cadre/Garrison on Waaaaaay out there about 17 jumps away.
Can’t do the raids and don’t want to do the non-combat C/G contract
Abe Sargent
11-28-2009, 06:49 PM
EVENT - August 3049 - The first contact with the Clans occurs in the periphery system The Rock. Clan Wolf lands on the largest inhabited asteroid, and destroys the small number of troops here, and captured 17 year old Phelan Kell, son of Kell Hounds CO Morgan Kell. Later in the month, Clan Smoke Jaguar takes the periphery system of Santander’s World.
Abe Sargent
11-28-2009, 06:52 PM
Sept 1, 3049 - We start working on a BattleMaster from the pieces, and we choose to make it the upgraded version, and pay the money for the double heat sinks and ERPPC.
Contracts:
Dracs: O Raid on FedCom - Not allowed
Marik - Garrison
Cappella - Recon Raid on…Compact. Nope, not allowed.
Taurian Condordat - Garrison
Corporation - Garrison
Dang, the contracts are sucking right now.
Aleph Company - FRR
Phaeton Company - FRR - arrive in May 16, 3047
Trinity Company - FRR
Delta Company - FRR
Cinq Company - FRR
Hex Company - FRR
Defender Company - FRR
Typhon Company -
Heliades Company - FRR
Tethys Company - FRR
Brawler Company - FRR - arrive in May 16, 3047
Lance Company - FRR
Mustang Company - FRR - arrive in May 16, 3047
Styx Company -
Boxer Company -
Shadow Company - Returns June 27, 3049
Garrison Units - Infantry, tanks, and Ted and his Stalker.
Tank Battalion - Returns on Nov 15, 3049
Robin Hood - Assigned to Styx Company
Star River - In the FRR
Scots Flotilla - With Shadow Company
Abe Sargent
11-28-2009, 06:57 PM
EVENT - In September, the Clan Ghost Bear takes Porthos, a periphery world. Jade Falcon begins to take planets in the Periphery as well.
Abe Sargent
11-28-2009, 07:07 PM
Ted decides, due to the crappiness of the contracts, to keep our battalion of mechs here and fine until December.
Nov 15, 3049 - Tank Battalion comes back, and with our tanks, a new Tank Delta Company is formed.
Vehicle Delta Company
Lt. Galen Hunt, elite, Brutus
Sgt. Jason Karanski, elite, Ontos
Sgt. Michael Hall, elite, LRM Ontos
Jane Rodriguez, elite, Brutus
Maven Chen, elite, Condor
Felicia Specter, veteran, Hetzer
Samir Hussein, veteran, Hunter
Lucas Cransted, veteran, Goblin Medium Tank
Miguel Sanchez, veteran, LRM Harasser
Tony Brackens, regular, Saracen
Brittany Pruett, regular, Goblin
Alicia Motavelli, regular, Condor
We made about 2 million from Tank Battalion’s contract.
Dec 1, 3049 - More graduates.
Abe Sargent
11-28-2009, 07:17 PM
Meet our newest company:
Rebel Company
Anvil Lance:
Lt. Medini Sengupta, elite, Attila
Roberta Diaz, elite, Thunderbolt
Daniel Martin, elite, Victor
Zsuzsanna Szegedi, veteran, Hunchback *
Hammer Lance:
Sgt. Clarence Hampton, elite, Warhammer
Xiahou Chun, elite, Crusader
Danielle D’Avignon, elite, Rifleman
Gahiji Kayoshe, veteran, Whitworth
Thunder Lance:
Sgt. Thelma Rowan, elite, Javelin 10F
Hamit Yilmaz, elite, Firestarter FS9-M
Anatoli Titov, regular, Cicada
Penelope Polyxena, regular, Hermes
Two of the graduated MWs do not enlist with us, and the other two enter our garrison.
Abe Sargent
11-28-2009, 07:25 PM
Dec 18, 3049 - The 10th year anniversary of the Fall of Andurien is celebrated.
Dec 31, 3049 -
We have the following military units at EE, on the eve of 3050.
Rebel, Boxer, Styx and Typhon mech companies
Tank Battalion and Vehicle Delta Company
14 platoons of infantry
21 mechs in our garrison
BattleMaster 2C in the academy, 13 students in the Academy
Ted Izumo and his Stalker
The Robin Hood Union DropShip
12 tanks
14 graduates of the Essex Academy in various mechs as needed. 12 are green, two are regular.
3 VTOLs
Other assets like Boomerang Spotter Plane, ordinance trucks, etc
Okay, we have a total of 16 regular mech companies, one elite mech company, 4 tank companies That means we have over 2 regiments of troops. However, we are two companies of mechs shy a full two regiments of mechs. We do not know what is happening with our troops in the FRR, so it’s time to go back, and start that contract. When that contract hit’s the end of 3049, we will resume running both the FRR and the forces here together simultaneously.
Abe Sargent
11-28-2009, 07:34 PM
MEANWHILE
As a reminder, here is our contract for the FRR:
Salvage: Full
Command: House
Support: 50% Battle Loss
Length: 4 years
Remuneration: Nope
Transport: Full
Salary: x3.7, x1.3, x1.2 with a 25% bonus for long campaigns
12.5% bonus
May 1, 3046 - We have Lance, Trinity, Hex, Heliades, Defender and Cinq companies initially in the FRR. Delta, Tethys and Aleph will arrive in around 5 months. Phaeton, Brawler and Mustang will be here in a year. Matthew Humphries of Defender Company is promoted to Lt. Colonel.
Our two battalions are currently on the periphery border, helping to garrison against pirate actions.
Aug 5, 3046 - A pirate raid on nearby Holmbu by Santander’s pirates. Here is Santander V, aka Santader’s World, a pirate haven near the border of the FRR:
Unable to sell their services to any of the other Great Houses, Valasek and his men eventually settled on Santander V, under the command of Tiberion Tominga. After little more than a year, Valasek mutinied against Tiberion, killing him in a duel. He is now the undisputed master of the bone-dry world of Santander V. Valasek is impartial in his piracy, launching water and parts raids against worlds owned by both the Draconis Combine and Federated Suns.
Unlike most other pirate groups, much of Valasek's treasury consists of payments made for covert assassination attempts. Operating singly or in small groups, Santander assassins are known to have penetrated Davion and Kurita space to slaughter government officials and financiers. Where practical, Santander raiders engage in kidnapping, often stopping merchant vessels along traditional trade routes to remove wealthy passengers for later ransom. In addition, Valasek contracts for terrorist activities and may well have affiliations with various dissident groups within the Inner Sphere.
It is believed that Valasek maintains an intricate web of spies and informants that might tip off Valasek to any impending strike. Therefore, any such attack would have to be made with the utmost secrecy.
This is Santander’s World. It is one jump from several Rasalhague worlds. Our forces are spread out into battalions to help defend against them.
Several of our forces have mech parts here, because they left before Ted issued the order to send the mech parts to the garrison’s central area. Therefore, Defender Company will collect all of the parts we have.
Trinity, Cinq and Hex will be on Damian.
Defender, Lance and Heliades will be on Thule
When they arrive, Delta, Tethys and Aleph will be sent to Skallevoll
When they arrive in a year, Phaeton, Brawler and Mustang will be sent to Holmsbu
Abe Sargent
11-28-2009, 07:55 PM
Dec 15, 3046 - A pirate raid on Skallevoll, and our forces are here. All of these planets have regular FRR troops and/or militia, so we can be turned loose, if that makes sense.
The JumpShip arrives at a pirate point, and two DropShips are inbound. Delta Company moves to intercept the area the first DropShip is moving towards, and Tethys and Aleph move to the other.
At the last second the DropShip aimed at the area Delta Company was moving towards bounces away from the atmosphere and back into space. Meanwhile, the one by Tethys and Aleph lands and mechs begin to unload. It appears to be an Overlord, with a potential 36 mechs on board.
After a few minutes, Rasalhague fighters swing by the Overlord, before we arrive on the scene. A couple are shot down, but the rest lay some powerful fire against the pirates. Many of the mechs have already unloaded, but the rest cannot while the Rasalhague fighters are engaged. This gives us a chance to hit them, before the fighters are forced away by the weapons on the Overlord and the mechs that have unloaded.
Tethys splits to one side and Aleph to the other, forcing the pirates to choose sides. As a reminder, Tethys was initially created as a garrison company and features 9 regular, 1 green and two veteran MechWarriors. As such, the mechs are pretty good selections for the most part, in order to make up for it.
Tethys‘s foes:
Locust
Griffin
Wolverine
Quickdraw
Goliath
Stinger
Hunchback
Clint
Panther
Marauder
Firestarter
BattleMaster
Four of their pilots - Hunchy, MAD, BM and Panther are vets. The rest are all regular.
Here is Tethys’s own Waheed Umbria in the JagerMech with the 2 LRM variant. This mech usually has 2 AC2 and 2 AC5, but the AC5s have been removed for LRM15s2. The AC2s still suck, but the mech has some value. It’s a 65 ton heavy mech common in Davion space, 4/6 movement, no extra heat sinks, and just 8 tons of armor, so watch out, and keep it guarded.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3050/Jagermech%203050.gif
Abe Sargent
11-28-2009, 10:36 PM
We fighting on some heavy woods and hills. The BV are almost equal.
We win init 6 to 5. Our T Bolt destroys the RA of their Stinger.
We win 5 to 3. Spider hopped to a place with a chance to punt the Clint head. I choose not to kick when I see 9s and 10s for my guys. Stupid regular pilots.
We win 9 at 8. Our T Bolt’s large laser hits their Marauder’s head, and goes internal after an SRM missle hit it earlier. It hit’s the cockpit and kills the pilot. Our Griffin hit’s a leg actuator on their Panther.
We lose init 5 to 6. While stupidly trying to jump on a damaged leg, their Panther falls. Our BM destroys their Panther’s RL. Our Archer takes damage and falls. Our BM kicks and destroys the RT of their Panther.
We win init 8 at 5. Our Archer rises. We savage their BattleMaster and it falls.
We lose init 2 to 7. Our Archer destroys the BM’s RA> Our Striker blows off its LA. It falls and hits its gyro twice. Their Locust misses a kick on our Hunchy and falls.
With that, they choose to leave. We let them go because the other battle has yet to be decided, and we don’t want to have our forces tied up if they need help.
Salvage:
Marauder damaged cockpit
Panther RA
BattleMaster missing RA with 2x gyro hit
Abe Sargent
11-28-2009, 10:43 PM
Aleph’s Group:
Wasp
Phoenix Hawk
Commando
UrbanMech
Shadow Hawk
Trebuchet
Rifleman
Firestarter
Atlas
Centurion
Grasshopper
Enforcer
The Atlas is elite and three mechs are vets. Everybody else is regular.
Here is their Enforcer, a common mech in Davion space. This 50 ton medium mech is 4/6/4, rocks 9 tons of armor, a large laser, AC10 and small laser. It’s adequate with two weapons that penetrate, but has no way of backing it up.
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Enforcer1.jpg
Abe Sargent
11-29-2009, 12:42 AM
We win init 11 to 6. Their Atlas moves forward past everybody else. It destroys the LT of our Comet with its Ac20.
We lose init 4 to 12. More weapons exchanged.
We win init 8 to 6. Our Awesome’s large laser lances into their Commando, ignites its Srm ammo and it goes up. Our Warhammer kicks their P Hawk and hits two leg actuators and it falls.
We lose init 3 to 10. Their Phoenix Hawk tries to stand, fails, and goes unconscious. While the pilot is knocked out, our Warhammer dices some lasers and machineguns with the intent to hit the head, and we do, destroying the head and killing the pilot. Our Griffin PPC hit their Atlas in the head, and goes intenral, but no critical damage. Five machines take 20 or more damage and none fall.
We lose 8 to 9. Our Striker hit’s the Ac10 on their Centurion. Our Jenner destroys the RL on their Wasp. It falls and the pilot blacks out.
We lose 2 to 9. We have hit their Firestarter, Atlas, Centurion and Enforcer all hard, we just need to seal the deal on some of them. Our Striker’s large laser destroys the Atlas’s head. Adele’s Firestarter hit’s the Wasp’s gyro twice. The Atlas’s RL is also destroyed this turn.
And with that, they choose to leave. Taking out their Atlas really changed things.
Salvage:
Commando RL, LA
Phoenix Hawk missing H with 2 actuators hit
Atlas missing H, RL
Wasp gyrox2, missing RL
Repair: LT - Comet
Abe Sargent
11-29-2009, 12:52 AM
The Overlord’s weapons force away the Rasalhague fighters, and the reaming pirates are able to load back up when the other company unloads and provides cove fire. They jump back off planet.
We spend:
We are NOT able to fix the Wasp gyro but we fix everything else.
2.9 million for armor, ammo, parts, and new gyro. This deducts the amount from the contract for 50% battle loss.
Adele Thompson get one better at shooting.
Well we gained five mechs from them and didn’t lose anything. Not bad.
Dec 18, 3046 - The Fall of Andurien is remembered.
Abe Sargent
11-29-2009, 01:03 AM
May 7, 3047 - Rasalhague has an order for us. We are to send a company of our choice to do a raid on the Dracs, because they raided Trondheim. We decide to send Lance Company, who has not battled yet.
May 31, 3047 - Lance Company arrives in a FRR rented Q Ship in the Idlewind system. Unlike many Drac systems, Idlewind is very open to travelers and does not search people and such. It is trying to position itself as a center of trade for periphery folks, and the Combine supports that, so it has more freedoms than many places. We land easily.
Jun 2, 3047 - Lance Company unloads and settles in for a few days. We don’t want the timing of our appearance to coincide with the DropShip.
Jun 4, 3047 - After some hiding out, we come out. Our goal is to piss off the locals enough to send their forces at us, despite the fact that we don’t have any actual goal. The FRR just wants to remind the Dracs that we can respond if we care to.
Within a few moments, we are noticed, and within 15 minutes, mechs have been mobilized. This entire city has just a company of mechs and all are approaching. We are out in the suburbs, by an abandoned warehouse, so that we won’t impact civilian life.
Here are our foes:
AS7-K Atlas (LosTech with 2x ER Large Lasers, Gauss Rifle, XL engine, LRM20, 2x Medium Pulse Lasers, 19 tons of ammo, anti-missile system, 20 heat sinks and CASE in each torso)
Spider
Assassin
Dragon
Stalker
Griffin
Locust
Merlin
Warhammer 6K
Trebuchet
Wasp
Phoenix Hawk
The Atlas is a veteran and has tactical genius. Ouch.
Here is Lance Company’s Longbow piloted by Sgt. Abigail Richards, an assault-class mech with 2x LRM20s, 2x LRM5s, and 2x medium lasers. This 85 ton mech moves 3/5, features 22 heat sinks, and has almost max armor. It’s not a bad mech at all. They are pretty uncommon though.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3058/Longbow%203058.jpg
Abe Sargent
11-29-2009, 12:29 PM
Here we go.
This battle features the debut of our Attila design. As a reminder, here are Lance’s mechs - Banshee, Attila, Longbow, Cataphract, Griffin, Archer 2K, Spider, Commando, Locust 1E, Ostroc, Trebuchet, Quickdraw
We win init 10 to 6. Their stupid Locust skids off the field. Both PPCs from our Attila lance into the Wasp’s CT and it is destroyed. Dead mech, first shots ever fired by the Attila. Very Auspicious! Their Stalker falls after taking some damage.
We lose init 6 to 7. Their Stalker arises. Their Merlin destroys the RA of our Trebuchet. Our Longbow destroys the RA of theirs. Then our Trebuchet’s hit’s the ammo on their Trebuchet and it goes up like a light. Our Longbow kicks and destroys the LL of their Spider. Don’t run up on me, boy.
We lose init 8 to 9. Our Attila destroys the Stalker’s ammo and it goes up. Two kills. Their Atlas is hit in the head twice, once by missiles from the Longbow and once from our Locust. The Atlas falls, the pilot takes a third damage, and then blacks out.
With that, they retreat. Score a major victory, a blacked out LosTech Atlas!
We grab our salvage, and blast off. We proved that Rasalhague are no pushovers, and we gained a major mech, plus we were able to salvage the Wasp.
Salvage:
Wasp with missing gyro
Trebuchet LA, H, LL
Stalker RA, RT, RL
Atlas 7K
Repair:
Trebuchet RA
We spent 1.2 million on ammo, armor, a new gyro and a new arm minus the costs for the contract. Lt. Col. Matthew Humphries takes the Atlas for his own and returns his Archer to our extra supplies.
Abe Sargent
11-29-2009, 12:40 PM
July 17, 3047 - A raid hits Holmsbu, near where Mustang Company is. They are the first to get there to block the attackers from whatever their target is. They retreat, and Rasalhague fighters chase them back to their DropShip and they lift off and flee. What was that?
Sept 4, 3047 - Another raid hits Holmbu, and this time it is in force. Perhaps the first raid was a recon group?
The force of this raid is actually quite staggering. It is a group from Santander V with a battalion of mechs landing in the same place the first company did. Like before, Mustang arrives, but they are the only company in the area. Each of the companies in that battalion break off the equivalent of their anvil lances to attack and hold Mustang Company while the other 24 mechs raid several warehouses. If Mustang can defeat the group attacking them, then we can force the raiders away, otherwise, they win and gain a lot of stuff from the local Rasalhaguans. Here are their forces:
Pirates:
Centurion
Hunchback
Panther
Wolverine 6K
Thunderbolt
Dragon
Victor
UrbanMech 60L (with AC20)
BattleMaster
Warhammer
Cyclops
Orion
Note that they have a lot of heavy hitters. They have AC20s (Victor, Hunchback, Cyclops, Urbanmech), PPCs (Warhammer, Panther,BattleMaster), AC10s (Centurion, Orion) and large lasers (Wolverine, T Bolt, Dragon). Every mech has as least one big weapon, they have good armor, they have slow movement, and they have a lot of serious damage potential. This is not going to be easy.
Half are vets, half regular.
As a reminder, here is Mustang Company: Orion, Stalker, Awesome, Striker, Hunchback, Warhammer, Whitworth, Comet, Locust 1E, Marauder, Jenner 7F, Commando.
Here is Zhuge Ling’s Commando, a 25 ton mech with an SRM4, SRm6 and medium laser, 6/9 movement, 4 tons of armor. It has great armor, but not enough mobility for my tastes.
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Commando1.jpg
Abe Sargent
11-29-2009, 02:46 PM
We lose init 4 to 7. We are fighting in some light woods. Just positioning.
We win 6 to 4. Their BattleMaster gets a through armor critical and hit’s the Marauder’s AC5 ammo and it explodes. Our Striker hit’s the AC20 ammo on their Urbie and it explodes. Their Centurion’s AC10 hits our Awesome in the head and hits life support and sensors.
We lose init 3 to 5. We concentrate a lot of fire on their BattleMaster. It rocks and falls to the ground.
We lose 6 to 10. Their BattleMaster arises. Their T Bolt blows the LA off our Stalker. It falls to the ground.
We win init 9 to 6. We need to regain momentum. I was hoping to take our their BM last turn with two full salvos of my crew at their BM, yet it hasn’t lost any body parts or died. It’s internal in 5 locations. Our Stalker stand and backs up. Their Dragon runs up to it. We move our Orion to the rear of their Warhammer. We need to get lucky in order to turn this one in our favor. Our Striker hit’s the Thunderbolt’s ammo after our Hunchback opened its chest with its AC20. Their BM’s RA and RT are destroyed by our Stalker and Locust in that order. It falls. We Didn’t go internal with our Orion and our kick doesn’t knock their Warhammer over either.
We lose 8 to 11. Hunchback to their Dragon rear, Orion remains to their Warhammer rear. Their BM stands. Our Awesome destroys the CT of their BM. Our Comet hits their Panther’s ammo and it explodes. Our Jenner hit’s the hip and foot on their Warhammer. Both it and their Centurion fall under our damage. Our Hunchy falls after missing a kick.
With destroyed Urbie, panther, T Bolt and BattleMaster and damaged Warhammer and Centurion, they retreat, and we force through and push back their other forces who blast off without getting what they wanted.
Salvage:
UrbanMech RA, LL
Thunderbolt RA, LT
BattleMaster H, LL, RL, LT, LA
Panther H, LA
Our own MAD LA, H
Money:
We made: 2,870,000 from the battle loss to the Marauder.
We move the Marauder we captured to replace theirs.
Sept 1, 3047 - All changes have been made and the parts are in Defender’s possession and the Marauder is in Mustang’s.
Abe Sargent
11-29-2009, 02:58 PM
Dec 18, 3047 - We honor the Fall of Andurien
Feb 14, 3048 - We are informed of a successful pirate raid on nearby world Pinnacle. In order to defend against future ones, the Holmsbu battalion is moved to Pinnacle.
July 23, 3048 - A raid is launched by the Dracs on Thule in the are around Defender company’s location. They come in force, and the local militia plus the First Husars which are on world respond to most of the Dracs, but a scouting company is near Defender and we are tasked with hitting them.
Here are our Drac foes.
Jenner
Charger 3K with an XL engine, LRM20, pulse lasers, 2x heat sinks and ferro fib armor plus jump jets
Dragon 5N with AC5 ultra
Quickdraw
Phoenix Hawk 1K
Spider
Shadow Hawk 2K
Victor
Catapult
Wasp
Grasshopper
Dervish
Although this is a lighter fast company, it includes heavier elements. All pilots are vet. I would love to salvage the Charger and sell it. It’s one of the most expensive mech right now with its speed and XL engine.
We are fighting in some swamps with a few trees here and there for cover.
Here is their Victor, an 80 ton assault mech with an AC20, 4/6/4 movement, 2 medium lasers, SRM4, machine gun,2x flamer, and just 8.5 tons of armor, which is where it hurts. It is designed to close, and yet it doesn’t have the armor to close.
http://www.solaris7.com/images/TRO/BattleMechs/TRO3050/Victor%203050.gif
Abe Sargent
11-29-2009, 04:24 PM
We lose init 4 to 8. Their Catapult has a leg actuator hit by our Jenner and their Wasp two leg actuators by our Javelin, but both remain standing.
We win init 8 to 6. The game crashes. Sigh. Well, I have an established way of dealing with this - dice:
We destroy the Catapult in am ammo explosion and the Wasp’s CT and it is unrecoverable. We also destroy a third mech and they run. Game for us, since they had barely scratched us.
Abe Sargent
11-29-2009, 04:37 PM
Sept 5, 3048 - The pirates land on Thule and assault the Husars on the other side of the planet away from us. They take some heavy losses but manage to drive them away.
Dec 18. 3048 - 9th anniversary of the Fall of Andurien
Jan 4, 3049 - Another Drac raid on Thule, again away from us. This time, the Husars lose.
Jan 29, 3049 - In order to spell the Husars, a full regiment of our troops are moved to Thule, and we can choose whichever companies we want. The Husars are moved elsewhere while they rebuild.
Thule Regiment:
Aleph
Phaeton
Trinity
Delta
Cinq
Hex
Defender
Heliades
Brawler
Damian Battalion:
Lance
Mustang
Tethys
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