Hard Nut to Crack (D9 LE Kerkina Combat)

Kerkina is a military camp in Central Akos where the Akos Militia train and house many of their troops.
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Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Sun Jan 30, 2022 2:51 am

It's getting dark as the final Camp defenders make themselves known. Two mech instructors have brought their mechs online while we were busy striking the rest of their forces. Aided by a pair of tanks, they're putting up strong resistance. We'd like you to go in there and take them out. Our other forces are mopping up the enemy and preventing any from escaping. You'll get more support soon. If possible, try to capture the mechs as intact as can be. Beware, those instructors are both more capable than the regular Akos Militia.

Objective: Defeat the enemy

Note: Dusk conditions. +1 to hit due to the dark. Characters with 'Night Eyes' will ignore this.

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Mary Macharu
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Mon Jan 31, 2022 5:43 pm

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(Spending player token to request support unit. Edit: Free reinforcement for strength being high)

It was starting to get dark out when the Second Chancers were dispatched to complete the takeover of the camp. The fading light wasn't a problem for Mary (Night Eyes). She had always had excellent night vision and the other bionic eye only enhanced that. Still, it was a fight for the biggest threat of the camp, the evil harsh-grading instructors. Rather than being taken to school, Mary' had been assigned some support to try and ring their bells.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Mon Jan 31, 2022 6:29 pm

A female voice chimes in over comms as a friendly Angels mech runs after the lance. "Corporal Ch'oe here to support you. The rest of my lance are engaged." In other words there wouldn't be any other support for a little while.

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As Mary's group approaches the entrance they'd get eyes and sensor readings on the enemy. Two dug in mechs, a Rifleman with its AC10s and an SRM variant Hunchback, and two tanks. They had their work cut out for them.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Mon Jan 31, 2022 7:56 pm

"nice of you to join us ch'oe." Mary said, scanning the map.

"alright, they're dug in pretty tight, but those of us with jump jets should be able to get to higher ground fairly well. those buildings look like they'll be nice spots to rain death down from when we can get to them. ch'oe (dervish) and righty (chameleon) head to higher ground and take your best shots. ch'oe (dervish) should be able to draw a bead on the hunchback. lefty and fingers, use the surrounding cover to advance. only the manticore has indirect fire, so the rest are going to have to make themselves visible to shoot at us. nail 'em when they do.

Mary, for her part, was going to jump to the higher ground, angling towards the east to try popping some missiles at at manticore.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Mon Jan 31, 2022 9:34 pm

The first few seconds of combat are difficult due to the enemy being ready and waiting. The Kintaro funs in, intending to draw fire and then use the cover in the East. Most weapons fire is aimed at it and misses, but the Manticore does land a PPC blast on its right leg and the Hunchback manages a medium laser on its left torso (10 damage RL, 5 damage LT). More worrying is the poor Wolfhound; it suffers a very unfortunate hit that is a near death experience for the pilot. The Rifleman hits it with one of its AC/10 shots, the shell breaking open the ferro-glass of the head and damaging the life support systems just above Mechwarrior Ball (10 damage HD, 2 critical hits - both on life support, 1 pilot hit, 2 internal structure remaining). Any further hits to the head would be fatal.

In response, Mary gets a bead with her LRMs on the heavy tank, landing most of her volley (6 damage LS). The Dervish pilot manages a few hits on the Hunchback with her own LRMs (5 damage RT, LT).

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Both tanks and the Rifleman remained where they were, each seeking to maximise their accuracy is the growing dark. The Hunchback, seeing five enemy mechs, reluctantly makes the decision to move forward to draw fire. It heads out into the open. That would also let it use its firepower more.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Mon Jan 31, 2022 9:54 pm

Mary swore as Lefty took a really bad hit. There wasn't much of their mech showing but enough for the enemy to hit them really really hard. So hard a lesser warrior would have surrendered right there.

"alright, if the hunchback wants to draw fire, give it all the fire. Lefty (Wolfhound) make sure you stay in cover, and we'll win this fight together. if someone else drops it before you shoot at it, manticore is the secondary target. "

Mary followed up trying to hit the hunchback with everything she could.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Mon Jan 31, 2022 10:28 pm

It was getting darker and that was throwing off everyone's aim except Mary's. She only fires her PPC, but it connects squarely against the Hunchback's left arm (10 damage LA). The Manticore decides to ignore the Kintaro, which was within its minimum range, to instead focus the Dervish. It plants a PPC shot of its own against the more fragile mech's torso, stripping away two thirds of the armour (10 damage LT).

The only other unit with any luck is the Kintaro. Darting around the Hunchback, pulling off some impressive piloting on the pavement, Righty gets behind it and hammers it from the back (5 damage LA, 4 damage LTR, 2 damage RL). The Hunchback doesn't fall, but it does shudder from the hits to the front and the back. It shudders even more and has to widen its stance as Righty kicks it in the right leg (11 damage RL).

(Kintaro on 3 heat)

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With its rear so exposed the medium mech is forced to back up to where the Manticore was, both supporting the other.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Mon Jan 31, 2022 10:31 pm

'keep pouring it on, i want that hunchback out of commission." Mary urged her lance. The orders hadn't really changed as the situation hadn't drastically shifted, so they kept at it.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Mon Jan 31, 2022 11:16 pm

Mary tried to move to where she could get a clear shot on the Hunchback. However, as she is turning to run downhill she loses control of her mech - there was a large pothole in the ground! Dammit! The Griffin skids along the pavement, losing some paint and armour (5 damage LT, 1 damage RA, 3 damage RL). She tries to hit the distant Goblin with a shot from her PPC as she gets ready to stand, but it flies wide.

Righty, ending up in a great position in the Hunchback's right side, opens up with nearly everything. The temperature in the Kintaro's cockpit skyrockets. However, the damage is high too (5 damage HD, 1 pilot hit, 6 damage RT, RA, Critical hit on RA Upper Arm, 4 damage CT, LT, 2 damage LA, Critical hit on LA Shoulder and armour destroyed!).

On the hill to the north the Rifleman ends up dangerously flanked by the Wolfhound and Chameleon. Both punish it for never leaving its spot. The Wolfhound takes out its fragile searchlight (5 damage RT, searchlight destroyed) and The Chameleon gets in a head hit (3 damage HD, 1 pilot hit, 3 damage RL, LL, 2 damage RA).

The Dervish misses its shots. The Corporal says nothing over comms. She was too angry with herself. She became even angrier when the Manticore smacks her with all six SRMs from its volley (6 damage RA, 2 damage CT, LT, LL). It's thankfully quite light damage overall. The Goblin and Rifleman do some heavy damage to the Chameleon however (10 damage RL, 8 damage RT), leaving it with precious little armour on its right side.

Back in the fight with the Hunchback, the Kintaro takes a beating for being so mean (6 damage RL, 5 damage LT, LL, 4 damage RT, CT, 2 damage RA, 2 damage HD, pilot hit). One SRM strikes the head, causing Mechwarrior Ashworth a nasty cut on the arm as ferro-glass splinters shatter down into the cockpit. However, she proves herself a better pilot than the instructor she's fighting. Her mech remains upright. The Hunchback does not. It catches itself with its left arm, doing damage to the underlying structure (5 damage LA).

With the Hunchback on the floor, Corporal Ch'oe gives it a nice kick (11 damage CT). It was getting beat up real good. Righty gives a similarly nice kick to the Manticore, denting the turret (11 damage TU).

On the hill, the Wolfhound misses the Rifleman but the Chameleon connects with a low kick (10 damage RTR), breaking through its rear armour. The missed kick doesn't cause the Wolfhound to fall, but the kick that hits the Rifleman causes it to crash to the ground (6 damage LA). Both enemies were now floored... along with Mary!

While the Dervish looked hot the Kintaro looked much, much hotter.

(Kintaro on 12 heat, Wolfhound on 1, Chameleon on 2)

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As the Hunchback goes to get up it slips on the pavement, crashing into its left arm and destroying it under its own weight. Ha! (5 damage LA, section destroyed, 3 damage transfers to LT, 2nd pilot hit taken). It tries once more, but falls (5 damage LT). It would remain on the ground. Pathetic. The Rifleman does get up, but it ends up in a very exposed position. The Manticore moved to support it, but things looked grim for the Militia. Only the Goblin was undamaged.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Mon Jan 31, 2022 11:33 pm

Mary really was wondering why she was in the Obsidian Angels. Rarely hit and couldn't even handle a simple turn on pavement. The Griffon was too nice of a mech for a crappy a pilot as she was. Still, fighting now, looking at the terms of release later.

"cho'e (dervish) and fingers (kintaro) keep pounding that hunchback into the ground. lefty and righty see if you can finish off that rifleman. after them, the manticore. goblin gets to be the one we go after last as a group.

Mary, for her part would get back up and shoot at the manticore.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Tue Feb 01, 2022 12:18 am

Getting up safely and backing up to ideal LRM range, Mary launches a salvo at the Manticore. It hits! The missiles tear through the left side and lock the turret (5 damage LS, 1 damage TU, critical hit, turret locked!). It was pointing at her at the time so it could now only fire backwards with its main guns. She takes a few LRMs in return, but her armour is still good so it's a small price to pay (8 damage CT).

At the same time the Wolfhound had moved behind the Rifleman again. It focuses the rear armour, melting through it to begin damaging the internal structure (10 damage CTR, armour breached!). The Rifleman would be gone soon at this rate.

The Dervish gets some good hits in on the prone Hunchback's back with lasers and SRMs (7 LTR, Critical hit on heat sink, 5 damage CTR, 2 damage RTR, LL, HD, 3rd pilot hit, LA). The way the Hunchback kept spinning around annoyingly meant the shots landed all over. Still, one hit the head. How was that pilot still conscious?

Mary's lance is doing well, but they are still being shot at. The Goblin hits the Wolfhound with its large laser (8 damage LT) and the Rifleman plugs the Dervish with an AC/10 (10 damage LL), leaving its leg with little armour. A medium laser also hits the Kintaro's left leg (5 damage LL).

Trying to be smart, the Wolfhound pilot goes to punch the exposed back of the Rifleman. It steps forward at the last moment and the double fist attack misses. It was a bit embarrassing to see. The Chameleon also misses a kick on the Goblin and it wobbles as it momentarily loses balance. Thankfully the Kintaro and Dervish don't miss the Hunchback (11 damage RT, critical hit, heat sink taken out, 11 damage LA transfers to 11 damage LTR, section destroyed, 6 damage transfers to CTR, critical heat on another heat sink). Surely it was crippled now?

The Dervish was showing up on thermals as pretty hot, but the Kintaro was hotter.

(Kintaro on 7 heat, Griffin on 4, Chameleon on 2, Wolfhound on 1)

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The Manticore crew start really panicking once the Hunchback pilot ejects. They back up toward a hangar. The Rifleman does the same, using a building to shield its rear. The Goblin also finally comes down to fight...
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Tue Feb 01, 2022 12:28 am

With the hunchback downed, the tide of battle was finally starting to shift.

"cho'e (dervish) and fingers (kintaro) finish off that manticore. fingers watch your heat. lefty (wolfhound), let's you and i finish that rifleman. righty (chameleon) keep that goblin busy while we mop up and converge."

With the combatants pulling back, Mary would be advancing and shooting at the rifleman.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Tue Feb 01, 2022 9:23 pm

Mary advances and lays into the Rifleman. She takes out the armour in its right arm with her PPC, beginning to damage the underlying structure, and her LRMs strike it across the leg and head (10 damage LA, 5 damage RL, 1 damage HD, 2nd pilot hit).

The Quickdraw is hit by the Goblin and a medium laser from the Rifleman damages the armour of the cockpit below the ferro-glass, also causing Corporal Ch'oe some burns (8 damage CT, 5 damage HD, 1 pilot hit). It luckily misses its AC/10 fire.

Sticking on the Manticore, the Kintaro fires at the Goblin doing telling damage (5 damage FR, moderate damage, +2 to driving skill rolls, -1MP, 6 damage LS, major damage, vehicle immobile, 2 damage RR, moderate damage again). The tank had been immobilised. It would be foolish to fight further.

Staying behind the Rifleman, the Wolfhound opens up with nearly all its weapons. The cockpit turns steamy while the back of the Rifleman turns messy (8 damage CTR, armour breached, 5 damage RTR, Critical hit on... empty AC/10 ammo, 10 damage RA). The Chameleon adds some further damage, badly damaging both the Rifleman's arms (5 damage RA, 5 damage LA).

Corporal Ch'oe, not concentrating as much due to the pain from her sudden burns, only manages to clip the Manticore with a single medium laser (5 damage FR, minor damage). On the plus side the Rifleman falls in front of her (5 damage LL, 1 damage LA) giving her an easy kick (11 damage RL). The pilot ejects a moment later - the situation had turned hopeless.

Nearby, the Kintaro kicks the Manticore (11 damage RR). The Goblin crew were surrendering, but the Manticore was being stubborn! Mary steps forward and tracks it with her weapons, crippling it. That forced the crew's surrender. Finally!

(All enemies eliminated! Congratulations!)

The head hits the lance (and for that matter, both instructors - one now dead from a failed ejection into a building) has suffered would all need seeing to. Both for the mechs and the pilots. Luckily there was no major damage, although the internal damage on the Wolfhound would take a bit more care to fix up. Mary's lancemates, and the Corporal who came to help, would all need to visit medical for minor treatment.

(All mechs except the Griffin cannot patrol day 10 and all pilots except Mary need day 10 to recover. The Wolfhound also needs day 11 for fixes. After this they are back to normal operations)

Fortunately, her lance are soon relieved by Captain Kaala and two lance mates. The scout lance, and the Dervish, are sent back to base for repairs and treatment. Salvage would have to wait for tomorrow.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by Mary Macharu » Tue Feb 01, 2022 9:35 pm

Mary radioed back the results of the final combat of the day. They had taken a lot more damage that the previous two fights, and without Cho'e's assistance that narrow win could have been a narrow loss instead.

Mary also couldn't help but give a thought for the poor hunchback pilot. The intended life-saving device of the ejection system turning into an impromptu wall-targeting pilot projection system. How many had they taught about mechs within these walls only to be turned into a red smear upon them? It was a good lesson that no matter how good you truly were, it didn't take much to turn yesterday's hero into today's causality report.

"good work team. ch'oe too. now that we're relieved let's get these mechs back to base for repairs and their pilots to the medics." she said.

Unless someone needed Mary's skills in particular, it looked like she was going to have a few days off while her lance repaired and recovered.
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Re: Hard Nut to Crack (D9 LE Kerkina Combat)

Post by GM Yuusha » Wed Feb 09, 2022 12:21 am

Mary Macharu gains 0.2 fame for her contributions toward a successful combat.

Combat closed.
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