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Operation Brass Hand
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For almost as long as there has been space travel, your planet has been settled. This mostly ocean, terran (Earth-like) planet called Iatis has been home to humanity since before the Star League Era, at very the dawn of space colonization. Sometimes scientifically known as TK 17 63 b, it drifts in the distant coreward fringe of known space, on the edge of House Steiner and House Kurita controlled territories. The larger region has always been in danger of Clan invasion, but your peaceful world was spared... until recently.
For Iatis's entire history, your world was never united. It was like Earth, a fractured mosaic of 200-300 nations. They sometimes fought, and always competed, but life was overall very good. It was a cultural capital of the local area, produced much of the media for the sector, maintained the highest population, and had most of the technological expertise exported to nearby colonies. The world was settled in part by many cultures, but a vast majority were from House Steiner realms. After the final Succession Wars, a large influx of migrants from Federated Suns cultures arrived as well, making the many nations of Iatis wealthy and with strongly held beliefs of self determination and freedom.
All this peace and prosperity changed less than a decade ago. The incredibly strong Clan Hell's Horses descended from the skies to claim the world for themselves. The fighting was fierce. Despite a total lack of unity, outdated technology, and outdated tactics, Iatis resisted with all its might. The frustrated Clan eventually resorted to all the same strategic Total War methods their honor forbids them: targeting civilian infrastructure and large scale orbital bombardments. They finally defeated your world's more numerous armies after a year of fighting and settled in to bring your devastated world into their fold.
The new Clan overlords were brutal, and their way of life is completely alien to the many people of Iatis. They enforce total subservience, near slavery, to the Clan. None are allowed personal property, all belongs to The Clan. Few are allowed any real money or luxuries, they are distractions of the weak-minded. The Clan attempts to strictly control bartering using Clan scrips which can be cancelled and destroyed without warning for petty reasons, or no reason at all. An unbending caste system was brought to Iatis, and all of you are the lowest of the low. Rights, freedoms, and property are a thing of the past.
During the invasion, millions perished. In the months afterwards, billions fled. Your beautiful world is a shell of its former self, a barely recognizable wasteland, struggling on its last legs. Cities around the globe lie in ruins, reduced to rubble, without the population to rebuild. Vast fields are going fallow. Forests and swamps are beginning to reclaim abandoned human settlements which were occupied for centuries.
This region, the Messebes Peninsula, is the capital of the new Clan Global Government. Its local climate is ideal for orbital launches from the few remaining cities' ancient spaceports. It is covered by ruins and wilderness, but a few rebuilt cities as well, and a modernized Clan spaceport. After years of reeducating local officials and establishing their new society with an iron fist, the Clan was satisfied its holdings were secure. They suddenly left, but a small force remained behind to act as a "Planetary Governor" council, to direct local law enforcement to do their bidding and keep an eye on things.
As most Clan forces suddenly left, perhaps gone to conquer elsewhere, or deal with internal Clan issues at home, the whispers of revolution simmered.
(This post was last modified: 05-05-2023, 07:34 PM by LordCommandHook.)
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F A C T I O N S
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Clan Hell's Horses:
Invaders who ruled the planet for the last few years. Few in number, they rely on locals to begrudgingly enforce all their new laws and social requirements. Brutal punishments like beatings or worse await transgressions which would've been minor under previous rule.
No money, caste mobility, or personal property allowed. The Clan treats this distant world as a resource extraction colony and don't care to understand the local cultures. They're terrible at serving the locals' needs. In fact, it's doctrine that locals must serve The Clan's needs at all costs. Experts are exported off-world, forcibly relocated, to serve distant Clan goals. Locals who stay are assigned jobs by The Clan authorities.
Arrogant after their victory and conquest of this planet, they eventually lowered their guard, no longer expecting resistance. They can't act quickly enough to stop the growing rebel cells. They are very powerful, but slow to muster in large numbers. Individual Clan military consultants and warriors are often dispatched to command larger groups of local troops to keep peace and enforce laws.
The Military:
Local defense and law enforcement is mostly administered by The Military. These are locals who fought bravely against The Clan during the invasion, several years ago. They were brutally defeated, but fought honorably, and so were taken over and now work for The Clan (after years of purges and re-education). Often, units of Military forces are lead by a Clan official.
The Military has faced the Clan's ferocity firsthand, and genuinely believe The Resistance can't possibly win. They believe revolution will only bring down The Clan's wrath. Out of a sincere love for their people, their duty, and the homeworld, they fight against rebellion with all their hearts, so to stop any revolution early and to protect civilians from Clan reprisals. Even if certain Military individuals may be sympathetic to the cause, or despise what The Clan has done to their beautiful world, their fear, professionalism, and duty prevents them from turning against their new masters.
Pirates and Vultures:
The chaos of invasion and the various government collapses around the globe invited many outsiders to set up shop on Iatis. These heavily armed foreigners scour old battlefields and abandoned cities like vultures looking for loot. They regularly stop by smaller, undefended settlements to trade with or rob them.
Once the battlefields are finally retaken by nature and the cities are resettled, they'll have no more business here, and will leave. Like locusts moving from feeding ground to feeding ground. As such, they have zero plans to make long term friends while they're here, beyond avoiding or bribing authorities, and have developed into Max Max-like apocalypse cults.
They may be stealing your planet's stuff, but they'll gladly trade it back to you, for a profit. As long as you look too tough to rob.
The Resistance:
There are millions of people still on Iatis, and many of them are chaffing under the rule of The Clan. There are several resistance movements happening all at once, some more "legitimate" than others. Each cell is told they enjoy the full support and approval of their previous governments in exile, as well as any House Black-Ops who are helping them. However, not all Black-Ops can communicate with each other, and often they come from different branches of different far-away governments with different goals.
Certainly almost every resistance movement believes they're the "real" one taking the most risks and getting the most work done. Mistrust, purity tests, cults of personalities, extremist ideals, and more can be found in other resistance cells scattered across the various regions and continents of this whole Earth-sized planet. Not all of them respect each other, sometimes believing them to be "doing it wrong" and jeopardizing the entire revolution.
Out of a need to protect The Revolution, they might be unhelpful to each other, requiring skilled diplomacy to work together.
Inner Sphere Black-Ops:
Several top secret agencies from all across the Great Houses have smuggled themselves planet-side over the years. They independently train local resistance fighters and prepare for planetary revolution. They don't really desire to help the planet long-term, however, as the Great Houses of the Inner Sphere sees this particular planet's struggles as little more than a proxy war, with total victory being impractical. Their real goal, at this point, is likely to be a large thorn in the side of The Clan while using as few of their own resources as possible.
Their methods are usually questionable, and sometimes counterproductive, all in efforts to cripple Clan activities regardless of local costs. In the end, they're outsiders. They don't care about Iatis or its people at all, this is simply another mission for them.
(This post was last modified: 01-30-2023, 10:26 PM by LordCommandHook.)
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The Raid
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Two special agents from the Federated Suns smuggle themselves onto the world of Iatis, John Knight and Jax Fontaine. They meet a tank commander of the defeated military determined to overthrow the Clan invaders, a former ComStar scientist named Claudia caught up in war while studying local biology, a Clanner pilot named Rock who is struggling with the dishonorable actions of his Clan, and a farmer named Rex Exfinity sworn to vengeance against the destruction wrought by the invasion.
Over months, they earn each other's trust, and the locals introduce the agents to the local resistance cells. They've spent the last few years pulling off small-time jobs. Derailing trains, stealing small unattended equipment, and cutting communication lines. But more and more, family members and neighbors disappear into Clan vans, never to be seen again. The anger of the people is growing, and is in danger reaching a boiling point. Before someone acts rashly and changes the game, the time to strike is now.
April 13th, 3152 - Day 0
Through local whispers and a bit of radio hacking, the team learns there's a platoon of Military forces nearby, far away from any backup. A routine mission to secure an old ruin, one of thousands, and take inventory of its long forgotten offices and warehouses. Setting out from their tiny, rural village, the band moves through the dense forest with a few hidden pre-war civilian vehicles and 24 of their bravest comrades. Barely equipped with rifles, hidden under floorboards from before the Clan came. It takes a day and a night to arrive at the target location, a safe distance away.
April 14th, 3152 - Day 1
The forest is thick, and traces of roads which used to criss-cross the area are long overgrown. It is the perfect environment to sneak up on a small enemy force like this. The team parks the cars a long distance away from the ancient base and scouts the area on foot.
In the distance, stomping and crashing can be heard. The enemy have multiple battlemechs in the area for sure, but getting visual confirmation is impossible.
Finally, the party reaches the point of interest. A small, long-abandoned military outpost. Roughly a platoon of infantry, a few trucks, a tank, and a few mechs are inside the clearing. Getting good visuals is difficult, the heroes careful to avoid getting spotted by vehicle-mounted thermal cameras, but it can be done with patience and lots of crawling.
They formulate a plan: start a fire at one side of the clearing to get the attention of the Military forces in the area. The bulk of their troops assault the opposite side of the clearing, and the leaders crash onto the tarmac in the middle with one of their civilian cars to steal as many vehicles as they can.
It works, mostly. But by pure bad luck, the location selected for the distraction fire was under watch by the enemy commander, operating a Shadow Hawk. The crewman and vehicle did not survive the encounter. The Military infantry were caught off guard and routed by the sudden burst of fire, but the tank and a hidden Urbanmech fought to defend their commander.
The resistance fighters were able to capture the enemy vehicles in the middle of the facility, covered and preparing for inventory. They boarded them and used them to defeat the Military forces in a panicked battle.
The Military surrendered, but only after the enemy commander's Shadow Hawk had all his weapons disabled by gunfire and a ram attack pushing him down a steep hill and the anti-mech infantry squad was badly mauled.
【AFTER ACTION INVENTORY - APRIL 14th, 3152 - DAY 1】 - 14/16 conventional infantry (Poorly trained, 5 gunnery 7 anti-mech | (Salvage) LRM MANPADS, 3 salvos of ammo | 2 wounded)
- 3 helicopter crew
- 2 tank crew
- 3 Light Utility Vehicles
- (Stolen) CH-90 Super Chinook (96/100 MG ammo)
- (Stolen) J. Edgar Lt Hvr Tank N2 ICE (9/14 L armor, Motive system hits: 1, heavily damaged skirt | 96/100 MG ammo)
- (Stolen) Firestarter FS9-H (1/6 LA armor, 1/6 RA armor, 6/11 LT armor, 3/8 LL armor, 3/8 RL armor | 92/200 MG ammo)
- (Stolen) Commando COM-1B2 (4/9 RT armor, 5/7 RA armor, 7/10 LL armor, 0/10 RL armor | 42/50 SRM2 ammo)
- (Stolen) Murcury MCY-98
- (Stolen) Wasp WSP-8T (1/5 LL armor | 34 LRM ammo, 33 SRM ammo)
- (Salvage) Shadow Hawk SHD-F4F (LA destroyed, 0/12 RA armor, 7/9 H armor, 0/12 LT armor, 0/12 RT armor, 12/17 CT armor, 6/16 RL armor, 8/16 LL armor, 0/4 LT R armor, 0/4 RT R armor, 7/10 RT internals, 5/10 LT internals | RT Heat Sink destroyed x2 | Laser M destroyed, AC/5 destroyed)
- (Salvage) Scorpion Light Tank ML (13/16 F armor, 3/11 L armor, 0/10 R armor, R internals destroyed, turret destroyed, weapons destroyed, systems destroyed)
- (Captured) Light Civilian Transport Truck
- (Captured) Burro II Superheavy Military Transport
- (Captured) Urbanmech UM-R60 (3/8 LT armor, 10/12 RL armor | 7/10 AC10 ammo)
- (Captured) 8/12 conventional infantry POWs (4 wounded)
- (Captured) 0/2 tank crew POWs (2 wounded | crew of Scorpion Lt Tnk M)
- (Captured) LT Abraham, Richard (2 hits taken, consciousness 3, wounded | mechwarrior of Shadow Hawk SHD-F4F)
- (Captured) Sgt Pascal, Weljafribuz (mechwarrior of Urbanmech UM-R60)
- (Captured) 360kg of ICE fuel
- (Captured) 258 days of rations (for 1 person)
- (Captured) 1 ton of intelligence documents, 1 ton of MG/small arms ammo, 30 modern small arms and equipment for conventional infantry, field repair equipment for tanks and armored vehicles, basic modern radios and basic signal equipment, 5 tons of generic supplies (batteries, welding rods, laptops, boots, etc.)
【TOTAL PERSONNEL: 25/43 (2 wounded, 16 POWs) - APRIL 14th, 3152 - DAY 1】 - 6 leaders
- 14/16 conventional infantry (2 wounded)
- 3 copter crew
- 2 tank crew
- 16 POWs (8/12 conventional infantry (4 wounded), 0/2 tank crew (2 wounded), LT Abraham, Sgt Pascal
(This post was last modified: 05-14-2023, 06:53 PM by LordCommandHook.)
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First Success
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It takes a while to negotiate with all the surrendered soldiers, but they seem to be cooperating wholeheartedly. Most haven't seen combat before, those who have say it's been years. Their first order of business is to bury their dead, and your troops watch them as they work. In the meantime, you look over the battlemechs you've captured.
You suspect they can walk the entire distance, under their own power, to a good hiding point. Rock performed a quick aerial scouting of the region and discovered a similar tiny abandoned outpost in the forest that should work perfectly for now.
Most of your men guard the prisoners, the rest scramble to load crates of loot onto the two captured trucks. Under the direction of Rock and his crew, to keep proper balance using tow cables, the ruined Scorpion Light Tank can be slung underneath, though the flight will be slow and perilous. Most consider abandoning it, but Claudia and Steve's character insist even a crippled tank has valuable equipment inside.
Steve and his crew use their field kits to perform an emergency repair on the hovercraft's damaged skirt. It is not combat worthy, but it should get to the new home under its own power, albeit at a walking pace.
The party take the two enemy mechwarriors prisoner, take any valuable infantry gear from the rest, blindfold them, and tell them to stay inside a building as the party leaves to await pickup from the next Military patrol. Two of these young men decide to join your cause.
All in all, clearing the area and loading up takes an hour, before you decide to leave. The captured commander, Lt Abraham, says he sent out a distress signal when the raid began, and company should be arriving quickly by air to see what happened.
With the damaged vehicles and different movement speeds, it is a necessity to split up and spread out on the drive to your destination point. Luckily there's numerous tiny villages in the region, and heavy forest cover to shield you from any scout aircraft or intel satellites. You hope the enemy won't know where you went.
It only took a night of driving to arrive at your target, but the slowed and damaged vehicles were forced to take their time to get back. Clan aerospace fighters roared across the sky barely an hour after you left the raided base. Fighters circled overhead multiple times in the journey. Each time they did a flyby, the whole party froze.
The trip in total was 60 miles of heavy woodland, the slowest craft arriving two days after the raid, the evening of April 16th.
Rock and his crew arrived first, flying at treetop level so close the scrapes of branches against the dangling tank hulk could be heard over the engines. He was able to make the trip to the new base entirely before the first Clan jets arrived, giving him time to conceal himself in the brush. It was a trickle of arriving vehicles after that.
April 16th, 3152 - Day 3
Everyone is gathered early in the morning. Your first facility is to be set up. The base of operations for the rebellion is here.
【TOTAL PERSONNEL: 27/31 (2 wounded, 2 POWs) - APRIL 16th, 3152 - DAY 3】 - 6 leaders
- 16/18 conventional infantry (2 wounded)
- 3 copter crew
- 2 tank crew
- 2 POWs LT Abraham, Sgt Pascal
(This post was last modified: 05-14-2023, 06:47 PM by LordCommandHook.)
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New Neighbors
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April 16th, 3152 - Day 3
With the new base picked out, the team fanned out to start getting work done.
- Claudia set up the radio equipment into a simple long range listening post and started sifting through all the intel documents.
- Steve's character and crew repaired the damage to their hover tank's skirt.
- John Knight interviewed the two new recruits from the Military prisoners and learned they are William Kobet and Hamilcar Uli. Young men who didn't really know life before The Clan came, thought they could be loyal Military men, but slowly realized how messed up society is.
- Jax wired the crippled Shadow Hawk's fusion reactor to the base for basic electrical needs and shut down the rest of the mech's subsystems.
- Rock and his copter crew built makeshift camo netting to hide vehicles from aerial surveillance and light weather.
- Rex sent some of the infantry into the woods to attempt hunting while he started clearing trees.
The hunting party returned with a friendly man named Hall Teodr.
Hall asked the team for help, as pirates in the immediate area had been extorting his neighboring village of West Wind for protection money. The team performed recon for a while, scouted the village, the roads around it, and discovered the last known location of the pirate ground force. They posted Hall with a radio to alert them when they moved out and where they were going. He did exactly as planned.
April 17th, 3152 - Day 4
The team set up a flawless, overwhelming ambush, but rather than gun them down, they gave the pirates a chance to talk.
Caught in the trap, the pirates capitulated and agreed to leave the villages alone and meet with the team later for a proper business agreement.
April 18th, 3152 - Day 5
Rock and his crew met the chief salvage boss and head mechanic of the pirates, Abdul Haziz Hippokrates and Chandra Kamil. They negotiated an agreement where the team would defend them against the more vicious pirates in the area while performing salvage operations in exchange for a share of that salvage collected. The pirates also advertised an ability to repair and maintenance the rebel equipment for a price, either in C-Bills or salvage.
The same day,
- Rock and crew built a woodgas maker to start creating some bootleg fuel to pad their fuel reserves.
- John and Jax, with the aid of the Commando's hands, harvested the Gyro from the crippled Shadow Hawk and installed it into Hall's old agrimech and delivered it back to him. He was so grateful that he promised to feed and house the team in the future. They also made friends with a possible construction worker in West Wind who is sympathetic to the cause and may be able to help build structures for the base.
- Steve's character started working out a training regime for his crew and set up some simple fire and movement exercises to shake the rust off.
- Rex and his team successfully hunted a deer, adding to the rebellion's food supplies.
- Claudia, sifting through intel documents (while painting mechs and organizing/cleaning the base), discovered mention of an old fuel depot and mech lab in the woods nearby.
Claudia and John scouted the locations out with their light mechs, discovering the fuel depot is long abandoned and the mech lab seems to have transients living inside.
They returned to the fuel depot with the Burro II superheavy transport, carefully excavated the dedicated long term storage tank out of the ground with their mech hands, and returned it to base. None of the other fuel was any good, not after so many years without proper stabilizer treatments.
【DAWN OF A NEW DAY INVENTORY - APRIL 19th, 3152 - DAY 6】- 16/18 conventional infantry (Poorly trained, 5 gunnery 7 anti-mech | LRM MANPADS, 3 salvos of ammo | 2 wounded)
- 3 helicopter crew
- 2 tank crew
- 3 Light Utility Vehicles
- Light Civilian Transport Truck
- Burro II Superheavy Transport truck
- CH-90 Super Chinook (96/100 MG ammo)
- J. Edgar Lt Hvr Tank N2 ICE (9/14 L armor, Motive system hits: 1, heavily damaged skirt | 96/100 MG ammo)
- Firestarter FS9-H (1/6 LA armor, 1/6 RA armor, 6/11 LT armor, 3/8 LL armor, 3/8 RL armor | 92/200 MG ammo)
- Commando COM-1B2 (4/9 RT armor, 5/7 RA armor, 7/10 LL armor, 0/10 RL armor | 42/50 SRM2 ammo)
- Murcury MCY-98
- Wasp WSP-8T (1/5 LL armor | 34 LRM ammo, 33 SRM ammo)
- Urbanmech UM-R60 (3/8 LT armor, 10/12 RL armor | 7/10 AC10 ammo)
- Shadow Hawk SHD-F4F (LA destroyed, 0/12 RA armor, 7/9 H armor, 0/12 LT armor, 0/12 RT armor, 12/17 CT armor, 6/16 RL armor, 8/16 LL armor, 0/4 LT R armor, 0/4 RT R armor, 7/10 RT internals, 5/10 LT internals | RT Heat Sink destroyed x2 | Laser M destroyed, AC/5 destroyed | Missing Gyro, given to Hall's agrimech)
- Scorpion Light Tank ML (13/16 F armor, 3/11 L armor, 0/10 R armor, R internals destroyed, turret destroyed, weapons destroyed, systems destroyed)
- LT Abraham, Richard (2 hits taken, consciousness 3, wounded | mechwarrior of Shadow Hawk SHD-F4F)
- Sgt Pascal, Weljafribuz (mechwarrior of Urbanmech UM-R60)
- 430kg of ICE fuel
- 237 days of rations (for 1 person | 7 days for current personnel)
- 2 tons of intelligence documents
- 1 ton of MG/small arms ammo
- 1 damaged mech Gyro
- 10 spare modern small arms and equipment for conventional infantry
- Field repair equipment for tanks and armored vehicles
- Basic modern radios and basic signal equipment, set up by Claudia in large office building
- 5 tons of generic supplies (batteries, welding rods, laptops, empty barrels, boots, paint, rope, etc.)
- Hand tools for basic maintenance and shop work
【TOTAL PERSONNEL: 27/31 (2 wounded, 2 POWs) - APRIL 19th, 3152 - DAY 6】- 6 leaders
- 16/18 conventional infantry (2 wounded)
- 3 copter crew
- 2 tank crew
- 2 POWs LT Abraham, Sgt Pascal
(This post was last modified: 05-15-2023, 12:35 AM by LordCommandHook.)
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Pirate Patrol
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April 17th, 3152 - Day 6
The crew drove down to the abandoned mech garage.
Claudia and John went slightly ahead in their mechs. They confront the transients living there, and they reveal themselves to be survivors from the Clan invasion of this world. Captain Dominic Paine, and Corporals Sebastian Miliovich and Ruarc Vladislav. They agree to accompany the party and live at their base, but don't commit to joining yet. If they are impressed by the team, they will consider joining and training your infantry.
The rest of the crew show up and salvage a bunch of gear from the mech bay, with the permission of the transients/survivors. The salvage includes some highly necessary hand tools, field repair equipment like a manual hoist, and base gear such as welding rods, metal stock, shelving, etc.
The crew and survivors all head home and prepare for their mission tomorrow to help Finnbarr and the friendly vultures do a salvage dig.
April 18th, 3152 - Day 7
The crew heads up North to meet with Finnbarr and the friendly(?) vultures. They scouted out a salvage site and they want to dig up a wrecked piece of spaceship, and as part of everyone's agreement, the crew is to protect them from other, even more vicious pirates in the region.
The crew sets up a perimeter and discusses preparing defenses, but rival pirates ride out of the distance and attack.
These new hostile pirates attacked with multiple locusts, a small swarm of technicals, a light tank, and a mobile field base to command it all. The crew was determined to capture that MFB and repurpose it for the rebellion.
While the rebels battled to defend the friendly vulture salvage site, Rock and his crew carried the crew's infantry to the enemy's MFB. Dodging enemy tank fire from the ground, the heli-troops were dropped and boarded the MFB, capturing it in a bloody hallway firefight.
Some pirates surrendered at the loss of their command vehicle, but others tried to fight their way out of the battle zone. The fighters were cut off and wiped out by reserves from Finnbarr as they tried to exit the area. The crew started collecting the scrap after the battle and taking inventory of their situation, now with several captured vehicles, a wrecked Locust, some prisoners, equipment, and hundreds of kgs more fuel and ammo.
【AFTER ACTION INVENTORY - APRIL 20th, 3152 - DAY 7】
- 13/18 conventional infantry (Poorly trained, 5 gunnery 7 anti-mech | LRM MANPADS, 3 salvos of ammo | 5 wounded)
- 3 helicopter crew
- 2 tank crew
- 3 Light Utility Vehicles
- Light Civilian Transport Truck
- Burro II Superheavy Transport truck
- CH-90 Super Chinook (96/100 MG ammo)
- J. Edgar Lt Hvr Tank N2 ICE (9/14 L armor, Motive system hits: 1, heavily damaged skirt | 96/100 MG ammo)
- 1 Technical (95/100 Support MG ammo)
- Scorpion Light Tank ML
- Mobile Field Base
- Firestarter FS9-H (1/6 LA armor, 1/6 RA armor, 6/11 LT armor, 3/8 LL armor, 3/8 RL armor | 92/200 MG ammo)
- Commando COM-1B2 (4/9 RT armor, 5/7 RA armor, 7/10 LL armor, 0/10 RL armor | 42/50 SRM2 ammo)
- Murcury MCY-98
- Wasp WSP-8T (1/5 LL armor | 34 LRM ammo, 33 SRM ammo)
- Urbanmech UM-R60 (3/8 LT armor, 10/12 RL armor | 7/10 AC10 ammo)
- Shadow Hawk SHD-F4F (LA destroyed, 0/12 RA armor, 7/9 H armor, 0/12 LT armor, 0/12 RT armor, 12/17 CT armor, 6/16 RL armor, 8/16 LL armor, 0/4 LT R armor, 0/4 RT R armor, 7/10 RT internals, 5/10 LT internals | RT Heat Sink destroyed x2 | Laser M destroyed, AC/5 destroyed | Missing Gyro, given to Hall's agrimech)
- Scorpion Light Tank ML (13/16 F armor, 3/11 L armor, 0/10 R armor, R internals destroyed, turret destroyed, weapons destroyed, systems destroyed)
- Locust LCT-1M (LA destroyed, 0 LT armor, 1/5 LT internals, 2/6 CT internals, LL destroyed, 0 RL armor, 3/4 RL internals | 2 heat sinks destroyed (in LL), RL foot actuator destroyed, 2 engine hits, 2 gyro hits | 19/24 LRM 5 Ammo, LRM 5 destroyed (in LA))
- LT Abraham, Richard (2 hits taken, consciousness 3, wounded | mechwarrior of Shadow Hawk SHD-F4F)
- Sgt Pascal, Weljafribuz (mechwarrior of Urbanmech UM-R60)
- 190kg of ICE fuel
- 157 days of rations (for 1 person | 4 days for current personnel)
- 2 tons of intelligence documents
- 1 ton of MG/small arms ammo
- 1 damaged mech Gyro
- 10 spare modern small arms and equipment for conventional infantry
- Field repair equipment for combat vehicles and mechs
- Basic modern radios and basic signal equipment, set up by Claudia in large office building
- 5 tons of generic supplies (batteries, welding rods, laptops, empty barrels, boots, paint, rope, etc.)
- Hand tools for basic maintenance and shop work
【TOTAL PERSONNEL: 27/39 (5 wounded, 10 POWs) - APRIL 20th, 3152 - DAY 7】
- 6 leaders
- 13/18 conventional infantry (5 wounded)
- 3 copter crew
- 2 tank crew
- 10 POWs LT Abraham, Sgt Pascal, 8 Pirates
(This post was last modified: 09-15-2023, 08:02 PM by LordCommandHook.
Edit Reason: Added MFB
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