Carver V Campaign
Mission #12: End Game…or Game Over Dude! Game Over!
South Essex,
The Fed-Com Civil war is over. Victor has beaten Katrina’s troops
on New Avalon and placed his sister Yvonne on the throne of House Davion. His
younger brother Peter is now ruler of House Steiner. Planetary holdings
were assigned to whom ever controlled the system when the war ended. Your
actions have put Carver V firmly under House Davion control. Colonel
Rennier has been requested by House Davion to leave the system. He isn’t
giving up that easy. I guess he thinks he can fire up the civil war again
by holding his ground, but everyone has seen enough fighting. His
atrocities while in control of both star ports and under the HPG blackout have
turned the population against him. Without House Steiner supporting him,
he can’t hold out forever…unless he has support coming from another area.
House Kurita, and House Marik being over one space jump away would not have
interest in the planet. House Liao has their eyes on the St. Ives Compact
and is focusing their efforts there. That only leaves the Word of
Blake. They have not taken any hostile action against any of the major
Houses before. Their only beef is with ComStar, so I don’t think the
toaster-worshipers are going to get involved here on Carver V. Not
sure what Rennier is thinking. Anyways he needs to be removed before
anyone does decide to support him and throw this planet back in to war.
His Planetary HQ is where we will strike…Frontal assault…no Forlorn Hope
this time, the other members of the 95th Rifles will be assaulting the 2nd
Starport at the same time as our asssult on the HQ. Our Goal is
simple…Remove Rennier. The forces standing in our way is the tough part.
We know Rennier has his remaining armor force guarding the Star port,
along with a Heavy and Medium lance of mechs. That leaves him with the
following forces on planet that we know about, figure they are all holed up at
the HQ.
You will be facing some Mechs that escaped from prior missions…The Axman
AXM-3S from missions #8, and 9. The Mad Cat from mission #11, our spies
say he has swapped over to an H variant with two heavy large lasers. And
your favorite…From missions #8, 9, 10, and 11 the Wraith.

When you first faced Rennier and Commander Cho betrayed you a few of the
Steiner mechs didn’t have jump jets and couldn’t cross the river. Of those
mechs these are the ones Recon forces have spotted at the Steiner HQ…a Banshee
BNC-6S, a Caesar CES-4S, and a Zeus ZEU-9T.

Two members of the Triple Digits had escaped while we were taking the Star
Port. Lt. Gorman got away with the Atlas AS7-S2 we just repaired.
Pvt. Frost, the King Crab pilot who surrendered to us in Mission #10 also
escaped. Remember the backup Stealth Pillager Mandrissa Cho promised us
if we returned her son to her…apparently Rennier got hold of it and it is now
Frost’s ride.

The Five other members of the Triple digits we have yet to face in battle…Cpl.
Ferro in a Thunder Hawk TDK-7X, Cpl. Dietrich in a Grand Titan T-IT-N11M, Pvt.
Crowe in an Imp IMP-4E, Pvt. Spunkmeyer in a Berserker BRZ-C3, and Pvt. Hudson
in a Devastator DVS-2.

Finally, Colonel Rennier in his Fafnir FNR-5, along with the remaining Fenrir
battle-armor on the planet.

They may get a little air support, but it’s won’t be much due to the rest
of the 95th hitting the 2nd Steiner Star port.
Good Luck,
Major Richard Sharpe
CO 95th Rifles
CO South Essex
I gave the players the option of keeping
their Mechwarriors or shelfing them to run one of the NPC 95th Rifles.
Tha Player Lineup.
1) Mitch - Marauder IIC - 95th Rifles - Captain
Fredrickson - 2/3
2) Kyle - Kraken 2 - 2/2
3) Josh - Thor D - 2/2
4) Abombination - Daishi Custom - 3/3
5) Jeff - Nova Prime - 2/4
6) Chris - Naginata NG-C3C - 2/4
7) Seamus - Victor VTR-10D - 4/4
8) Rick - Mad Cat Prime - 3/5
9) Fab - Mad Cat MKII - 95th Rifles - Rifleman
Harris - 2/3
10) Ralph - Sagittaire - 95th Rifles - Rifleman
Hagman - 1/3
11) Jay - Warhawk H - 95th Rifles - Rifleman
Daniels - 3/3
12) Larry - Black Knight BL9-KNT - 95th
Rifles - Major Richard Sharpe - 2/1
There will be Harper's Jagermech JM-7F, a King Crab 001, a Banshee 7S for walk
up players, or anyone else returning to play.
I gave Abombination the option to customise his mech, for all the help he gave
me running this campaign. During Fire pahse he would get the next set of
"Fire sticks" ready while we were running trough one set. I
might regret it...Cause the Monster he came up with is ...Um...Frelling sick!
For the "Bad Guys" Rennier is a 1/2 in his Fafnir, the rest of the
Triple Digits are 2/3's, the rest are 3/4's. Gonna be fast and brutal.
Players mechs pics.

The players Air support.

Finally the Bad Guys Air Support...

Carver V: Campaign, Mission #12, Battle
Recap.
First up here is an overhead shot of the Steiner HQ. The Gate-House holds
a Heavy Gauss Rifle. A couple of “Pop-up” turrets with twin ER Large
Lasers are also in front of the wall. The walls are 4 levels high;
meaning the assaults with jump 3 can’t clear the wall.

Inside the base, the Mech hangars and infantry barrack ring the
courtyard. A brand new firebase is the 2nd line of defense. A few
sections of walls remain from the original firebase that was on the hill.

Round #1: Sound the Charge.
The Players advance taking fire. They focus their fire on the
eastern most wall section and the Gatehouse. The Daishi drops both of the
twin ER Laser turrets, by itself. Little info on this beast custom
built…Twin Clan Gauss, Twin Clan ERPPC's, Targeting Computer, and an ER Small
laser of doom. Don’t worry folks; the player’s needed the
firepower. The Heavy Gauss from the Gatehouse throws a 25 pointer into
the CT of the Banshee.

Some of the Steiner forces emerge from their mech hangers to meet the
attackers. The Atlas figures to hold the center and greet whoever comes
through the gate first. The Steiner Banshee and Axman move up as
well. The Zeus heads to the high ground to take up a fire support
position. The Steiner Caesar moves to take a shot at the player Thor…and
misses with his HGR.
Finally three members of the Triple Digits, the Devastator, Pillager,
and Imp have moved into positions to provide long range support. Just as
they prepare to drop the first fool that enters the base, from the sky come the
Players Aerospace support…loaded with HE bombs. The 80 ton Slayer,
doesn’t quite live up to its name…causing two engine crits and a gyro crit on
Private Hudson in the Devastator, ripping through the rear left and center
torso armor. The Corsair misses with 4 of his 10 bombs annoying the
Pillager, with a mere 60 points of damage.

Round 1 Tally: Davion 0, Steiner 0
Round #2: We have a Breach!
The players drop both the eastern wall section and the Gatehouse.
But not before the HGR puts another 25pointer into the Banshee. The Mad
Cat II and Sagittare take some shots at the Steiner Banshee. The Nova
jumps over the wall, attempting to eliminate the Caesar in one round…Pumps too
many ER Medium lasers to count into the rear of his target. A gyro Hit
and poor piloting roll, drops the Caesar. The Nova takes return fire from
the Atlas, Banshee and Caesar, but nothing significant. The Steiner
Aerospace fighters arrive and for the remainder of the game, duel in the skies
with the Davion Aerospace fighters, they have no further impact on the Ground
battle.

Round 2 Tally: Davion 0, Steiner 0
Round #3: “Follow Me Boys”…BLAM
Steiner wins the init for the first time. The Steiner Banshee,
Axman and Mad Cat move to close the wall breach figuring the Atlas, Caesar and
supporting Assaults on the hill can cover the gate.

The Wraith jumps over the wall and takes a shot at his favorite target the
Naginata. The Nova falls back, and the Caesar after falling twice trying
to stand, rises to face him. The Nova and Daishi finish off the Caesar.
First blood goes to the players.

Private Frost in the Pillager, seeing
that no one is coming through the gate, moves up to a better firing position
along side his fellow Steiner mechs. He now has a spot on the hill to
cover the breach in the east wall.

Rifleman Daniels radios to his fellow Davion Mechwarriors, ”Follow
Me Boys”, and runs his Warhawk H through the rubble of the east wall…
Having both Gauss Rifles lined up on the gap, Pvt. Frost sees the
Warhawk come through.
Frost says to himself in a soft whisper, “Buh Bye” as he pulls the
triggers one after another.
Rifleman Daniels focused on the Steiner Banshee and Axman to his front;
sees a Gauss round pass by just missing his canopy and smashing into the wall
to his right. He turns to his left to see his attacker, just as the
second Gauss round smashes into the cockpit.

Round 3 Tally: Davion 1, Steiner 1
Round #4: Yay, we got one…Oh Crud!
Always faster, at starting up her mech than the others of her
unit…Corporal Ferro, steps her Thunderhawk out of the hangar onto the
battlefield.
On the Davion side, Captain Fredrickson, seeing the Naginata is having
issues with the Steiner Wraith, advances from the reserves with his Marauder
IIC to help.

In a questionable move the Steiner Axman moves to take the forward
position at the Gate, and is pummeled by the Daishi, Naginata and Nova.
The left arm is sheared off the Axman and the Hatchet is shot off half way up
the shaft. The Nova continues to avoid major damage from the Atlas shots.
While many of the Steiner mechs on the hill don’t have clear shots at the
enemy, the Imp and the Mad Cat II trade shots. The players Mad Cat
maneuvers hoping to get a good firing position on the Thunderhawk. The
players Banshee and Thor fire on the Steiner Banshee. No major damage
anywhere…except the Axman.

Round 4 Tally: Davion 0, Steiner 0
Turn #5: We have them
on the Ropes!
Players win the Init yet again. The armless Axman jumps behind the
Marauder IIC, hoping to hit with his LB20, but misses. Fire from the
Daishi, Marauder IIC, Mad Cat II and Naginata leave the Axman in a pile of
burning wreckage.

Rifleman Daniel Hagman in the Sagittaire is the best shot in the 95th
Rifles. He puts an ERPPC, and two large pulse lasers into the Center
Torso of the Steiner Banshee, critting the Gyro twice. (Not an aimed shot which
you can’t do with pulses anymore, just kept rolling 7’s)

The Player’s Thor and Mad Cat advance and take shots at the
Thunderhawk. The Atlas and Steiner Mad Cat H take both arms off the
player Mad Cat Prime with their volley this turn. To which one of the
player’s says “Don’t worry Rick, your just the Clan version of the Catapult
now.” The Thunderhawk puts three Gauss rounds into the Thor one in each
torso…wait for it this becomes a theme.

Turn 5 tally: Davion 2, Steiner 0
Turn #6: Abandon all hope ye who enter here…
Responding to the perimeter alarm a little slower than their lancemate
in the Thunderhawk, two more members of the Triple Digits enter the fray.
Corporal Dietrich walks his Grand Titan out of the hangar bay planning to push
the attackers back out of the breach in the wall. The same time, Private
Spunkmeyer is eager to get his new version of the Berserker into action.
He had great success in the raid on the Davion base and loves his TSM powered
Hatchet attack. The look on the players’ faces was priceless when they
realized how dangerous the Berserker was.

The players win init again and decide this is the turn to advance
through the gate as a group. The Atlas moves in to close combat the
Naginata, but fires at the Marauder IIC. The Wraith jumps to attack
the Daishi’s rear. The Berserker and the Sagittaire square off. The
Mad Cat II and Banshee take on the Grand Titan. The Thor and player Mad
Cat fire at the Steiner Mad Cat, but nothing goes internal. All the fire
support on the hill and the Thunderhawk pump rounds into both the Daishi and
the Naginata. More armor flew off this round than any other round in the
history of the campaign…or any game I have ever played in. The Atlas and
Naginata exchange kicks but both remain standing.


Amazingly nobody dies, and the only mech that falls is the Sagittaire,
and the Berserker pilot starts to drool. Just and insane amount of
accurate fire this round. I gave the 4 players had that played in all 12
missions of the campaign one “Edge” point to force a re-roll of any one roll
that directly effected their mech. A Gauss round from Private Hudson in
the badly damaged Devastator, went through the head of the player Daishi…but
the ”Edge” re-roll moved it to a leg.


Turn 6 tally: Davion 0, Steiner 0
Turn #7: The Steiner Strikes Back
Players win the init again…Yeah Steiner won init twice all game.
The Grand Titan, advances on the player Mad Cat II and Banshee…making the “Just
bring it!” motion with its fully actuated fingers. Both the player Mad Cat
and Thor move over to help with the Grand Titan this turn and it takes a
pounding, however…

From his cockpit in the Mad Cat Mk. II, Rifleman Harris
sees the approaching Grand Titan. Harris thinks to himself…”How cocky is
this pilot to actually gesture like that?”. “Oh it's on now!” Harris says as he
pulls the triggers, firing his twin Gauss rifles. Just as Harris fires, a
ball of lightning washes away the armor from his cockpit as the ERPPC from the
Titan finds its mark. Harris, stunned for a second, shakes his head to
help refocus, the outside air entering the cockpit helps. “This mech is
not cursed!” Harris tries to convince himself, knowing the last three Mechwarriors
that sat in this chair are no longer alive. He notices his sensors are
damaged from PPC hit…”No worries, I’ll just use the old Mark1 eyeball…” Harris
words fade as he watches the Short Range Missiles leave the tubes in the chest
of the Grand Titan. Four missiles have locked on, but Harris is only
focused on one. He has been in dozens of battles. So many he knows
what is about to happen, He already knows where this missile will hit his mech.
“Funny thing is you're not supposed to see the one that gets yo...” Harris
couldn’t complete his thought as the missile exploded on the console in front
of him.
Mechwarrior Kyle still getting used the Banshee he selected for this
mission. For the last few months he was quite happy with his Stealth
Cataphract. He knew the armor of the Cataphract, even if it was stealth, would
not be enough for this mission. He took a mech that moved the same as the
Cataphract, had almost the same weapons load out, just significantly more armor
and a light engine rather than the XL the Cat had. His armor was thin in
many areas. Kyle focused on the Grand Titan, noticed Harris’ mech fall
backwards out of the corner of his eye. Then he felt the first Gauss
round hit, sensors showed it had breached the torso in the center of his
mech. The Steiner Thunderhawk had maneuvered to assist the Grand
Titan. The Second Gauss round breached the Right torso, but managed not
to hit anything vital. Kyle’s controls went slack as the third Gauss
round wedged itself into the Banshee’s gyro. “This is gonna hurt” Kyle
thought as the 95 ton mech slowly toppled to its right, landing just on top of
the Mad Cat MkII.

Back at the gate, the Daishi, Naginata, Marauder IIC all fall back just a bit
to get some cover. The Steiner Atlas backs up as well to put the wall between
himself and the Daishi and Naginata. The Pvt. Spunkmeyer in the Berserker
waits a few seconds to see which way the Sagittaire will get up, planning on
moving in and placing the his hatchet somewhere into the XL engine of the
Sagittaire. The Steiner Wraith jumps over and informs Spunkmeyer that
Lieutenant Gorman in the Atlas needs some help at the gate. Without pause
the hot running, triple strength myomers sped the Berserker over to where he
could assist. (Players moved the Sag last…good choice on their part)
Spunkmeyer sets his sights on the Naginata…
Mechwarrior Chris in his Naginata he
named “Timewind” is the LRM specialist of the group. Never one to close
with the enemy quickly, he prefers to slowly approach launching volley after
volley of LRMs to weaken the target for his teammates. He also never puts
himself in any real danger that way either. Being nose to nose with the
Steiner Atlas was much closer than he ever wished to be. At least he
connected with that kick. The sensors told him that Timewind’s armor was
down to 25% in some areas. Chris backed Timewind away from the Atlas and
bumped into the wall behind him. The Berserker had just charged across
more ground than a 100 ton mech should be able too. Chris fired all of
Timewind's weapons at the Berserker knocking the beast over. With the
Berserker out of the way Chris could see to the hill, on which stood the row of
Steiner assault mechs. They had been splitting firing between himself,
the Daishi and Marauder IIC…but now his teammates were behind cover…and
Timewind was the primary target. “Don’t I get a blindfold and a
cigarette?” Chris thought to himself as the Berserker, Zeus, Imp and Pillager
opened up on him. He thought for a second he might survive until the last
Gauss round from the Pillager hit the leg the Atlas has kicked before.
The damage to the upper and lower actuators was too much for Chris to keep
Timewind standing. The armor in the Center torso buckled so badly from
the fall it damaged engine to the point the safeties kicked in and shut down
Timewind for the rest of the battle.

The Daishi, having a funny feeling about how accurate the Devastator
potentially could be…places four shots into Private Hudson’s badly damaged
mech. The Left torso internals were almost gone from the Slayers bombing
run. The Daishi “Abomination” finished off the left torso, taking out the
XL engine.
Fire from the Nova and Marauder IIC; take the left leg off of the Atlas,
putting it down but not out of the fight.

Round 7 tally: Davion 1, Steiner 3
Round #8: Colonel Rennier comes out to play.
Players roll a 7 for Init, I roll a 6, but both sides have the Forcing
the Initiative ability, The +2 gives Steiner the Initiative this turn.
Emerging from his mech bay is none other than Colonel Rennier in his
Fafnir. Guess he figures he can help mop up the attackers.
A second breach, this time in the western most wall has occurred and
through it comes the last wave of player mechs, Sergeant Major Harper in his
Twin Rac5 Jagermech, Rifleman Cooper in his King Crab, and Rifleman Tongue in
the Kraken 2. Harper manages to jam one rac5 and but also puts a very
important round 5 pointer into the Fafnir’s head.

With Rennier on the table, things get even more interesting.
Mechwarrior Jeff in the Nova, who has been jumping around and sniping, charges
right at Rennier. I drop the Colonel and this war is over, thinks Jeff as he
triggers all 11 functioning ER Mediums lasers…doing quite a bit of damage, but
nothing internal. Rennier fires back placing not one but two Heavy gauss
rounds into the left leg…the second shot which ricochets through the left torso
and into the engine in the center torso, finishing the Nova.

Jeff is not the only one to shoot at Rennier, just about every player
does. The Thor, passing up the much easier target of the Thunderhawk,
fires past him into Rennier. The Thunderhawk hits the Thor with all three
Gauss rounds again…Left arm, Left leg, Right leg…can’t seem to put two rounds
into the same location. The Grand Titan, Mad Cat square off, while the
Sagittaire maneuvers to get a rear shot on the Titan. The Grand Titan finishes
the Mad Cat…and shrugs of off the damage from the Saggi with impressive rear
armor.

The Marauder IIC, going for the kill moves up to the Atlas, hoping to
kick it to death, but not before torso twisting to fire at Rennier with 3
ERPPC’s. The Berserker rises and charges in to protect his legless friend.
The Marauder IIC pilot raises his right arm in an attempt to block, just in
time to have it and the right torso sheared off from the Berserker’s hatchet
attack. The kick connects but does not finish the Atlas. The
Marauder IIC falls over and the Pilot is knocked out.

Round 8 tally: Davion 0, Steiner 2
Round #9: END GAME.
Rennier focuses on the Jager…Placing both heavy gauss rounds into the
left torso…knocking out he XL engine.

The fire coming back at Rennier is still crazy…a Gauss round from the
Daishi crits the Left side Heavy Gauss Rifle… (Causing Rennier two more pilot
hits)…an ER Large laser from the Mechwarrior Josh in the Thor crits the right
side Heavy Gauss rifle…(Two more hits for Rennier)…Rennier fails his roll and
is knocked out…The smoking hulk that barley resembles a Fafnir, tips forward
and crashes to the ground. The unconscious Colonel cannot brace himself
from the fall and the weight of his neurohelmet snaps his neck.
The remaining mechs for the players were the Kraken, King Crab both
untouched; the Saggi was at about 50%. The Thor, Marauder IIC and Daishi were
in serious trouble. Major Sharpe in his Black Knight and Mechwarrior
Seamus in his Victor were entering the battle next turn.
Steiner had an untouched Imp and Zeus. A Thunderhawk, Wraith and
Berserker at 75%, The Mad Cat and Pillager at about 50%, the immobile Atlas but
still firing, and the Grand Titan is pretty rough shape. Steiner still had 8
squads of Fenrir battle armor that hadn’t come out yet.
With Rennier dead, Lieutenant Gorman of the Triple digits negotiated a
cease fire. Knowing he had superior numbers and his mechs in better shape,
Gorman was able to get safe passage off planet for all remaining Steiner
forces…The one sticking point of the negotiation was the Wraith and his
pilot…but became a non-issue when both sides noticed he was no longer on the
Battlefield.
Hope everyone enjoyed the Battle Report. This campaign was very fun to
run for the players, I'm pretty sure they all had a great time too.