CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on October 31, 2024, 10:11:02 AM

Title: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on October 31, 2024, 10:11:02 AM
This mission runs essentially simultaneously with Mission 2, which will ALSO takes place on 8/14/3061.  As such, units which participate in Mission 1 **WILL NOT** be available to participate in Mission 2. You may CHOOSE which lances drop into Mission 1, and which drop into Mission 2; no fewer than 4 and no more than 6 Lances may deploy into either Mission. Note that, since they're actually on the planet, OPFOR in Mission 2 is much more likely to be a heavier and/or more front-line force.

Mission 2 is an air-drop Breakthrough Mission which takes place on Somerset proper, rather than on one of its 2 moons, but I don't have time to do the OPFOR work right now so I'm not posting it yet.  Purely for the novelty factor, your success (if any) in Mission 1 will have BSP impact on Mission 2.  We don't really do storyline stuff, but for storyline purposes, I see Mission 1 as essentially neutralizing an ASF base on one of Somerset's moons, which means it's fair to let it have an impact on Mission 2.

And yes, even though you have not technically "touched down" on Somerset yet, it's against the campaign rules to deny you market access, so you have immediate access to the August marketplace.

Oh, and finally, this is technically a moon.  Which means no atmosphere and 0.65g, both of which will be included in the environmental rules for the full scenario.

(https://i.imgur.com/DkTNyOp.pngg)
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Ice on October 31, 2024, 11:05:12 AM
So to put this out there since we don't see this much. An ac2 can make a difference because of breach checks.. Yes its a 10+ but its per hit I believe. Stuff will be faster as well meaning that putting fire on stuff that has good numbers has to happen even if its fresh. The more guns we take out the better to prevent us from being breached to death. They are clan and have all the range but that doesn't mean terrain can't help isolate and allow to close the gap. Not sure who is in the mission but thats a co call.

Something around 14 of these don't jump if that helps as well but are fairly fast as is.

Max ranges

27
Night gyr

25
Timberwolf
Stormcrow
Kingfisher

24
Hellbringer

23
Warhammer iic
Black lanner
Adder prime

22
Summoner
Excalibur

21
Shadowhawk
Grendel
Crusader
Quickdraw

19
Hussar
Phawk
Crab

18
Lancelot

15
Nova
Flashman
Guillotine
Fire falcon
Viper

12
Adder
Jenner iic

Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on October 31, 2024, 12:17:49 PM
Units that will begin:
Lancer (In charge)
Jazz
Foil
Paladin
Fury
Pilum

Units in M2
Ehreschuld
Blitzkrieg
Zeta
Fire
Marigold
Norbotten


Going off a suggestion by XO, having CO and XO command both missions simultaneously is the ideal approach. I misread the mission and noticed we are defending the base (even though its written as us attacking)

This is going to be rocky in both directions. Please have your wills ready.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on October 31, 2024, 12:35:09 PM
Alright for those who want to determine movement speed in this its:
Engine Rating/Mech Weight*Gravity, .5 rounded down

.65 means there will also be a +1 to hit mod for missile/ballistic weapons.
Jump MP is also affected by gravity. No PSR mod for gravity.
2/3 rounded to 3/5
3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23
PSR during movement phase occurs at end of movement if you go over your normal movement profile. If fail, you take 1 IS damage to each leg per MP you went over your normal running MP, with a crit check for each leg due to IS damage.
PSR occurs after jumping farther than your normal MP as well.
Jump MP follows same rounding as new walk.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: ItsTehPope on October 31, 2024, 12:52:02 PM
Alright for those who want to determine movement speed in this its:
Engine Rating/Mech Weight*Gravity, .5 rounded down

.65 means there will also be a +1 to hit mod for missile/ballistic weapons.
Jump MP is also affected by gravity. No PSR mod for gravity.

3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23
PSR during movement phase occurs at end of movement if you go over your normal movement profile. If fail, you take 1 IS damage to each leg per MP you went over your normal running MP, with a crit check for each leg due to IS damage.
PSR occurs after jumping farther than your normal MP as well.
Jump MP follows same rounding as new walk.

The math for TSM and superchargers are going to be amazing
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on October 31, 2024, 01:10:23 PM
How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Ice on October 31, 2024, 02:41:09 PM
How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.

Well both sides have an ption to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: serrate on October 31, 2024, 03:08:33 PM
How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.

Well both sides have an ption to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue

Where are rules for that?
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Randicore on October 31, 2024, 05:44:00 PM
This looks awesome and I am looking forward to it!
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on October 31, 2024, 11:11:06 PM
OK, I'm back home for a minute and have a chance to look at what's going on.  Shit's weird, yo.  I used the GM tool to generate additional scenarios, and was getting similar errors in the new missions.  Mission 2 is a Breakthrough (Attacker), and started the Rangers on the south edge, and had the Rangers with a "Reach the south edge" objective in the description as well.

On the bright side, force-closing AtB and restarting the program seems to have cleared the issue.  In fairness, I've had the program open continually since Labor Day or thereabouts.  Revised scenario description posted, and I'm going to clean the thread a bit so the side discussion isn't distracting.

Also, I think I'm going to take a few days over the Christmas break and re-enter the entire campaign into a new save file.  Just to be safe.

EDIT: Player center start position is the airdrop, incidentally.

Well both sides have an option to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue

This is correct.  Wearing an environment suit inside a Mech is an RPG level rule, going back to the Hostile Environment Suit rules in MechWarrior 1st edition.  The rules vary, but essentially boil down to a +1/+1 penalty to Piloting and Gunnery skills while wearing the suit.

With that said, Clanners *explicitly* don't wear them ("Bloodname", by Robert Thurston), so they aren't going to be taking penalties.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on November 01, 2024, 03:23:07 PM
Salvage sheet.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on November 04, 2024, 07:03:48 AM
Units that will begin:
Lancer (In charge)
Jazz
Foil
Paladin
Fury
Pilum

Units in M2
Ehreschuld
Blitzkrieg
Zeta
Fire
Marigold
Norbotten


Going off a suggestion by XO, having CO and XO command both missions simultaneously is the ideal approach. I misread the mission and noticed we are defending the base (even though its written as us attacking)

This is going to be rocky in both directions. Please have your wills ready.

Please generate.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 04, 2024, 09:48:02 AM
This is going to be rocky in both directions. Please have your wills ready.

Absolutely!  Try to keep Will at range and moving fast so they shoot at him longer and give the rest of us time to accomplish the mission.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on November 08, 2024, 06:30:35 AM
NORTH
(https://i.imgur.com/pEhZjF5.jpeg)
SOUTH

Maps (note BattleTech logo positions and placement for reference)
Lunar Promo (full)....Lunar Promo (half)
Lunar Base.............Lunar Promo (half)
Lunar Promo (half)....Lunar Promo (full)

Deployment
Lyran Alliance Forces: Air-drop simultaneously on Turn 1 with Ranger deployment.

Base Turrets: Prior to any and all other deployment choices, turrets may deploy onto any hex marked with a Red Star.  At least 1 LB Turret and at least 1 MPL turret must deploy on the eastern-central mapsheet.

Falcon Primary OPFOR: The first 10 Mechs listed must deploy into Zones Red A, B, C, or D, with no more than 3 Mechs deploying into any single zone, and must deploy into hexes adjacent to building hexes.  The final 5 Mechs listed must deploy into Zone Red M, 1 Mech per map quarter and must deploy no fewer than 5 hexes in between one another's Mechs.  The final Mech in Zone Red M is deployed within 1 hex of the center of that map, regardless of the other Mech positions.

Falcon OPFOR #2: Enter the board on Turn 2 on their initiative, from the north board edge.

Ranger Forces:  Choose Drop Zone Blue 1 or Blue 2.  Each lance drops into a single board quarter along that row.  The allied Mechs may use either DZ 1 or DZ 2, and may double up along with a Ranger lance that is not the Local CO.  The liaision drops along with the Local CO.  Only BattleMech and Battle Armor units may be deployed into this mission.


Environmental Conditions
Low Gravity:  The moon's gravity of 0.65g means there will also be a +1 to hit mod for missile/ballistic weapons.  Jump MP is also affected by gravity. No PSR mod for gravity.  Movement speeds are increased to the following:
3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23

If you expend more MP than your normal Running MP, make a PSR (using all normal modifiers) or take 1 IS damage to each leg (causing a critical hit check) for each point your actual movement exceeded your normal movement.  Usually Run 8 and run 10 instead?  Take 2 IS damage to each leg, plus a critical hit check to each leg.  Finally, any fall damage is multiplied by 0.65, and rounded mathematically, in groups of 5 points each.

Hard Vacuum:  Whenever a location takes damage during a phase, make a *single* 2d6 Breach check for that location at the end of the Phase. On a 10+, all components in that location cease to function.  ALL UNITS have been pre-hardened for vacuum; losing all armor in any location but the head will only force a "breach" on a 2d6 roll of 8+, instead of automatically shutting down. Losing all armor on the head is always a breach.  If a location goes from pristine to entirely stripped of armor in a single round, only a single Breach check is made, at the 8+ level.

Any Ranger or Lyran pilot can choose to pilot in a Vacc Suit.  This will incur a +1/+1 penalty to G/P skills, but will allow the pilot to survive an ejection or a head breach.  If a pilot is not wearing a vacc suit and their head is breached or they have to eject, they are automatically killed (2 points of Edge must be burnt to allow for a miracle survival by a PC).  A Vacc Suit will also protect against the Life Support damage "suffocation" rules found on TacOps page 52.  Lyran and Ranger MechWarriors may choose to wear a Vacc Suit at their discretion.  Jade Falcon forces using Clan Base Tech units may not elect to pilot in a Vacc Suit, while Jade Falcon units piloting IS or Star League Base Tech units may choose to employ a Vacc Suit at their discretion.  Any pilot without a Vacc Suit who abandons a Mech may shelter in the wreckage for 1 turn, representing them putting on a Vacc Suit in the cockpit, and then may abandon the Mech safely. Finally, Battle Armor pilots are automatically killed when their suit is destroyed (ie, they essentially "lose" the last point on their damage track).

Ballistic Attack:  The Rangers have come in on a powered-down ballistic flight arc, essentially dropping on the Clan forces totally by surprise.  Rangers use standard air-dropping rules from Strategic Operations.  They will touch down on Turn 1, and be capable of movement on Turn 2.  Any Clan unit which begins Turn 1 adjacent to a building is still powering up, and may not move or fire weapons during Turn 1, but is not considered an immobile target (just).  This means that the only Clan units which may move and fire on Turn 1 are the final 5 Mechs listed under Clan Jade Falcon Primary OPFOR.  Turrets may, of course, fire normally on Turn 1.

In space, no one can hear you fall down the stairs:  There are no basements under any building hex.

Battlefield Support
Rangers may employ up to 2 ASF in the air attack role (the others are escorting the DropShip), each loaded for any 2 desired air-to-ground attacks.  Note that there is no "in atmosphere" penalty to lawn dart PSR rolls.

Clan forces have no BSP available (in fact, neutralizing most of the Cluster's air assets is the whole point of this attack).

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Identify and destroy the power relays and the communications center
3) End the game with the Lineholder unit and at least 1 Lyran Mech still on board and capable of spending MP.

OPFOR
1) Destroy, or render incapable of spending MP, at least 4 Lyran Alliance attacking units, including the Lineholder, and at least 8 Ranger units.
2) Prevent the destruction of the power relays
3) Prevent the destruction of the communications center

MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). 

2) OPFOR MechWarriors will ignore any ejected Ranger or Allied MechWarriors in this scenario. 

3) Jade Falcon Clan Mechwarriors will not use zellbringen when targeting mercenaries, though they will not make physical attacks (they may use the Dodge SPA).  They will still use zellbringen when declaring attacks against all Lyran units, but may exit the duel freely if another unit interferes.  If three duels are canceled in this manner, the Jade Falcon units may ignore zellbringen totally, against all units, including making physical attacks.

4) Target buildings.  PC players will be given a private handout explaining how the buildings will be identified, so OPFOR players cannot game the system.  Additionally, OPFOR players will not be told which buildings are which, as the OPFOR doesn't "know" the objective of the attack, only that "they're probably here to blow up part of our base".
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on November 08, 2024, 06:32:23 AM
THIS GAME WILL NOT TAKE PLACE AT THE USUAL LOCATION


The game will instead take place at the Sharonville Rec Center.
10990 Thornview Dr.
Sharonville OH, 45241

Now that Hat has recovered from working the poles polls, he will tell us the logistical details about when we can arrive and how we get into the building, and where we'll be more specifically. 
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on November 08, 2024, 06:46:20 AM
Minis call

This is my first pass.

Blue and/or White preferred; Rob's are in Lyran Guard.
Lineholder - Rob
Cestus - Rob
Grasshopper - Rob
Wolverine - Rob
Thunderbolt - Rob
Warhammer - Rob

MPL Turret - Rob
MPL Turret - Rob
MPL Turret - Rob
LRM Turret - Rob
LBX Turret - Rob
LBX Turret - Rob

Green preferred.  Rob's Clan units are in CJF Delta Galaxy.
Summoner - Rob
Stormcrow - Rob
Puma - Rob
Night Gyr - Rob
Mad Cat - Rob
Black Hawk - Rob
Black Lanner - Rob
Warhammer IIC - Rob
Kingfisher - Rob
Jenner IIC - Rob
Shadow Hawk 2H - Rob
Excalibur B2b - Rob
Hussar 200-D - Rob
Flashman 8k - Rob
Guillotine 3N - Rob

Fire Falcon - Rob
Puma - STEVE
Hellbringer - Rob
Grendel - Rob
Viper - Rob
Phoenix Hawk 1c - Rob
Crab 27b - Rob
Lancelot 01 - Rob
Quickdraw 4G - Rob
Crusader 2R - Rob
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: ItsTehPope on November 10, 2024, 10:04:28 AM
Decent chance I won't make it - wife is probably working and the kiddo has her Orange belt test in the early afternoon.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Black Omega on November 10, 2024, 02:32:39 PM
I've got a pair of Pumas.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on November 10, 2024, 08:45:23 PM
Under vacuum, I found this tidbit.

’Mechs: If a ’Mech’s head is breached, the pilot is auto
matically killed. Additionally, a life-support critical hit
eliminates the ’Mech’s internal air supply. During the End
Phase of every turn that the ’Mech remains in vacuum,
the pilot takes 1 point of damage. Each point of Life
Support damage requires the pilot to make an immediate
Consciousness Roll. A failure inflicts a point of damage
on the pilot. Until the unit is removed from the game (is
destroyed, the pilot ejects and so on), a Consciousness
Roll must be made at the end of every turn in which the
pilot is active and the Life Support remains damaged.
Every failure inflicts an additional point of damage on
the pilot. For other hits, treat all of a ’Mech’s components
in a breached location as non- functional: none of that
location’s actuators, weapons or other equipment works.
If the breached location contains engine slots, the engine
now functions as if it took as many critical hits as there
were engine critical slots in that location.



Would that mean a CT breach would cause a potential explosion roll.


Guess not. Still worded funny.


Sheets printed as well.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: The Harmacist on November 11, 2024, 11:39:20 AM
I can bring a quickdraw, have a few of the others but not in colors needed
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 11, 2024, 02:50:40 PM
I have a Grasshopper in 1st Rangers blue if you want.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 11, 2024, 06:06:22 PM
THIS GAME WILL NOT TAKE PLACE AT THE USUAL LOCATION


The game will instead take place at the Sharonville Rec Center.
10990 Thornview Dr.
Sharonville OH, 45241

Now that Hat has recovered from working the poles polls, he will tell us the logistical details about when we can arrive and how we get into the building, and where we'll be more specifically.

Ok, details for Saturday.

The Community Center opens at 8 AM.  I will plan to be there then.  When you pull into the parking lot you will want the upper lot which is where the main entrance is effectively on the 2nd floor.  There is a gazebo on the hill (it is not evil, it's a gazebo) and the drive to get to the upper lot is immediately to its left.  There are 3 flags in the upper lot as well.  Park and go in through the entrance.  When you get there whoever arrives first will need to text me or call me so that I can give you the pass.  The Craft Room is on the lower level.  There's the main stairs leading down out of the lobby.  When you get to the bottom, turn to your right and proceed across the open area to the far end.  There will be booths on your left and as you get to the back of the space a hallway off to your right.  Go down the hallway.

The craft room is on the right hand side.

The Community Center closes at 5 PM, so we should be targeting to end the game at around 4 so there's time to finish up the last turn, do salvage, pack and clean up and go.

Most of you should have my number.  If you don't, send me a PM with your phone #, remind me who you are to keep things simple and I'll text you so you have my number as well.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 12, 2024, 07:38:43 AM
To clarify, there is no cost for the pass. I received them for free, so no cost to you.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Black Omega on November 12, 2024, 05:20:54 PM
How will we handle lunch?
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on November 12, 2024, 08:58:25 PM
How will we handle lunch?

I don't recall if the center allows outside food or drink.  I was going to order pizzas from the LaRosa's 4 blocks away, but if we aren't allowed, then there is a Burger King Wendy's Arby's gold star and Subway, all about half a mile down route 42 from the rec center.

Also note that due to the early stop time, we will need a somewhat earlier start time.  Please aim to get there around 8: 30-8:45.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 12, 2024, 09:37:59 PM
How will we handle lunch?

I believe but I will verify that people with passes can run out and come back without needing a new pass.  In terms of restaurants close by, the intersection between Cornell and Reed Hartman is only 5 minutes away and has a bunch of places plus there are restaurants down the other direction.  I'm not sure a group order is going to work best this time.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Hat on November 13, 2024, 11:19:01 AM
Ok, confirmed people can go in and out.  Not sure what the policy is about bringing food in.
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Black Omega on November 13, 2024, 06:44:22 PM
From Rec Center Rules:

• Consumption of food and drink is limited to lobby areas and/or specific program areas
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: Darrian Wolffe on November 16, 2024, 07:10:17 AM
Hey, if anyone has decent size rare earth magnets (shaped like disks, although ideally thinner than these), can you bring them please?  We're going to try something new to keep maps down since I can't use painters tape on these maps.

(https://m.media-amazon.com/images/I/71UTQKtJuvL._SL1500_.jpg)
Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on November 16, 2024, 06:58:51 PM
Salvage:

Lancer: Night Gyr C
Foil: Phoenix Hawk 1c
Pilum: Crusader 2R, Guillotine 3N
Paladin: Black Hawk Prime
Salvage remain: 21,932,922

Title: Re: IKARUS Mission 1 - 8/14/3061
Post by: deadlyfire2345 on November 16, 2024, 07:29:23 PM
AAR:
Taking an immediate mission prior to landing, the Lyrans ordered to attack a lunar base with their own units in tow. Our obejctive was to take out 2 buildings to allow for the rest of our unit to land. We all dropped off as close to base as possible. Pilum, being new to the unit and worried his pilots would die from breach, struggled to land with the Firestarter. Fury and Jazz began to take point against active units, while the rest of Alpha and Bravo worked on taking pot shots on "inactive" units. Our bird tried to take out enemy ECM on a Puma, missing the location that had the equipment. Paladin and Lancer began to look for these buildings in question, finding one early on. Lancers sunder went to scan for buildings in the West, only to take a bunch of fire from the turrets and forced a lucky breach in the Crab and breaching both legs in Crusader before returning to the center. Foil pushed up the West to hold a few of their IS chassis back as best as possible, ended up losing a leg on a Dragon, which led to a strategic fall back.

Pilum began to work on building demolition, while Paladin did his best to support the lance. Lancer newly acquired bondsman got a big eager and pushed ahead hard, losing 2 leg actuators before retreating. Fury and Jazz began to slowly push West as numbers in the East began to fell. The battle in the center began to heat up as the opposing units numbers started to rise from units that came from the North. When forces began to push into the South, they heavily ganged up on Paladin Actual, overwhelming his Marauder II in the end. We struggled to find the second building for a bit as they began to chip away at us. Fury's No-dachi helping to clean up once again with the central units. Turrets all routed at this time. Fenris ended up getting far enough back to help rout the lone Black Lanner.

As Paladin, Foil, and Pilum worked on destroying buildings, Lancers units began to help with the 2nd building. The Battle Armor team that came with Lancer started to be harassed by a Nova. With luck, the team was able to take down the unit, suffering 3 losses in the entire lance. enemy forces began to break through the West and started to cripple Pilum when Lancer began to back up the lances. In an attempt to take out a Kingfisher, a Sunder from Lancer pushed up close by, but had a Mad Cat support him. Lucky shots from the Kingfisher ended up breaching the Sunder, killing the pilot in the process. This harsh terrain has left us weakened for a short time, with minimal lost equipment and casualties, we were able to drop the required units and buildings at the last second, securing the base. Lets not have to do this again, if able.


Lost pilots:
LTJG Ryan Kim, Lancer

Lost mechs:
N/A

Lost BA pilots:
3x Standard Laser