Author Topic: Dark Suns (Dark Age Mercenary Unit)  (Read 7719 times)

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #30 on: 08 August 2020, 19:49:09 »
Thanks for that!

"Campaign 3" is currently in the process of being (slowly) played out. It's the longesto one yet, so it's going to take a while. And then I need to figure out what they're up to next.
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KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #31 on: 13 August 2020, 08:11:52 »
The Dark Suns’ next contract would prove to be far more complicated than expected for a number of reasons. Kari Moreno brokered a deal with the Federated Suns that was outwardly aimed at raiding DCMS supplies on the border world of Cartago, itself only recently captured. The goal was both to deny these supplies to the Combine, while also where possible taking them for the AFFS. As a part of their payment, the unit would be granted a share of whatever they captured.

En-route, the unit would  be met by a Federated Suns support force. Outwardly composed of both transport assets and combat engineers that would be useful in confiscating supplies, there was however more to this unit then just that. It also included a small commando force that would be engaged in the extraction of key assets from the world, including agents that had gone to ground when the world had fallen and now possessed vital intelligence.

Intelligence reported that the main DCMS force on world was the 278th Benjamin Armored Regiment. A conventional reserve unit, the 278th had been relocated to Cartago in order to both pacify the world and protect it against any possible AFFS counterattack. The regiment consisted mostly of light to medium amour, along with conventional infantry support. While they would drastically outnumber the Dark Suns on paper, the 278th was spread between a number of different sites, and would need time to relocate and respond to any attacks.

What both the Dark Suns and the AFFS were unaware of was that the DCMS had dispatched reinforcements to the world. Enger’s Nachtjagers, a mixed mercenary battalion employed by the Combine, had made planetfall just days before the Dark Suns arrived in-system. The Combine governor had been ordered to keep their arrival as low-key as possible, even if the reason why had not been made entirely clear.

The Dark Suns made planetfall in early September, 3145. Their aerospace support fully screened their approach from the 278th’s anemic fighter support, allowing their ships to land uncontested. Kari quickly moved on her first target, both to seize the initiative as well as to provide cover for the AFFS force to start their own operations.

Her first target was an airbase located in central Jimenez. Not only was it serving as a storehouse for supplies for the 278th, but it also acted as a distribution hub for their supply network. Recon placed a company of light armor on and around the base, with infantry support providing additional site security. Kari moved quickly, mobilizing the Dark Suns’ full force to strike the base and seize its supplies. A force of AFFS transports and combat engineers would move in once the site was secure.

As expected, the Dark Suns met a light armor company from the 278th, supported by conventional infantry. While clearly out-gunned, the Kuritan garrison troops chose to scatter, using their fast-moving vehicles to harass the Dark Suns’ forces and slow their advance. While they didn’t do much damage, these attacks wasted time; furthermore, until the airbase was clear of defenders, the AFFS salvage teams could not move in.

The reason for the garrison’s delaying tactics became clear with the unexpected arrival of a medium BattleMech lance. The reinforcements surprised the Dark Suns, but Kari was quickly able to recover and ordered her forces to focus on the new arrivals and ignore the Combine armor for the moment. One of the newcomers, a Razorback, was crippled by concentrated fire and quickly forced into a retreat.

Things turned against the defenders when a stray shot hit an ammunition stockpile, detonating it. The resultant explosion destroyed another one of the reinforcements, an Argus, in addition to killing its pilot. The rest of the ‘Mech lance, having apparently lost their leader, chose to withdraw rather than risk further losses. Realizing the depth of their situation, the remaining Combine troops scattered or surrendered, yielding the field to the Dark Suns.

With the airfield under their control, Kari called in he AFFS salvage teams to collect what they could. In addition to the supplies at the base, they also recovered a number of crippled and abandoned Combine vehicles. However, the Argus was too badly damaged to be repairable, and was instead taken for parts and scrap.

At the same time as the airbase assault, the AFFS commando team had recovered their intelligence assets from the planetary capitol. Their information yielded a number of potential new targets, but gave few clues as to the identity of the BattleMech force or their reason for arriving on world. All they could reveal was how recently they had arrived, and that their presence had been apparently ordered by somebody higher up in the DCMS who had gone over the heads of the 278th’s leadership.

In order to find out more about this force, Kari ordered her recon assets to probe their likely bases of operations. Kat Stavia’s recon lance wound up running into a lance of light BattleMechs and leading them on a merry, high-speed cross-country chase. While the results of this skirmish were inconclusive, with neither slide inflicting anything more than light damage to the other, Stavia’s actions did confirm the identity of the enemy force as Enger’s Nachtjagers, a small mercenary command known to be in the employ of the DCMS.

With the identity of the enemy force now confirmed, Kari resumed her schedule of raids to fulfil her contract. The next target was the Joint Equipment Systems factory in Jimenez, with the aim being to disrupt production and steal supplies. Once again, the Dark Suns attacked in force, facing a medium armor company from the 278th, again supported by conventional infantry.

The Combine forces took advantage of the built-up area around the factory, as well as their heavier tanks, to dig in and try to halt the Dark Suns’ advance. Not wanting to get bogged down in a slow-moving fight, Kari utilized her VTOL units to flank the Combine vehicles and force them out of cover, driving them into the waiting arms of her heavy lance.

Her plans were thrown when once again reinforcements arrived, this time in the form of a Nachtjagers heavy BattleMech lance with more armor support. This development tipped the battle in the defenders’ favor, with the Dark Suns now being outnumbered, and with further reinforcements on the way. Realizing the depth of her situation, Kari chose to exercise her command options and retreat from the battlefield. As they withdrew, they destroyed the supplies that they had been sent to secure while also damaging factory equipment, denying them to the enemy.

Two of the Dark Suns’ vehicles, Stavia’s Saracen and Armand Slones’s Hawk Moth, were disabled and had to be abandoned, but their crews were recovered. All of their other units had been damaged, but none severely. As a minor win, the Suns had also disabled a Nachtjager Crusader, destroying one arm and one leg before being forced to retreat.

While the Dark Suns had been engaged, the AFFS commando team had learned the true reason why the DCMS had called for reinforcements. The Combine had discovered a Star League-era research facility in the depths of the jungles of the Paraiso continent not too long after their conquest of the world. The Nachtjagers had been called in as reinforcements to help secure the site, and had simply been the nearest available BattleMech unit.

Having located the site, the AFFS liaison ordered a raid in order to secure it for themselves. While they were aware that at best their control of the site would be temporary, the aim was to collect whatever information they could about the facility and its research, while also hopefully denying that information to the Combine.

A quick sub-orbital hop bought the Dark Suns within striking distance of the ruin. The entire unit (including Stavia who had re-equipped with a salvaged Combine Pegasus) advanced on the facility, supported by the AFFS commando team. As expected, the remaining Nachtjagers were also on-site. And while they were down two BattleMechs (the Crusader still undergoing repairs) they still represented a considerable force. Furthermore, they were also supported by a small Combine security detachment that included light armor.

The Dark Suns moved quickly, striking as the Combine recovery teams were still packing up some of their discoveries for transport. Kari lead the charge, with her BattleMechs quickly disabling several transports loaded down with materials taken from the site. The Nachtjagers responded aggressively, pushing back against their charge in an effort to keep them out of the ruins and to try and secure the remaining transports.

Clever maneuvering and a willingness to take risks saw the Dark Suns gain the momentum in the battle and never let up. The Nachtjagers lost two of their BattleMechs early on, even if one of them was by accident (when a Chimera overestimated the structural strength of a ruined building and landed on the roof, only to have it collapse under its weight), giving Kari the opening that she needed. Her command lance waded into the thick of the battle, taking heavy fire while giving back much more in return.

Enger tried to turn the tide, only to lose his Cestus when its Gauss Rifle exploded under a barrage from Kari. Realizing the depth of his situation (with a fourth BattleMech being lost to enemy fire), he ordered a retreat. However, he would be captured by the Dark Suns before he could be evacuated by his troops.

While the Suns had held the site, they had taken considerable damage themselves. Craich’s Wolfhound had been disabled, while Hennessey’s Phoenix Hawk had been figuratively and literally disarmed. Two of their hovercraft, including Stavia’s salvaged Pegasus, had also been disabled. Salvage from the Nachtjagers and Combine security force, in addition to their promised payment,  would more than make good their losses.

The AFFS commando units stripped the site and disabled Combine transports for all they had, revealing a treasure trove of Star League-era Medical research. Realising that the DCMS would likely try to retake the site, the commando team chose to destroy what they couldn’t take, leaving nothing for the Combine.

Retreating from the battlefield, the Dark Suns rendezvoused with their dropships. At this point, their AFFS liaison felt that the unit had achieved all that it could and that staying longer would likely risk further losses and facing Combine reinforcements. Beofre they departed, Kari opened negotiations with the surviving Natchjagers. She was able to leverage their captives and secured a trade of the Nachjager officers for other assets, including the Saracen and Hawk Moth that they had been forced to abandon earlier.
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KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #32 on: 13 August 2020, 08:14:39 »
Enger’s Nachtjagers


Affiliation: Mercenary
CO: Kommandant Kurt Enger
Average Experience: Regular/Reliable
Force Composition: 1 heavy ‘Mech lance, 1 medium ‘Mech lance, 1 light ‘Mech lance, 1 medium armor lance, 1 light armour lance, 1 medium Aerospace lance, assorted infantry.

Unit History

A noble family from the Lyran world of Drosendorf, the Enger family had apparently been loyal supporters of House Steiner, and had a long history of service in the LCAF. The truth was somewhat more complicated; the Enger family had supported the Brotherhood of Cincinnatus for generations, even if they had not been active members in its ranks. Following the purge of the Brotherhood in 3104, the Engers were implicated in their actions. Following a quick trial, the family were stripped of their lands and titles and barred from serving in the LCAF.

Gunter Enger, the oldest son of the family, took exception to this punishment for actions that he saw as being motivated by genuine patriotism. Embittered, he took what was left of the family’s fortune and headed to Galatea, reasoning that he now held no loyalty to a state that had betrayed him. A capable MechWarrior in his own right, he was able to find a billet in Dobson’s Dark Hunters, a minor mercenary command.

Over the next decade and a half, Enger worked his way through the ranks until Bernice Dobson chose to retire. She nominated Enger as her replacement; he took control of the unit in 3119 and began to reshape it in his own image. Now renamed Enger’s Nachtjagers, the unit took to using Lyran-style ranks, possibly as a way for Enger to reassure himself of the destiny that he had been denied. However, he refused to take contracts from the Lyran Commonwealth, seeing the nation as having betrayed and abandoned his family.

Following the HPG Blackout in 3132, the Nachtjagers began to slowly grow as the tempo of the Mercenary trade recovered from the doldrums of the last few decades. Enger became very aggressive, both in the contracts he took as well as his recruitment. By 3135 the unit had grown to a mixed battalion in strength.

This growth was not without its setbacks. In 3137, Gunter Enger was badly injured fighting against Capellan forces on Slocum. Given both his injuries and his age, he was forced to stand down from command of the unit, nominating his son, Kurt, as his replacement. Already experienced form years of working as his father’s second, Kurt proved to be an able commander in his own right. His careful guidance allowed the unit to quickly bounce back from their losses and return to active service.

For the last few years the Nachtjagers have been working for the Draconis Combine in their advance against the Federated Suns. However, the accelerating pace of the conflict has taken its toll on the unit. They are presently under-strength, having not had the chance to replace losses. Given their position at the forefront of the conflict, it is unlikely that the situation will change any time soon.

Composition

On paper, Enger’s Nachtjagers are a combined-arms battalion. Each company supports a single unit type; the first being BattleMechs, the second tanks and the third conventional infantry. Typically the BattleMech company is uses to spearhead attacks, and is supported by the other elements. Infantry are usually held in reserve, or used as rear-echelon security and support. Most of the designs fielded by the command are older models, dating back to before the Jihad, but there are some newer units. A pair of aerospace fighters round out their force.

Recent losses have somewhat eaten into their strength. The most glaring hole is the loss of Hauptmann Jabo Schneer who served as both the unit’s overall second in command and the leader of its armored company, along with his entire lance of heavy tanks. For the moment, Hauptmann Lula Stramen is acting in both roles, with the expectation that this will become permanent in future.

Presently the Nachtjagers are meeting all their supply and support needs. However, there is the very real risk of their becoming indebted to the Draconis Combine should they continue to burn through their supplies at their present rate. The unit possesses a single (blank)-class dropship, but lacks its own jumpships.

Colors and Insignia

Enger’s Nachtjagers use a parade-ground scheme consisting of flat blue and grey with a yellow trim. In the field, they will use appropriate camouflage where possible. Their insignia depicts a ghostly caught in crosshairs.

Personalities

Kurt Enger

Position/Rank: Kommandant, leader of Enger’s Nachtjagers
Age: 49 (born 3096)

Kurt Enger’s life had been planned for him from the very start. He was expected to join the LCAF where, through his family’s connections, he would rise through the ranks with ease. Eventually he would be married off to a young noblewoman where he would perpetuate his family’s line. However, his family’s associations instead saw all that taken away from him when he was still only a child.

When his father went into his self-imposed exile, he dragged Kurt with him. This would prove to be an important, life-shaping experience for him, as Kurt grew up as a part of the Mercenary world. His training was as much practical as it was gained from formal lessons, and he quickly became accustomed to his new life. However, he also grew up with his father’s increasing resentment and toxicity, which would also shape his views. As such, he grew to share his fathers hatred for the Lyran Commonwealth, and feelings of betrayal.

Kurt Enger is a stern, strict man who runs a tight unit and expects everything to be done by the proverbial book. He is still a skilled commander, even if he can often be inflexible, and a capable MechWarrior. He harbors dreams of using his unit to liberate Drosendorf from the clutches of the Wolf Empire and having his ancestral lands and titles restored, even if by force. However, he knows that, for the moment, such is unlikely.

Outside of his position as commander, Kurt is married with two children. His oldest son, Hermann, is  presently training to be a Mechwarrior


(Update 01/01/3146 – The battles on Cartago cost the Nachtjagers much of their already depleted strength. At present, the unit fields only five operational BattleMechs and a lance of medium armor; however, it still maintains its infantry support. Given the losses that the unit has suffered, its future is unclear)

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KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #33 on: 15 August 2020, 20:22:54 »
I've just started on "campaing  4" featuing a new world and new enemies
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Ecthelion

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #34 on: 16 August 2020, 05:48:04 »
I really like the Cartago campaign! And Nachtjäger Enger look like really nice op-force. Both sides were blooded, but Dark Suns earned their pay in the end. :thumbsup:

Did they got their hands on any of those Star League-era Medical supplies? That would be a neat thing for mercenary unit in a long run (fewer people die because you have some drugs and kits that were forgotten since).

I've just started on "campaing  4" featuing a new world and new enemies
Looking forward to your further posts!
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Dragon Cat

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #35 on: 16 August 2020, 15:41:06 »
Nice update
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #36 on: 18 August 2020, 08:32:55 »
Did they got their hands on any of those Star League-era Medical supplies? That would be a neat thing for mercenary unit in a long run (fewer people die because you have some drugs and kits that were forgotten since).
Looking forward to your further posts!

Sadly not. At the end of the day anything physical that was in the centre was also over three hundred years old, which meant that it would have decayed to worthlessness. On the other hand, it means the Suns have made some friends in high places.
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Ecthelion

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #37 on: 18 August 2020, 13:48:09 »
On the other hand, it means the Suns have made some friends in high places.
That might come in handy as well!  :thumbsup:
"Stay firm and die hard!" Colonel-Comissar Ibraim Gaunt, Tanith First-And-Only

Elmoth

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #38 on: 18 August 2020, 14:14:42 »
I like the down on their luck OpFor and the side quest of the planetary mission. Well played.

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #39 on: 21 August 2020, 00:57:43 »
Unfortunately, the pace of play on Campaign 3 has ground to a halt due to RL issues. I'll probably end up dolling it out as a series of posts as it happens rather than an overall
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KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #40 on: 24 August 2020, 07:47:38 »
Returning to Galatea, Kari and Damien began looking around both for new contracts as well as options to rebuild and strengthen the Dark Suns. In the latter effort fortune smiled upon them as they made contact with a group known a the Jotunn Platoon. A veteran Battle Armor platoon, the Jotunns had recently left their employ with another mercenary unit over a pay dispute. Seeing an opportunity, Kari hired the platoon for the Dark Suns.

Employment followed soon afterwards as Damien received an expression of interest from the Kendall Planetary Government. Having heard about the Dark Suns defeat of the Wendigos, Kendall were looking to bolster their own defenses in order to deal with a specific threat. The planet had become a frequent target for raids from the Marian Hegemony, which often targeted both the planet’s agricultural output and its key industries. They were hoping that the Dark Suns would serve as something of a deterrent to future attacks, while also helping to train the planetary militia forces.

Upon arriving on Kendall, the Dark Suns were introduced not only to representatives of the planetary government and militia, but also to ones from both Kali-Yama – Alphard Trading Corporation and Brooks Enterprises, both of which maintained their own corporate security forces. All four forces were nominally under the command of the planetary government, however it became clear that the corporate security forces maintained a great deal of autonomy, and largely limited their actions to defending their factories and other assets.

Further investigation showed that the situation was more skewed then expected. The Kali-Yama – Alphard and Brooks security forces had a long history of headhunting prominent talent from the planetary militia with greater pay. At the same time, both forces, while smaller then the planetary militia, were far better equipped, including output that had come straight from their own factories. As a result, improving cooperation and coordination between the three forces as well as integrating the Dark Suns became their top priority.

Fortunately, these goals were aided by an unexpected development. Bryce Lindstrom was a young executive within Kali-Yama – Alphard who was a part of the liaison team working with the Dark Suns. Handsome and sophisticated, he also was genuinely sympathetic towards their goals and a strong advocate of better integration of their forces. Not only that, but it became clear that he was drawn to Kari on a more personal level.

This put her in something of an awkward position. While the friendship that developed between the two went a long way towards helping the working relationship of their respective groups, Kari also had reservations about becoming more personally involved with Bryce. While it was true that she was singe and had been that way for some years now, she also was wary of becoming too involved with an employer. Starting a relationship could complicate matters for the unit immensely and could risk compromising them on a number of levels. Furthermore, there would also be the issue of what to do when the contract expired.

In the meantime, training exercises between the Suns and the trio of local forces were going well. In addition to helping integrate the four groups, Kari was using the opportunity to integrate the Jotunns into her own forces. Senstrom proved to be adept at improvisation, with his magnetic-clamp equipped troops hitching rides on Dark Suns BattleMechs and vehicles in order to rapidly move across the battlefield. Ambush tactics became a common part of their exercises, with squads of Battle Armor emerging from cover to surprise the unwary after being delivered by VTOL or hovercraft.

Abruptly the situation changed with the arrival of a small detachment of Jumpships at a pirate jump point. While they made no effort to identify themselves, it was strongly suspected that they were from the Maria III Legio, who had tuned raiding nearby League worlds into a hobby of sorts. The attackers quickly made planetfall, with attempts to intercept their vessels being blocked by a strong fighter screen. Scouts conformed the identity of the attackers as the Tertia Cohorts, supported by III Secunda Auxio Legio.

The Marians were either apparently unaware of the Dark Suns’ presence on world, or they simply didn’t care at all. Instead, the III Legio forces showed their characteristic enthusiasm by launching an attack on the main Kali-Yama – Alphard factory, lead by Legate Jamaal Steen himself. Opposing them were the Dark Suns, supported not only by elements of the corporate security force, but also an artillery detachment loaned from Brooks.

While not commuting their entire force to the attack, the Marinas still possessed a clear numerical advantage. Kari's response was to have her BattleMech forces dig in, while using her hovercraft and VTOL units, combined with artillery support, to break up the Marian advance. Rather than a sheer wall, the Marian advance fragmented into smaller pockets that were a lot easier to manage. Their forces further stumbled when a lucky hit set off an ammunition explosion in a Marian Hunchback, destroying the otherwise undamaged ‘Mech.

None the less, the III Legio force persisted, breaching the facility perimeter. This saw them stumble into ambushes staged by Senstrom’s Battle Armor platoon, which wreaked consideable havoc on the Marian tanks and BattleMechs. Damaged units were left exposed, allowing Kari’s BattleMechs to concentrate their fire and pluck them off.

With half his vehicles destroyed or disabled, and two more BattleMechs rippled, Legate Steen ordered a retreat; however, his motivation my have been more aimed at self-preservation than anything else after his Marauder II suffered severe damage from massed fire. The Marians pulled back, but were forced to abandon two BattleMechs, a Centurion and Locust on the field. The Dark Suns had all suffered some degree of damage, but for the most part t was easily repaired.

However, the Marians were not yet ready to quit Kendall by any means.

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Elmoth

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #41 on: 24 August 2020, 08:24:11 »
Nice.
Kari has problems stablishing relationships it seems. Too much attention and too self aware.

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #42 on: 25 August 2020, 07:44:16 »
Nice.
Kari has problems stablishing relationships it seems. Too much attention and too self aware.

Kari has a lot of issues with her relationships all right
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KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #43 on: 01 September 2020, 07:54:53 »
Legate Jamaal Steen had been stung by the unexpected presence of mercenaries on-world and the resistance that he had faced. Their first attack had been a complete failure, but he was not yet ready to give up and return empty-handed. Like III Legio’s other senior officers, he had come to appreciate the luxuries that he had been able to ‘liberate’ from nearby worlds and the benefits of his position. He was not about to give either up after a single setback.

He detached a small force consisting of a Firestarter and several hovercraft armed with infernos, and gave them broad license to act as they pleased. The goal was to spread indiscriminate damage out of proportion to the force’s size with the goal of tying up defenders and forcing them to divide their forces to deal with this threat.

His plan worked, with the makeshift unit putting a small town and precious croplands to the torch. The planetary guard forces found themselves unable to respond fast enough to catch the fleet-footed raiders, resulting in their demanding support from the Dark Suns. At the same time, representatives from Kali-Yama – Alphard, Bryce included, wanted the Suns to remain on-station at the factory lest the Marians try a second attack.

Eventually Kari reached a compromise solution. She detached her VTOL support lance (as well as two squads of Battle Armor) to act in support of Kendall Planetary Guard forces. Using their speed and mobility, the VTOLs were able to locate the Marian force. However, rather than going all-out at them, they instead hung back and engaged in standoff LRM and light PPC attacks from beyond the Marians’ own weapons range. When the Marians attempted to disengage, the VTOLs continued to hound them.

Frustrated, the Marian force turned around and instead chose to charge the VTOL lance. This played right into their hands, with Lieutenant Kaustev pulling her lance back, while continuing to harrass the raiders. The Marian force continued pursuit, and wound up blundering into an ambush set by the Planetary Guard forces. In the ensuing battle, the Firestarter was disabled (ironically by Plasma Rifle fire) while two of the hovercraft were destroyed. The remaining Marians retreated.

While this was a tactical victory for the Planetary guard, it also was a strategic one for III Legio. Using the distraction as cover, a detachment of BattleMechs with both armor and infantry support, seized the town of Bordeaux. While it held little strategic value, the town was a wealthy one, having grown rich off the regional wine industry. The Marian plan was to both plunder it for whatever luxuries and wealth they could also carry, while also taking its populace back to the Hegemony as slaves. Even if the raid hadn’t yielded much in the way of millitary value, Legate Steen had hoped to at least line his own pockets (as well as those of his superiors).

The Marians had rounded up key members the town’s population, most notably its leadership and wealthy business figures, both in preparation for deporting them and to use as hostages against any potential retaliation. Prefect Troy Traviss, the commander of the Marian occupation force, made it abundantly clear that no resistance would be tolerated, even going so far as to broadcast video of Ravager Battle Armor suits standing over the captives.

While obviously the goal was to drive off the attackers, Kari was also hampered in her response by the hostages; the Kendall government was not willing to see a number of its citizens (especially not wealthy business owners) be carried off as slaves, but they also didn’t want to see them executed or become collateral damage. Rather than lose time to indecision, Kari chose to take matters into her own hands.

She rounded up several members of her unit, most notably Joar Sentrom and Jack Hennessy. The former had prior experience with field operations outside of the comfort of his battle armor; the latter had already displayed a wide variety of dubious skills and a propensity towards independent actions. She tasked their small team with infiltrating Bordeaux and finding a solution to the hostage crisis.

The team entered the town under cover of darkness and began their investigation. What they found was that Prefect Travisss had squandered his infantry forces in their employment. The majority of them were being used in coordinated looting operations, securing whatever they could find that would be of any value in the Hegemony, while also securing transport for those assets. The Ravagers that had been filmed standing over the hostages were now being used to carry designer sofas. This had left behind only a skeleton force of inexperienced conventional infantry to guard the hostages.

Having established the situation, the team quickly put together a plan aimed at liberating as many of the hostages as possible while also securing their escape. The first group, headed up by Senstrom, quietly disabled the guard while ensuring that they didn’t warn their colleagues. The second team, headed up by Hennessy, acquired a pair of heavy APCs to be used in the evacuation of key hostages, while also setting fire to a Marian supply stockpile. By the time Prefect Traviss realized what was going on, the infiltration team were well away in their stolen craft. Furthermore, his men lost precious time trying to fight aa fire that was threatening their ammunition supplies.

With the hostages secure, Kari immediately prepared her forces for an attack to liberate the town. Already off-balance after the raid, the Marian forces put up a somewhat confused defense that resulted in clumps of their forces being isolated or defending tactically worthless supplies of stolen loot. Traviss tried his best to rally his men, realizing that their survival was more important than carrying off their plunder to their future efforts on-world.

The Marian forces retreated, but not without inflicting their own share of damage on the way out. Komatsu’s Hunchback was disabled, although he was sable to escape unharmed. Several other BattleMechs would take varying degrees of damage, while two of the hovercraft and one of the VTOLs would also be crippled; however none of these were irreparable by any means. Conversely, the Marians lost a Cobra and Lineholder, both of which were functionally destroyed, as well as half their vehicles and the majority of their infantry.

Prefect Traviss would not be forced to answer for his failures, however. His Goliath was crippled by Senstrom’s Battle Armor squad before Kari put a PPC shot through its cockpit.
Alaric Ward and WarBear - the ultimate Dark Age OTP

Ecthelion

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #44 on: 01 September 2020, 08:25:28 »
Nice! Dark Suns keep kicking butts.  :thumbsup:

Is the contract concluded? Or continues further? How did Kari resolved the problem with her admirer? 8)
"Stay firm and die hard!" Colonel-Comissar Ibraim Gaunt, Tanith First-And-Only

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #45 on: 02 September 2020, 07:32:39 »
Nice! Dark Suns keep kicking butts.  :thumbsup:

Is the contract concluded? Or continues further? How did Kari resolved the problem with her admirer? 8)

Thanks!

The Marians aren't done yet; they're not happy with the idea of fleeing the world epty-handed. And yes, Kari also needs to try and resolve her own issues too.

That happens to her a lot.
Alaric Ward and WarBear - the ultimate Dark Age OTP

Elmoth

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #46 on: 02 September 2020, 09:50:05 »
Yup. No impact of her love affair so far. I am waiting to see how that blows in her face like a surprise cracker firework

Dragon Cat

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #47 on: 02 September 2020, 11:50:31 »
Nice story so far
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #48 on: 05 September 2020, 21:23:51 »
Yup. No impact of her love affair so far. I am waiting to see how that blows in her face like a surprise cracker firework

What you're seeing here is the summary version of a more involved RP. It's alrady become an award case of personal feelings versus contract and the like.
Alaric Ward and WarBear - the ultimate Dark Age OTP

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #49 on: 10 September 2020, 08:11:44 »
While it was clear that the Kendall raid had been a failure for III Legio, the planetary government were not yet satisfied. After years of suffering from Marian raids, there was a strong desire to punish the invaders for their transgressions while sending a message that any further attacks would be just as costly. While Kari felt that such a move was overly risky and would likely achieve little beyond costing lives for the sake of sending a message, she was also bound by her contract. An offer of lucrative battlefield salvage rights did go some way to bringing her around, however.

She quickly put her forces into turnaround, aiming to get as many units operational as possible. As Komatsu’s Hunchback would require too much work for the amount of time they had available, he was instead assigned the salvaged Marian Centurion (which he complained about endlessly). To bolster her forces, Kari was also loaned a detachment of armor and artillery from the planetary guard that would serve as support.

Recon flights showed that the Marians were also regrouping, suggesting that they were not yet done or looking to still get something out of their raid. Rather than giving them the chance to make the first move, Kari chose to hit them at their forward operational base, hoping to force them off-planet in one knockout blow. It was a risky plan, but she figured that it was better than letting the Marians regain the initiative and draw out the conflict any longer.

For their part, III Legio had done their best to consolidate and repair their depleted forces. Legate Steen had been looking for other targets of opportunity, both as a way to gain some reward form what had become a costly incursion while also soothing his own ego which ad been battered by prior defeats. As such, his forces were well-armed and prepared for what he saw as another clash with the mercenaries; it was simply a matter of when and where such would happen.

The Dark Suns and their allies hit the Marian forward base hard, but found their opponents were more than ready for a fight. Driven by their own determination not to be beaten again, the Marian forces fought hard and initially refused to give even an inch of ground. Artillery barrages proved to be more of an annoyance to them than anything else as they dug in against the incursion. While the Dark Suns held a range advantage, the Marians could simply afford to hold their ground

Kari switched up her tactics, sending out her VTOL and Hovercraft units to harry the Marian flanks and try to distract them. This move proved to be a success as several Marian tanks were quickly disabled by missile fire from the fast-moving vehicles, creating gaps in their frontlines that the Dark Suns exploited. Kari pushed her BattleMechs forward while keeping the planetary guard forces as support for her advance.

While the Marians still held a numerical edge, the ark Suns’ BattleMechs were more technologically advanced; now they were able to bring that advantage to full bear. Several III Legio BattleMechs fell in quick succession, including Legate Steen’s Marauder II. The legate himself ejected, and was recovered by one of his men, however he also was also no longer able to effectively control his forces.

Taking advantage of the situation, Prefect Young Armajio, the commander of III Secunda Auxio Legio, took command of the Marian forces. He ordered a full retreat, commanding the surviving units to fall back to their dropships. There were very few who objected to the order, with the realization that the field was lost becoming quickly evident. Realizing what was going on, Kari was willing to let the Marians go; this was as much about avoiding further antagonizing them as it was preserving her on forces.

Ultimately, less than half of the forces that the Marians had landed on Kendall escaped off-world. While the majority of their losses had been from their armor and infantry, they had also lost a number of BattleMechs, including the only two assault ‘Mechs in their force. All they had to show for it at the end of the day was a portion of the plunder they had collected from Bordeaux.

The Dark Suns had not escaped from the battle unscathed either. Several of their BattleMechs, including Kari’s Black Knight, had been severely damaged. Three of them had been disabled, ironically including the salvaged Centurion. However, between battlefield salvage and combat pay, they would be more than able to make up for their losses and all their units were readily repairable.

The last month of the contract would prove to be uneventful, with the Dark Suns returning to their combination of garrison and cadre duties. Kari and Bryce would also sort things out after a fashion; wile the pair of them found that they did enjoy the others company beyond simply their professional relationship, they also both realized that taking it further would be far too complicated for both of them. Instead, they parted on good terms as friends, but not before sharing a dinner date on her last night on-world.
Alaric Ward and WarBear - the ultimate Dark Age OTP

Elmoth

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #50 on: 10 September 2020, 15:16:48 »
Nice. A bloody nose and a demotion for the Steen. I.am fairly sure about that. The Caesar does not accept defeat willingly.

snakespinner

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #51 on: 10 September 2020, 18:06:19 »
A demotion for Steen, more likely to be sold as a slave. >:D
I wish I could get a good grip on reality, then I would choke it.
Growing old is inevitable,
Growing up is optional.
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Deadborder

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #52 on: 11 September 2020, 01:28:57 »
They're Marians. They deserve what happens to them.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



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Iron Grenadier

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #53 on: 11 September 2020, 02:12:23 »
Nice way to wrap up the ending there.

So is the TO&E more or less still the same as you posted previously?

KayEmm

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Re: Dark Suns (Dark Age Mercenary Unit)
« Reply #54 on: 12 September 2020, 21:42:23 »
More or less. Besides the Battle Armor units, I also need to sort out which units are salvageable/repairable.
Alaric Ward and WarBear - the ultimate Dark Age OTP

 

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