Well then, first mission complete! Well kinda, in the first run the first mission involved unidentified air dropping fuel air bombs on the company, wiping everyone but a single tank off the face of the planet. Not a great start!
The first mission was being hired by their own planetary government to hunt down and eliminate a local pirate band.
The first scenario involved ambushing a medium tank lance, and yielded the Inti's first blood, Boss' INT-1E scoring a good kill on a Pirate Pachamama (ominous!). 2 of our Pachamama tanks took crippling damage in the brawl, rendering Pachamama Albert unable to move above a crawl for the rest of the campaign, but resulting in the destruction of the 4 enemy tanks, allowing us to salvage a Falcon hovertank to add to our ranks.
Scenario 2 was altogether more terrifying, an assault on the pirate tank base, requiring us to face a tank patrol, the garrisoning tank units, as well as missile emplacements, a true test of the new hardware. Fortunately, some slightly older hardware decided it had a point to prove, as Pachamama tank Bertha went HAM and killed or disabled no less than 4 enemy tanks, whilst Boss and Grunt also chipped in with a kill a piece in their Inti's, forcing the tank base to power down it's weapons and fall under our control.
Scenario 3 was another facility attack, where the local government assigned us a liaison of a venerable old GRF-1N, a mech our pilots could only sigh and make doe eyes at. Again, Pachamama Bertha ruled the roost, racking up 3 more mission kills, whilst Boss' Inti took down a CarbineMech.
Destroying these facilities reduced the Pirates effective strength to near zero, and the contract became a waiting game, Intel suggesting their entire force had been reduced to 3 light mechs somewhere on planet. The alert came through that a civilian column was under attack, and Boss was the only person capable of reaching them in time. Unfortunately her single INT-1E wasn't sufficient to defend the column, who were wiped out despite her best efforts, taking down a pirate WSP but the remaining two PNT's drove her off with ease.
Cementing her reputation for being in the right place at the right time, Boss was again the only mech within range as an alert went out that the pirates had unearthed a Star League cache. Arriving on the field just as the pristine SL mech was powering up, Boss engaged at maximum range. Boss' targeting system had never seen this machine before, it moved like the wind, and it's single large laser was reaching out much further than it had any right to, although the Pirate's aim was wild. Scoring several wonder hits (rolling 12's and 2x9's!), the SL mech's odd armour disintegrated, and Boss began to understand why it could move so fast. Within 4 volleys the internal structure of the enemy mech was exposed pretty much everywhere, and it began to flee, only to trip on rocky ground, knocking the fight out of the wounded pirate. She powered down the mech and waited to be taken into custody.
Further inspection of the mech revealed it to be a 2700 vintage Hussar-200 Mech, with only superficial damage, however the tech arrayed on the mech was well beyond our field based tech's abilities to maintain, so it was sent straight back to the factory for a more thorough analysis by our slightly more competent (but still utterly baffled) R&D team, consisting of Roy, and a dog eared copy of the Battlemech Manual. The array of Star League tech present was an absolute treasure trove of information, even though Roy has never heard of, never mind seen, the majority of the tech on display. Packing Victory Anchor 2 Ferro fibrous armour, a Diverse Optics ER Large Laser, Field Ranger Sightseer Comms, Ranger LAF 2 targeting and tracking, as well as DOUBLE heat sinks, all coupled with a speed faster than almost anything that exists on planet, mech or otherwise, this find will supercharge our R&D for years to come. Once, that is, Roy ctrl-F’s everything against the planetary library’s copy of the Helm memory core. (GM Note: This was an incredibly lucky find, I’m going to GM it so that any Mechs/Tanks/Money we send back to the company for the next 5 years will count double).
This final roll of the dice from the Pirates was the final straw for them, with news coming through that they had fled the planet, hoping to find easier pickings elsewhere in the galaxy.
Completion of mission:
• No one decides to retire, early completion bonus helps to top up low funds (1.8m C bills)
• Most of the prisoners want to join the crew, jumping at the chance to sign up for a legit operation instead of fighting tooth and nail for scraps. We sign up regular Mechwarrior Louise Perez, who seems to be a bit of an enigma, her papers say she hails from Terra, and her belongings suggest she is extremely wealthy, what she’s doing out here is a mystery, but she’s more than happy to trade in her demolition mech for a pair of AC5s now that her injuries have healed. We also take on 5 regular vehicle crew and an elite vehicle gunner, sending the 4 remaining prisoners off to jail.
• The Hussar and the Scorpion Light Tank were sent back to the factory, everything else was absorbed into the TO&E
Total Kills:
• Captain Claire ‘Boss’ Alvarez – INT-1E (1) – 3 Mechs, 2 Vehicles
• Pachamama #1 (Albert) tank crew – 1 vehicle
• Pachamama #2 (Bertie) tank crew – 7 Vehicles
• Pachamama #5 (Einstein) tank crew – 1 Vehicle
Awards:
• Purple Hearts:
o Captain Claire ‘Boss’ Alvarez
o Lt JG Raph ‘Grunt’ Tablang
• Combat action:
o Captain Claire ‘Boss’ Alvarez
o Lt JG Raph ‘Grunt’ Tablang
• Galactic War on Pirating:
o Captain Claire ‘Boss’ Alvarez
o Lt JG Raph ‘Grunt’ Tablang
• Marksmanship:
o Captain Claire ‘Boss’ Alvarez
o Lt JG Raph ‘Grunt’ Tablang
o Lt JG Ricardo ‘Chatterbox’ Riviera
o Master Sgt Earl ‘Bagpipe’ Eyice
• Military training instructor
o Lt JG Ricardo ‘Chatterbox’ Riviera