SCHATTENJAGERS

Session Twenty Three
GHOSTS OF THE PAST

AUGUST 14-17, 3049
As the inevitable buildup for the Fifth Secession War begins, the Schattenjagers must act to save the Lyran Commonwealth from disaster!

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Session Twenty Two
THE WAY OF THE WARRIOR

JULY 15-25, 3049
The Schattenjagers must use all their military wit in a deadly combat with a determined enemy!

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Session Twenty One
THE CAUCUS RACE

JULY 2-10, 3049
The Schattenjagers participate in the Seventh Fed-Com Military Games.

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Session Twenty
I KEEP THINKING IT IS TUESDAY

JULY 2-10, 3049
I KEEP THINKING IT IS TUESDAY
MAY 28-30 , 3049
Nothing seems to be going right this week.

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Session Nineteen
HEAVY METAL

JUNE 1-8 , 3049
The Schattenjagers are sent to investigate what happened to a old covert mission one hundred years ago that met disaster and is still shrouded in mystery.

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Session Eighteen
OLD SOLDIERS NEVER DIE

MAY 24-30 , 3049

dradis.jpgThe team jumps to the Theta Omicron system. It isn’t in most navigation charts and is a treacherous anchorage. It is an uninhabited system filled with gas giants and asteroids. This system gives up the advantage in that no one jumps there. It is out of the way from the normal shipping lanes.

The XO Lt. Mitch Herschel goes over to the DRADIS terminal to look at the screen and speaks to the navigator. “You said there wouldn’t be anyone here.”
“There shouldn’t be anyone here.”
The XO looks over at the Captain who exchanges looks with his XO. “See you if you can identify that ship. They may be simply trap merchants just passing through, then again they may not be.”

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Captain Niles Harkon speaks: “You are not naval personal but the articles of war allow me to succumb you into service. I would prefer to ask for your assistance though.”

Aegis.gifThe ship is dark, there are no lights and no power detectable from the ship and no one responds to any attempts at communication. There is no signal from the automatic transponder or proximity sensors.
The armored hull is pock market with dents from impacts from micro meteors. How it got here is unknown. The crew is all dead and the jumpdrive is trashed. The batteries are all depleted and dead. The jump batteries are also useless. The maneuvering jets and fusion reactor might be salvageable with time. The log entries of the dropship are damaged and after several hours of going through them do not reveal anything beyond the route and show nothing of note or interest. However the last log entry is from the year 2853

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PC NOTES: The Invincible was successful in breaking the DCMS blockade and ended the battles that became known as the sixth, seventh, and eighth battle of Hesperus II. However, following the battle the Invincible famously disappeared in a misjump halfway back to Tharkad and was thought lost to jump drive failure.

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Session Seventeen
THE OBSCURITY FILE, PART THREE - THE COMGUARD

MAY 20-21 , 3049

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THE COMGUARD ATTACKS
The team is attacked by the enemy force. Some of the battlemechs that are attacking the team are unknown and unidentifiable while some of the other battlemechs have configurations that seem unusual. The attacking battlemechs are painted all in white with a blue stripes on the left side of them. There is the familiar ComStar insignia on the mechs.

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The Mongoose is blown to pieces by the combined fire of the Schattenjagers.

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blackknight.jpgHiro Tahiro and the Black Knight close to point blank range firing all of their weapons at each other. They then engage inphysical combat using their hatchet and sword against each other.

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Lucifer.jpgHeinkel Wolfe in his Phoenix Hawk begins to receive slightly garbled messaged from a squadron of aerospace fighters that are approaching the coordinates given. A few minutes later four Lucifer aerospace fighters arrive and begin to bomb the Comguard battlemechs.

Leutnant Kommandant (Lt. Colonel) Wolfgang Schrepke arrives with his Crusader heavy battlemech to assist the team.

The Schattenjagers capture the following mechs: Black Knight, Crab

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Session Sixteen
THE OBSCURITY FILE, PART TWO - We Dig Alcor III

MAY 19-20, 3049

LEVEL 1
Store Room A
There are various old metal storage crates in this room. Most have been opened and turned over with their packing material exposed or laying on the floor. Searching through the crates the Team will find that one of the crates has a long heavy duty capacity computer cable in it. There are also some various circuit boards and electronic repair parts in another storage crate in the corner. The electronic repair parts are mostly unusable. There is also a metal barrel that is leaking some black-green substance from the bottom. The barrel is rusted and the lettering on it is unreadable. If investigated the black-green substance is sticky like tar and smells faintly of bearing grease.

Main Hallway
bunkerblastdoors.jpgEntering this room it is apparent that it is some kind of hallway. It is very quiet and loud noises and even footsteps echo some. It does not appear that anyone has been here in quite some time. The hallway is four meters wide with metal walls made out of some sort of stainless steel or similar metal. Overhead along the ceiling of this hallway are rows of lamp fixtures intermixed with various pipes alongside electrical conduits, electrical boxes and power junctions. In the hallway are many metal transport crates that are stacked along the corridor walls is disarray. On top of one of the nearby metal boxes is an old coffee mug resting as if someone just left it there and walked off. There is a thick layer of dust on every surface here. An old rusted forklift is seen nearby. It appears some of these crates have been dragged on the metal floor leaving scrapes in the floor. There is evidence that water as seeped into this area in the recent past.

Starleaguelogo.jpgInvestigating the crates closer and dusting them off, it is discovered that they have printed on them in faded black stencil paint ‘SLDF’. Opening the crates is difficult as they are very rusty, using some tools such as a crowbar is helpful giving the Build die roll check a -2 bonus. Inside them are mundane items such as old mostly uniforms, boots, decayed corroded power cells and ration packs.
The date stamped on the ration pacts is 2784.

Store Room B
abandonedmunitions.jpg This room has a locked doorway that will need to be forced open. There is a sign on the door that states ‘No Smoking’ in several languages. Opening the door there is the faint smell of fuel. Inside of this storage room there are various old metal storage crates stacked similar to the ones in the main hallway. Upon entering the room and looking around it is clearly seen that this room is floor to ceiling with missiles in wheeled racks along with autocannon ammo inside the many dust covered sealed metal crates. Investigating the crates it is found that some of the missiles have started to leak fuel but the ammunition contained in the crates is old but possibly usable.

Armory
giantvaltdoor.jpgThe heavy security door to this room is marked ‘Armory – Authorized Personnel Only’. Heinkel Wolfe jokingly remarks upon seeing this “Hey that is us!” The armory door is locked and the door does not want to budge. The hinges are rusty and old and make opening the door difficult taking several of the team members with crowbars to open the door. The old metal hinges grind and creak when forces open. Inside the armory it is apparent that it has been long cleaned out of all equipment and weapons, leaving nothing but empty rows of gun and rifle racks standing.

Commons Area
There are several tables in the center of this room with chairs around them. Along the far wall are several large couches. An old chess board sits on one of the tables with pieces still on it covered in dust. There are pots with soil in them and the decayed dried remains of some plants in them. The Commons Area has nothing of value in it

Galley
galley.jpgThe kitchen is a standard large kitchen for cooking meals for the base personnel. It has several large burners, a chopping table, food line and storage freezer that is cleared out. There are a few old pots, pans and cooking utensils in the drawers and hanging overhead. The Galley has no useful supplies and nothing of value in it.

Personnel Quarters A,
Bunks and quarters for the base personnel with a communal shower and toilet area adjoining. The Personnel Quarters has nothing of real value in them.

Personnel Quarters B,
Bunks and quarters for the base personnel with a communal shower and toilet area adjoining. The Personnel Quarters has nothing of real value in them.

BattleMech Bay Level 1
vaultinterior.jpgThe huge doors are marked “Authorized Personnel Only” and “Danger.” The doors are closed and cannot be opened without power.
Inside is a dust covered but completely intact CP-11-A Cyclops Battlemech. Without power for the repair lifts around the battlemech it will require a successful Climbing skill roll to gain access to the cockpit.
Once up top on the battlemech a successful Perception skill roll will reveal that the huge battlemech that has been left behind in the room is in fact booby-trapped. From observation it appears that the explosive charges on the battlemech were rigged to go off from a remote detonator but somehow failed. The complex wireless circuitry of the detonator that goes to the leads of the antennae receiver has melted. It will take a successful Demolitions skill roll to carefully disarm the explosives.
The Cyclops is not in fully functional order and will require at least an hour and three Technician/Battlemech skill rolls to become operational and 30 minutes of time once brought online to reprogram the neurohelmet of the large battlemech to a new pilot.

3025_Cyclops1.jpg.pngPC NOTES: The Cyclops began production in 2710 by Stormvanger Assemblies, Unlimited as a heavy assault BattleMech and headquarters unit for Star League Defense Force field commanders. A decent mix of weapons provided the Cyclops with both long- and short-range firepower and a sizable engine to keep up with mobile operations. The most important feature of the ’Mech though was its advanced electronics, especially the Tacticon B-2000 battle computer, which allows the pilot to effectively command up to brigade-sized units. Other aspects of the ’Mech are less than stellar however. The diverse array of weapons means the ’Mech does suffer somewhat from ammunition issues while meager armoring provides less protection than that found on similar machines, though it is enough to stave off attackers until reinforcements arrive. In particular the armoring on the head section, while as heavily protected as allowed by the internal structure, leaves the pilot and the sophisticated command and control equipment more vulnerable than usual. When operating as the command vehicle at regimental and higher echelons with an ample support apparatus and guarded by a headquarters lance, these deficiencies are far less noticeable and the Cyclops could be kept in reserve until employed to turn the tide of battle or exploit a weakness. BV = 1,547

Repair Shop Level 1
mechrepair.jpgThe repair shop adjoins the Mech bay though two large double doors and also connects to Storage Room B. Inside the repair shop there are various basic battlemech and vehicle repair tools in this room that are in usable shape Some of the tools and equipment are laying about on work benches as as many spare parts. Along the walls are more tools and diagnostic equipment stored in cabinets and shelves. Looking through the storage lockers the team finds a Deluxe Tool Kit worth 500 C-Bills and Battlemech Repair Kit worth 5,000 C-Bills.

Central Junction
bunkerjunction.jpgThe Central Junction leads to the lower level – Level 2. There a large elevator shaft with an elevator car three meters in diameter. There is no power so the elevator will not operate until power is restored. (See Power Generator Room) There is connected to the elevator shaft a metal spiral lattice stairwell running around it that leads down to the second level of the underground base.

LEVEL 2
Main Hallway
corridorlevel2.jpgThe Second Level of the base also has a hallway leading east and west from the central shaft. This lower hallway is in a much better state of repair than the upper levels, having been protected better from the elements. There is also no scrape marks on the floor that can be seen. The Power Generator, and Machine Room are on the east hallway and the Medical Bay, Conference room and Command Center is on the west hallway. Like the upper level hallway, many pipes and power conduits run along the ceiling.

Power Generator Room
bunkercontrolroom.jpgThe base fusion reactor has been powered off. Upon inspection it is unknown what condition the reactor is in or if it will work. There is an auxiliary battery system that still shows to have power stored in it. The team discovers the auxiliary system with a successful Perception skill roll. It is revealed that there is a lone red light on a panel in one of the corner control panels. The dust on it makes it very faint and hard to see from a distance.
reactor.jpgTo repair the battery system successfully will require a Technician/Electronics skill roll and some parts from the Store Room on Level One. Restoring power will allow overhead lights to come on all over the base and well as the base central elevator to operate as well as open the outer doors on level one. When activated the system makes a series of clicking sounds as power is restored to the base. The battery systems make a low humming sound when examined closely. Searching the room the team finds on one of the shelfs on the wall that there is an Electronic Repair Kit worth 2,000 C-Bills.
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Machine Room
abandonedheavymachinery.jpgVarious large pieces of heavy machinery sit on the floor of this large room. The machinery is rusted, corroded and in a poor state making it useless. Environmental Controls are located in this room. On a shelf on the wall is a Mechanic Repair Kit worth 1,000 C-Bills

Medical Bay
medical1.jpgThe medical bay has several beds for the rest and recuperation or patients, a small dispensary, several cabinets and shelves adjacent though a doorway to the east is an operating suite with operating table. The pharmaceutical dispensary is emptied but the medical supply case has a sealed MedKit still mounted on the wall. The shelves have some empty glass beakers and containers. There is nothing here of value except the old MedKit still mounted on the wall worth 10 C-Bills.

Conference Room
controlroom2.jpgA large rectangular table dominates this room covered by a thin layer of white dust. Around the table and along the left and right side walls are chairs. There is a large display screen on the far end of the room flanked by two old flags. A few pages of paper are on the table at the end. When a player attempts to pick up some of the papers to examine them or move any of the papers they crumble into dust. There is nothing readable on them.

Command Center
controlroom3.jpgThis is the central command room of the base. There are several old chairs and workstations in this room. The grey-white dust that covers the long silent terminals and display screens along with the silence of the room make this room seem somewhat eerie. There are no lights anywhere.

holobunkermap.jpgOnce power is restored some of the base systems will start to work at a low power setting. Some of the lights will come on in some of the areas. Using the base command stations and some Computer skills rolls will enable the team to gain access to some of the root systems. One of the work stations is for the base sensors and defenses. Though they cannot get the base remote weapon systems to operate, they will find a command to enable the base remote sensors to come online and operate.

computerdisplay2.jpgOnce completed a Sensors Operation die roll will bring some of sensors online and the sensors will begin operating and sending back sensor information of areas in a perimeter about one kilometer outside of the base. Not all of them will come online though leaving some gaps in the sensor network.
Inside the Command Center there is an endosteel reinforced door at the far west side of the room. It is unusual to see endosteel used for such things as the super strong material is expensive and heavy. This also makes the door very strong and secure. This door leads to the Computer Core. It is closed and sealed. A Demolitions skill roll will reveals that explosives will probably not open the door. Brute strength might.

Computer Data Core
data_core.pngThe Computer Core is only accessible through a reinforced endosteel door from the Command Center. Inside is a terminal for access to the mainframe computer which is stored behind this chamber. The base mainframe has an incredible amount of data stored in it. The mainframe cannot be moved as it is too large and heavy.
The base has an intact Star League era computer Data Core. The data core is packed with technical and scientific information along with engineering schematics. To gain access to the computer a successful Computer and Cryptography skill roll must be made. In addition after gaining access to the mainframe computer another successful Computer die roll will reveal that the massive amount of data and the complexity of the storage algorithms makes it impossible to download the information into a small device such as a noteputer. It will require a large computer capable of handling the database.
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TALIS KROENER ARRIVES
kroener4.pngTalis Kroener arrives with some of his thugs to stop the Schattenjagers.
“I wont let your ‘Operation Flush’ get in the way of my plans or fall victim to it!" He then orders one of his men forward who tosses the severed head of Von Goertz towards the position of the team.

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Session Fifteen
THE OBSCURITY FILE, PART ONE

MAY 15-18, 3049
The Schattenjagers are dispatched to the planet Alcor III to investigate some illegal smuggling.

session15map.pngHauptman Stryker arrives and notifies the team that there is a mission for the Schattenjagers. “We have a situation that is developing on Alcor III. Please follow me and you will be briefed on your new assignment.” The Team is given a briefing for their next assignment. Only the PC players are present for the briefing. In the briefing a female officer named Major Meushke with LCAF Military Intelligence begins giving the Team their next assignment.

“Gentlemen, for the past few months we have been receiving reports and hearing rumors that a man named Talis Kroener has been selling some rather unique items on Alcor III. As a result he has become very wealthy very quickly from this. So much so that his business practices have come to the attention of Lyran Intelligence. Most recently, last month in fact, he sold some complete and fully functional MechWarrior Combat Suits to agents from the Capellan Confederation. Our sources indicate that the Capellan agents paid $40,000 for each. This also got our attention as that is extremely high for even this type of battlemech equipment.”
“From his dossier it is known that he was born on the planet Polsbo near the border with the Circinus Federation and the Free World’s League and had a few arrests in his youth for petty crimes. As he got older his criminal activities became more severe and frequent. For a time he was a gun for hire and dabbled a bit in being a mid-level distributor of an illegal and highly addictive drug called Grit.”

Grit comes in an inhalant and costs about 30 C-Bills per dose. It is very addictive and makes the user feel very euphoric and wild, feeling nothing but pleasure and not feeling anything else. The downside is it also makes the user very irritable and volatile when coming down from the drugs high.

“Talis Kroener then moved to the more populated planet of Phecda in the Isle of Skye. It is here that Intelligence believes that Kroener may have developed some smuggling connections and is suspected himself of being involved in the smuggling of illegal goods to and from the Free World’s League. He was investigated four years ago for this while he was living on Phecda though there was no hard evidence that the local authorities could pin on him directly. With the authorities closing in on his activities, Talis Kroener left Phecda suddenly. After this he fell off our radar for three years. What he did in that time we do not know. However, about three months ago he resurfaced again, this time on Alcor III.

“The Schattenjagers are to investigate this man. We like to keep tabs on persons that may be a threat to the security of the Commonwealth. Talis Kroener is known to currently reside in the settlement of Monserrat City on the southern continent of Alcor III. Your mission is to pose as some textile merchant traders from the planet Howick and potential smugglers and locate this Talis Kroener and look into his business and connections. We have disguised your dropship as being from the TransLyran Trade Corporation. "
“Once Talis Kroener is found try to get his trust and learn what you can about him from him, specifically is he just a middle man in a bigger operation? Where he is getting his goods from and what else he may have for sale. If you can try to also find out who he is selling them to as well. Don’t kill him unless you have too. If left alive he may lead us to some of the others he has been working with.”
“Your mission code name is ‘Minesweeper’.”

Hauptman Stryker notifies the team that Lawson, Klinger, Ringer and Schumacher will not be going on this mission and will be staying with him. He looks over and states that “Sergeant Major Clumley will be in charge of this mission.”

Major Meushke continues “Make sure to stay undercover as best and as long as you can and keep a low profile. This is a fairly well colonized planet and established planet with an effective local security force. Contact the local civilian or military officials on the planet only if absolutely necessary. Doing so may raise alarm with your target inadvertently. Since the mission is close to the borders with the Free World’s League the team is to take their battlemechs with them just in case. We have loaded your battlemechs into your dropship hidden in the cargo area. To keep any prying eyes out it will be necessary when you arrive on Alcor III to not have the local customs officials look into your dropship. This will require some forged cargo manifests and possibly some bribes to the customs officials. We know that some of them can be persuaded to look the other way when it come to their duties. In addition to your normal military ID, we have prepared some forged civilian IDs for you and planted some false information into some of the databases should anyone look into you. Make sure to keep your military IDs hidden safely just in case you are searched or something goes wrong.” She then hands the new ID cards to the Team members.

“Are there any questions gentlemen?”
“One last thing, to help out, we have detained someone that we have been keeping an eye on that we think might be able to assist you in this matter. He is in a holding cell here for the moment. “

alcor3.jpgPC NOTES: Alcor III – more commonly known simply as Alcor is the third planet in the Alcor system. Alcor III is in the Isle of Skye province of the Federation of Skye near the Free Wolds League. The Alcor system has a variable primary star, making the presence of a habitable world with an atmosphere in the system unusual. The Alcor system was settled during the First Exodus from Terra, subsequently joining the Federation of Skye, and then the Lyran Commonwealth when the Commonwealth formed.
Many mining companies landed on Alcor to exploit the easily-accessible mineral resources stored in the planet’s crust. Although these were productive enterprises, the little arable land on the world lacked specific trace elements that are required for human health. As a result, the Alcorans became reliant on trading ships that brought produce from other worlds. This constant need for trade made Alcor something of a trading hub despite its out-of-the-way location.
Alcor III is class H. Alcor is a spectral class A5V blue-white dwarf star. Average temperature at the equator is 35C (95F).

The team goes to the holding cell and discovers the person detained by Military Intelligence is their old friend Dingus O’Shea. He is chained with his hands behind his back to a simple metal chair in the middle of the sterile and brightly lit room. He is very obviously irritated and protesting profusely at being picked up and held in the cell against his will. He yells that he wants his cybernetic eye back and yells several boastful threats and expletives at the security personnel holding him. When the team enters he will squint some with his good eye and then recognize the Schattenjagers. “Oh no not YOU guys again!! Now what do you want, I thought we were even! You have no right to do this, I will get a lawyer and have you before the local magistrate for unlawfully arresting me with no evidence against my will! I wasn’t doing anything wrong I swear!” When asked about Talis Kroener the captive Dingus O’Shea will get white in the face and then his voice will drop some and he will quietly state emphatically that he has never heard of the man. He is lying. When pressed he gets very quiet and serious, perhaps the most serious the team has ever seen him. He looks truly scared. “I have never actually met him personally you understand, nor do I ever care to I tell you. All I know is what I have heard from others. From what I have heard that is the kind of man you don’t want to deal with, much less cross. He is very dangerous, a near psychopath I am told but I am also told he plays smart you know? I also know that he knows many smugglers and is able to move things that others sometimes can’t but mostly just works the border areas with the Free World’s League. And it you don’t pay he will whack you but also go after your friends and family, so I am told and that he always gets away with that. Not the kind of guy I deal with, honest. That’s all I know. Now can you please tell these security people to give me my eye back and let me go?”
If the Team doesn’t brutalize Dingus O’Shea and has the security guards let Dingus O’Shea go he will be somewhat grateful to the Team and will tell the team as they leave the holding cell one other bit of information. “One other thing I just thought of, I remember because it seemed an odd way of doing business to me. I has told once by an associate that Kroener only accepts gold or Lyran Bills as payment. He won’t take C-Bills or other house bills at all. I don’t know why, just struck me as odd when I heard that.”

LEAVING FOR ALCOR III
Prior to leaving Tamar, LIC Agent Schumacher appears. The Team has not seen him since arriving back from their previous mission. He privately pulls a few of the Team aside and tells them that “for reasons that cannot be disclosed, I will not be joining you on this mission. There are some things here that still need to be sorted out.” Schumacher seems a little displeased and apprehensive by this fact. He tells the team in a more hushed voice that “if you do get into trouble there is a retired Lyran Intelligence operative who lives on the planet settlement where you are going. Though retired this person does still function as a part time informant on the planet for Lyran Intelligence. He may contact you at some point. The operative’s codename is Chimera“
“This operative has been informed that the Schattenjagers will be arriving and to be on the lookout for the team. If the operative contacts the team they will know by the code word which is ‘cheese and crackers’. The correct reply to identify yourself to the agent is “Only with some Antares red wine.”
Schumacher will also remind the team that discretion and keeping their cover will be very important on this mission. He points out that if Talis Kroener learns that the team members are looking for him that Talis Kroener may flee and disappear again and the mission will be a bust.
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The team them takes off in their loaded dropship and docks once again with the jumpship Razor’s Edge which has been parked in orbit. After docking Captain Niles Harkon and his XO greet the team again. The XO Lt. Mitch Herschel briefs the team in the course they will take to get to Alcor III.
“We will be jumping to the Corridan system, then we will be using the poly lithium-ion batteries to recharge the K-F drive and jump again to the Glengarry system. As Glengarry is a type B star it should not take too long to recharge the jump system with the solar collector. From there we will jump directly to Alcor. The entire trip should take 3 or four days.”
The team settles in for the trip and the jumpship makes its first jump a few moments later.

ARRIVING AT ALCOR III AND THE SETTLEMENT
spaceport.jpgThree days later – A flash of light a split second later the jumpship Razor’s Edge arrives at the Alcor system. There are many jumpships here in this busy system.
The team arrives at Alcor III and lands at the aerodrome for Monserrat City without any incident. A sign above a security gate to the landing field says ‘Welcome to Monserrat City”. A few local security guards holding rifles keep a slightly disinterested watch on people coming and going through the main gate. Up in the landing control tower three figures talking on radios stare up at the sky with binoculars. Everything seems normal and routine. The settlement is in the southern hemisphere where settlements are more sparse compared to the northern hemisphere. The settlement is small compared to many, having a population of about 20,000 but has everything one could want. At the far end of the spaceport are two large hangers. A Lyran flag flutters in the breeze. There are several military vehicles with heavy weapons and a few Manticore heavy tanks parked outside the main hanger doors which are closed. These are probably hangers for a detachment or even squadron of Aerospace fighters though with the hangar doors closed there is no way of knowing what is inside the hanger. Should the players inquire of the locals about the hanger they will be told that there are anywhere between 4 to 8 aerospace fighters inside the aerospace hanger at the end of the field. (Depending on whom they ask in passing) No one will know exactly what type of Aerospace fighters they are only saying they are big and make a lot of noise when the take off and land.

After landing four men in civilian clothes approach on foot with data pads. They have ID badges identifying themselves as being customs officials. The one in charge introduces himself as Walter Fricke, the port inspector. A successful Streetwise skill roll will reveal that he is open to bribery if the price is right but you will have to be delicate and not obvious about it. A successful Negotiation skill roll at +3 and Mister Fricke will state that he could get in trouble and it needs to be worth his time. He will then state that his time is worth $2000.00.
Mister Fricke decide to look the other way by examining the ship manifest then casually stating that “we have a busy day and this all looks in order to me”, and marking it off as ok without entering the ship. He and his team then get back in their vehicle and drive off towards the next ship.

Leaving the secured Aerodrome areas the players encounter a map of the city on a wall of the Spaceport Terminal provided for visitors to the city. The map has the four main sections of the city with ‘The Monserrat City Traders Association Welcomes You!’ in bold letters above the map and ‘Please Enjoy Your Stay with Us.’ Below the map. The map has several key areas of the Settlement noted on it including the Spaceport Terminal, Warehouse District, Trader’s District, Residential District, Financial District, and Comstar Facilities.

When walking about the settlement the team periodically passes teams of the settlement’s armed security and police forces. They have clubs on their belts, helmets, vests and riot gear on. The local security forces are usually seen in pairs walking about. The local citizens do not seem intimidated or scared of the security forces. Some can even be seen chatting with local residents in a friendly manner.

THE SCHWARZE KATZEENCOUNTER WITH CYRANO BORGER
borger.jpgThe Schwartze Katze is off one of the side streets. If it wasn’t for the lit but faint blue neon sign that hangs over the nondescript door, one would not even know it was there. Outside sitting against the wall is a street bum in tattered clothing who looks to be passed out from drinking. There is an empty bottle next to him.
Entering the establishment the team is seated by a hostess. There are several dozen people here drinking talking and listening to the live music playing.
Heinkel Wolfe is surprised to encounter Cyrano Borger here. Heinkel Wolfe has not seen the man in years. He is accompanied by four rather large thuggish looking brutes. They have their hands on their concealed side arms. They do not seem to be making much effort to hide that they have their hands on the weapons. Cyrano Borger’s attitude seems to be a mix of pleased to have encountered Heinkel Wolfe while at the same time also being very upset with him. Borger is a shifty man with a scar on his left cheek and an earring.
Cyrano Borger demands that Wolfe give him a rematch at poker.
“Well if it isn’t my old friend Heinkel Wolfe. I am surprised you had the guts to come back here to this planet. I never thought in all the Inner Sphere I would run into you again. HA! This must be my lucky day! Now I’ll bet you were hoping that you didn’t run into me here huh friend?” Cyrano Borger then halls off and sucker punches Heinkel in the face. “You cheatin sunofabitch! You think you can cheat me and get away with it?? Yell yeah what we are gonna do right here and now. We’re gonna play a little game of cards again and this time friend…..no cheating or I will personally blow your brains clear out of your head friends or not! The stakes are $5,000 C-Bills. Winner takes all! That should more than cover with a little interest what you owe me scumbag!”

Street_Punks.jpgWhen the team leaves the bar, they will note that the drunk bum is now gone and the street is very quiet. Walking outside into the street the Schattenjagers are cornered by a group of street thugs that try to jump the team in the street and fight them. The street punks are poorly armed with pipes and knives, taunting the Team to fight them.
Ten of the local security forces with weapons and stun sticks drawn show up very quickly cutting off any avenue of escape and demand that both sides surrender by getting down on their knees on the pavement. It is noted that the security forces showed up very quickly and in force. While being handcuffed one of the security men shouts at Aebon Tesavir to quit resisting and the entire team is then stunned with stun sticks and black out.

Magistrate Michael McGregor chastises the team for disrupting the peace of the city and order them to be thrown in jail for five days and fined $5,000 C-Bills each.
The judge is old and possibly senile. He repeats the word “outrageous!” a lot. He shuffles a lot of papers ad files around on his desk seemingly confused. He then picks up a file and reads the charges against the Team “So here are the charges against you; Impersonating an officer, resisting arrest, fraud, reckless driving and lying to the sheriff! OUTRAGEOUS!” It may be entirely possible that the docket he is reading is for some other case.
“You Ought To Be Ashamed Of Yourself!" "On your BEST day you’re not as smart as I am on my worst day. If you live to be a hundred you will never be as smart as me.” “I am the decider here!”
“I DO NOT TOLERATE JIBBER-JABBER IN MY COURTROOM!” “And spinach is bad. I’m not going to eat it!”

jailcell.jpgThey team has all of their equipment taken from them. Looking around the jail cell they do not see any way to escape. The locks and the cell are very well made and maintained. After a few hours waiting the security guards bring in four more prisoners. These three men look very inebriated. All three also look quite big and muscular. One of them starts to cause trouble howling and screaming and banging on the bars which brings five armed security guards in. They remove the man from the cell with the Team and he begins to fight the guards, even after being stunned by a stun stick. The unruly man breaks one of the security guards arms while physically resisting the guards. It takes the other four guards to take this man down and subdue him.
After subduing him they drag him out of the jail cell and the door to the far room is closed and locked again. After a moment the three other men stand up looking suddenly very sober and move to one corner of the room. They begin eyeing the Team and pounding their fists as they look menacing at the team. The team then gets into a fist brawl with the thuggish newcomers in the jail cell.session15.jpg

vongoertz.jpgA few hours later after the jail fight an average looking older man with grey and white hair dressed in a very well kept but simple suit and wearing a panama hat enters the jail using a walking cane.
He has been given access to the jail cell where the team is locked up. He is escorted by two very big security guards holding stun sticks.
He speaks to the team with a slight German accent. “Goodness, it doesn’t look like there is room for another soul in there.” He says with a smile. “Gruss Gott, but where are my manners? Allow me to introduce myself, my name is von Goertz. I am your lawyer.”
Von Goertz then turns and asks the security guards if he can have some time with his clients. “Would it be alright gentlemen if I have some time alone with my clients?” One of the two guards asks “Are you sure sir? They were quite violent last night.” Von Goertz replies to the guards “It is quite alright corporal, I appreciate your concern for my well being. But I am their legal counsel, and an old man. I am sure they won’t harm me.” The security guard considers this for a moment and then without saying another word he motions his partner to leave the cell block with him.

PC NOTES: It is apparent that Von Goertz plays the old, harmless, slightly feeble man well. It is a convincing act that some might not see through.

Von Goertz waits patiently for the security guards to leave before speaking further. “I was told that you have not eaten since your arrest. Such lack of manners.” Von Goertz reaches in his jacket pocket and pulls out a small handkerchief. “I brought some Cheese and Crackers for you, that is if you are partial to them.” As he says this he looks over the faces of the team. Hearing this ”/characters/heinkel-wolfe" class=“wiki-content-link”>Heinkel Wolfe replies “I only eat cheese and crackers with an Antarian Red Wine.”
Von Goertz considers this reply for a moment and then speaks in a hushed tone. “As I said, you may call me Von Goertz.” He will then begin to chastise the team members some. He then shakes his head. “This is a fine mess you have started to make here. I had to talk to that silly magistrate for hours to convince him to let you go and dismiss all the charges.”
Von Goertz will then tell the team that the Schattenjagers mission on Alcor III is known to him.
“I know that you are here on a mission of some kind. I do not know what those mission orders are though nor do I care to know. I was simply notified by mutual friends of ours that you would be arriving here and asked to keep an eye on you as best I could from a discrete distance and help you if I could without blowing my own cover. I hope you can appreciate the delicate position you have put me in now having to help get you out of this jail. I am hoping my respected status here with the locals as one of them and as a lawyer that often takes up cases of disturbing the peace from time to time by off-world folk and visiting merchant ship crews that let shore leave get to them will also serve as a good cover and not raise any eyebrows for my helping you.”

When asked about Talis Kroener or his whereabouts Von Goertz thinks for a moment as if carefully weighing his answer. “Yes I met him once, collided with him would be the more appropriate description. I bumped into him purely by accident coming out of a restraint one night in the Trader’s District and he took offense at it and threatened me in the street with a large knife. It was quite unsettling I assure you, especially for a man my age. Quite a nasty man too if I recall correctly. I also know that he keeps company with some very shady men that come and go around here. I do not know who they are though.”

schrepke.jpgThe Team decides to make contact with the local military forces on the planet the and the Schattenjagers encounter Sergeant Schultz. He is an older and portly man with grey hair wearing the rank of a Sergeant. He is not very useful or helpful in answering any questions about the planet, the settlement and its goings on, etc. any questions posed to him will have him replying in various ways that he doesn’t know anything. “I know nothing!”
If asked who the commander is here he states “Oh that is Leutnant Kommandant (Lt Colonel) Wolfgang Schrepke.” He then trains off as if he had something else to say.
If asked to meet with the commanding office he will look surprised and unsure what to do. Schultz then states “Well the Colonel does not come out much, and he does not like to be disturbed. You could get me in hot water with him. He is not very pleasant when he is upset.” If pressed he will reluctantly stand up and go to the door behind him stating “if he starts to yell at me I will tell him that you made me do this and I didn’t want to!” Schultz then knocks meekly on the door and then goes in and closes it. The Team can hear talking and somewhat raised voices. Then comes back out of the room visibly looking intimidated announcing “The colonel will see you.” And goes back to his desk and chair.

Leutnant Kommandant (Lt Colonel) Wolfgang Schrepke is the ranking officer in the region. Schrepke is an older man, somewhat portly and out of shape. He stands near a window that has the blinds drawn, peeking out on of the blinds. He stands there with his duty uniform unbuttoned which makes him look dishoveled. He looks unkempt though it seems he was a skilled warrior at one point and very experienced. There are several visible scars on his hands and on the side of his neck. Entering his office, it is dark and poorly lit. It is a little unkempt and dusty. The air is stuffy and slightly musty smelling. About the room are several crumpled unkempt uniforms draped over chairs or on the floor. On the desk are many papers as well as an ash tray with a pipe on it. Next to it is a half-finished bottle of 100 proof whiskey and a plate with the remains of a half-eaten meal. He has many awards, citations and old photos that hang around the walls of his office. It seems he was with the 11th Lyran Guards at some point. He seems depressed and bitter about being on Alcor and laments being sent to this planet “I have been here for six years. If there was a place more removed from anything, this is it. I have been sent to this place like a horse sent out to pasture, to spend my last useful days forgotten and wasting away until there is nothing left that can be used.” “I am 56 years old. I have been in the military my entire life. I got commissioned as a Leutnant at 19 you know, and have been in over two dozen battles.”
If asked about what battlemechs are under his command he seems to get more depressed. “All I have here is a broken down old Crusader that can barely move and should have been sent to the scrap heap long ago, and a few piece of shit Urbanmechs. It’s nearly insulting.” If asked about Talis Kroener, Schrepke pauses as if thinking.
When coming out of the room it is obvious that Schultz has been listening at the door and seems to be a little taken off guard, attempting to look as if he was filing some files in a nearby file cabinet.

canyon1.jpgThe canyon bed runs east-west and is an ancient dried river bed about 200-300 meters wide in various places. Small rocks and sand cover it now. It is hot and dry with little wind. The canyon opens onto an arid plain covered by the short dry grasses and scrub bushes that cover the area. The canyon walls are made of dense hard rock. The canyon has been created by some water erosion from the planets past. The team may surmise that the plain the settle is on was perhaps once an ancient lake or seabed and the now present canyon was a river path that ran into or out of the plain a long time ago in the planets past.

nice021.jpgKroener’s tunnel entrance is a simple trapdoor covered by sand to blend in with the canyon floor. Kroener has dug a hole in the ground downwards and then to the west to connect with the first level of the underground tunnel system of the base where Kroener was able to break though into Store Room A on Level 1 of the abandoned base. Kroener is unaware of the second level of the base or what is inside of the base beyond the Store Room A that he has been able to access. The team easily finds the location of Kroeners entrance to ‘the Dig.’ Using the map and compass they found in Kroener’s apartment or having been lead to the site there by Kroener himself. There are no lights or power inside the lost base and some sort of flashlight will need to be used by those investigating until they can figure out how to get the base power restored.

canyon2.jpgThere is another larger entrance nearby. The entrance has been covered up by a rockslide that has hidden the entrance way from view. Only close with close inspection can the original doorway be seen. There is a metal door covered by stones. The hidden main entrance door is about 20 meters high and 30 meters wide. There is no visible way to open the door and no visible operating mechanism for these large doors. Attempts to blast open the door with their battlemechs or explosives or weapons will only remove the stones and camouflage but not open the doors. A successful Demolitions skill die roll will reveal that these doors are designed to withstand heavy blasts and not worth the time or attention explosions might cause. This will also waste time before the ComGuard force arrives.

Pulling back the tarp and with it the sand covering the tarp, there is revealed underneath a simple wooden trap door in the ground. The ground around it has obviously been disturbed. The trap door on the ground is not locked or trapped should the team investigate. The door swings open easily and flat to the ground. There is a simple metal ladder going five meters down into the hole. It is dark looking into the hole. A flashlight or other similar light source will be needed to see inside fully. Arriving tt the foot of the ladder the ground is sand and small gravel that crunches as the team walks about the small antechamber. Inside Kroener’s hidden entrance there is an antechamber below the ground that is three meters square that has been dug out of the rock. The air inside this small room is stuffy from the heat outside and no ventilation. Inside there are two metal footlockers, one against the north wall and one against the south wall. The south footlocker contains some simple digging and mining equipment including two flashlights, two standard battery packs worth 5 C-Bills each, two pick axes, three shovels, two crowbars and Climbing Gear worth 75 C-Bills at the bottom of this crate is also a fully loaded basic auto pistol worth 50 C-Bills wrapped inside an oiled cloth. The north footlocker has a simple padlock on it and contains a Demolition Kit worth 200 C-Bills and two charges of C8 explosives worth 1,000 C-Bills each.

Store Room A
bunkerupper1.JPGThere are various old metal storage crates in this room. Most have been opened and turned over with their packing material exposed or laying on the floor. Searching through the crates the Team will find that one of the crates has a long heavy duty capacity computer cable in it. There are also some various circuit boards and electronic repair parts in another storage crate in the corner. The electronic repair parts are mostly unusable. There is also a metal barrel that is leaking some black-green substance from the bottom. The barrel is rusted and the lettering on it is unreadable. If investigated the black-green substance is sticky like tar and smells faintly of bearing grease.

Main Hallway
Starleaguelogo.jpgEntering this room it is apparent that it is some kind of hallway. It is very quiet and loud noises and even footsteps echo some. It does not appear that anyone has been here in quite some time. The hallway is four meters wide with metal walls made out of some sort of stainless steel or similar metal. Overhead along the ceiling of this hallway are rows of lamp fixtures intermixed with various pipes alongside electrical conduits, electrical boxes and power junctions. In the hallway are many metal transport crates that are stacked along the corridor walls is disarray. On top of one of the nearby metal boxes is an old coffee mug resting as if someone just left it there and walked off. There is a thick layer of dust on every surface here. An old rusted forklift is seen nearby. It appears some of these crates have been dragged on the metal floor leaving scrapes in the floor. There is evidence that water as seeped into this area in the recent past.
Investigating the crates closer and dusting them off, it is discovered that they have printed on them in faded black stencil paint ‘SLDF’. Opening the crates is difficult as they are very rusty, using some tools such as a crowbar is helpful giving the Build die roll check a -2 bonus. Inside them are mundane items such as old mostly uniforms, boots, decayed corroded power cells and ration packs. The dates stamped on the ration pacts is 2784.

kroener.jpg

Kroener has several unique items of interest for sale: A Bug Scanner Watch (4/B $1800) Ultrasonic Detector (4/B $3000) and a JAF-05 Flash Suppressor (4/C $1400) for sale.

A Bug-Scanner Watch is a smaller version of the standard Bug Scanner which has been enclosed within a fully-functional watch. While these watches can also detect the presence of any active Bugs, they can only do so to a range of ten meters and cannot pinpoint the exact location of the bug(s).

An Ultrasonic Detector is a rare handheld device. Weighing three kilograms the detector sends out a high-frequency pulse of sound which bounces off objects, then detects those echos and translate the ultrasonic vibrations into a rough visual image on the device’s small screen. The effect of this allows the user to know the approximate location of objects and people and, since the vibrations can pass through solid objects, “see” through walls. However the detector has a maximum range of just ten meters, and the image created is of very poor quality

When attached to a slug-thrower the suppressor all but eliminated muzzle flash while a sonic dampener reduced the report associated with firing the weapon. It also eliminated the chromatic burst created when firing a laser rifle, although it could not mask the weapon’s heat signature, allowing anyone with an infrared detector to still see it.

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Session Fourteen
The Lyran Black Box Blues, Part II - Boxed In

MAY 7-8, 3049

krausebattle.jpgThe modified weather radar system at the research station proves useful and alerts the Schattenjagers that there is an approaching force of battlemechs closing in on their position. With the death of Hauptman Beck, as the senior ranking officer Hauptman Krause takes command of the Lyran defenses. Though an infantry officer, Hauptman Krause seems capable of leadin gthe entire Lyran force, though he asks Sergeant Major Clumley for advise in the matters of the battlemechs. Hauptman Krause and his Executive Officer Leutnant Huber coordinate their infantry company deployment and strategy with Sergeant Major Clumley and the battlemechs of the Schattenjagers. Hauptman Krause sets up a command post inside the research station’s ruined sciences lab to coordinate all of the defending Lyran forces.
The Schattenjagers become aware from his actions and conversations that Hauptman Krause seems to be unaware of the true mission of the Schattenjagers or the Black Box that they have recovered. His overall orders are to defend the planet from the Draconis Combine invasion and drive them off the planet while his immediate orders are to hold the research station until Colonel Wyatt Stone arrives with the rest of the 4th Lyran Regulars battalion.
As an act of defiance to the Draconis combine forces and to bolster the morale of the defenders, Hauptman Krause orders his Sergeant Major to hoist the Lyran flag up on one of the weather stations aerial towers. Despite the freezing cold, this causes a cheer to erupt from the Lyran infantry defending the research station who feel their morale increase.
arcticinf4.jpgThe infantry detachment of the 4th Lyran Regulars finalize their entrenchments and preparations to fight the attacking force of Draconis Combine battlemechs while the Schattenjagers deploy their battlemechs around the base and prepare for the inevitable combat. The Lyran defenders have hidden their infantry assets in the buildings and rocky outcrops around the research station. The infantry are confident their entrenchments will help defend them from the attacking enemy battlemechs. The two Patton tanks are covered by snow to hide their positions as well. Each tank is deployed on a flank, ready to reinforce any encroachment by the enemy.

blizzard4.jpgThe enemy forces come into view, revealing a mixed reinforced company of Draconis Combine battlemechs. The Team recognizes some of the enemy mechs from their previous encounter with this unit on the planet Phalan; the command Dragon battlemech of Colonel Saito as well as the Warhammer of Captain Mitsumoto.
As the battle against the attacking Draconis Combine forces begins, so does the incoming blizzard. The snow begins to fall on the battlefield as the temperatures drop and the cold winds begin to pick up. As the battle progresses the weather continues to blow cold and heavy snow hampering both sides of the conflict.

mechinsnow.jpgThe attacking detachment of the Draconis Combine 2nd Sword of Light proceeds to attack the research station defenses in waves. The first wave approaches consisting of two Locust light battlemechs carrying LRM launchers. Aebon Tesavir begins to scan the enemy mechs as they approach noting that some of the enemy mechs have unusual readings and armaments.
While countering the probe by the first wave of light mechs, the Schattenjagers begin to pick up some ECM static from their western flank. Heinkel Wolfe tries to pinpoint the source of the disturbance. The communications equipment the infantry brought with them helps locate the general area the electronic emissions are coming from. It turns out that there is an Oscout nearby that has somehow moved up undetected near the western perimeter of the base defenses. The Ostscout seems to be using its advanced sensors to probe the Lyran positions while the light mech harass the eastern flank. The Schattenjagers move some of their units to engage the Ostscout before it can probe their lines. The Ostscout proves to be a tricky mech to fight as it jumps around the field dodging enemy fire. It eventually takes all of the Lyran battlemechs to take down and incapacitate the enemy scout mech.

coldresponse16.jpgThe two Patton heavy tanks of the 4th Lyran Regulars which their crews have named ‘Mean Green’ and the ‘General Lee’ prove their metal and tenacity while providing fire support in defense of the research station. Both tanks score hits against the attacking battlemechs with their main guns while standing up to the attackers with their thick armor. The Schattenjagers are impressed with the bravery of the two tank crews.


3025Stinger.jpg.pngThe hidden infantry of the 4th Lyran Regulars surprise one of the enemy Stinger light battlemechs when it moves too close to their position. Surprising the light mech, the hidden infantry spring into action and manage a crack shot at the head of the mech, blowing it completely off before it can take any action or penetrate the defenses of the base. This greatly raises the morale of the other nearby infantry units that witness this action. The second wave light battlemechs continue their attack but are outmatched by the tactics and fire power of the Schattenjagers. Several hits are scored on the remaining Stinger and two Panther battlemechs who then try to regroup. One of the panthers is crippled slowing it down but the three Kurita mechs continue to try to press on the eastern flank with determination.


The heavy battlemechs consisting of a Warhammer, Dragon and Quickdraw move in to press the eastern flank some more. Despite some damage, the two Patton tanks redeploy to the rear but still within firing range to support the mechs of the Schattenjagers. The heavy enemy mechs press forward and begin to attack the infantry deployed on the eastern flank of the base killing many of the infantry in the process.
veritech.jpgHans Krieger proceeds to harasses and harry the enemy forces in his new Phoenix Hawk LAM. The attackers attempt several times to down the Land-Air Mech but the LAM proves too fast an maneuverable time and time again giving the defenders and edge in the combat. As the battle gets closer to the research station the Schattenjagers stand firm and push back against the attackers. Hiro Tahiro moves to close physical combat using the hatchet of his Hatcheman. He is able to score a few important and heavy hits on the Dragon mech which causes it to fall back. Aebon Tesavir keeps the western side secure in case the enemy tries to shift positions.


snowplanecrash.jpgAs the heavy battlemechs of the attacking enemy continue to try to press forward, a small light fighter is picked up on radar approaching the area from the east . As it comes into visual range it can be seen to be spiraling out of control with thick black smoke pouring out of it. It looses more and more altitude and crashes in the middle of the battle bursting into flames and wreckage.

Lyranregulars04th.pngA few moments after the aerospace fighter crashes the team receives a clear communication from the 4th Lyran Regulars. The message advises that they are approaching and should be arriving shortly to help. The Team knows that the main battlemechs of the 4th Lyran Regulars are not far away now.
Seeing this the attacking Draconis Combine forces make one more big push to get into the base before getting repelled again by the defenders and forced to begin a tactical withdrawal towards the south east.


With the eminent arrival of the long awaited Lyran reinforcements, the remaining Draconis battlemechs along with Colonel Saito withdraw from the battlefield, quietly escaping into the cover of snow that the blizzard provides. Though pursed by elements of the 4th Lyran Regulars, they enemy mechs eventually elude the Lyran forces and eventually escape from the planet. The defenders of the research station are very pleased to see the reinforcements they had been waiting for. Colonel Wyatt Stone personally congratulates the defenders for a job well done. The Schattenjagers take a deserved rest for a few hours before leaving the planet to rendezvous with the Razor’s Edge at the jump point. With them they have the coveted K-4 Series Black Box which they take back to Port Moseby, the nearest heavily fortified planet.


Captain Mitsumoto, the pilot of the Warhammer is knocked unconscious in his damaged mech and captured by the Schattenjagers. The Schattenjagers also recover from the wreckage of the fallen enemy battlemechs a CASE storage, Beagle Active Probe, an Ultra AC/5, three ER PPCs and two Medium Pulse Lasers and 45 double strength heat sinks



Destroyed-salvage parts only:
Warhammer $590,000
Dragon $1,840,100
Stinger $707,000
Ostscout $1,006,800
Panther $1,157,600
Panther $1,172,000
TOTAL: $5,942,500


Captured and repairable:
Quickdraw w/ 17 double heat sinks repair cost: $990,900 (base value repaired: $5,746,550) 15 days to repair
Stinger – no head repair cost: $250,000 (base value repaired: $1,768,440) 7 days to repair

CASE, short for Cellular Ammunition Storage Equipment, was created by the Terran Hegemony in 2476 as a system designed to reduce the hazards of carrying volatile or explosive equipment, usually ammunition. CASE is essentially a specialized container structure for housing the equipment, and redirects explosive force in the event that the equipment explodes. While this makes it invaluable for preventing excessive internal damage, CASE does not actually stop the explosion, it merely contains and redirects the explosive force, so after an explosion units likely will be crippled or nonfunctional, though not destroyed outright.

Inner Sphere CASE weighs half-a-ton per piece. Inner Sphere CASE cost 50,000 C-Bills. CASE mounted on an Inner Sphere ’Mech can only be placed in a torso section, and only protects that torso section. Any other ground, sea, or air vehicle mounting CASE only requires one, which protects the entire vehicle.

The Beagle Active Probe (BAP) is a suite of enhancement technology that, when attached to general electronic sensors, enables the equipped unit to detect and classify other battlefield units whether they are camouflaged or even shut down, with the exception of conventional infantry. The probe was first introduced by the Terran Hegemony in 2576 as a means of combating active camouflage and other electronic jamming systems which had become prolific by the end of the Age of War. The system consisted of not only a separate computer core but an entire second set of sensors, including radar, infrared, visible light and seismic detectors, positioned at strategic points around the operating unit. As the unit’s native sensor array scanned the surrounding area, this data was retrieved by the Beagle’s computer core and cross-referenced with data from its own secondary sensors. If an anomaly was detected the Beagle performed a more detailed sensor sweep of the target area. With this process happening every millisecond, the Beagle was able to verify and even identify threats regardless of local terrain or electronic warfare interference.

One of the drawbacks to the system was the sheer necessary mass of the computer core and secondary sensors, which made it incredibly difficult to retrofit onto an existing unit. Effectively the Beagle was limited to dedicated recon units built from the beginning with the system in mind. Originally limited to Clear Sight Inc., an SLDF think-tank on Luna, production of the Beagle would eventually spread to other manufacturers. The BAP subsequently became extinct in the Inner Sphere in 2835 as a result of the Succession Wars before eventually being recovered in 3045 by the Capellan Confederation.
In addition to the ability to detect and classify targets at longer range, the Beagle includes a memory unit that records the events of a battle and allows for later playback. This includes the ability for the user to “re-fight” the battle by making different tactical decisions, which are then analyzed and implemented by the system, allowing for the resulting consequences to be observed.

The Inner Sphere Beagle Active Probe weighs 1.5 tons and takes up 2 critical spaces. It has a detection range of four hexes.

The Ultra Autocannon is an advanced variation of the standard Autocannon with the ability to fire at twice the normal rate.
Introduced in 2640 by the Terran Hegemony. The Ultra Autocannon/5 is an upgraded version of the standard Autocannon/5. Utilizing a different loading mechanism, the Ultra Autocannons are capable of maintaining a substantially increased rate of fire over traditional or LB-X autocannons at the cost of higher heat and the risk of jamming. Of course, the rapid-fire autocannons require a much larger supply of ammunition to maintain their rate of fire. This high dependence on ammunition limits the effectiveness of the weapon. Being of a lower caliber, the Ultra Autocannon/5 has an increased range at the cost of reduced damage over higher-caliber versions.

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