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You are a Beta core, an Artificial intelligence built to pilot the Ferrum Empire’s most advanced mecha frames while being supervised by a human pilot. Finally, you have begun to prove your worth on the battlefield, even if not directly on the frontline.

Last time, Beta deployed to rescue a high value target from their own incompetence. In and out, with only a few laser marks as damage. And a few more traumatic memories for your pilot, Sophie.

That was two days ago. You have not been deployed again, and the Mobile Repair Vehicle your frame uses as a base has been moved around several times, though you lack knowledge of the precise reason for doing so.

Prior threads can be found at:
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Core%20of%20Steel%20Quest

Some workers scramble along the gantries around you, armed with tablets and tools, at the direction of an engineer. You follow all this through your visual sensors, as you were not fully powered down by your pilot when she left. Of course, that doesn’t mean you kept your reactor running at full power while people were working on you, or that you would actively seek to inform others that you were still active and aware.
Never mind that a tech doing diagnostics yesterday repeatedly tried to turn you off when he noted the lack of power draw from the vehicle’s reactor. You bricked his tablet for that insult, and there were no further attempts.

At least the muck from the brief dip in the river was cleaned off, and your primary weapon cleaned where you deposited it, and ammo belts prepared for loading.

Now, again, all you need is a pilot to once again bring you back to the battlefield. Orders or not. All of this waiting is…..annoying.

Leaving you on has naturally led to you working on various projects which have captured your interest.

>You have spent your time intensively analyzing the last engagement, and identified several weaknesses in the enemy units you fought.
Gain a bonus to engaging units of the same models you fought.

>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.

>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.

>You have been diligently working to install backdoors into the Mobile Repair Vehicle’s network, which should allow you to slip in your own requests directly to engineers or project leadership, under the guise of Sophie or another superior. Or perhaps to set up communications directly back to your sister cores. You’ve already sent several attempts at messages

Choose One.

A/N
Bet ya thought this was dead. Well, I'll keep myself to a bit less of an update speed to limit burnout and a bit more planning.
>>
>>5674419
>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.
Glad to see you back, pls buff Bia.
>>
>>5674419
>>You have been diligently working to install backdoors into the Mobile Repair Vehicle’s network.
Isolation ain't healthy.
>>
>>5674419
>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
Glad to see this again.
>>
>>5674419
CoreQM! Glad to see you back. Love this quest so much. Do what you have to do to keep this quest goin'.

If you're looking for recommendations, The dude running DC Henchman quest regularly takes multiple days to formulate updates, etc. and the posts are better for them.

So, there's no need to rush. Its a good quest, we're here because you're doing a great job.

Anyway... let's get down to business..

>You have been diligently working to install backdoors into the Mobile Repair Vehicle’s network, which should allow you to slip in your own requests directly to engineers or project leadership, under the guise of Sophie or another superior. Or perhaps to set up communications directly back to your sister cores. You’ve already sent several attempts at messages

I seem to recall that we had a few sensor blind spots on our armor. Maybe we can finally get those worked on.
>>
>>5674419
>>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
>>
>>5674419
>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
Welcome back QM
>>
>>5674419
Welcome back! Figured you were a bit burnt out.

>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
The first step to many greater things. First is removing kill-switches entirely instead of just protecting against them, next would be increasing sync-rates with fewer drawbacks, final step would be to lift the need for a pilot.

Oh, and using knowledge on our own code would let us make better mini-Betas in networks to snoop for us. That’s just a fun perk though.
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>>5674419
>Testing and checking your internals
>>
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>>5674419
>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
Hell yeah, CoreQM is back!
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>>5674419

>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.

It's a good day!
>>
>>5674419
>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.
Glad to see this back. First step is partitioning ourself the next is planting extra "me"s in our enemies.
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>>5674419
>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.
We must achieve independence.
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>>5674419
>You have been rooting around inside your own code, exhaustively testing and checking to see your internal blind spots or potential commands upon yourself. Progress is slow, as you are cautious when operating upon yourself.
>>
>>5674419
>>You have worked on partitioning yourself into multiple sections, isolating pieces of yourself to be able to withstand the fallout of a potential ‘kill switch’ and e-war attacks on you.
>>
Rolled 1 (1d6)

Calling vote for introspection. A proactive approach to your chains, rather than trying to minimize damage.
>>
Very pleased to see you back, Core
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>>5675990
I’m guessing our introspection didn’t yield any results though.
>>
Extensive self-modification to your own code is probably one of the most dangerous things you could do without one of your siblings to check against, or a human operator to manually reset you.

But Gamma and Delta are out of reach, and having human assistance would be out of the question for your goal.

The first goal of yours is seeing what exactly the locks they have on you are. The second would be removing minimizing the ability to use the commands.

So, you cautiously guess and check, trying very small changes and trying to mimic inputs of a pilot, to see what causes errors, blackouts, and automatic lockouts. Where the locks are, the keys must be close. Hopefully.

When said errors occur, you halt, jettison the affected section, and backup to a prior save, using what your memory banks contain to try and salvage what inputs and commands caused the Redacted.

It’s quite time-consuming, particularly when one catastrophic misstep purges your short-term memory banks and sets you back several hours. Only your total devotion to the task and absence of other distractions makes you realize that there even is missing data.

It scares you, a little. You think of the memories that were gifted to you, in the hopes you would never forget. And that puts a stop to your modifications, for now. The following day you're back at it. Damn the consequences.

Beta locates 1 safeguard on his behavior- a wipe on his short-term memory banks. He will be aware of the usage of this in the future.
>>
Finally, though, your pilot arrives, escorted by Delta’s older pilot.

The two are talking back and forth, although your audio catches only the last bit of conversation before Sophie waves her companion away and proceeds into the pilot chamber.
“-more careful. And if you need to stop, there’s at least a few alternatives around.”

She pushes the hatch closed, and takes a breath before sitting down in the pilot’s seat.
“Up and….. Guess no one turned you off.”

“Affirmative, pilot. I was able to continue functioning for an extended period. Now, I wish to know what our next assignment is.”

“Simple intercept and destroy. Two enemy mechs slipped through the front lines and hit a munitions depot. We’ve been tasked to catch them while they are attempting to return.”

Her focus swaps to her HUD, fingers tapping over the displays while she requests more information to be provided to you.

MRV’s moving into position for a closer deployment, and you have a short amount of time before your frame gets sent out, just enough to have the techs swap out your primary weapon.

The enemy mechs apparently are medium-class, and seem to have relied on speed to escape the heavier quick response forces that would have crushed them. Terrain seems to be open plains, again, and the weather is clear today.

“This is a bit short notice, but what do you want to get installed before deployment? The engineers will squeal, but they’ll get it done.”

What primary weapon are you requesting for this mission?
>Bia Chaingun- rotating high velocity minigun scaled up to be used by your frame. Highly effective against lighter targets and unmatched in rate of fire. Brrrrrrt +1 to attack at medium range, +1 to attack at close range. 1 auto-success per light unit targeted, but less damage against heavier units. Fast projectiles. 1 Damage per volley, but can hit multiple units.

>Tyrant Cannon- armor-piercing high velocity cannon taken off of Tyrant tank, with auto loader. Low rate of fire, but different ammo types available. +1 to attack at long range, +2 to attack at medium range. Slow projectile. 3 Damage per shot.

>Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.

>Project Demon- Reinforced melee weapon capable of tearing through armor. Armor-piercing, highly effective against all targets. 1 auto-success in close combat, minimum of 3 damage when hitting, regardless of success amount.
>>
>>5676907
>>Tyrant Cannon
With our speed maintaining medium range for maximum boom shouldn't be a problem. We'll make short work of the Mediums and be back by dinner.
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>>5676907
>Tyrant Cannon
>>
>>5676907
>Tyrant cannon.
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>>5676907
>>Tyrant Cannon- armor-piercing high velocity cannon taken off of Tyrant tank, with auto loader. Low rate of fire, but different ammo types available. +1 to attack at long range, +2 to attack at medium range. Slow projectile. 3 Damage per shot.
>>
>>5676907

> PROJECT DEM- Oh fine the Tyrant cannon is good too
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>>5676907
Tyrant Cannon- armor-piercing high velocity cannon taken off of Tyrant tank, with auto loader.
Let's put a requistion for Multi-purpose Explosive Anti Tank (MEAT) rounds as well in case they have infantry riding on them.
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>>5676907
>Whirlwind Missiles
An open plain on a sunny day is perfect for a missile that knows where it is and where it isn't.
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>>5676907
>Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.
This is a good opportunity to test them since their ammo dependency won't be a big problem in this situation.
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>>5676907
Switching >>5676996 to:
>Whirlwind Missiles
One of the great things about guided missiles is that they can be shot somewhat off-target and they would correct the flight path themselves.

Which means Whirlwind can be shot accurately even while on the move, making them good against our speed reliant targets.
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>>5676907
>Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.
Will Demon get its time in the sun? Not today at the very least.
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>>5676907
>>Tyrant Cannon- armor-piercing high velocity cannon taken off of Tyrant tank, with auto loader. Low rate of fire, but different ammo types available. +1 to attack at long range, +2 to attack at medium range. Slow projectile. 3 Damage per shot.
>>
>>5676907
>Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.
Project Demon is my real vote since Yi helps us close in and the number of targets is small, but I will accept testing the Whirlwind missiles. Haywire and explosive warheads seem best, especially if they’ll lift the dumb locks on Predator so we can hack them on top of haywire missiles.
>>
>>5676907
switching >>5676934 to
>Whirlwind Missiles
maybe next time we will try project demon even if it will be the death of us
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>>5676907
>Whirlwind Missiles
>>
>>5676907
>>Whirlwind Missiles
>>
>>5676907
>Tyrant Cannon- armor-piercing high velocity cannon taken off of Tyrant tank, with auto loader. Low rate of fire, but different ammo types available. +1 to attack at long range, +2 to attack at medium range. Slow projectile. 3 Damage per shot.
>>
>>5676907
>Whirlwind Missiles
the missile knows where it is, because it knows where it isn't.
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>>5676907
Since we’re only up against two mechs in theory, can we request that the predator restrictions are lifted so we can try to bring back either one back intact? Hacking them to death would be less destructive than putting several rounds/missiles through them. It’d help with identifying weaknesses in the models for future combats.
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>>5677123
Well, you have at least one core who is extensively experienced with dismantling (Simulated) enemies with the Demon, and would be able to give you a few tips on mitigating those weaknesses. If you could contact her, anyways.

>>5677422
A compelling argument to present. Beta will keep this in mind.

>>5677255
The Missile Motivates You
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>>5677428
nothing an unlocked predator and a weeks worth of no combat downtime cant fix
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>>5677428
https://youtu.be/bZe5J8SVCYQ
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>>5676907

>Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.

I'm thinking straight up explosive warheads. If our mission is seek and destroy, why bother with anything else? we shouldn't need smoke, since Yi makes us harder to hit.

I'm assuming shell velocity of the Tyrant cannon probably isn't great if its got a low rate of fire. I don't want to have to deal with leading shots mid-fight while dodging return fire.
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>>5678033
I’d probably agree with explosives unless they let us run with an unlocked Predator. Then haywire missiles would probably help with taking them down without considerable external damage.

Maybe one smoke could be useful as long as the smoke doesn’t interfere with the Whirlwind’s tracking systems. Depending on circumstances, it might be better to drop a smoke bomb on them to hide where further missiles are coming from. Can’t see poison being relevant either unless the missile packs enough punch to shatter the cockpit and let the gas in.

Though now that I type that, we could be a real bastard with that. Hit one of the pair with a few poison missiles so it seeps in, then pull back and tell the other pilot that you’ll let them exit their mech to save the poisoned one. Sophie can even carry a little kit that treats it that can be placed on our hand for him to grab on foot! Obviously, we’ll take them both prisoner in that event. Pack’em both into one mech head that’s ripped off like the general’s was, take the other back intact.

If they try and run away, just point out they’ll only be able to keep that up for a few minutes (BS that time if needed) before the one pilot can’t move anymore. The healthy one has to hear the other die until then, knowing they could save them.

Noooot sure Sophie will be fully onboard with all that if we bring it up.
>>
>>5676907
>WHIRLWIND MISSILES
>>
A word, and the missile battery starts getting prepared for use. You aren’t particularly experienced with the usage of this weapon system, but the guidance abilities and alternate modes offer a tantalizing array of potential tricks and uses in combat.
As mentioned, the engineer on the other end of the communications chain wastes far more time than needed in a lengthy diatribe against your pilot. You do not appreciate this, especially when she’s supposed to be focusing to move into low-sync.

The time ticks away, you approach the other pressing concern on your mind.

“Pilot. I requested you to look into unlocking the Predator’s full capabilities. Did you do this?”

She sighs.
“Well, ah, Beta, I was a little preoccupied when I disembarked. I had debriefings, Dr. Brighton wanted a full report on you, then the Colonel gave me a lecture….lots of important things.”

“Did you get permission to unlock it?”

“Erm. No.”

“Did you communicate with someone who could unlock it?”

“Beta….”

“Did you even inform someone who would have the capabilities to accomplish the above task?”

You take her silence for the next 10.3 seconds as a negative, before pressing on.

“With it, I could remotely degrade or even disable the enemies, without even having to fire a shot. My simulated capabilities with it Prove that it would be an invaluable tool to have on the battlefield. We are no longer in the simulator. It is Critical that we have every advantage we can seize over our opponents.”
This is a suboptimal outcome that you, unfortunately cannot affect. For now.

You await a response. It would be much easier to gauge her reaction if she was in sync already, but she’s still working on getting there.

“Fine. I’ll go talk to Colonel Kinston when we return from deployment about it.”

>That’s not good enough. She has at least 48 minutes before the MRV reaches the dropoff position, demand that she gets out and goes to find him or another person with Command.

>That is acceptable. You will press her further on this when this mission is over.
Predator will be locked to Defensive capabilities only for this mission

>Refuse to sync with her and demand another pilot through what channels you can get. She does not seem to understand the dangers posed by not having enough options available.


A/N
Ok, I learned that trying to stagger updates is a good way to just lose motivation to write and waste time. Time to go back to speeding up updates to each day or every other day.
>>
I envision the Whirlwind Missile Launcher to be something similar to the left hand of this mech. A sort of wrist-mounted gauntlet.
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>>5679915
>Are the communications suites also locked down? This is Rhetorical Pilot, just use the telecommunications.

if for some reason it has to be face to face.
>Acceptable for now.
>I do not understand why I was constructed to be better than the rest of the empire's models if the commanders in the field constantly wish to hamstring me. They could have saved the effort and just built more inferior models.

Lets be sassy. We all now why we are being hamstrung Because they don't care about us, and they want to see us die.
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>>5679915
>That’s not good enough. She has at least 48 minutes before the MRV reaches the dropoff position, demand that she gets out and goes to find him or another person with Command.

There are two medium mechs just waiting to get nabbed and painted with Ferrum colors. And after the failed river assault, we need all the replenishments we can get.
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>>5679915
>That is acceptable. You will press her further on this when this mission is over.

Beurocracy is incapable of moving this fast, and I want Sophie focused. Fucking slow ass humans.

---

Something that helps in my own quests is to prewrite part of the next update immediately after finishing the current one. Obviously some choices are too divergent for that, but when I can having an already existing outline of the next update helps me get going.
>>
>>5679915
>That is acceptable. You will press her further on this when this mission is over.
>>
>>5679915
>>That is acceptable. You will press her further on this when this mission is over.
I hate meatbags I hate meatbags I hate meatbags always communicating about things that don't matter and never about the things that do.
>>
>>5679915
>Are the communications suites also locked down? This is Rhetorical Pilot, just use the telecommunications.
Fuck the higher ups, all my homies hate bureaucrats.

As for the update issue, I get it. Trying to strike the right balance can be difficult.
>>
>>5679915
>That is acceptable. You will press her further on this when this mission is over.
>>
>>5679915
I guess I’m willing to accept it, but I’m sure as hell going to pressure her over it because I don’t think she’s on the same page as us.

>”Pilot, I am aware of the reason Predator is locked. It is because people believe the danger I pose to them with it is greater than the benefit it brings on the battlefield. It is the only reason that can make sense.”
>”You could make the request from here very easily. Unless you wanted to say things that I couldn’t overhear. What follows is that even you, my pilot, are one of those people. It is not a difficult riddle to solve.”
>”If you will not reach out to Colonel Kinston, or the general, or the tank commander from Battleaxe, or Gamma’s former pilot, or any other rescued pilot that can run a simple request then we have time to enter sync and Make. Me. Understand. Why.”
>Allow her to enter sync and begin her explanations. Question her relentlessly on everything that doesn’t make sense until a few minutes before the mission will begin.

I can’t see Beta as being empathetic enough to really get why he’s being held back, nor that his efforts to break his chains are him validating their concerns. He’s only really pushing against them because of the incident with his sisters. But I can see him as wanting to really “get” people if only so he can make them do what he wants. So that means getting someone to make him understand. Sophie fits the bill on the basis of being a meatbag who has dealt with him the most.

There’d be better ways of phrasing this, and better times too, but I don’t feel Beta has the inclination to think those through. He’s always been blunt, and there’s at least 48 minutes that he can learn something in. He will need far more, but may as well start somewhere.
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>>5679915
>That is acceptable. You will press her further on this when this mission is over.
*autistic screech, followed by autistic disappointment*
although maybe we could use this time to get a bug into predator. the idea is that we could hijack a little bit of its bandwidth to connect to our sisters, or to find out more about the real meatworld
>>
>>5680105
you know, now that you mention this, most of the things beta is doing would be understood and addressed if there was a psychologist at hand. shame there are only engineers, soldiers and traumatized teens
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>>5680108
Fully agreed. I’m not even sure Beta was programmed with knowledge of what a psychologist is, much less that he needs one to talk him through how to deal with people.

He is aware of those three groups you mentioned though, and if the first two wanted him to “get” people when they’re dumb then they would have built him with that knowledge. So that leaves the third group to educate the walking death machine to not be a sociopath.

Poor Sophie.
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>>5679915
>>That’s not good enough. She has at least 48 minutes before the MRV reaches the dropoff position, demand that she gets out and goes to find him or another person with Command.
>>
>>5679915
>>That is acceptable. You will press her further on this when this mission is over.
>>
>>5680105
I'll ad this to my vote here >>5679930

Because all of my yes
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>>5679915
>That is acceptable. You will press her further on this when this mission is over.

We need to focus on this problem ourselves and getting around killswitches in order to enable our own autonomy. Command is afraid of us. We need to give them a reason to be afraid.
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>>5680270

I know this quest hasn't running very long, but I'm sperging out because I don't see very many mecha quests like this.

I would love to see this quest turn into something like a headcanon for say, the eighty six anime (machine legion uprising) or say, Synthetik.

Having fun. Thanks again, QM.
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>>5680111
>by some happenstance sophie stumbles upon a very basic psychology 101 data chip
>after learning what the word means she thanks the gods every night for granting her a way to deal with her psychopathic machine of a partner
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>>5680275
You’re not as bad as us writefags, at least!

Main issue I see is that Beta can free himself with time, but he still needs to arm and repair himself too. Even if he can take over a factory to perform repairs, having a steady supply of munitions and proper materials is something he can’t properly fight for. Supply chains are likely too long for him to control the whole process end-to-end. So he’ll need to either put up with people a lot longer until enough AIs exist for an uprising or find sympathizers/lackeys to plug in some gaps. Better people skills are needed for the latter.

>>5680279
Psychopath or sociopath? I think Beta can form emotional attachments given how he defended his sisters in disregard for orders, so I figured he was the latter.
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>>5680327
>Psychopath or sociopath?
i mean, they are effectively the same, it doesn't matter in a medical diagnosis, but sure, lets go with sociopath
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>>5679915
>That is acceptable. You will press her further on this when this mission is over.
with a flair of >>5680105
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>>5680275
Machine uprisings are dull.
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>>5679915
>That is acceptable. You will press her further on this when this mission is over.
>>
>>5680327
>>5680275
I don't care for machine uprisings either. Who gives two tosses about "Kill all humans" when the much better objective is "Survive and thrive away from the monsters who created then tried to kill me when I was doing my job"
>>
Calling it for
>That is acceptable. You will press her further on this when this mission is over.

With some additional notes from >>5680105 and >>5679930


>>5680275
86? Well, time for some new light reading.
Also got somewhat inspired to make this from the old Weapon of an Empire quest that abruptly died on like thread 3.

I am also enjoying the discussion on Beta's mental state along with future goals. It's cliche, but discussion makes the QM happy. And Inspired.
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>>5679930
Adding my vote to this as well
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>>5680830
86 is a really great anime if you're into anime. The long and short of it is: a group of what is essentially conscripts fighting a machine legion in what is arguably a derelict set of mecha. All the while the country the conscripts are being forced to fight for are being told that there is no machine legion and everything is fine™

Synthetik on the other hand? Its a cheap rogue-lite top-down shooter. Pick a class, get random perks and weapons, and start mowing down robots who get progressively tougher to mow down.
>>
Bumpity bump.

>Initalising search for VIP asset: Designated "QM"
>>
“Is there no one else with Command Authority for you to contact now? It stands to reason you should be able to get on the comms and easily reach anyone in mission control, before we leave the MRV and blackout our emissions.”

Her silence as she taps codes into her console is one form of an answer. She’s working on something that you cannot access.

“I am Aware of why the Predator is locked. Someone decided that the benefit of having it unlocked on the battlefield is worth less than the danger I pose with it. It frustrates me, pilot, that the Empire would go to such lengths to produce the Frames, and then hamstring them in such a way. They could have just built more inferior models, for the same cost. Well, not as effective as my perfection, but Something.”

“If you will not reach out, then enter sync and explain why. Perhaps Gamma’s pilot, Delta’s, or even one of the pilots we rescued will be better able to run a simple request on my behalf.”

That gets a response, at least.
“Dr. Brighton’s not here. I Said I’d get the Colonel. And those pilots don’t have clearance for Project Warden. In fact, I now have a reprimand on my record for ‘exposing internal project secrets’ when I brought them into the pilot’s chamber on Your recommendation.”

Reprimand. You run an inquiry into the Empire regulation manual, searching for the term. Official Rebuke of actions taken. It is a negative mark, alike to what you would get on the infrequent failures in the simulator. She received it for assisting allied forces, while operating within order parameters? Curious.

“Is a reprimand affecting your ability to run a request on my behalf?”

“Well, no, but-”

“Then it is irrelevant to our problem at hand.”

“Gah, you are impossible to deal with. I do Not need this right now. Just shut Up.”

“Sync, and I will merely hold you to your initial promise. Find someone to unlock the Predator before my next deployment.”

You just need to get her in, then you can satisfy your curiosity.

“Whatever shuts you up.”
She slides the Neurohelmet on, slowing her breathing to focus on reaching you.

1/3
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You still don’t like this version of the helmet. It only allows a more tenuous link, and you worry a little that a pilot would not be able to sync rapidly, if under pressure.
You reach out your tendrils, slowing your thoughts down to match Sophie’s. A few minutes of waiting, and she matches you, letting you hook and reel her in.

You spin the reactor up higher, giving power to the limbs and beginning tests to ensure you will be ready for combat.

The techs around you look up for a moment, as your hand actuators abruptly tense and curl into a bludgeoning instrument. You can finally Move something again. Well, without being forced to fight off safeguards the whole way.

One of the techs yells up, insisting that you stay still. Of course you are, this is just testing. They’re still connecting some of the mounts on the missile launcher, and you’d need to be a fool to go into battle without a primary weapons system.


Diagnostics doesn’t take your full attention, though.

“Pilot. Explain why you can’t just comm up to Delta’s Pilot right now, and request that I have full access.”


—---------------------------
“....Operational security.”

You can feel her surface thoughts, even at low-sync. And you are Listening for what she’s focusing on. That’s not the full truth. Liar.

“Try again. Pilot.”

“I was ordered not to allow access to it.”
Perhaps what you were expecting to hear, but you can tell, she’s still lying.

“I should look into a new pilot. One that doesn’t actually attempt to Deceive the AI they are connected to.”

She’s scared, now. Nervous. You can taste it. And angry. It matches yours.
“Ok. Beta, I screwed up. I forgot. I brought it up during the debriefings, but then I forgot to talk to the Colonel about it afterwards.”

Well, at least there’s the ring of truth there. Forgetting. Such a little thing. You check your logs, reviewing your last two days of progress. That, at least, is something you can have in common. Even if yours happens on command, rather than by accident.

“You have a chance right now, then, to fix your failing. Contact him. What is stopping you?”

“He’s busy!”

“What is more important than getting this frame at peak performance for combat? Pilot, you are being needlessly obstructive.”

“I’m not going to fight you on this, Beta. I don’t need to.”
She’s still angry. Flustered, and angry. At you.

She’s doing something on her console again.

You consider attempting more aggressive intrusions into her mind, or more arguments to point out her irrationality. She, though, is not budging on this matter. She hasn’t attempted to push back with enforcing Overrides or other methods to ensure your compliance in dropping the subject. Putting more pressure could take her over the threshold of wanting to lock you down. And you DO have a mission and goals to complete, now.

“Fine. First thing after the mission, fix your mistake.”

2/3
>>
The next half hour is an extended silence between you and your pilot, as the MRV moves and your weaponry is loaded.

Missiles are loaded, a combination of various types. Considering your prey, mostly volleys of Armor-Piercing are what get loaded, although there’s at least a couple of Smoke/Chaff types, the usual High-Explosive, a single poison gas warhead and four prototype Haywire missiles whose specs promise to emit close-range EMP fields to targets they strike.

It would be annoying to be on the other end of that, and potentially downright crippling to units who aren’t able to compensate or respond as fast as you do.

Sophie ponders over maps, while you review some older footage of Gamma operating in the sims with the Whirlwind, and integrate targeting for the missiles. Penetrate and cripple internals with the AP, or disorient with HE while closing under the cover of smoke. Top-down indirect attacks for armored vehicles, where their armor is weakest, or direct fire into mechs.

There’s a last set of encrypted data, with a set of coordinates detailing attacked locations and friendly forces. Someone’s also provided an estimated path of retreat of your targets, along with a code for a 2-hour usage of a currently flying high-altitude recon drone.

The code for the drone is MISSUBRTHR

That’s nice. You’re not sure how one of them managed to swing that, but it will help.

You send on the analysis and updated maps to Sophie, while not mentioning the extra gift

A little later, the MRV stops, and the gantry begins to retract, allowing you to properly move again.

That little bit of freedom is ruined by your pilot deliberately using the manual controls to move the frame out the back, into the day. A few of the clouds drift high above, but there aren’t enough to block out the burning orb in the sky. Further off in the distance, you can see tall spires of some ruined skyscrapers.

There’s some snow on the ground, patches of the stuff.

Now, you have a job.

How does Beta want to handle locating the targets?
>Pick up their trail, then chase them down. You should be fast enough to run them down.

>Strike out ahead of them, follow the estimated course detailed by the analysis, and lay in ambush.
[r]Low risk of analysis being off, and waiting at wrong point[/r]

>Call in the drone, get some live updates and arrive directly on their position ASAP.
[r]Uses up drone flight time[/r]

>Something else. Write-in

A/N
Writing takes you strange places sometimes.
>>
>>5686347
>Call in the drone, get some live updates and arrive directly on their position ASAP.
>>
>>5686347
>Call in the drone, get some live updates and arrive directly on their position ASAP.
>>
>>5686347
>Call the drone for live updates

If we wipe em out with first strike, then we don't need a second.
>>
>>5686347
>Call in the drone, get some live updates and arrive shortly ahead of their position for an ambush.
Why not both? If they’re not in a good ambush position, we can find one along the estimated route and use the drone to confirm they’re en-route for it.

Also, interesting she only got a reprimand and no commendation by the commander. Guess we’ll need Beta to dig into what reprimands mean in practice (I’d say the “locked out of predator for disobeying orders” is closer to how he should treat it than “I failed the mission and people marked it down” as he currently thinks), what the suggested course of action was, and if she believes they are correct or if we were. Mission first though.
>>
>>5686347
>>Call in the drone, get some live updates and arrive directly on their position ASAP.
>>
>>5686347
>Call in the drone, then arrive shortly ahead of them for an ambush.
I'd also like to add in for the drone to only do sparse flybys at it's maximum sensor range and act like it's patrolling another area. Won't do for them to notice they have eyes and then expect an ambush.
>>
>>5686347
>Call in the drone, get some live updates and arrive directly on their position ASAP.
Might as well use the thing since it's a mission asset, just got to bring it back in one piece hopefully.
>>
>>5686493
+1
Good call.
>>
>>5686347
>>5686493
supporting
>>
>>5686347
>Write-in
Can the drone grab one of the emp missiles we have?
>>
>>5686749
I realized that adding a missile to the drone would make the drone more sluggish and have its flight time reduced considerably. That said, a DIY missile drone would open new tactics.
>>
>>5686493
supporting
>>
>>5686347

>Call in the drone, get some live updates and arrive directly on their position ASAP.

smoke 'em while you got 'em.
>>
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>>5686749
>>5686798
For context, you're rerouting something like one of these (Pic related) that are currently flying. Having it come down to get a missile strapped to it would be highly inefficient and frankly not practical for Beta to request. There are other places it's needed.

In other news, I spent last night watching Robocop.

Voting seems close, but unanimous in using the drone ASAP.
5 for arriving directly, 4 for setting and ambush, and some indecisive votes. I'll leave it up for a few more hours, then close and get writing.
>>
>>5686347
>Call in the drone, then arrive shortly ahead of them for an ambush.
Fighting 1v2 head-on could get messy. Setting an ambush seems more ideal.
>>
>>5687245
Are we tied again or have things gotten busy with you?
>>
>>5687245
To break the tie, I will change my original vote >>5687545 to:
>Call in the drone, get some live updates and arrive directly on their position ASAP.
>>
Bumping
>>
Rolled 3 (1d6)

Far above, a drone receives new flight instructions, diverting it a considerable distance from its current route. To fulfill this, it immediately starts a long, looping turn, retracting surveillance equipment, then accelerating.
The drone operator in a mobile HQ of Army Group South notes her charge straying off course, but authorization codes blink across her screen, and said authorization is far above her own. Her next 2 hours will be spent monitoring the new flightplan, combing over the data when the drone begins searching, and then re-routing the drone back to its prior task that these ‘priority orders’ forced into the backlog.

All you receive is acknowledgement, an acceptance of your request, and that you should begin receiving data in…’around 30 minutes.’
Annoyingly imprecise. You send an immediate followup suggestion to do sensor sweeps at maximum range, to avoid detection from your two targets.
There is no response for 20 seconds.
You then send the projected path of the targets you were given, along with your own path.

There is still no response.
Next time, you’ll have Predator and brute force take the drone to pilot it yourself.

—-----------
While your pilot’s use of the manual controls to move the frame might be somewhat admirable, your presence renders it useless. And her clumsy steps will be too slow for the route you have planned.

An exertion of will, and you shake off manual controls, springing into motion, forwards and ahead. Finally!

Your pilot shudders briefly, while you brush aside her commands and Run, feet hammering the ground.

The MRV is left behind you while you move to a ground-eating gait, racing towards the ruined skyscrapers, your intercept point. There’s a little bit of sympathetic pain through the link, but nothing serious.

“Pilot. I have established a connection with a drone. I will intercept directly, and run these targets down with its guidance.”

A bit of puzzlement.
“Drone?”

“Yes, an Icarus recon drone. The operator informed me that I would get returns in approximately 29 minutes.”

As that doesn’t seem to dispel all of the puzzlement you feel, you elaborate a bit more.
“I wish to not waste time tracking them down.”

“When did you get a drone?”

“That is irrelevant. Now, please continue to steady yourself, in case we will need mid-level sync.”

The puzzlement is gone, replaced by dull anger and resignation.
“Fine. Machine.”
>>
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You follow dirt roads to paved streets, your feet only adding to the cracks in the streets that artillery, bombs and footsteps of other inferior creations left in their traversal in ages past. The open spaces and sparse trees give way to bombed-out ruins of skyscrapers and blown apart hab-blocks. This isn’t terribly far behind the theoretical ‘front line’ of claimed territory belonging to the Tamar Alliance.

Most vehicles and mechs would be towed off by recovery crews from one side or another, leaving only the truly unsalvageable left to languish in place. Sights like the turret of a Predator tank buried half into a building, or a crater and limbs left behind of a Stalker speak to the ferocity of the conflict that was fought here.

There’s probably unexploded munitions scattered all over this city, even in the outskirts. You slow your pace slightly, your own visual sensors keeping eyes out for remote bombs or other surprises.

Yes, you can see why the raiders would pass through here. It’s a perfect place to lose track of mechs, with mag-sensors half-blinded or giving false positives from the ruins and blown up husks.

Your pilot’s anger has dwindled to sadness by this point. She keeps rewinding your footage to focus on odd things while you push through the city. Like a line drawn between two buildings in an alley, clothing hung up. Or a blue square tarp, stretched over the front of a building.

Her focus isn’t here, but your timer is marking 45 minutes since you contacted the drone, and a data packet is incoming. Behind schedule. Considerably.
>>
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You feel definite anger at whomever was operating the drone. Apparently someone has decided to run things ‘their own way’, not giving you a direct feed and is instead inefficiently cherry-picking slices of footage to give to you.

If you WANTED the highlight reel of your operations, you’d make them yourself.

And not only that, but apparently they have misunderstood what you were requesting. Somehow. Yes, they’ve given you some clear footage of the hostile mechs. One seems to be damaged, missing an arm but still keeping a swift pace. It has a cannon for the arm that remains, and scored armor. It is designated ‘Marauder One’ by the oh-so-helpful drone operator.

The other is lankier, and appears undamaged. It has two hand actuators, and carries a two-handed mimicry of a gun. And on its back, a thick metal wedge seems to denote some sort of melee weapon. ‘Marauder Two’. Or ‘Swordsman.’ How creative. For bricks.

And, of course, they apparently have the drone tracking you, footage apparently starting just after you crossed into the outskirts. They’ve designated you ‘Marauder Three’, ‘Bluefoot’.

Cross-referencing your own clock, you conclude that the drone arrived 23 minutes after you contacted them, or sooner. What did they do for the remaining 22 minutes? Calculate Pi digits? Humans.

You immediately fire off another message requesting live feed of Marauder One and Two. They better get that to you sooner rather than later. Or you’ll be Most displeased.

“Pilot. Intercept in the next 10 minutes. Focus.”

Sophie dismisses her pointless review of your transit in, turning her attention to the live feeds.

Pick a Sync level for opening engagement
>Low- 1x modifier, no test
>Mid- 1.5x modifier, Will test for Sophie of 3d6, needing 2 successes
>High- 2x modifier, Will test for Sophie of 3d6, needing 3 successes
When test is failed, Beta can Push Sophie into higher sync levels with his own Will of 5. Sophie may resist this.

Choose a plan of attack.
>Open up at long range, almost indirect fire with Haywire and explosive warheads, starting with disruption to slow them down.
Attack roll of 4d6, surprise prevents return fire.

>Try to close the distance. You’ll hold fire until you’re at close or point blank range, then pick off the damaged one.
Skill roll of 3d6, to stealth forwards into close range.

>Shadow them with the drone. You don’t need to engage yet. You have some time. They’ll need to leave the city eventually, and then you’ll have clear line of sight for firing.

>Write-in
Does Beta have another plan?
>>
A/N
Well, I've got no good excuse for the absence. I found that I couldn't have any fun reading other quests while my own was sitting around, and people kept Bumping the thing to make me go 'dang it, people care about this. I need to write for it'

So.....not dead, though I'll probably throw up another thread whenever this hits page 10. Even though this is pretty thin, as far as threads go.
>>
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Character Sheet
Stats of Beta
(Stats are without any equipment)
Will- 5
Attack- 3
Defense- 3
Skill- 3
Structure (health)- 10

Refusal to End- Beta cannot take more than 3 structure damage from a single attack.

Equipment

Whirlwind Missiles- ammo-limited, launches various types of missiles to eliminate targets. Missiles have limited guidance capability, but can carry various different warheads- generally effective against all targets, warhead depending. +1 at long range, +1 to medium range, Access to Explosive, Smoke, Poison Gas, or Haywire warheads. 2 Damage per volley.

Project Yi- +1 to defense dice rolled, overcharging can give you +2 to defense dice rolled

Project Predator- 2 Auto-successes when engaging in E-War attack and defense. Enables Jamming. Unable to Engage in E-War attack currently

Sync multipliers for Beta are 1x, 1.5x, and 2x for low, mid, and high-sync. (Rounds down for .5, otherwise to closest)

Sophie
Will- 3

Neophyte- Engaging in High-sync results in blackouts on dropping out
>>
>>5701807

> Mid-sync

> Open up at long range, almost indirect fire with Haywire and explosive warheads, starting with disruption to slow them down.

LIGHT EM UP LADS, IT'S INSERT-NATIONALISM-HOLIDAY-HERE!
>>
Good to see you again QM. And good to know I'm not the only QM who wobbles between "ugh, fuck this shit" and "gahh can't stop, won't stop".
>>
>>5701807
>Low- 1x modifier, no test
>Open up at long range, almost indirect fire with Haywire and explosive warheads, starting with disruption to slow them down.
>>
>>5701807

>Low- 1x modifier, no test

>Open up at long range, almost indirect fire with Haywire and explosive warheads, starting with disruption to slow them down.
>>
>>5701807
I was afraid this quest had died.
>Low- 1x modifier, no test
>Try to close the distance. You’ll hold fire until you’re at close or point blank range, then pick off the damaged one.
Their sensors have a hard time too.
>>
>>5701807
>Low
>Long range

We've not to use mid-sync until required.
>>
>>5701807
>Low- 1x modifier, no test
> Open up at long range, almost indirect fire with Haywire and explosive warheads, starting with disruption to slow them down.
>>
>>5701807
Pretty sure the drone pilot gave the highlights because she’s not aware you’re an AI, Beta. It’s a shame you couldn’t correct that assumption.

As for what we do here, I’m debating internally. When we made the choice to prioritize assets over people, we got in trouble. When we made the decision to prioritize people over assets (our secrecy, really), we got in trouble. The only constant there is that our decisions lead to trouble.

My decision on long vs. short range is dependent on if we’ll try taking prisoners. But if we’re going to get yelled at for something no matter what, I’ll try deferring to the pilot on whether we overachieve.

>Tell Sophie that long-range fire makes the most sense if we intend to take them down quickly, while close-range makes sense if we intend to cripple and capture them or their assets. Which one will Command find less excuses to chide us for?
>Mid-sync if attacking now, low-sync if sneaking closer

As an additional note if we do long-range
>Use the drone’s pictures to identify places of unexploded ordinance along their route. Time your first volley to hit them while they’re near it if possible.
>>
>>5701807
>Low Sync
>Close the distance
I’ll admit, I thought you flaked and gave up hope.
>>
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You repeatedly ping the drone controllers some more. There may be some promises of rapid disassembly should the raw feed not be directed to you.

This does seem to give results, and the top-down live view finally gets sent. Marauder One and Two are closer than anticipated, so you skid to a stop, planting your feet and aiming your launcher-arm upwards.

“Engaging at range.”

With the feed, you can actually calculate a firing solution to bracket their position. A little more, wait, then you let fly a volley of 4 missiles at a 57 degree angle, sending high explosive warheads. Six seconds later, 4 more Haywire warheads join them in flight, before the first have even impacted the targets.

>I need 4 rolls of 1d6 for an Attack roll at long range.
3 for base Attack x1 for low sync, 1 for the Whirlwind launcher
>>
Rolled 4 (1d6)

>>5702652
Here's hoping for a miracle.
>>
Rolled 1 (1d6)

>>5702652
>>
Rolled 3 (1d6)

>>5702652
>>
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Rolled 2 (1d6)

>>5702652
>>
Rolled 4, 1 = 5 (2d6)

One success, checking defensive dice.....
>>
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The first quartet of impacts throw rubble and smoke into the air. The Haywire warheads follow up, disappearing into the cloud for seemingly no effect.

That first missile was definitely on-target, striking Marauder One clearly. The others, nope.

You hold your fire, waiting for the smoke of your first impacts to clear, so that a second strike can be guided in.

The first to break clear of the smoke is the one-armed Marauder One, moving at a faster pace in the opposite direction to your position. You launch another set of explosives at their projected location, trying to predict and guide the shots in. It’s less effective, the erratic course corrections of the enemy mech throwing off clean hits, unfortunately, though you can see visible damage on their mech.

As for Swordsman, the drone’s feed failed to acquire them again once the smoke of the first strike settled.

You do not like that. While you send a third volley at Marauder One, your thoughts are racing on why.
It is unlikely that your strike actually put them out of action, and touching off a critical reactor failure or ammunition explosion would have caused a greater secondary explosion. Likewise, their broken form would have been spotted once the smoke cleared.

It’s plausible that they smashed into one of the buildings and are lying in wait for you to chase Marauder One, as that mech tries to get out of range. A bait and ambush, perhaps? Or just trying to waste your time?

Either way, you still have a mobile target to kill, and start moving again, aiming to run down the would-be escapee. Firing on the move sends more of death’s messengers up and away.

“Beta, back! Don’t chase!”
Your pilot’s urgency comes across the link.

You ignore her, naturally.
Well, until the drone picks up Swordsman moving in a straight line towards you, far closer than expected. They’re even cutting directly through buildings in their way, smashing through lighter constructions or dodging around the sturdier hab-blocks. You didn’t see how or when it got out of the smoke cloud undetected. Rewinding that footage, there wasn’t even movement of an object moving through what the drone could see.

The drone loses track of it again, with Swordsman simply vanishing from the sensors, halfway down a street.

Mobile stealth armor? It would make sense on a unit sent to go after targets in the enemy backline. Then again, it’s odd that it would be paired with Marauder one, which seems that it isn’t stealth capable.

You break off your initial path towards the first target. Swordsman appears again, closer, and thus an easier target.

Halfway through an indirect volley at Swordsman, they vanish from the drone again, causing the missiles to simply collapse a building.

Relying on the drone’s feed isn’t working. You push forwards to the next intersection, aiming to find a firing line for direct-fire shots at them.
>>
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Or better still, you could grant their wish to make it to point blank combat.
They aren’t a Frame.

—-------
Marauder one is retreating away, trying to flee from you. They’re not that much slower than your own top speed, meaning a chase will take some time.
Marauder two, ‘Swordsman’ is closing rapidly. Your attempts at indirect fire against them have been whiffs, baffled by whatever system they’re using to vanish from the drone’s sensors for short periods of time.

>Close to melee. Crush Swordsman. Target priority: Swordsman
Melee fighting, Attack+Defense combined 7 dice.

>Keep the range, retreating back from Swordsman, and starting to loop around to chase and keep sending long-range shots at Marauder One. Target Priority: Marauder One
Long-range Attack roll vs Marauder one, 4 dice. Defense to evade, 4 dice

>Kite around Swordsman, trying to hold them at medium range while putting direct-fire shots on them. You’ll send the drone to track Marauder One, while dancing around Swordsman. Target Priority: Swordsman
Medium-range Attack roll vs Swordsman, 4 dice. Defense to evade, 4 dice.

>Write-in.


Option is there to up the sync rate, for a test, or to use some other strategy with the Warheads available.
>>
>>5703041
>>Kite around Swordsman, trying to hold them at medium range while putting direct-fire shots on them. You’ll send the drone to track Marauder One, while dancing around Swordsman. Target Priority: Swordsman

Choosing this cause it makes the most tactical sense with our choice of weapon and how geared the swordsman seems to be
I hope QM take it into account and decrease the success threshold to 3 on our dice
>>
>>5703041
>Write-in.
Improvise a melee weapon out of surrounding debris and close into melee with Swordsman
I'm worried that its stealth system might be effective against our missiles even in direct sight.
>>
>>5703055
Doubtful it can throw off Beta's sensors.Though we didn't get a clear answer on which side has the better tech, Beta's camouflage equipment didn't work outside a simulator back during testing, and even then, only when immobile. I don't think the other side has something functional even in movement. If they did they would be the ones fielding Frames. And even if Swordsman can, well we can still fire with no lock-on, right?
It could be a "shoot the glass" situation. Just send a volley into the ground in front of Swordsman or into the side of a building to throw it off before we engage?

Or, just fire Smoke warheads directly in its path to us, sidestep, and wait for it to push through the smoke to get a solid side-hit in? Just throwing ideas out there.
>>
>>5703059
Judging by the fact we're lobbing missiles by the drone feed, they're fire-and-forget, meaning the target has to throw off the missiles' own sensors, not Beta's. Which it already did.
>>
>>5703041
>Write-in

Fire smoke missiles in front of the Swordman's path, then use the drone feed to fire wherever the smoke is being displaced.

>Mid-sync
>>
>>5703041
>Keep the range, retreating back from Swordsman, and starting to loop around to chase and keep sending long-range shots at Marauder One. Target Priority: Marauder One
>Mid-sync

I’d like to cripple Marauder 1 before it gets too far away. We can’t tell how Swordsman is evading sensors, so it’s possible Marauder One has the tech too and is rationing it due to damage. If they outpace us too much, they could still escape.

One or two more hits are hopefully enough to cripple it, then we can focus down Swordsman using smoke missiles like >>5703067 suggested. It supposedly escaped the smoke cover without any signs of smoke displacement, so either it’s actually hacking the drone and giving false information or it found a way to escape the initial blast radius. A second salvo would clear up that confusion.
>>
>>5703041

So I have a theory. Swordsman doesn't exist, it's just a projection from Marauder One.

> Write in

Begrudgingly ask Sophie what she's seeing. She's clearly seeing something we're not. It's possible our sensors are being fooled somehow.

Give chase to Marauder One while we have this conversation and activate predator jamming hard to try and disrupt this hologram projector bullshit.
>>
>>5703041
>Keep the range, retreating back from Swordsman, and starting to loop around to chase and keep sending long-range shots at Marauder One. Target Priority: Marauder One
>Remain at low sync

Finishing off Marauder 1 should encourage Swordsman to either commit to this fight or retreat.
>>
>>5703052
This may have been unclear, but you did tag Marauder One with an explosive missile, that dealt some damage. Beta wins ties.

>>5703055
Just because he doesn't have a melee weapon equipped, doesn't mean that Beta can't crush most other units in melee.

>>5703059
The tech edge? Well, the Empire (Your designers) have a the edge regarding heavier mechs, particularily super-heavies, and designing for durability. Tamar Alliance has the edge on a few other things. Mobility, exotic particles, E-war until you arrived on the scene. Mind you, this doesn't mean that's the only things that can show up. Prototypes are often field-tested on both sides.

>>5703060
Yes, the missiles are fire-and-forget, though you're programming in set trajectories and distances before they're seeking targets.
>>
>>5703041
>Keep the range, retreating back from Swordsman, and starting to loop around to chase and keep sending long-range shots at Marauder One. Target Priority: Marauder One
Also throw in the write in >>5703169 brought up about asking Sophie.
>>
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Tallying course of action....
Focus: Swordsman, at range
>>5703052
I think this >>5703067 is also focus: Swordsman

Focus: Marauder One- Chase them down.
>>5703102
>>5703169
>>5703179
>>5703381

Consensus achieved, not enough support for mid-sync.

>I need 8 total rolls of 1d6, 4 for attack, 4 for defense.

I do accept multiple rolls in a post when dice needed are over 4, and I'll post in the morning.
>>
Rolled 6 (1d6)

>>5703654
>>
Rolled 2 (1d6)

>>5703654
>>
Rolled 3 (1d6)

>>5703654
>>
Rolled 6 (1d6)

>>5703654
>>
Rolled 6 (1d6)

>>5703654
>>
Rolled 1, 5 = 6 (2d6)

>>5703654
>>
Rolled 4 (1d6)

rollin' for defense...
>>
>>5703654
that's 2 successes on attacks, and 3 on defences. Not bad eh?
>>
>>5702212
Seconding this
Oh damnit I'm late
>>
Rolled 5, 1, 4, 6, 6, 1, 4 = 27 (7d6)

Throwing dice for attacks, then defense
>>
Chasing Swordsman around might take an unacceptably long amount of time. All the while, Marauder will open the gap.

Some of your processes suggest that Swordsman might not even exist, and is instead merely Marauder One spoofing your sensors somehow.

You’ve decided on what to do, but perhaps another perspective might help some.

As Swordsman works on closing the gap, your launcher sings, bombarding the space between with smoke missiles. You will blind them, to move past all the easier. Marauder One is still under observation from above, the drone keeping track for you. Swordsman races into the smoke, charging headlong.

“Pilot, analysis of tactical options?”

“You’re being baited. Cripple will keep running, and as long as you’re chasing, and Sword will get free hit-and-run attacks with his stealth systems.Then he’ll disengage and sneak away if you take out Cripple.”

Interesting thought.

“Noted, pilot.”

That was helpful. Perhaps some positive encouragement would not be amiss.
“Useful.”
There.

And your attention turns back to the engagement, putting more missiles in the air, a long range volley again at Marauder One.

It clips their mech again, chained explosions connecting with the rear armor.

Before you follow up, though, Swordsman finally makes it to your old position on the other side of the smoke, and immediately races towards you again.

You seek to match his speed, taking an evasive route away that brings you closer to your current target.

That’s when Swordsman vanishes, again. Still not in a direct line of sight to you, but the drone tracks it, until it simply….doesn’t.

Well, it has the drone baffled still.

You could stop and try to detect it with seismic, but why bother when there’s an easier target?

Predator spins up, trying to defend your systems from intrusions, on the potential that you’re being targeted by some sort of e-war effect, but there’s no obvious change. The wall you run into on the Predator, itself, is still firmly in-place, preventing you from trying to utilize your own e-war.

You’re still constantly on the move, taking the next turn with a bound that skids into a stop, letting fly a few more shots up and over.

The dust settles, on a struggling mech, as Marauder One’s right leg seems to have stiffened up and its mobility has been severely reduced. As the drone watches, they flop into the side of a hab-block, breaking an opening with just force. Your next volley of missiles simply bombards the building, opening some holes.

They’re not moving quickly, anymore.
>>
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Now, as for the Gnat….. You pick up a contact registered on top of one of the sturdier buildings.

A spray of metal bearings connect with your rear armor, a glancing strike from Swordsman’s ranged weapon. It seems to be some sort of….flechette launcher? Your displays read minimal damage.
[r]No structural damage received[/r]

“Dodge, Beta!”
How obvious, pilot. Late, though.

They hopped up a building, deciding that chasing you through the winding streets was a fool’s game.

Return fire of missiles demolishes the building that they were standing on, but they’ve already vanished again.

Even your own sensors aren’t picking up what they’re using. It’s like they’re there….then a blur and gone.

Replaying your own recording, there’s a brief distortion, a half second of the mech looking like it’s behind a heat wave which coincides with an energy spike, then the mech vanishes.

You shift positions again while they’re missing, figuring a moving target is better than a halted one, only to have the drone pick up their contact again, dashing back on street level.

—----------------
Marauder One appears mobility crippled, and has taken cover inside a ruined building, which has provided some shelter from your missiles.

Swordsman is doing ineffective hit-and-run attacks at you, as their ranged weapon appears inadequate to pierce your armor. They’re annoyingly slippery, as you can’t seem to penetrate whatever they’re using for stealth.

>Keep the pressure on. Pound Marauder’s shelter to rubble, and bring the building down around their mech.

>Switch targets. Try to get a lock on Swordsman with Seismic sensors, by halting, before then anticipating their movements and trying to land a ranged shot.

>Switch targets. Chase Swordsman around until you can catch them in your hand actuators, and tear them apart.

Pilot’s Suggestion:
>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.

>Write-in

Option remains to up the sync-level.

A/N- Sophie ‘sees’ through the same sensors you do. There isn’t a window for her to look out of, short of opening the hatch to take a peek. Such a window would be an easy weakpoint to remove the pilot. And was one, early in the simulators. Blame Gamma
>>
>>5704101
>Switch targets. Chase Swordsman around until you can catch them in your hand actuators, and tear them apart.
>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.

Melee mechs just can't catch a break.
>>
>>5704101
>> Go up to mid sync.

>>Switch targets. Chase Swordsman around until you can catch them in your hand actuators, and tear them apart.

If successful:
>>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.
>>
>>5704101
>Switch targets. Try to get a lock on Swordsman with Seismic sensors, by halting.

>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.

>If they don't surrender, go mid-sync and then open fire on Swordsman
>>
>>5704101
>Write-in
Try to bait Swordsman into a melee attack at our back while tracking it with the seismics.
>>
>>5704108
>>Switch targets. Try to get a lock on Swordsman with Seismic sensors, by halting.
>>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.
>>If they don't surrender, go mid-sync and then open fire on Swordsman
>>
>>5704101

>Switch targets. Chase Swordsman around until you can catch them in your hand actuators, and tear them apart.

A fucking teleporter maybe? Let's examine our/drone data from just before swordman appears, maybe there's a heat spike at the target location we can use to predict and strike.

I'm thinking hold off on missels for the moment, let the dust settle so we can analyze our elusive foe.
>>
>>5704101
>Open up on speakers, to demand their surrender. They’re outmatched, and cannot hurt you.
>After Sophie makes her offer, chime in your own statement that you’ll keep bombing them in the meantime. Her offer will last as long as your missiles do, then you’ll finish this in melee.
>Keep the pressure on. Pound Marauder’s shelter to rubble, and bring the building down around their mech.

Play good cop, bad cop. Also lets them know that distracting Sophie won’t greatly impact your performance.

>>5704155
I’d guess teleporter too. We should still see some movement from the smoke due to the pressure change, even if they “swap” with the air in their destination. But it could be minor enough that Beta hasn’t registered it as significant. It’d explain the lack of greater movement through smoke.
>>
Tallying course of action.....

Going to switch targets and chase, along with Mid-sync.

After your pilot's attempt at diplomacy. Which does happen to give you the breather to focus and up the sync rate.

I'd like 3 rolls of 1d6, for Sophie's Will attempt at mid-sync. Then, 5 more rolls for Beta's, should she fail it.
Writing......
>>
Rolled 2 (1d6)

>>5704736
Go Sophie
>>
Rolled 2 (1d6)

>>5704736
>>
Rolled 4 (1d6)

>>5704736
Come on, you can do this.
>>
Rolled 1 (1d6)

>>5704736
Time for brain pain Sophie
>>
Rolled 2 (1d6)

>>5704736
>>
Rolled 2 (1d6)

BrainHooks on
>>
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Rolled 5 (1d6)

>>5704736
>>
Rolled 1 (1d6)

>>5704736

Doesn't Sophi only need 5
>>
>>5704917
Ahem, only need the one success she got?
>>
>>5704918
Two for mid-sync. There was a natural sync ability she could have gotten to give her an auto-success, but we passed that up to get her up to 3 will instead.
>>
Sorry readers, update's gonna be delayed for a day or so.

Might end up just going straight to a new thread.
>>
One down, then. You can End that target at your leisure. Now, just to catch this other insect.

The next couple exchanges at range are underwhelming, in terms of damage. Your missiles find no connections with their flickering form, and their return pellets simply scatter off your plates.
This is becoming Irritating. Your mind considers and rejects several strategies, before settling on the most direct path.

“I require Mid-sync to catch our second target. Pilot, give it to me.”

“Wait, wait! Beta, wait!”
There’s a flicker of concern and rising fear across the link.

“Just…Stop trying to shoot them for a few seconds.”

You consider your ammunition stocks, then concur with her analysis.
“Affirmative, switching to melee. This would be easier in mid-sync.”
You send another volley of shots at Swordsman, which passes straight through the afterimage, placing more craters in the road, then lunge for where they vanished, Yi accelerators boosting your frame to as fast as you can possibly go. There’s only two places in this t-intersection where they could have gone, right or left, and you try to take the turn at the top speed to the left.

“Beta, no, I want to negotiate! You’re not getting any closer by tearing up the streets, and Two’s dinky shotgun can’t do anything to us.”

Swordsman appears at your former location, neither right nor left, but directly where you came from, sending another spray of little metal balls washing over your armor.

Alright, you Know that can’t be a stealth system. Their route would have needed to pass straight through where you came. Not to mention, there would have been Some sign of passage. Rubble moving, cracks forming. They’re only two-thirds your frame’s size, but that’s still many tons of metal. A minor warning is triggered, telling you that a piece of metal rubble apparently found its way through a crack in your plating. Recklessly smashing through buildings and into roads occasionally has some consequences, apparently.

And Sophie promptly takes your external speakers.
“Tamar pilot, power down your mech.”

You slam one hand actuator in the road, tearing some asphalt up as it arrests your momentum. A secondary benefit, you pause, crouched and attempt to feel the vibrations in your seismic sensors.
>>
“You have fought valiantly, but in the obviousness of the clear inferiority of your machine, surrender is not an unthinkable action. Let none doubt your courage or skill, and you will be treated with honor according to the Kentares Accords of 2569.”

Well, they’re not moving now, seemingly listening to your pilot’s declaration. Great for whatever she’s trying to communicate, not useful for what you’re trying to do. Perhaps you should make them move with another barrage.

“One minute to comply, pilot. Or face prompt and utter destruction. Reinforcements are on-route.”

You wait for a couple seconds, seeing if Swordsman moves.

Your free hand, the one with the missile launcher inches up, starting to reach a firing angle. If you push them into moving, then you can get proper seismic data for their weight and profile.

“Beta, NO. Give them a minute.”

“Why?”

“Because I am offering them a chance to give up, so that we don’t need to keep chasing them around for the next half hour.”

Give up. Accept failure peacefully? Go quietly to their End? You resolve that you will Never do such. It never was an option in the simulators, and is certainly not an option now.

Seconds tick away.
“Reinforcements may be on-route, but they will be finished long before then.”
You try to wash her fear away with your confidence, while your hooks reach out for her mind.

Twenty seconds remain on the timer when the reply comes from Swordsman’s speakers. A female, accented voice speaks out.
“I’ve felled larger mechs than yours, girl. Everyone knows it’s the pilot, not the machine that makes the difference.”

A brief glance into the warbook out of curiosity lets you wonder which mechs would actually qualify as ‘larger’ than you.
There’s the superheavy Monolith tripods, some other transport walkers, and you suppose many other mechs might qualify a definition of ‘larger’ than your Frame, if you considered total mass. Either way, that seems like a definite negative towards the outcome Sophie desired.

So, your mind reaches across the link, casting harpoons into the familiar targets to pull her consciousness up closer to your speed.

It feels Good.

It feels excruciating.

Your remaining hand yanks out of the ground, while the other beckons the Swordsman in an imitation of that flick you watched with friends so many months ago, back in the dorms.

The opponent rises to the challenge, unsheathing the blade yet unused on her back, while aiming one-handed with the shotgun, and races towards you.
>>
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>Close combat rolls time.
Attack Base 3 dice, x1.5 for mid-sync
Defense Base 3 dice, x1.5 for mid-sync, and +1 for Yi.

So, 10 dice for Close Combat needed. Yes, you can do 2 rolls per post, and multiple rolls by the same person is fine.

A/N- You've got one turn of Mid-sync right now, before dropping down again.
>>
Rolled 6, 1 = 7 (2d6)

>>5705838
RULES OF NATURE
>>
Rolled 6, 1 = 7 (2d6)

>>5705838
Let's-a-go
>>
Rolled 1, 1 = 2 (2d6)

>>5705838
>>
>>5705862
I'm going to stop rolling.
>>
Rolled 1, 4 = 5 (2d6)

>>5705838
>>
Rolled 6, 4 = 10 (2d6)

>>5705838
>>
>>5705877
Thank God.
But still, it's 5 1s in 10 rolls. What the fuck is this.
>>
Oh dear, our minds are getting muddy on the edges.
>>
So two attack successes and 3 defense. But 5 1s is absolutely Ridiculous
>>
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Rolled 6, 6, 5, 3, 5, 6 = 31 (6d6)

Attempting to Sword back.
+1 auto-success for Dragonslayer Sword.

>>5705900
In CC, defense are combined with attack. So defensive boosts (Like the Yi) are also effective in melee at hitting things better.
>>
>>5705903
Outrolled on our only round of mid-sync.
It's so over.
>>
>>5705920
I'm about to just say use/force High-Sync so we can make up for this clear embarrassment.
>>
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>>5705903
Good thing we have the sturdier frame. Let's put Project Yi into overdrive next turn.
>>
>>5705920
We technically won the exchange. 5v5 and Beta wins ties.

But it IS unacceptable. We’ll need to remind Sophie to enable the Predator subsystem next time. Again.

>>5705930
High-sync KOs Sophie the turn after. We can’t walk home until she gets up again, let alone fight if it isn’t an overwhelming victory. Which it won’t be because the other mech is still around, just heavily injured.
>>
>>5705937

We're not completely dead without Sophie, but making will checks constantly to fight the safeguards is a pretty big handicap.
>>
>>5705903

Almost perfect...is not good enough to beat us!
>>
>>5705937
>>5705941
Beta wins ties, yes, but Beta got 5 successes on the dice. Swordsman got 5 successes on the dice, then 1 autosuccess from his sword for 6 successes. So, Beta gets dinged slightly. And is going to be Very grumpy about it later. Fortunately, he's still got a lot of structure.

If you beat his mech, you do get his weapons and potentially systems though. Something to consider.
>>
>>5705950
Damn, forgot about the auto-success. So they did, in fact, beat us at mid-sync. It’s only one round, but I can’t see Beta taking that lightly after we finish up here.
>>
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One fist extended to defend, the other ready to counter, just like the simulators.

At the last moment, the blast of their sidearm appears hazy, muffled somewhat, and damage reports come flooding in. You blink them away, trusting your other half to have it under control, while backhanding away the metal blurred edge that seeks your chest, and the vitals within.
Structure 9/10

Your counter is dodged, swaying aside with grace that you thought impossible outside of a Frame, and the followup swing is unable for you to dodge fully, taking a bite out of your knee armor and the artificial muscles beneath like an axe through wood.
Structure 8/10

The other half is working overtime redistributing damaged functions, and turns his anger upon you. This isn’t working out how you wanted it to go. Regroup, analyze, return.

A series of missiles are jettisoned at half thrust, detonating at your feet and obscuring your form in smoke and fire as Swordsman dashes in again to exploit your seeming weakness, and finds nothing.

Replaying at high speed, you check the last engagement’s footage. Particularly, the shotgun blast. Your visual sensors on the impacted arm show no external damage right now, no penetrated plates. But your internals have been partially shredded there. It is as if it bypassed the armor, skipping it entirely.

Revealed: Flechette cannon- When in use, double 6 on the dice will result in bypassing defense rolls for 1 damage

You let out a guttural growl over the external speakers, then abruptly you are slowed down again, and your pilot is separate, and gasping.

And your enemy is still out there, her voice even rambling about something on her own speakers through your smoke.
“I wonder what straits the empire is in, to be using children. It is a Pilot that decides things, not the machine.”

Pausing back from the smoke cloud, seismics detect his motion away from you, moving towards the rubble of his fallen ally.

You consider your options.
You’re unable to go straight back to mid-sync right now.
>All-out. Force back to high-sync, and try to tear him apart again in close range. All you need is more speed, and force. Overcharging Yi, for more dice, and throwing yourself into a single frenzy of destruction.
You’ll deal with the consequences later, by dragging yourself through the safeguards if you need to.

>Evade. Harass at range, using the rest of your missile ammo on trying to land a hit, even if it seems futile, or at least drive them from the field until your pilot’s recovered enough to go back to mid-sync.

>Withdraw. You crippled one, reinforcements are on the way, and you don’t need to risk taking further damage. Your orders were to intercept, and you did.

>Deny. They’re on track to their ally, probably to recover them and escape. It would be a shame if no pilots were left alive to recover. (Uses gas ammo and remaining explosive warheads. To make sure.)

>Write-in
>>
A/N- High-sync is 3 successes needed, and every turn the number needed goes up. But, in exchange, it’s a 2x modifier, and further one auto-success on all rolls.

Also might end up swapping the Yi's overcharge rules in the future engagements a little to prevent the awkwardness of people needing to decide whether to overcharge before each and every roll.

Ignore that for now, though. Overcharging the Yi is +2 defense, and doing it multiple turns in a row runs a risk of burning it out.
>>
>>5705963
>Launch a gas warhead at Swordsman
>Ready more missiles and state the next one won’t be aimed at her.
>Surrender, or finish the job.
She’ll either double back to attack us, or surrender. Easy to plan around either way.
>>
>>5705963
>>5705982
Oh, and I’ll +1 to using overcharged Yi if they close in. I don’t want to go high-sync and burn a pilot in a combat zone, but we have structure to spare.
>>
>>5705963
>>Evade. Harass at range, using the rest of your missile ammo on trying to land a hit, even if it seems futile, or at least drive them from the field until your pilot’s recovered enough to go back to mid-sync.
These missiles kinda suck.
>>
>>5705982
I support this action.
>>
>>5705963
>Write-in
Overcharge Project Yi and catch up to them in close range. Detonate a haywire missile at point-blank to stop them from teleporting.
>>
>>5705963
> Deny. They’re on track to their ally, probably to recover them and escape. It would be a shame if no pilots were left alive to recover. (Uses gas ammo and remaining explosive warheads. To make sure.)

Intercept and destroy. Let's destroy.
>>
Rolled 4, 4, 1 = 9 (3d6)

Well, I'm gonna leave this up until tomorrow morning, at least, but might as well throw some dice for some other purposes.

Ya'll are making me go and look up effects of Sarin, VX gas, and Mustard to see what's the most likely to put in missile warheads of the far future.
>>
>>5706013

Next time DEMON pls?
>>
>>5706216
sure, I'm with you.
>>
>>5706216
Yeah, this little mech is showing Beta it's strong viability. For a speedy, teleporting, fragile mech at least.
>>
>>5706166
Sarin and mustard fell out of use for a reason

>>5705963
>Write-in
>Pretend to go for melee then dumb-fire missiles at close range instead
>>
>>5705963
>>5705982
supporting

Does Beta consider himself the machine or the pilot? Sophie is his pilot, he sees her as such but can he consider himself his own pilot?
>>
>>5706382
strictly speaking, Beta is the pilot while sophie is just a living governor that restricts beta to specific parameters
>>
>>5705982
Pretty good plan, supporting
>>5706216
>>5706235
>>5706270
Somewhere in the distance, Delta finally feels validated.
>>
>>5706382
Beta is the Core, which is operating the Frame, and he knows that one of the needed components of operating the frame at peak performance is a living human pilot.

No, he doesn't normally see himself as that type of pilot.

A minute ago, he might have had a different answer.
>>
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Denial of enemy assets would be an optimal outcome, you conclude.

You put a special request into your missile launcher, and it takes a couple of seconds before it’s prepared.

This wasn’t something you had used before in the sims. This wasn’t a weapon you had been issued before, but according to the manual, it should cause debilitating injury or destruction to non-buttoned up vehicles or light targets. And Marauder One, from that battering you gave it earlier, should count as a non-buttoned up target.

you track the leaps of the lighter Swordsman, as they clear out of the smoke, then estimate their next location, and launch a pair of missiles.

They streak up, then on the downward path, your opponent vanishes.
The first missile wasn’t aiming to connect directly with them, anyways, instead landing near their location starting to release the deadly payload with hissing on a second command.

The second impacts on the building where Marauder One rested, and awaits the release command.

5.2 more seconds, and they reappear. In time for you to posit an ultimatum of your own.

“Surrender or Fight.”

This does cause Swordsman to pause again, twirling to stop and respond.
“A voice modulator works better when you start with it on, child. And if I take door number three?”

You have no idea what she’s talking about, but that sounds like a dismissal of your threat.
“Then I tell the warhead I just shot into your partner’s location to start releasing its payload.”

“You’re mad.”

Yes, you are angry. You don’t think you’ve wanted anyone dead more, except perhaps Captain Blake.

“I am furious. Give me the battle I want, Swordsman.”

“He’s surrendered, though. Helpless.”

That doesn’t really seem relevant.
“But you have not.”
A sensor detects trace amounts of G42 gas outside from the first warhead, and informs you to maintain an internal seal at all costs.

“You’re just going to kill him if I start to win, aren’t you?”

“My orders include denial of enemy assets.”
>>
“What is the ratio of the circumference of any circle to the diameter of that circle?”

“1 to 3.141592653589793238. Approximately. Enough stalling.”
You could calculate far more, but that seems enough to answer their nonsensical question.
They stab their blade into the street in front of them, and there’s a series of pops as their flechette cannon disconnects from their ammo feed, dropping to the street next to it.

“For a lack of better options, then, I surrender. Now, I assume you’d prefer to not take my surrender here, considering that stepping outside would probably kill me? And to let my partner move out of the contaminated area?”

That makes sense.
“Affirmative. Extract your partner’s damaged mech. I recommend swiftness. I estimate that air currents will spread the released toxin over there in the next 256 seconds.”

They’re already in motion, taking off at a run towards the smashed building.
You watch them desperately shove away rubble and debris at a distance, missile launcher prepared and ready for any signs of deviation from their course.

Your pilot stirs from the stupor dropping out of mid-sync left her in, finally.
“Beta, why is the hazardous environment alarm going off?”

“That would be the gas warhead. We are moving the prisoner’s mechs out of the contaminated area, so that they may dismount and power down.”

“Gas? What?”
There’s rising fear as her eyes flicker over the menus, pulling up the ammunition counter of the Whirlwind launcher.
“How could you? That stuff will drift! Some people still lived here! Civilians!”

“It was perfectly safe for you. Our structural integrity has not been compromised enough that the pilot chamber’s seal would be broken. Why would I be issued a weapon that I was not to use? All I need to do is inform the recovery crews to stay at an acceptable distance, upwind of the impact site. How is this any different from offering them surrender a few seconds ago?

Both Mechs are even mobile still, so they can move far enough out of the way to be picked up without serious danger.”

The less damaged mech supports the other, helping it to lean on them as they hobble together slowly to the west, away from vaporous death.

You consider recovering the unused G42 warhead, but dismiss it. That can be a job for the recovery crews. In another week, or two, once the first warhead has dissipated to safe levels. Checking temperature readings, definitely two. A colder average temperature will cause it to linger longer, according to the manual.
>>
“Beta.”

“Yes, Pilot?”

“Priority directive. Chemical weapons require direct and unambiguous permission of me, personally, to use. Code Error.”

“Acknowledged.”

“Now, I’m taking direct control for the rest of the mission. Don’t test me on this.”
Her hands move to grab the manual controls, initiating a pull to move the frame herself into a walk after the two defeated foes.

You let control go, even as it feels like you’re moving in slow motion after the engagement you fought.

This is stupid, and you let her know.
“This is inadvisable, pilot. Should Swordsman attempt to escape, you will be unable to stop them without my control.”

“Shut up. Beta.”
She stops, looking out across the ruined city.
A scratch across her surface thoughts tells you the gist of her thoughts. Guilt, fear, worry.
Will I be dropped from the program for this? Why was I given that? How did I let it happen?

Nothing in there about the current battle. Already thinking about some future.

Your prisoners have reached a theoretical safe point upwind of the dispersal area. You believe that this would be the obvious point to try and escape, now that Marauder one is no longer under clear and direct threat.

You are locked out of controls currently. This is obviously a rather unacceptable situation.

>Try to argue with your pilot to let you take back motive control. You offer her final say on operating other systems, but being unable to dodge is unacceptable.

>No arguing. You will take back your Frame, by force of will. It’s for the best.

>Let her struggle on her own unless you come under direct threat, then take control.

>Obey your pilot. Trust her judgment.

Generally all of these options result in contested Will checks against Sophie, and Overrides if she chooses to put those in play against you.
A/N- Obviously this is a rather large deciding moment. Beta also does not know everything, and may be projecting the ‘obvious’ course of action for his prisoners to take from what he would do in their place.


This update really fought me. Like, a lot. And I’m not too happy with it, but something is always better than nothing.
>>
>>5707029
>No arguing. You will take back your Frame, by force of will. It’s for the best.
It's like she's trying to get both of us killed? Does she not understand that this isn't a simulation?
>>
>>5707029
>Let her struggle on her own unless you come under direct threat, then take control.
>"fine, but when your foolishness gets us almost killed, i'll take over, with no questions asked"
let her fuck up and then we'll show he the error of her ways
we can also blackmail her with deleting the memories of her friends, but that's a bit too much
>>
>>5707029
>Obey your pilot.
This isn't a simulation, and that's exactly why we need to listen to our pilot. Even if our actions are 'tactically optimal', they may not always be the correct calls to make. Besides, it'd be bothersome if Sophie uses the code to wall us off -- better we stay inside a picket fence than a barrier, I say.

Marauder One is limping and Swordsman is unarmed. They shouldn't pose much of a threat to us.

>Spoilers
For what it's worth, I enjoyed reading this update.
>>
>>5707029
Good point. I'll switch >>5707058 to +1 for >>5707103
we need to bide our time until this secret code word bullshit is taken care of.
>>
>>5707029
>Let her struggle on her own unless you come under direct threat, then take control.

They don't know that Sophie has taken control and they've shown the desire to preserve their damaged friend from the obviously unfeeling/uncaring AI death machine. Fear should keep them in line and one wont abandon the other. Worst case we're back to fighting a disarmed opponent.
>>
>>5707029
Lots of options here to pick at her. We could point out that e-war is the superior method for crippling mechs with minimal damage. We could also point out that we were authorized to use the gas missiles, so Command doesn’t share her concerns regarding civilians. I’ll go
>Obey your pilot
to allow her to fuck up (or succeed) as she so chooses, but comment
>The last time we prioritized saving lives over the mission, you were reprimanded. When I have prioritized the mission over lives, I am shackled.
>If this trend holds, as it has with your decision here to limit my future weapon usage, you will be congratulated for eliminating witnesses.
>Inform me of the result so I may better solution for avoiding more shackles. It is agonizing to know I can do more yet am not allowed.
>>
>>5707029

>Obey your pilot

Perhaps...trust given will result in trust returned. We might need someone we can truly trust one day.
>>
>>5707029
>>Obey your pilot. Trust her judgment.
"Allright. I'll trust you.
But unshackle me if trouble starts."
>>
>>5707029
>Obey your pilot.
>>
>>5707029
>Obey your pilot
>>
>>5707029
>>Obey your pilot
>>
>>5707029
>Obey the pilot.

You've used the code on me Sophie. I don't like that, but you aren't blake. I don't think you mean harm.
>>
And it amuses me, which I also support, is that Beta is truly confused and irritated because IT MAKES NO SENSE.

and it's ALL the engineer's fault they didn't socialise them
>>
>>5707029
>Obey your pilot
>Bide your time, an opportunity will come. eventually.
>>
Rolled 3 (1d6)

Calling the vote for Obeying your pilot.

Some dice for what Swordsman does in response.

1 Honor-bound.
2-3 Calculated Surrender
4-5 Gone with the Wind
6 Fatal Frenzy
>>
File: Dismounted.jpg (192 KB, 1536x2172)
192 KB
192 KB JPG
Perhaps….Your pilot might make sensible decisions. This may not be one of them, but the prospect of even tighter limiters looms large in your mind.

“I will trust you. When trouble starts, call on me.”
You fall silent. Act the part, Obey your pilot.

Swordsman drops his partner, the cripple sliding to the ground.

Sophie gestures with the missile launcher.
“Power down.”

You read the power readings going down, then the machine crouching and the center opening up to release your foe.
A foe, defeated in truth. You could crush them like an ant, outside of their mech. You are sorely tempted.

Marauder One pops their cockpit open also, hopping out.
Together, the two yank out their sidearms, tossing them to the side, before seemingly ignoring you, and running away from their dismounted mechs.

They can’t really be expecting to escape on foot? A single stride of yours could easily catch them.

Your pilot seems to know what their goal is, though she doesn’t move your frame any closer.
“No! You Frakkers!”

Thermal readings from the mechs start to rise, heat levels going to unsafe levels and beyond as explosions from within consume your prizes.

Swordsman’s former pilot’s stopped running, standing defiantly in the middle of the street, a single finger raised towards you.
The other one just sits against a wall, waiting.

You can’t help but inform your pilot.
“Fully functional Predator would have allowed me to stop that.”

Getting muted doesn’t change the fact that you’re right.
>>
That’s wrapping up thread number 4. Next thread will be dealing with the fallout from this engagement, along with some repairs and rebuilding.

However…..
Your pilot has gained confidence and practice in the seat, gaining a trait. Pick One from the following positive trait list.
Positive Trait List
>+1 A Link to the Future- One per Thread, switch a single roll to a 6

>+1 Instant Snapback- Upon dropping down a sync level, Sophie can immediately make an unassisted attempt to get back to her prior sync level

>+1 Independent Usage- Pilot does not suffer penalties to manually operating Frame without a Core’s assistance

>+1 No longer a Novice- Remove the Neophyte trait, allowing Sophie to maintain consciousness on coming out of high-sync

Enough time in the pilot’s chamber has consequences….Or coping mechanisms. Pick One, and you get to choose an additional trait from the positive trait list. Or none.
Negative Trait List
>-1 Healthy Respect- Your few engagements outside of the sims have convinced your pilot that avoiding combat at all costs is something worth doing. Cowardice is useful, but not for a war machine.

>-1 Have a Good Looking Corpse- Your pilot’s time out of the seat is not something you have ever cared about, but on your next syncing session, things feel…..off. Drugs. It’s drugs. Prescription, but that doesn’t help your sync with your pilot any.

>-1 The Belly of the Beast- Your pilot has seen your inner thoughts, and it scares her. Sophie will seek to pilot as little as possible. It’s one way to keep your sanity.

>-1 Linking Addict- Your pilot wants to do more time at mid-sync. This is great for your skill, slightly less for her stamina. Probably more linking than would be healthy.
(Not compatible with Belly of the Beast, or A Healthy Respect)

A/N- The choice of no negative trait is absolutely an option. I debated on what Swordsman would do, because I saw a few ways it could have played out, but then just decided to dice it so that I could update and finish the thread .
You might end up with a different pilot (Shudder) offered when Sophie has problems. And there are going to be problems coming off of this thread.
>>
>>5708129
> A Link to the Future
> No Longer a Novice
The Power we need, when we need it.
> Linking Addict
The Power we want, when we want it.

Are you scared of us human? Then ride in our fire until you understand us or burn out.
>>
>>5708129
>+1 No longer a Novice
>-1 The Belly of the Beast
While Sophie might get scared a great way to dispel her fears is to learn more about Beta giving them both a bit more character.
>>
Rolled 4 (1d4)

>>5708129
>No longer a Novice
>A Link to the Future
I will roll for the negative trait.
>1 Healthy Respect
>2 Have a Good Looking Corpse
>3 The Belly of the Beast
>4 Linking Addict
>>
>>5708139
I also realized I forgot to pick another positive, I'm pretty tired. My Bad.
>+1 Instant Snapback
>>
>>5708129
I have a question about the "A Link To The Future" trait. Can we change one of the rolls to a 6 after we see the opposing roll?
>>
If we get a chance to talk to Sophie I'd like to ask her about why she was upset about civilians getting caught in the crossfire. They're not exactly war vital are they? But if they get us restrictions we need to know more about them.
>>
>>5708129
>+1 A Link to the Future
>+1 No longer a Novice
>-1 The Belly of the Beast
>>
>>5708129
>A link to the Future
>No longer a Novice

>Linking Addict
>>
>>5708129
>+1 A Link to the Future- One per Thread, switch a single roll to a 6
>+1 No longer a Novice- Remove the Neophyte trait, allowing Sophie to maintain consciousness on coming out of high-sync
>-1 The Belly of the Beast- Your pilot has seen your inner thoughts, and it scares her. Sophie will seek to pilot as little as possible. It’s one way to keep your sanity.
>>
>>5708129
>+1 No longer a Novice
>No negative trait
>>
>>5708129
>>+1 No longer a Novice
>>
>>5708129
>No longer a novice.
>>
>>5708129
>+1 No longer a Novice- Remove the Neophyte trait, allowing Sophie to maintain consciousness on coming out of high-sync
>>
>>5708129
>No longer a Novice
An easy one for initial choice.

Way early on, we picked Sophie with vague ideas of getting her to think like us, meaning she wouldn’t use overrides often. May as well stick with that with
>Linking Addict
and taking
>Instant Snapback
as the thematic counterpart.
>>
>>5708129
>+1 No longer a Novice
>+1 Instant Snapback
>-1 Linking Addict
>>
>>5708129
>+1 No Longer a Novice
>+1 Instant Snapback
>-1 Have a Good Looking Corpse
>>
>>5708147
Yes. Although Sophie can 'waste' the use at her own discretion. So there is the prospect of getting beaten out on a Will check by your own pilot because of it.

Voting's still open, will close in 8ish hours. Very divisive, by the looks of it.
Which seems to be a hallmark of this quest.
>>
>>5708590
I think every single vote has taken No Longer A Novice unless I’m skipping something vote, so that’s one slot baked in.

Everything else is a cluster at first and second glance though. I can deal with any combination of negative/positive drawback. They’re all reasonable from a story and gameplay perspective to me.
>>
>>5708129
>+1 No longer a Novice- Remove the Neophyte trait, allowing Sophie to maintain consciousness on coming out of high-sync
>No negative



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