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Space. The greatest frontier.

The dream of so many on Old Terra, to go out, explore the seemingly infinite expanse on display every night, and push the limits of humanities' borders. And, as with many things, over time this dream slowly became reality.

On titanic ships of steel and nuclear fire, the First Exploration Fleet almost completed their reconnaissance mission to fully examine the Sol System when the recon corvette, FEF Corsair, accidentally dropped through a tear in reality previously only thought to be theoretical. The missing ship reappeared several hours later, the captain of the ship reporting that they had arrived several light-minutes away from another system. These breaking points in space, rifts across reality, suddenly solved the problem of making long-range space travel possible.

With this revelation, and technological upgrades to properly make use of these newly minted 'rifts', the Interstellar Age began in earnest.

That was almost half a millennia ago, if history is to be trusted; at this point, it almost doesn't matter.

The Goliath of industry that produced the First Exploration Fleet is nothing more than text on a PDA now, the mighty Old Terra in a deadlock of political squabbling and bickering that has left it in the past.

This actually doesn't matter.

After all, Horizon VII, the planet you're heading towards currently is four-hundred light years from the Sol System, well and truly far enough away from the homeworld of humanity to not be influenced by it.

Should be interesting to see what this place has to offer to you. You haven't been to it before, though you can feel the turbulence of the shuttle you're riding in hitting atmosphere meaning that you're getting closer and closer to arriving at your destination.

[1/2]
>>
>>2400842

[2/2]

After a few minutes of bone-chattering turbulence, your ride noticeably smooths out and you relax your bone-white grip against your harness.

Around you, the other individuals sharing your dropship turned dedicated Orbit-to-Surface transport release their harnesses, a few even standing up to stretch since they have the opportunity.

You follow suit soon after, taking a full breath without the restraints pulling against your chest. It feels rather nice, though since you know you'll have to put the harness back on for landing you decide on enjoying it while it lasts.

Relaxation takes over for a bit, though your hand idly wanders to your pocket and pulls out the ID card you were assigned back on the TATF Katherina.

The first thing that catches your eye is your own photo, a neutral expression blandly staring back up at you with the clear features of a:
> Man
> Woman
>>
Rolled 2 (1d2)

>>2400877
1 for man, 2 for woman
>>
Rolled 2 (1d2)

>>2400877
Same as the guy above
>>
>>2400877
>Woman
>>
>>2400877
> Woman
>>
>>2400877
>> Woman
>>
>>2400877
>Futa
>>
>>2401004
>>2400877
....is this an option? Because I'm interested.
>>
>>2401026
>>2401004

Hilarious, but no; sorry folks.

>>2400957
>>2400961
>>2400965
>>2400972
>>2400996

The dice, and anons, have spoken.

Writin'
>>
>>2400877

Lauren Meylor, age twenty-two. Fresh recruit for the 'security' section of the Alpine Mining Corporation; same as everyone else in the transport. As if to prove that you're a generic, and disposable, asset, your ID card contains nothing more than your photo, your name and age, and the company's logo.

If you live for long enough, maybe they give you one that isn't just a plain white card.

Black hair frames your face, spilling out from where it's been pulled back behind your head. Hopefully, you'll be able to find something to put it into a ponytail; would be a damn shame to just cut it all off at this point.

"Hey! Greenhorn! You awake over there?"

[1/2]
>>
>>2401115
What is that a picture for ants?
>>
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>>2401115
>150x297
>>
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>>2401119
>>2401148

I don't know why that compressed that much, I'll fix that in a sec.

>>2401115

[2/2]

Looking down to the other side of the transport, you spot a young man walking towards you, a thin smile on his face. His approach is interrupted, however, by another recruit grabbing him by the shoulder.

"Aw, shuddap Lowis! You're as green as the rest of us you fuck!"

A few laughs spill out as the interrupter shoves this 'Lowis', nearly making the guy fall over though he recovers quickly enough. Feinting dusting himself off, he shoots a glare over his shoulder before looking back at you, that smile quickly reappearing.

"C'mon now, can you at least tell me your name?"

You just blink at him, not entirely comfortable with the sudden surge of attention from the rest of the recruits. There's an awkward moment, but right as you're about to respond he beats you to the punch.

"Or... Uh, well, why did you join up with the Company? That can't be too bad, yeah?"

Your response?
> "I'm going to buy citizenship to a planet that's not in the middle of a war"
> "They're paying for medical expenses"
> "It was this or prison"
> Other
>>
>>2401178
>> "They're paying for medical expenses"
>>
>>2401148
>>2401119

This should be better.
>>
>>2401178
>"I'm going to buy citizenship to a planet that's not in the middle of a war"
>>
>>2401178
>"They're paying for medical expenses"
>>
>>2401178
>"It was this or prison"
>>
>>2401178
>"They're paying for medical expenses"
>>
>>2401245
>>2401217
>>2401189

Medical Expenses it is.

Writin'
>>
>>2401178

Pushing yourself to your feet, you take a few steps to make sure your feet aren't asleep before you fully turn to regard Lowis.

Well, it's not that bad of a question to answer, "They're paying for medical expenses in exchange for service".

"Ahh, I see. Well, it's certainly not for you; who's getting the treatment then?" Once again, before you can respond the young man cuts you off with a laugh, "Don't worry about it if you don't wanna say. Anyways, I'm Lowis".

Accepting his handshake, you finally respond, "Lauren".

"And there's the lady's name," Winking at you, it's clear the guy's just putting on a show at this point, "I'll make sure to remember it!"

"I'm sure you will," With a flat tone, any further conversation is cut off by a chime denoting that you all need to sit down and strap back in.

Sitting back down and pulling the restraints on, you've got some time to settle before the pilot starts decelerating, a few individuals that took too long getting thrown around a bit.

Several minutes later the transport levels off and lands, a slight jolt traveling through the entirety of the craft that knocks everyone into gear to get going.

You, personally, don't have anything in the way of personal belongs sans a few changes of company-issued clothing and a well worn photograph tucked into a side pocket. Grabbing your duffel bag, you walk up to the steel rap that leads out to your assignment.

> Roll me three 1d100's please

> Just as a heads up, I've got to stop things here for tonight since I've got work early tomorrow. I'll be continuing this around 4:30 EST tomorrow, so tune in for that.
>>
Rolled 41 (1d100)

>>2401409
Thanks for running, I'm certainly somewhat interested so far.
>>
Rolled 99 (1d100)

>>2401409
>>
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>>2401422
>Rolled 99
>>
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>>2401422

>>2401409
I'm not even going to bother rolling. That 99 is hot.
>>
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Rolled 47 (1d100)

>>2401409
>>
>>2400842
StoryT What happened with dreadknight quest and Artificer quest? Seems like your starting a new quest everymonth.
>>
>>2401925

Both AQ and DQ will be continuing; in fact I just finished thread two of the latter the week before this last one. If you missed that it's up in the archive.

The reason I'm running this is because I just finished up training and an exam for my winter job and because of that I wasn't able to get enough planned out to run either of those two quests. So, while I'm getting them in order now that I have some extra free time, I'm running this as a pilot to see how Anons like the premise. Expect to see the next AQ and DQ threads within the next week to two weeks.

>>2401414

Well that's certainly good to hear, considering we've barely gotten through the char gen part of the quest.
>>
>>2402132
Is this a mech quest?
infantry quest?
is it up to our chargen choices?
>>
Rolled 2 (1d100)

>>2401409
>>
>>2402430
Glad that was the 4th roll, but you might want to read how many rolls the QM is taking next time to avoid wasting posts
>>
>>2402462
>wasting posts
Not on this board.
>>
>>2402466
Isn't there the 750 autosage limit?
>>
>>2402468
Or 5 days. The point is that regardless if we reach the post limit this thread will be up for over a week.
>>
Back now and writin'.

>>2402406

Mech.

>>2402462
>>2402466

Even if we hit autosage, I'll still run until the thread falls off the board or I get to the end of what I planned to run.

Last thread I ran hit ~950 posts before I finished it.
>>
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>>2401409

The harsh light of Horizon VII's daytime is about as blinding as a flashbang as you walk down the ramp and off the transport. Blinking rapidly away the glare, you wait a few seconds as your eyes adjust.

Looking about the area, you find that your in the middle of some kind of lower mountain area, thick forests all around while various peaks dot the background. Weather's rather nice as well, clear blue skies overhead with a few smattering of high-altitude clouds breaking it up.

In the foreground maybe two kilometers from you, some kind of quarry and mining operation is set up within the confines of the base. Now that you look around...

This place is massive, though not particularly dense. Everything's rather spread out, with that industry on the far eastern edge while what looks like the administrative buildings are further south. Some kind of armored factory is to the northeast and finally what looks like the barracks are all the way west right next to a forest of pine.

Any further observation is halted by a bellowing voice, "ALL GREENHORNS TO ATTENTION!"

Almost by compulsion, you drop your bag and turn to where an absolute mountain of a man is striding forwards. The sheer presence and tone of his voice gets the vast majority of your fellow recruit's attention, though you note several that weren't all that quick on the upkeep getting a hard glare.

"WELCOME, PUKES, TO HORIZON VII! I SEE YOU'RE ALL ABLE TO STAND WITHIN A GRAVITY WELL, VERY GOOD!" Walking along the makeshift line that you're all vaguely in, you can't help but sweat a bit when he walks past you. Isn't this a merc company and not a mi- "YOU ALL HAVE TO BE THE SADDEST SACK OF LOSERS I'VE EVERY SEEN! I'M GOING TO HAVE TO BACK TO OFFICE AND ASK HOW THEY MANAGED TO GET THE TRANSPORT OF RECRUITS SWITCHED UP WITH THE TRAVELING CIRCUS! WHY THE HELL ARE ANY OF YOU HERE!?"

"To make money, sir!" Lowis, apparently having some kind of death wish, responds without any kind of hesitation.

The man stops in place, turning around on his heel slowly to face the smiling man, "And who the hell are you, Keener!?"

"Lowis Haverkort, sir!"

"WRONG!" Arriving right in front of him, you note from the corner of your eye that the idiot is looking a little bit less sure of himself currently, "Your name is now Keener, Keener! Do I make myself clear!? WHAT'S YOUR NAME!?"

"K-Keener?"

"THAT'S RIGHT! AND GUESS WHAT, KEENER? YOU GET TO BE THE FIRST PERSON THROUGH THE GRINDER!"

There's a few murmurs of confusion from the others around you, that swiftly end from a look from your apparent drill-Sargent.

"Drop your bags, pukes," Turning on his heel, the man starts to walk off, "Your training starts now".

This... this is probably going to hurt...

[1/2]
>>
>>2402684

Unrelated, but you bringing up glare makes me think we should invest in sunglasses.
>>
>>2402684

Rather quickly, you become very well acquainted with the 'Grinder'. You also become very well acquainted with the dirt that covers the entirety of the course; the number of times you've slammed face-first into the mud while going through the course slips your mind after the first dozen times.

After running through the muck several times, with Lowis going through it about twice as many times as the average, you're brought over to one of the large, open plots of land within the base and the entirety of your group is told to begin with push ups. The drill-Sargent didn't say how many, though you get the idea when someone goes to ask and is told to shut the fuck up. Before long, sweat is dripping down your body in rivets, mixing in with the caked on mud and eventually forces you to keep your eyes closed just to keep yourself from getting blinded.

The workout continues for some length of time, you stop worrying about it after you live up to the nickname for recruits and empty your stomach off to the side. You're not the only one who does, the sounds of such retching from various other individuals reaches your ears through the haze of activity you're caught up in.

Once the man is satisfied with how many times everyone has puked, you're kicked to your feet and told to run laps. The exertion sends pain lancing up your side, forcing you to grit your teeth to keep going. More than a handful of recruits fall out of the formation, either to puke again or to try to catch their breaths under the blazing sun overhead.

Eventually, you're told to gather your meager belongings and get into the barracks. With how exhausted you are, the fact that you're covered from head to toe in soil and grime doesn't matter; the second your head hits your pitiful bunk you're out cold.

Five hours later, you're thrown out of your bunk and introduced to yet another fun fact: Horizon VII's day-night cycle consists of forty hours. You figure this out when you're told that your training will be done in four, ten hour segments a day consisting of cycles of sleeping, eating, and non-stop PT.

By the third actual day, you manage to get through your cycles without spilling your guts all over the ground.

[2/3]
>>
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>>2402734

A few recruits don't make the cut during this time; no public display of humiliation like your drill-Sargent seems to love to employ, but you don't miss the fact that several bunks are no longer occupied.

The routine of your training just begins to become mundane when things are switched up. In a smaller groups, you're brought to some kind of firing range to being weapons training. The lot of you are started off on simple pistols, told that even if you're going to be piloting a story-high pile of steel and bolts you still need to be able to aim normally.

Surprisingly enough, you take easily to the new training and the instructor at the range, a fiery redhead in what's definitely not regulation fatigues, slowly starts rotating in several kinds of heavier weaponry.

After a few cycles on the firing line, you eventually take a liking to:
> Battle Rifles: middle ground and average, primary base of fire
> Carbines: lighter and compact, ideal for scouting
> Shotguns: short range and fast, ideal in close quarters
> SAW Weapons: heavy and loud, suppression and support fire
> Sniper Rifles: long range and slow, high-priority target hunters

Just for reference, this choice does affect what kinds of mechs you'll be running
>>
>>2402759
>> Shotguns: short range and fast, ideal in close quarters
>>
>>2402759
>Shotguns: short range and fast, ideal in close quarters
I can't say no to a good old shotty.
>>
>>2402759

> Battle Rifles: middle ground and average, primary base of fire

assuming it fits in a mech cockpit, I'd go for this one.
>>
>>2402759
>Battle Rifles: middle ground and average, primary base of fire
>>
>>2402759
>> Battle Rifles: middle ground and average, primary base of fire
40mm autocannon plz
>>
>>2402759
> Battle Rifles: middle ground and average, primary base of fire
>>
>>2402759
>Sniper Rifles: long range and slow, high-priority target hunters
>>
>>2402759
>> Battle Rifles: middle ground and average, primary base of fire
>>
Come on, Close Combat RIP AND TEAR
>>
>>2402796
Yer na bra
>>
>>2402759
>Sniper Rifles: long range and slow, high-priority target hunters
>>
>>2402765

I didn't really word it right, but the scaled-up version of these weapons are what you're going to be using in your mech. You'll have a pistol on your person while piloting.

>>2402762
>>2402764

Shotgun.

>>2402812
>>2402786

Sniper.

>>2402765
>>2402775
>>2402783
>>2402784
>>2402791

Battle Rifles it is.

Writin' in a bit, going to get some dinner.
>>
>>2402821
Oh, yeah, that's what I mean, keep a BR in the mech with us, just in case.
because pistols aren't as good.
>>
Back now, writin'.

>>2402831

I'll see about throwing it into your kit.
>>
>>2402759

Pulling in another shuttering breath, you focus your aim on the target 100 meters away, letting it all out before you squeeze off another set of rounds. The rifle in your hands barks harshly, shaking in your grip but you manage to keep it on target.

Lowering the training weapon, you flick on the safety and examine your work. The spreads' not the best, a few stray shots off target, but for the most part you've managed to do your level best to turn the center of it into dust.

Nodding in slight satisfaction at your work, you place the spent rifle back onto the counter in front of you and pull the magazine out of it, idly checking to make sure that it is truly unloaded before a hand lands onto your shoulder.

Turning around and pulling off your ear protection, you raise an eyebrow at the redhead instructor who's caught your attention.

"Practice is done for now. Put the rifle away and be at the factory at 3100 hours," With that, the gal's off and walking back down the firing line.

Not waiting for someone else to come along and give you another assignment, you pack up your training rifle and hand it back into the quartermaster, who looks at you with a slight amount of disgust. You can't really blame him for that, considering you're still covered head to toe in mud and sweat.

Checking the time, you've got a little over an hour before you need to report. Stepping out into the night, you take a deep breath of the rapidly cooling air.

Now what?
> Go check out the Quarry
> Go check out the administrative buildings
> See if you can find Lowis
> Go back to your bunk, get sleep while you can
> Other
>>
>>2402999
> Go back to your bunk, get sleep while you can
>>
>>2402999
>Go check out the Quarry
>>
>>2402999
>Other
Go wash up. You must be filthy by now.
>>
>>2402999

>>2403088
has the right idea. Wash up, then nap.
>>
>>2403011
>>2403088
>>2403106

Showers then rest it is.

Writin'
>>
3100? how long is a day here?
>>
>>2403135
40 hours
>>
>>2402999

After a few moments of thought, you eventually decide on getting the thick layer of soil and sweat off your skin then maybe hit your bunk. For fucks sake you can smell yourself without even trying...

Heading over to the barracks, you stop by your bunk long enough to grab a clean change of clothes, clean being a little bit relatively with how much wear they've gotten lately, before heading for the showers. Despite how brutal your training has been, at least the facilities are built up enough to have segregated showers. Some places you've been at, both station and ship side, haven't had the space to afford that luxury.

Stripping then stepping into the bare bones stall, you have to resist the urge to jump out of your skin from the ice cold water that suddenly blasts you. Teeth chattering slightly, you force yourself to clean up despite the discomfort. There's not much in the way of hygiene here, your assigned kit only giving you a colorless bar of soap to use. Maybe once you get out of training and start getting assignments, you'll get the chance to get something for your hair.

Or, failing that, you can start looking into finding an in to the base's black market. All things considered, there's no way there isn't one in this place.

Once you're done scrubbing off several layers of dead skin and grime, you dry yourself off with the provided coarse towel and get dressed with your clean set of clothing.

Walking back into the women's sleeping area, you drop your soiled clothing and towel into a linen basket to be cleaned at a later date before dropping onto your rack.

Sighing at the sensation of getting the first chance to relax in what feels like weeks, you look around the room a bit. There's two other gals in here, talking quietly between each other over something or the other. Your curiosity of what they're saying clashes slightly with your desire to nap.

On the other hand, there's one memento of yours that you'd like to look over.

Now what?
> Go talk to the two girls, see what they're up to
> Just go to sleep, you need the rest
> Look over the photo you brought with you, remind yourself of why you're here
> Other
>>
>>2403208
> Look over the photo you brought with you, remind yourself of why you're here
>>
>>2403208
>Look over the photo you brought with you, remind yourself of why you're here
>>
>>2403208
>Go talk to the two girls, see what they're up to
Personal backstory can wait, we gotta go stick our nose in other people's business!
>>
>>2403208
> Look over the photo you brought with you, remind yourself of why you're here
>>
>>2403324
>>2403250
>>2403239

Photo it is.

Writin'
>>
>>2403432
Little sister?
Little brother?
Husband?
Wife?

LET'S FIND OUT!
>>
>>2403208

Pushing yourself up to a sitting position, you reach over to your duffel and pull out a single, slightly faded photograph. It's a bit frayed around the edges from the times you've looked over it, though this is the first time since you left the TATF Katherina you have. Part of it is due to how exhausted you've been, and part of it is because you haven't wanted to soil it since you've been downright filthy.

But that doesn't matter, as looking over the slightly scowling visage of your younger brother brings a slight smile to your face, just as it always has. Despite his appearance, you're more proud than anything else of him; he's come so damn far in the last year and even managed to get himself into high school on a full-ride scholarship.

After all, it takes one hell of a person to pull yourself back together after getting both of your legs blown off.

Tucking the photo back into your duffel bag, you swing around to see one of the gals staring right at you.

"Got something nice over there?" The speaker, who you can really only describe as 'catty', looks between you and your bag with clear curiosity, "Ooh, ooh, I bet it's something dirty~ C'mon, spill the beans; that a photo of your boyfriend?~"

Your response?
> "Nope, younger brother"
> "Yep"
> Say nothing, just smile at her
> Say nothing, just go to sleep
> Other
>>
>>2403469
> "Nope, younger brother"
>>
>>2403469
>> "Nope, younger brother"
>>
>>2403469
>> "Nope, younger brother"
>>
>>2403469
> "Nope, younger brother"
>>
>>2403469
Are the medical expenses for really good prostheses?
>>
>>2403510

It covers that, medical professionals that aren't street docs, and the cost of the original operation that saved Peter's life.

>>2403472
>>2403476
>>2403477
>>2403509

Sorry kitty cat, no dirt for you.

Writin'
>>
>>2403469

Glancing over the young woman, you note she's pretty average in terms of features, dark hair and eyes like yourself but with an air of playfulness that's a bit off-putting for a mercenary, to the point of being almost unassuming. Despite this, you can tell that she'll probably see right through any lies you tell.

So, relaxing back a bit onto your rack, you glance over at the two women, "It's a photo of my younger brother".

"Ooh?~" Standing up from where she was sitting, the gal begins to start walking towards you, "Is he cute? Lemme see lemme see!"

"Maria," The other woman firmly grabs her friend by the shoulder, looking at her with a disapproving glance, and gives you a slightly apologetic glance, "I've told you about getting like this around people you don't know. Boundaries, remember? Do try to keep it in mind. Now, I believe we have places to be. Do enjoy your rest".

And with that, the two women leave the the room to you alone. Looking over at a nearby analog clock, you set an alarm for thirty minutes in the future.

Sighing as you sink back into the minimal comfort of your bunk, you feel yourself slowly fall asleep.

You've got to remember to go back and visit Peter at some point; he might be halfway across the system, but he's your brother dammit. If you don't look after him, who will?

> I'm going to leave things here for tonight. Same as yesterday, I'll be back around 4:30 pm EST to continue where we left things off. See you then.
>>
>>2403580
See you then
>>
>>2403580
>mind if I ask what brought you two are here?
>>
Since you posted Titanfall as the OP, are we getting jump packs?
>>
Back now.

>>2403853

They're in the setting, used by experienced light infantry, but you won't be getting a set unless you go out of your way to buy your own set and get training for it. If anons had gone with the Carbine/Scout route, you'd have gotten one.
>>
>>2404507
What were the benefits of BR or shotgun?
>>
>>2403580

It feels like you've barely blinked when the alarm goes off, jolting you out off what was probably a nice nap if you could remember resting.

Regardless, you do feel a bit better now. That's probably due to the shower you took earlier, but oh well.

Slapping the blasted thing off, you pull yourself out of your cot and exit the barracks. Striding across the open base, the sky above you coloring a brilliant red as the system primary sets under the horizon, towards the industrial part of the base.

Your original guess of it being some kind of armored factory, probably what supplies this base with the majority of it's ammunition and spare parts, seems to be correct if the various sounds you hear coming from within the massive structure are any tell.

Further observations are cut off by that same fiery instructor exiting a side door, barely glancing up at you as she taps away at a PDA, "You're here early, good. Head inside, grab a set of armor, and get cleaning".

It's an awkward few seconds as you just stare at the woman, who's clearly expecting a response.

"Do you understand, puke?"

Your response?
> "Yes sir. Ma'am. Whatever"
> "...Is this some kind of hazing?"
> "Are any others coming?"
> Other
>>
>>2404603
>> "...Is this some kind of hazing?"
>>
>>2404603
>> "Yes sir. Ma'am. Whatever"
>>
>>2404603
>"Yes sir. Ma'am."
>>
>>2404559

The shotgun/close combat archetype includes high damage at close range, better protection from close range attacks and melee, melee weapons if you went for those upgrades, medium armor and medium mobility.

The option anons chose, BR/heavy infantry, you'll be finding out what it gets you, but I'll leave that to being a mystery for now.

I'm more or less unabashedly using the XCOM LW soldier classes as the basis for the mech types, so if you want a hint of what's to come you can find it there
>>
>>2404603
>> "Yes sir. Ma'am. Whatever"
>>
>>2404603
>"Where should I start first, and when should I finish by, ma'am?"
>>
>>2404646
>>2404620
>>2404619
>>2404652

Soldier on, Soldier.

Writin'
>>
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>>2404603

"Yes sir," Another awkward silence, "Ma'am; whatever".

The instructor doesn't say a word, just jerking a thumb over to the doorway before walking past you with her nose in her work. With nothing else to do, you enter into the factory through the pointed out door.

The room you enter into is some kind of locker room, with several sets of worn and dirty armor set out along with buckets and rags. It doesn't take a genius to know what you're supposed to do, so after checking over the sets for the one that doesn't appear to have any actual damage to it outside of cosmetic you sit down and get to work.

The realization that the water you're working with is cold is a rather painful one, as you've got to put a hell of a lot more effort into scrubbing just to get the caked on dirt off. Slowly, you get a better look at the body armor you're working on.

Vaguely, you recognize it as a similar set to the one the Alpine recruiter showed you back when you signed up. Of course, that particularly set was shinny and set to the nines, all sorts of gadgets and the like making it look all pretty. This one is practically the opposite, as it's clearly second-hand or at least has been made to look that way.

Out of the corner of your eye, you note Lowis sitting down next to you, his own set of shitty armor in hand and beginning to be cleaned. In fact, now that you notice, there's a few other recruits in here.

Now what?
> Ask Lowis how he's been doing in training
> Ask Lowis what he thinks you're doing here
> Ask Lowis if he enjoys his nickname
> Ask Lowis something else
> Say nothing, keep working
>>
>>2404879
> Ask Lowis how he's been doing in training
But focus on the job at hand.
>>
>>2404879
>Say nothing, keep working
Clean harder and we'll be done faster.
>>
>>2404879
>> Ask Lowis how he's been doing in training
>>
>>2404879
>> Ask Lowis how he's been doing in training
>>
>>2404879
> Ask Lowis how he's been doing in training
>>
>>2404879
>> Ask Lowis if he enjoys his nickname
>>
>>2404879
> Ask Lowis how he's been doing in training
>>
>>2400957
>>2400961
>>2400965
>>2400972
>>2400996
Damn, no longer interested.
>>
>>2405075
You should give ST a chance, he's breddy gud
>>
>>2405038
>>2404928
>>2404907
>>2404905
>>2404890

Let's see how the guy's been doing.

Writin'
>>
>>2404879

"Hey," You speak up quietly, still focused on getting out a stubborn bit of grime from your chest piece, "You holding up there Lowis?"

The hissing sigh through teeth that he lets off at your words tells you a lot, but the grin you catch out of the corner of your eye clashes with it a bit, "First few days were rough, but I'm used to it now. This isn't the first time I've had to soldier. Anyways, you look better now; not vomiting all over the place huh?"

"I've got my stomach now, yes," Trailing off there, you place the finished piece of armor to the side before grabbing the next one. Damn grime...

"I'm surprised you're even talking to me; as far as I'm aware no one's heard so much as a word out of you since we landed".

Fully turning to regard Lowis, you just stare at him for a few seconds before returning to your work, "I've been a busy puking up my guts and sleeping in my own filth to socialize".

That, surprisingly enough, gets a laugh out of the guy, the conversation suddenly halting when your drill Sargent walks into the room. As one, you all snap to your feet and into a salute.

"Listen up!" He's not yelling, but the man's voice practically shakes the locker room you're in, "The ten of you have passed through the basic training enough to begin actual mech training. The first of which is the armor that you are currently holding; It is now your personal responsibility and, from tomorrow on wards, you will be inspected for proper maintenance and upkeep of this gear. Failure to do so will result in being kicked back down to the bottom and a dozen laps through the Grinder; understood?"

The reply is resoundingly in the affirmative.

"Good. Tonight, and every night from now on, you will be performing mock battles with trainer mechs. The first of these starts in five minutes; get geared up and onto the factory floor," He points to the other door in the room, "To receive your trainer and your team assignments. Dismissed!"

Finally putting down your arm, you immediately begin throwing on your armor; a task you're so engrossed in that you barely hear the final words the mountain of a man says as he leaves.

"Congratulations on being the top of the shit barrel, pukes".

[1/2]
>>
>>2405235

[2/2]
With that, the door to the outside slams shut. Huh, funny about that...

Fully geared up, you give yourself one last pat down before heading to the factory floor, Lowis hot on your heels.

Inside are several civilian engineers, who are working on getting what looks like modified cargo haulers. Guess those are your trainers.

The process of getting into the mechs is pretty simple, as your armor integrates easily into what's effectively an over-sized EXO. The HUD and all necessary information appears along the inside of your helmet, the electronics within evidently in perfectly working order despite the surface issues.

After being given the all clear, you take a few tentative steps forwards. A bit of experimenting later, you're comfortable enough with the controls to walk it outside. Lowis, surprisingly enough, is already out in the night ahead of you, just idling about while he waits.

Within the next few minutes, the entire ten-man group is out and being assigned training weapons. From the brief explanation one of the engineers gave, they're all loaded with blanks and a few sensors. The whole thing is being run through a few computers, so that'll be how kills and the like are taken care of.

You're assigned teams, and are given separate GPS coordinates as your starting points.

Setting off into the darkness, you can only brace yourself for the coming fight.

> Roll me three 1d100's please
>>
Rolled 21 (1d100)

>>2405245
>>
Rolled 99 (1d100)

>>2405245
>>
Rolled 33 (1d100)

>>2405245
please dont be a 1
>>
Rolled 80 (1d100)

>>2405245
>>
>>2405257

That's a 99, Great Success.

Writin'
>>
>>2405245

Leaving the perimeter of the base, you're immediately brought into the first challenge of this exercise: the mountainous terrain surrounding you is not conductive to piloting a mech, even if these ones are smaller than full-sized ones.

Loose soil, exposed rocks, and overgrown roots practically snap at your heels, and you can hear swearing over the radio of your teammates either tripping or nearly losing their footing. Strangely enough, after the first close-call you don't have another issue. In fact, your movements rapidly smooth out and become damn-near natural.

"Lookin' good there, Lauren!"

Even through the static and distortion of your radio, you can pick up Lowis' cheery tone. Looking over your shoulder, you can pick out which one he is, as he's the one waving to you with his mech's free hand.

"Cut the chatter," Someone else speaks up, the authority in his voice telling you he's not a recruit, "This is Control, Callsign Mercury. Teams Puke 1 and Puke 2, you have one minute to get yourselves situation before the exercise begins".

The silence over the radio tells you that no one's all that happy to have their first callsign be 'Puke'.

From there, leaders are assigned to split up the teams; apparently you're 'Puke 2-4' and you're stuck with 'Puke 2-5' also known as Lowis.

At least you're with someone you know.

"Listen up team," 'Puke 2-1', your glorious leader, speaks up, "2-2 and 2-3 are on me; 2-4 and 2-5, you two can either stick right behind us for support, or try to cut around and hit them from behind".

Your choice?
> You'll stick with the rest of your team, no need to split up
> You'll split off and loop around, no need to group up
> Other
>>
>>2405389
> You'll split off and loop around, no need to group up
>>
>>2405389
>You'll split off and loop around, no need to group up
>>
>>2405389
>> You'll stick with the rest of your team, no need to split up

Just a hunch.
>>
>>2405389
>> You'll stick with the rest of your team, no need to split up
What type of mech is Lowis in?
>>
Rolled 1 (1d2)

>>2405444

Basic trainer same as everyone else.

>>2405398
>>2405399
>>2405443
>>2405444

Rolling to tie-break unless someone else votes within 5 minutes.
1. Split off
2. Stick together
>>
>>2405449
Ah, so we have a basic weapon, not our specialized one?
>>
>>2405452

Yep, everyone's on basic bitch gear currently. Gotta earn the stuff that isn't absolute dogshit.
>>
>>2405457
I went back to re-read after I posted, and realize you already spelled it out. Glad to see no ones acting special yet because they're a stuck up sniper.
>>
>>2405467

Well, they can try to act special; they're just be very special while running laps through the Grinder.

>>2405449

Splitting up it is.

Writin'
>>
>>2405389

"2-1 this is 2-4, we'll be looping around to catch them from the side," The decision flicks back and forth between your mind, but you decide on heading off from the rest. No reason to put all the eggs in one basket.

"10-4 2-4," Your squad leader clicks off, turning to his two mates, "Spread out you two; I want at least 50 meters of separation at all times".

"Puke 1 and Puke 2," Mercury cuts in on the general channel, silencing any further conversation, "All elements are now weapons free. Good hunting".

With that, your leader takes off, heading right along the straight line between the two starting points.

"What do you say, 2-4?" Lowis speaks up, readying his weapon as you watch the three in front of you disappear into the darkness.

Silently, you nod to yourself while just clicking your microphone in response.

Time to hunt.

> Roll me three 1d100's please
>>
Rolled 1 (1d100)

>>2405490
nat 1 incoming
>>
Rolled 97 (1d100)

>>2405490
oh boy here we go killing aga...
>>2405495
jesus why
>>
Rolled 84 (1d100)

>>2405490
>>
Rolled 91 (1d100)

>>2405490
>>2405495
Fuck you, seriously
>>
Rolled 53, 26, 84, 36, 49, 28, 28, 58, 15 = 377 (9d100)

>>2405495

Nice job calling that anon.

That's a nat 1, let's see how everyone else does...

1-3 Lowis, 4-6 Puke 2, 7-9 Puke 1
>>
>>2405490

The foliage in this area is disturbingly thick, between it and the darkness of the night you can maybe see half a dozen meters ahead of you.

"Any luck 2-4?"

Lowis is off on your right, slowly walking through the forest outside of your field of vision. Even still, you have his rough position marked on your HUD, so there's no chance of losing him.

"Negative, switching to NVG".

With a click, your ability to see slightly improves, as the area around you falls under a hard, sickly green tint, but even still there's hardly any clear line of sight.

The next few minutes pass without a word between the two of you, but your trek through the woods suddenly and swiftly ends when a flash from out of the darkness blinds you and the sound of gunfire thunders out.

"Puke 2-4, KIA," Mercury calls out in an almost bored monotone, a few faint keystrokes in the background prelude your HUD going red and a single GPS point pops up, "Cut your radio and head for the waypoint".

Grumbling to yourself at not only being the first out of the fight, but 'dying' before getting a shot off, you head off towards the designated waiting area, the sounds of gunfire coming from right behind you.

Arriving at the 'dead zone', you switch your radio to receive only and idly listen to the combat updates as they come in.

Despite your immediate 'death', Lowis has been steadily tearing through the enemy team, the mech that ambushed you quickly following your lead. Still, for how natural the young man seems to be, he's not a one-man army. After about half an hour of on and off fighting, the entirety of your team has been wiped out. Puke 1 doesn't fair much better, with only a single member of the five surviving.

The order is put out to go back to the starting point, which you follow in silence.

Getting there, you don't need to hear anything to know your three other teammates are a bit pissed right now.

Mercury almost manages to sum it all up with a single word, "Again".

> Roll me three 1d100's please
>>
Rolled 49 (1d100)

>>2405606
let us receive those 90's again
>>
Rolled 5 (1d100)

>>2405606
>>
Rolled 18 (1d100)

>>2405606
>>
>>2405609

That's a 49, at least it's an improvement.

I've got to head off now, so I'm going to pause things here. No work tomorrow, thanks to another winter storm coming through the area. I'll be continuing this sometime tomorrow morning, so keep an eye out for it.
>>
Rolled 8 (1d100)

>>2405606
All thos high rolls wasted
>>
>>2405609
The 90s are over
>>
>>2405606

The next few days go by in a blur, the new training exercises being integrated for the ten of you that are qualified seamlessly into your original schedule. Teams are frequently switched up, sometimes even sometimes not.

Slowly, you're getting better. Your movements and navigation, even in pitch black, are still flawless, but it's not until the third exercise that you get a kill before being taken out. The next one goes a bit better, and so does the one after, but at that point apparently the other recruits start taking you seriously and you go back to a five game losing streak.

In response, you take every second of free time you get running training exercises of your own in the trainer. Surprisingly enough, none of the engineers protest your off-schedule working. In fact, no one says a thing until you start skipping sleep cycles, at the fiery trainer orders you back to your bunk.

"Falling asleep over there 1-3?"

Blinking at the mention of your designation for tonight's exercise, you look over to where Lowis is. Guy must be enjoying his chance at being a squad leader.

"Negative 1-1, ready," Flexing your grip against the control sticks, you take a deep breath as you prepare yourself.

"All elements, you are weapons free," Mercury still sounds bored. Guess mock battles are too dull for him, "Good hunting".

"Puke 1, on me," Lowis motions for everyone to stick together this time, leading the way but rather than heading straight for the other starting point he's heading further away from the base.

Switching on your NVG, you start scanning the surroundings along the northern flank. Hopefully, you don't run straight into a cannon's barrel this time.

> Roll me three 1d100's please
>>
Rolled 15 (1d100)

>>2406139
inb4 nat 100, maybe?
>>
Rolled 16 (1d100)

>>2406139
Rolls for the dice!
>>
Rolled 71 (1d100)

>>2406139
>>
>>2406170
Thank you Anon!
>>
>>2406170

That's a 71, Success.

Writin'
>>
>>2406139

Thanks to all the work you've put in, the thick forest around you isn't quite as obstructing.

Which is good, as you catch movement off in the distance out of the corner of your eye.

"Contact," Quietly hissing out your warning, you duck down partially behind a rocky outcropping, bracing your training rifle in preparation.

"Roger. 1-2 with me. 1-4 and 1-5, stay back and keep eyes open," Lowis heads off to your right, splitting off to come around the flank.

"1-3, do you have eyes on?" 1-5 comms you after a few seconds of nothing, her voice sounding nervous under her forced neutral tone.

Narrowing your eyes, you continue scanning where you saw something move. Frustratingly, whatever you saw has vanished. But that isn't right, there's no way a trainer could just vanish out of sight like that...

"...Negative, I lost 'em," Growling in frustration slightly, you keep looking over that section of the treeline.

"C'mon, let's get going. If we fuck around here any longer we're going to get ca-"

And that when your eyes land on a single figure, poking around a tree with some kind of launcher already firing.

> Roll me three 1d100's please
>>
Rolled 67 (1d100)

>>2406230
Strafe left and fire?
>>
Rolled 74 (1d100)

>>2406230
Of course, where there's a single hostile, there's bound to be more.
>>
Rolled 79 (1d100)

>>2406230
oh no, please don't let me mess this up
>>
Rolled 13, 59, 11, 97, 98, 84 = 362 (6d100)

>>2406230

[??? ACTIVITY]
>>
>>2406256

That's a 79, let's see what that gets you.

Writin'
>>
>>2406230

That first shot is aimed right at you, and you duck behind your small cover that practically explodes upon impact. Several other flashes of light send spots across your vision, denoting even more launcher rounds heading your way, but you've already bugged out of that zone after the first one destroyed your cover.

You don't look back to see where they hit, putting on as much speed as you can to get out of the open.

"PUKE 2 PUKE 2, WHAT THE FUCK ARE YOU DOING WITH MANPADS!?" Lowis' voice roars outs over the open channel, coming in time with him and his partner firing back with their training weapons.

"Puke 2, sitrep now," Mercury is at full alert now, his voice tightly restrained.

"This is Puke 2-1, we're seeing explosions from across the mountain side".

Silence covers the channel, your ears ringing with the static only broken when the roar of automatic rifles begin to fire at your new position.

"All Units, RTB immediately; the exercise is over," Your drill Sargent suddenly cuts in, his voice brokering no disagreement, "Scarlet and I will handle the bandits".

"Sir, 2-4 and 2-5 aren't responding, we cannot RTB without them".

"Follow your orders and get the hell out of there. You don't even have effective ammo on you".

There's a click as the man shuts off his radio, to which Lowis growls in frustration.

"Lauren, we can't leave without those two and we can't fight back with blanks. Now, Scott and I are over here, but you're closer to the injured and those hostiles. You're going to either need to grab them and run while we cover you with as much noise as we can, or you can run right up to them and scare the shit out of them while we grab them. Whaddya say?"

Your choice?
> Go grab the two downed pilots, get out of here
> Slink around and employ some shock and awe
> Other
>>
Rolled 100 (1d100)

>>2406300
> Slink around and employ some shock and awe
go big or go home
>>
>>2406300
> Go grab the two downed pilots, get out of here
speed is of the essence
>>
>>2406307
he hadn't asked for rolls yet....
>>
>>2406300
>Slink around and employ some shock and awe
Can't move as quickly while towing two downed mechs, and carrying the pilots themselves may not be an option in the case that we'd have to dismount to retrieve them.
>>
>>2406313
d....did I just waste a 100?

>>2406300
can we bank it for later?
>>
>>2406300
> Go grab the two downed pilots, get out of here
No need to take needlessly risks
>>
>>2406300
>> Go grab the two downed pilots, get out of here
>>
>>2406316

To be merciful or not to be merciful...

Now, normally, >>2406313 is right in that I ask for rolls after a choice has been made. But, since I haven't exactly clarified things, I'll let anons make a choice.
> Take the 100 for whatever vote has the most votes
> Bank the 100 but the next nat 1 can't be negated
> Leave the 100 and reroll after the choice has been made
>>
>>2406438
bank
>>
>>2406438
>> Leave the 100 and reroll after the choice has been made
>>
>>2406438
Bank it
>>
>>2406438
>Bank the 100 but the next nat 1 can't be negated
>>
>>2406528
>>2406502
>>2406446

Bank it it is.

> You have gained: 1 Fate Point!

Success, now choose where you're going.
> Grab the pilots, have Lowis and Scott cover you
> Go distract the bandits while Lowis and Scott get the pilots
>>
>>2406542
>> Grab the pilots, have Lowis and Scott cover you
>>
>>2406542
> Grab the pilots, have Lowis and Scott cover you
>>
>>2406542
>> Grab the pilots, have Lowis and Scott cover you
>>
>>2406542
>> Grab the pilots, have Lowis and Scott cover you
>>
>>2406604
>>2406589
>>2406561
>>2406545

Grab the two and go it is.

Writin'
>>
>>2406300

The temptation to run out there and cause all kinds of hell is there, but after another rocket slams into your new cover, you decide to mag-lock your training rifle to your side.

"Cover me you two, I'll make a grab for them".

"10-4; move when we start firing".

Hunkering down, you grit your teeth as you wait for your cover fire to start. Lowis doesn't disappoint, the responding salvo, even if it's nothing but blanks, still sounds like two very pissed off autocannons firing at full. Thankfully, whoever your enemies are flinch, the incoming fire of rifles and rockets stopping as you assume they all hit the deck.

You don't notice yourself, as you're in the middle of sprinting over to the two downed mechs in the brief respite. It's not hard to find them either, as the destroyed chassis have strewn parts and debris that give you a clear marker of where to find your fellow recruits.

Unfortunately, you don't have the time or ability to get them out of their trainers, so you settle for grabbing what's left of the body their encased within in one hand each.

"I've got the two pilots, time to go!"

Without bothering to look behind you, you sprint off towards the base. You have to be careful with where you go, as you don't want to accidentally crush the people you're supposed to be rescuing. Thankfully, your footing is as sure as ever, so you don't have any issue navigating the unstable terrain.

Bursting through the treeline, you immediately note a hastily constructed battle-line guarding this part of the perimeter. Thankfully, they don't immediately blow the shit out of you, and you're directed towards where the bases' medical and engineering team are ready to cut the downed pilots out of their destroyed mechs. The fact that the last two members of your squad aren't right behind you is concerning, but you have your own responsibility to attend to first.

Setting them down, you see two full sized combat mechs stomp off, your HUD identifying them as 'Woodsman' and 'Scarlet'. Looking to the side, you see a weapon's rack with what looks to be an unmodified version of your training rifle still there.

Now what?
> Grab the rifle and head after your instructors
> Grab the rifle and join the line
> Get out of your mech and go assist the medical team in triage
> Other
>>
>>2406798
>> Get out of your mech and go assist the medical team in triage
>>
>>2406798
>Get out of your mech and go assist the medical team in triage
>>
>>2406798
call the other two on the comms. are they alright?
>>
>>2406798
>> Grab the rifle and join the line
>>
>>2406798
> Get out of your mech and go assist the medical team in triage
>>
Rolled 18, 52, 54, 69, 32, 67, 63, 15, 42 = 412 (9d100)

>>2406846
>>2406814
>>2406805

Triage it is.

Writin'

Rolling to see how the fight is going...
1-3 ???, 4-6 Lowis and Scott, 7-9 Instructors
>>
>>2406798

You want to go help your squad, but risking insubordination and getting a rocket to the face makes you comply with the engineer waving you to walk yourself into the factory.

Shutting the machine down, you ignore the instinct to go rest as you rush out of the building, still in your armor, and run over to where the medical team is working. What's left of the scorched and destroyed chassis are cut off by a few engineers and removed, revealing the pilots within.

Someone yells at you to hold an IV bag up while the first pilot is removed, quickly checking over the unconscious body for spinal injuries before lifting them up onto a stretcher. You don't get to see the status of the other, as you run with the medical team along the stretch towards the medbay.

Once inside, one of the medics takes the IV bag from you, places it upon a stand, and then ushers you over to an examination room. You're not too happy about the impromptu checkup, especially since you're stuck in there waiting for a few minutes after you get your armor off, but at least you're given the all clear eventually.

Armoring back up, you get outside just in time for the remainder of your squad and the instructors return. The good news is that all four of them appear to be walking under their own power, but that's about where it ends.

The trainers have clearly been mangled, their minimal armor almost entirely gone, and one has lost an entire arm. The instructors are little better, but their combat rated mechs withstood whatever punishment intact.

Snapping you out of your observations is the crackling of your radio, your drill Sargent's voice clearly sounding out even through the poor quality of your equipment, "All Pukes, report to the briefing room immediately".

Now what?
> Head to the briefing room
> Head to the factory, check on Lowis and Scott
> Head to the factory, check on the instructors
> Other
>>
>>2407072
> Head to the briefing room
We follow orders. Never take initiative in basic
>>
>>2407072
> Head to the briefing room
>>
>>2407072
> Head to the briefing room
everyone is ok for the most part. we can deal with them later.
>>
>>2407072
>> Head to the briefing room
>>
>>2407072
>> Head to the briefing room
>>
>>2407099
>>2407094
>>2407088
>>2407078
>>2407076

Briefing it is.

Writin'
>>
>>2407072

You're concerned with how the others are doing, but if they're still walking then they're fine enough. Besides, whatever briefing this is about has to be something important; no reason to be late to it.

Heading over to the administrative buildings, you follow the other recruits to the briefing room, a number of which give you a few strange looks thanks to your armor. Sitting down alongside the other trainee pilots, you pull of your helmet and take the opportunity to let your hair down.

The fact that you're the only member of your squad that's in attendance is a bit cutting, but you'll just have to tell them what's going on later.

You don't wait long before the drill Sargent strides into the room, the idle chatter in the background immediately going silent at his presence other than the sound of all of you standing to attention. He doesn't start shouting, which is a bit concerning in and of itself, but the man just looks everyone over before talking.

"Listen up, pukes. Congratulations, you've all been promoted," That certainly wasn't what you were expecting, "If you're on PT currently, you'll be on the firing range tomorrow. If you're on the firing range currently, you'll be on the trainers tomorrow. And if you're on the trainers currently, head to the factory tomorrow. Other than that, training cycles will be continuing as usual aside from a few changes. One, no one leaves the base alone or unannounced. Two, everyone will be carrying while on base. Three, you'll be assigned a patrol and standby schedule, effective tomorrow. That's it, dismissed".

Without any other ceremony, the massive instructor leaves the room.

A few people are talk among themselves, but the majority of people are leaving the room for whatever else they were doing before the attack.

Now what?
> Head back to your rack and get sleep while you can
> Head over to the medbay and check on your squad
> See if you can catch up with Woodsman, ask him if he know the bandits that attacked you
> Go to the firing range, get some more practice in
> Other
>>
>>2407258
>Head over to the medbay and check on your squad
>>
>>2407258
> Head over to the medbay and check on your squad
At lest let them know the new orders
>>
>>2407258
>> Head over to the medbay and check on your squad
>>
>>2407258
>See if you can catch up with Woodsman, ask him if he know the bandits that attacked you
>>
>>2407258
>> See if you can catch up with Woodsman, ask him if he know the bandits that attacked you
>>
>>2407258
> Head over to the medbay and check on your squad
>>
ehen he said tomorrow, did he mean after a full forty hour cycle or twenty four?
>>
>>2407370
Guseing 40 hour
>>
>>2407370
>>2407420

Since it's currently late night, I really should have said 'in the morning' instead of tomorrow.

>>2407323
>>2407282
>>2407265
>>2407264

Medbay it is.

Writin'
>>
>>2407258

Clipping your helmet to your side, you walk back across the base to the medbay, practically right back to where you were before.

You're forced to wait, irritatingly, by a orderly when you ask her about seeing Lowis. Apparently the guy's recovering from treatment, something to do with taking shrapnel to his arm when his mech took a hit.

After a long, tedious hour of sitting on an uncomfortable metal chair and tapping your foot impatiently, you're finally allowed in.

The young man in question looks over at you as you walk in, smiling somewhat tiredly. He's a bit pale, but aside from the bandages that now wrap around his right arm it seems like he made it without a scratch.

"Lauren, you made it out without a problem, huh?"

Finding yet another metal chair, you sit down with a slight sigh before responding, "Can't say the same for everyone else".

"Scott's fine, and I asked about the condition of the others to which it sounds like they'll pull through, so don't worry about it," From the way his face scrunches up, you'd guess he wants to scratch his wounds but his better judgment is preventing that, "Why are you here, anyways? I'd have figured you'd be asleep already".

Your response?
> Ask Lowis what hurt him and Scott
> Ask Lowis how long he'll be out of action for
> Tell Lowis your new orders
> Say nothing, just relax
> Other
>>
>>2407929
> Ask Lowis what hurt him and Scott
> Tell Lowis your new orders
>>
>>2407929
> Tell Lowis your new orders
>>
>>2407929
>> Tell Lowis your new orders
>>
>>2407929
>"As if I could sleep soundly without knowing how you guys are."
>Ask Lowis how long he'll be out of action for
>Tell Lowis your new orders
>>
>>2407929
> Ask Lowis what hurt him and Scott
> Tell Lowis your new orders

The fact that the DI didn't yell is worrisome. Some real shit went down.
>>
>>2408081
>>2408071
>>2408045
>>2407963
>>2407953

Ask about the fight then tell him about new orders.

Writin'
>>
>>2407929

"Even I'm not that cold," You look over Lowis with a neutral expression, trying not to get too aggravated at his words, "...What happened after I left?"

That gets a wince out of the injured man, "Well, our trick of firing blank rounds worked for a few seconds, until those bandits realized we were bullshitting them. Thankfully, they were only firing rifles at that point, but..."

Unconsciously, you lean forwards.

"They had a combat mech of their own, a slim one with a chain axe. Bastard was fast, and flat out cut one of my trainer's arms off with the rifle still in the grip. Thankfully, the instructors showed up before we got too damaged and managed to run it off".

Sitting back, you take a long breath in through your teeth. So, that's what the issue is...

"We've got new orders, probably thanks to that mech, which is why I'm here in the first place. There's a patrol and stand-by schedule on our rotation, though you won't be on that until you get released. We're also supposed to head over to the factory starting tomorrow, so we'll probably be getting some more combat-effective gear then".

"Yeah, that's to be expected," Leaning back, Lowis just looks up at the ceiling, "Thanks for telling me that, Lauren. Right now, though, I, and you for that matter, should get some rest. I'll talk to you when I get out of this damn hospital room".

"Later then," Standing up and stepping out of the room, you're escorted out of the medbay by one of the medics who lets you know that he'll be recovered enough for duty within a day or so.

Stepping out into the late, and thankfully quiet, night, you consider what to do now.
> Go find Woodsman, ask if he knows anything about those bandits
> Go to the firing range, get some more practice in
> Head to the barracks and get some sleep
> Other
>>
>>2408351
>> Go find Woodsman, ask if he knows anything about those bandits
>>
>>2408351
>Head to the barracks and get some sleep
As he said, we should get some rest.
>>
>>2408351
>> Head to the barracks and get some sleep
Do we gain skill ups when we get a good nights sleep here too?
>>
>>2408351
>Head to the barracks and get some sleep
>>
>>2408478

Kind of. I'm going to try out a slightly different system due to the focus on mechs, but that will still be in place

>>2408478
>>2408396

Get some sleep it is.

And on that note, so do I. Tomorrow we'll be back to the usual time of 4:30 pm EST, see you then.
>>
>>2408351
> Head to the barracks and get some sleep
>>
Rolled 77 (1d100)

>>2405245
Rawling
>>
>>2409145
a little late?
>>
>>2409157
Yeah forgot to update before hosting :'(
>>
>>2408351

The morbid curiosity of finding your drill instructor and figuring out just who exactly ambushed your squad eats at you, but after thinking about it the prospect of going and bothering the man at... oh, 0140, really puts a damper on that.

So, with a bone-deep tiredness that you could have sworn wasn't there before, you drag yourself back to the barracks.

The majority of the bunks are already full when you arrive, but thankfully yours is still empty and, after carefully removing your armor, you sink blissfully into your meager cot.

You don't realize that you've slept for any amount of time until you wake up and blearily look at your clock, the damn thing dutifully reporting that it's 0620. Growling to yourself in aggravation, you push yourself away from the little rest you've managed to gather and get quickly cleaned up.

With a clean pair of fatigues on, you throw your piloting armor on as well; it wasn't exactly stated to be a requirement, but if they want you to be on alert you're going to need to have it on you anyways.

Clipping your helmet to your side, you consider what to do this morning.
> Go grab some food at the mess
> Maria and that other girl are out doing something, might as well see what they're up to
> Go to the factory, see what new gear you're getting assigned
> Other
>>
>>2409958
>> Go grab some food at the mess
>>
>>2409958
> Maria and that other girl are out doing something, might as well see what they're up to
> Go grab some food at the mess
> Go to the factory, see what new gear you're getting assigned
in descending order
>>
>>2409958
>> Maria and that other girl are out doing something, might as well see what they're up to
>>
>>2409958
>> Go grab some food at the mess
>>
>>2409958
>> Maria and that other girl are out doing something, might as well see what they're up to
>>
>>2409963
>>2409965
>>2409973
>>2409975
>>2410011

Grab the girls and go get food it is.

Writin'
>>
File: Maria_UptoNoGood.png (51 KB, 220x231)
51 KB
51 KB PNG
>>2409958

Looking off to the side, you see Maria and her dark-haired friend, or warden depending on what the catty gal was up to, standing around trying not to look too suspicious. The friend is doing a good job, but the other is peaking around a corner without any real degree of self-awareness.

Well, food always tastes better with other people; kind of. The slop they serve here can certainly use all the help it can get.

Walking over, you get close enough to hear the warden vaguely threatening her friend under her breath.

"-ria, I swear. Anyone so much as looks at us the wrong way you're on your own".

"Where's your sense of adventure, Sofia~? We've been doing nothing but boring stuf- Hey Lauren!"

Maria's suddenly in your face, which is damn near terrifying on its own, looking over your suit of armor with clear interest, "Ooh, ooh, look at you, strutting around like a regular pro! If only I had my camer-ah!"

"Sorry, again," The other girl, a bit shorter than her loud friend, pulls her into a light headlock, "I've been trying to keep her on a tighter leash now".

You just shrug, rolling your shoulders under your armor, "It's fine, I came over here anyways. Speaking of which, do you two want to go grab some breakfast?"

"But ther-"

"Yes," Her friend's expression goes cold, all the while tightening her grip, "We would love to; don't you agree, Maria?"

With the nosy girl pacified for the time being, the three of you walk over to the mess hall. The place is slowly filling up by a combination of other recruits and the more civilian population of the base.

After waiting in line for what can be charitably called food, you sit down and, upon hearing the noise it makes when you move it with your fork, decide to look for something else to do.

The two gals in front of you should help with that a bit.
> Ask this 'Sophia' what her name is, just for formalities sake
> Ask what the two of them were up to before
> Ask them how their training has been doing
> Ask them something else
> Just stay silent for now
>>
>>2410091
>> Ask them how their training has been doing
The psych eval can't come fast enough
>>
>>2410091
>> Ask this 'Sophia' what her name is, just for formalities sake
> Ask what the two of them were up to before
>>
>>2410091
>Ask this 'Sophia' what her name is, just for formalities sake
> Ask them how their training has been doing
>>
>>2410091
> Ask them how their training has been doing
>>
>>2410091
>Ask this 'Sophia' what her name is, just for formalities sake
>Ask them how their training has been doing
>>
>>2410097

Despite appearances, you're not really in the military. Otherwise, you'd have a point.

>>2410097
>>2410104
>>2410152
>>2410205
>>2410214

Ask for a name then ask about training.

Writin'
>>
>>2410091

"So," You've barely finished getting the first word out of your mouth when Maria snaps up from her food to look at you, "Maria and..."

The mystery girl catches on quick, favoring you with a smile that has a bit of a twisted hint to it, "Sophia. Always a pleasure to meet someone who's..." She flickers her gaze over towards the catty girl, "capable of independence".

"Always so cold and cutting, Sophia~. You should be more like Lauren here: cute and quiet~".

"Yeah yeah," Cutting her off before she can get any further down that line of thought, "How has training been for you two?"

"Slow, tedious, but necessary," Sophia glares at Maria, "We just managed to get up to the firing range, but with recent events it sounds like we'll be on trainers sooner than I thought. You however..."

She leans forwards, a predatory gleam in her eyes, "Word around base is that the factory's got a fresh stock of new mechs waiting for use, and that the current group on trainers are being given them to patrol the nearby area. Imagine my surprise when your name just happened to be on that list".

Backing away doesn't feel like it would do enough, so you just start hurriedly shoveling food into your mouth.

"And as a commemoration of our friendship, I'd just love to ask for a simple favor".

"I'd like one too~!"

You just stare at the two of them, who are both looking at you like a piece of meat. It's... frankly disturbing...

Now what?
> Tentatively ask what these 'favors' entail
> Try to change the subject
> Retreat
> Other
>>
>>2410345
> Tentatively ask what these 'favors' entail
>>
>>2410345
>> Other
>Stop looking at me like I'm a piece of meat and I'll consider it.

The fact they they want to ask us for favors means that we have the power here.
>>
>>2410345
>> Tentatively ask what these 'favors' entail
We may be able to get some favors in return.
>>
>>2410345
>Tentatively ask what these 'favors' entail
"You can /ask/. I reserve the right to say no."
>>
>>2410345
>> Retreat
Fuck no
>>
>>2410369
This
>>
>>2410345
>> Other
>Stop looking at me like I'm a piece of meat and I'll consider it.
>>
>>2410449
>>2410377
>>2410373
>>2410369
>>2410365
>>2410362
>>2410359

That's a maybe.

Writin'
>>
>>2410345

Raising up your plate of 'food' in what's definitely not a defensive manner, you stare at the two evenly, "You can ask, but that doesn't mean I'll say yes. And for fucks sake, stop looking at me like that".

Sophia leans back in her seat, looking distinctly smug for some reason, "At 3500 tonight, there's going to be a dead drop coming down within your patrol route. All you have to do is deviate about two kilometer from there, pick up a small crate without crushing it, and drop it off at a designated spot just outside the base's perimeter. Nice and easy; you'll have the GPS coordinates uploaded to your mech before you head out and the guards on that side of the wall know what you'll be doing when you drop it off".

You just stare at the dark-haired girl, not really sure how to process what she just said. Instead, you just look over to Maria.

"My favor will come up after you get that crate~," Raising a hand, it looks like she's trying to whisper conspiratorially towards you even though she doesn't actually lower her voice, "See, in that crate is some camera equipment that I'll be putting together. Once I do, I'll need you to run them out and set them up while you're on patrol. I can't wait! With it, I can get some really, really good shots with that stuff and, with some luck, I can get shots of those bandits if they're still out there~".

Pushing the catty girl back into her seat, you put down what's left of your 'food' and consider your options. On one hand, getting those cameras out might actually give you some kind of recon presence without waiting for whatever Woodsman has planned. On the other, if he finds out there's no way in hell he wouldn't send your ass straight back down to the bottom rung.

Then again...

A 'polite' cough, drags your attention back to where Sophia is barely containing a grin at you. Yeah, she wants a response.

Your response?
> Agree, you'll do it but they'll both owe you big
> Disagree, you can't risk it
> Ask why they haven't brought this up to Woodsman, he'll probably agree with getting some kind of forwards recon presence in the immediate future
> Other
>>
>>2410588
> Ask why they haven't brought this up to Woodsman, he'll probably agree with getting some kind of forwards recon presence in the immediate future
>>
>>2410588
>> Ask why they haven't brought this up to Woodsman, he'll probably agree with getting some kind of forwards recon presence in the immediate future
>>
>>2410588
>Ask why they haven't brought this up to Woodsman, he'll probably agree with getting some kind of forwards recon presence in the immediate future
That said, I'm inclined to disagree. There's no way cameras physically left there won't get found eventually, and there's no guarantee that the transmitted feeds won't get intercepted by the bandits and used against us.
>>
>>2410588
>> Ask why they haven't brought this up to Woodsman, he'll probably agree with getting some kind of forwards recon presence in the immediate future
>>
>>2410593
>>2410594
>>2410601
>>2410604

Have you tried being official about this?

Writin'
>>
>>2410588

"Why haven't you asked Woodsman about this?" Looking between the two, you can't help but ask the very obvious question here, "I know how the guy looks, but I don't think he's a stuck up idiot".

"Who?" Maria tilts her head questioningly, and you can tell Sophia is similarly confused.

"Woodsman... You know, our drill Sargent? Big guy, yells at us all the time?"

"Right, him," The smug girl nods sagely, like she didn't just have no idea what you were talking about, "Well, I wouldn't mind you talking to him about the cameras, but for the shipment itself..."

"It's got contraband, is what you mean," Sighing to yourself, you finish up what's on your plate, "Don't act so surprised, I grew up on a station".

Sophia just smiles at you, not at all taken aback by your words. It's a bit infuriating, "Then you should understand the good a healthy... secondary economy does in these kinds of areas. All I ask is that you keep quiet about this, whether you do it or not. Now, Maria, I believe we have training shortly. I hope for a positive response, Lauren, but goodbye for now".

With one last pair of smiles, you're left alone at the table. Grumbling, you set away your metal tray and leave the mess hall.

Now what?
> Go to the administration buildings, you should talk to Woodsman
> Go to the firing range, you need to keep sharp
> Go the factory, you need to get acquainted with your new gear
> Other
>>
>>2410651
>Go the factory, you need to get acquainted with your new gear
>>
>>2410651
> Go the factory, you need to get acquainted with your new gear
>>
>>2410663
>>2410662

New stuff it is.

Writin'
>>
Alright, I have no idea how I did that give me a minute.
>>
>>2410651 (You)

Continuing on your way, you head towards the armored factory. The place has a few people running around, mostly the engineers, and when you get close enough the reason becomes extremely apparent.

The telltale sounds of fabricators and assemblers working their magic of turning raw materials into weapons of war are in full effect now, the walls of the place practically humming with activity as you enter and go to the same open bay you received your trainer in.

Within are several engineers who are hard at work, one of them approaching you and taking your name down on a PDA before point you towards one of several combat mechs in the middle of being prepared.

Arriving at what's evidently going to be your ride for the foreseeable future, you can't help but look up at it with a bit of awe. The mech stands at just under two stories tall, the semi-blocky chassis giving you the impression of a middle of the road in terms of armor versus mobility, while the battle rifle, of which is easily longer than you are tall, gives no qualms about what this machine is meant to do.

This is truly a weapon of war, designed for front-line combat.

"It's quite the experience, when you realize what's in front of you is yours".

Spinning on your heel, your eyes widen slightly at the sight of Woodsman standing directly next to you.

He doesn't exactly react when you immediately snap to attention, but within a few seconds of silence he speaks up again, "At ease; boot camp's pretty much over now".

Awkwardly, you lower your hand and turn back to look up at your mech. Neither of you say anything for almost a minute; you've no idea what's going through his mind, but curiosity is burning away at you.

Now what?
> Ask him what he meant by boot camp being over
> Ask him if he knows about that mysterious mech
> Ask him if he'd be interested in a strange kind of recon request
> Ask him something else
> Just stay silent for now
>>
>>2410815
>> Ask him if he'd be interested in a strange kind of recon request
>>
>>2410815
>> Ask him if he knows about that mysterious mech

segue into

>> Ask him if he'd be interested in a strange kind of recon request
>>
>>2410815
>Ask him if he knows about that mysterious mech
Get a feel for him before asking for something outside of protocol.
>>
>>2410815
>Ask him what he meant by boot camp being over
>>
>>2410815
>Ask him if he knows about that mysterious mech
>>
>>2410815
>> Ask him if he'd be interested in a strange kind of recon request
>>
>>2410815
>Ask him if he knows about that mysterious mech
>>
>>2410815
>> Ask him if he knows about that mysterious mech
>>
>>2410815
> Ask him if he'd be interested in a strange kind of recon request
>>
Sorry about that folks, I passed out right after I finished up that post last night. Back now.

>>2411584
>>2411567
>>2410960
>>2410940
>>2410904
>>2410902
>>2410844
>>2410825
>>2410822

Ask about that mech then segue into the recon request.

Writin'
>>
>>2410815

The towering mech over you reminds you of part of what Lowis mentioned to you, and as such you voice your curiosity, "Sir, a question if I may?"

A nod is all you get.

"I spoke to my squad lead, Lowis, last night after all that had happened, and he mentioned a unknown mech with an axe that attacked you all after I had left. Would... would you happen to know anything about that mech?" You want to know more, mostly where the bandits came from and how many pieces they'd like to die in, but for now this is the biggest question on your mind.

Woodsman doesn't say anything at first, clearly collecting himself before he response, "Horizon VII is a large planet, with no real government aside from one exception and is mostly run by whatever corporation is active in that specific area. As such, people disappear all the time, whether it's due to failed 'retirements' or something else, and there's no shortage of holes to vanish down. It's why I'm not surprised about the bandits on foot. The mech on the other hand..."

He turns and looks down at you, a pair of cold, steely eyes unflinchingly boring into yours, "A combat mech requires support; engineers, infrastructure to supply power and parts, and proper training for the pilot. You're a smart girl, I don't believe I need to explain any further about why this is an issue".

You just nod, a bit numbly as the implications hit you.

"Good; now, get some practice in with your new mech. We're going to need every combat capable pilot we can out of you all. Consider this a final order," With that, Woodsman turns on his heel and begins walking out of the factory.

"Sir!" Dancing between your two choices, you're already speaking up before you can properly decide. As such, your drill Sargent looks at you with a raised eyebrow for several seconds before you get your thoughts in order, "Sir, I know you're already working on locating the bandits, but I overheard other recruits working on a kind of autonomous reconnaissance system. Would you mind if I assisted them in their project?"

Stopping in place, there's a heart stopping moment when those cold eyes return to you and you can't help but feel like you're completely transparent. Pulse thundering through your ears, the pressure you barely notice until it's almost painful suddenly ends when the man turns back around.

"...When you have something of more substance, bring it to my attention".

And with that, he's gone.

Releasing a ragged breath, you wipe several drops of sweat away from your brow. The shit you put up with...

Looking back up at your mech, you hope to find some sort of comfort while piloting the two story tall pile of steel and death.

Now what?
> Time to practice; you were ordered
> Go find an engineer to give you a rundown on the 'bot
> Leave the factory, go somewhere else (where?)
> Other
>>
>>2411890
> Time to practice; you were ordered.

Unless 'go find an engineer' is to give us details about the mech that were supposed to be in, then go do that first.
>>
>>2411890
>Go find an engineer to give you a rundown on the 'bot
No one operates on machinery without first understanding at least some of its workings. No one competent, anyway.

>"...When you have something of more substance, bring it to my attention".
Well, that sounds like tacit permission to me.
>>
>>2411890
>> Go find an engineer to give you a rundown on the 'bot
>>
>>2411890
>> Time to practice; you were ordered
>>
>>2411890
>> Go find an engineer to give you a rundown on the 'bot
>>
>>2411890
>> Go find an engineer to give you a rundown on the 'bot
>>
>>2411945
>>2411935
>>2411908
>>2411904
>>2411899
>>2411932

Engineer help it is.

Writin'
>>
>>2411890

You're itching to climb in that mech and start stomping around, but knowledge is power. And, considering you're just a fuckin' puke, you're going to need to find one of the nerds to explain things to you.

Hopefully in short sentences and shorter words.

Eventually finding on that's taking some kind of coffee break, your request for some information is met with a PDA being hastily shoved into your hands.

Without complaining, much, you pull up a rough sketch of your mech.

Vanguard-Class Titan Mk1
> STR: 0/1
> MOB: 0/0
> FRP: 0/1
> SEN: 0/1
> STL: -1/0

> So, this is the mechanic system I'm going to be using for this quest; what I'm going to refer to as the Adaption system. Because having individual skill lists for each mech you've used would be extremely tedious.
> With the Adaption system, you have 6 core stats for each mech: Strength, Mobility, Firepower, Sensors, and Stealth.
> Stats that are 0/X mean that after succeeded on enough checks involving that stat, you will gain one degree of success, or a +10 bonus, to that roll to a maximum of X. (E.g. with enough successes involving your mech's rifle, you can gain a +10 bonus to shooting weapons with it).
> Stats that are -Y/0 mean that you have a penalty of a single degree of success, or a -10 penalty, to that roll. With successes involving that stat, you can negate this penalty until it is a flat roll. (E.g while attempting stealth rolls, you currently have a -10 to them. Succeeding a number of times can rid yourself of this penalty).
> Stats that are 0/0 do not give you a bonus or a penalty, regardless of any future successes or failures.

Satisfied with what you now know to the point where you don't think you'll kill anyone during your test run, you had the PDA back to the slightly disgruntled engineer and leave him to continue to make out with his coffee mug.

Now, this is where the fun begins...

> Roll me three 1d100's please
>>
Rolled 22 (1d100)

>>2412041
>>
Rolled 96 (1d100)

>>2412041
money shot to the face
>>
Rolled 85 (1d100)

>>2412041
>inb4 we seduce our mech
>>
>>2412041
>6 core stats
I'm assuming this is meant to be 5?
>>
>>2412086

Don't mind me, I'm just an idiot.

>>2412058

That's a 96, pretty damn good.

Writin'
>>
>>2412041

Pulling your helmet from your side, you slip it onto your head. The minimalist HUD in it, little more than a digital clock and a basic map of the base, lights up dimly at the corners of your vision.

Finding the stairway to the lower catwalks, you proudly stride up to the cockpit of your new mech.

You almost want to say something to mark this occasion, but after a moment of standing there with your hand on the hatch you just head on it without a word.

Sinking into the seat, you pull down a nearby handle to entomb yourself within the armored chassis. The entire mech shutters, plates of steel moving under the power of motors to slide them into place.

For a moment, there's silence.

Then, there's a burst of static across your helmet's HUD as the armor properly integrates with the mech's computer, stabilizing after several seconds and you have to hold back a gasp from the difference compared to your trainer.

Sure, the modified cargo loader also gave you a look 'through the armor' of your own mech, but this is a much, much sharper look without the occasional glitches of the trainer. Experimentally looking around, your gaze flickers over a few things before landing on the rifle that you'll be using in this beast. Unfortunately, you won't be able to fire the thing, as you don't think the firing range is built to handle your mech, but you do raise an eyebrow as your HUD gives you a brief rundown of the rifle itself and it's characteristics. The gist of it is that it's a fairly standard, middle of the road rifle, at least in terms of ones for two story tall Titans, but you do note that you'll be able to utilize different round types. Should be handy.

After receiving a path out of the factory, you pilot yourself out of the armored building and into the open area of the base. You're also given a set area to stretch your legs.

The pile of rivets and bolts around you grumbles, shuttering in a way that gives you the impression that it wants to move, to fight, to crush your enemies underfoot. Cracking your neck, you can't help the thin smile that springs to your face. With a few movements of the control sticks, you send your war machine forwards.

[1/2]
>>
>>2412170

[2/2]

You decide to start off with some simple movements, just to get yourself used to the differences between this and the trainer.

And it's a good thing that you do, as the changes are evident with the first step you take. There's a sluggishness, a weight, to your actions that just simply wasn't present before.

Makes sense, considering this Titan probably masses at least twice as much as one of the trainers.

Somehow, you barely notice it after the second lap of running about, already adjusted to the added momentum of this much metal moving.

Idly, you note a growing crowd of recruits standing around, some gawking at you as you go through your practice.

Well, if they're here...
> Push things up a notch, give 'em a show
> Keep going the way you are, no need to rush
> Other
>>
>>2412189
>> Push things up a notch, give 'em a show
>>
>>2412189
>Keep going the way you are, no need to rush
No reason to make a fool of ourselves; they're already apparently impressed enough by this much.
>>
>>2412189
> Push things up a notch, give 'em a show
Time to fail
>>
>>2412189
>Keep going the way you are, no need to rush
We're a soldier, not showmaker!
>>
>>2412189
>Keep going the way you are, no need to rush

If they're already amazed, I see no reason to risk futzing it up now.
>>
>>2412189
>Keep going the way you are, no need to rush
>>
>>2412258
>>2412224
>>2412220
>>2412206

Maintain pace it is.

Writin' in a bit.
>>
>>2412189
>Keep going the way you are, no need to rush
>>
>>2412189

There's the temptation her to just let loose, to let the adrenaline singing through your veins take the control sticks and ride it for all its worth.

Sadly, or thankfully, the next breath you take pushes the fog of excitement from your head and you calmly continue your exercises. This is the first time you're using this thing and the prospect of trying to show off to a group of people who are already impressed with the risk of falling on your face is a sobering one.

Over the next few minutes, you run your mech through it's paces, getting a handle for how the added weight forces you to turn wide at higher speeds.

When two more combat mechs stride out onto the ground, you decide to call things there.

Breathing deeply to full snap yourself out of whatever the hell was getting to you back there, you walk your mech back into the factory and set it back where you found it, disconnecting yourself from the system's computer before pulling the handle to remove yourself from the voluntary entombment.

Stepping out of the cockpit is a strange experience; for a few seconds you thing there's something wrong with your vision, but then you readjust to just having two eyeballs rather than a full sensor suite.

Sliding your helmet off and placing it back against your side, you stare back up at the mech, your mech, one more time.

Turning away, you head out of the factory and consider what to do next.
> Go to the firing range, get some practice in
> Go to the medbay, check on the rest of your squad
> Go find Sophia and Maria, tell them about what Woodsman said
> Go back to training until you have your patrol route (timeskip)
> Other
>>
>>2412394
> Go to the firing range, get some practice in
>>
>>2412394
>Go to the firing range, get some practice in
>>
>>2412394
> Go find Sophia and Maria, tell them about what Woodsman said
>>
>>2412394
> Go to the firing range, get some practice in
>>
>>2412394
>> Go to the firing range, get some practice in
>>
>>2412394
>Go to the firing range, get some practice in
>>
Sorry about the delay, fell asleep there.

>>2412409
>>2412412
>>2412439
>>2412521
>>2412618

Firing range it is.

Writin'
>>
>>2412394

Well, you'd like to go get some more time in on the range. Plus, you need to pick up some weapons for self defense; Woodsman's orders.

So, you decide to do just that.

The antisocial man behind several layers of plexiglass and bulletproof metal stares at you for a few seconds, perhaps not recognizing you out of a set of soiled fatigues, before getting your requested battle rifle and pistol. He makes you sign off on them, mostly having to do with not shooting fellow recruits unless truly necessary, before waving you away so he can continue to masterbate or do whatever the hell it is he does locked in that room of misery and sadness.

Getting yourself set up with a few boxes of ammo and a set of ear protection in one of the booths, you decide to start off easy with the pistol.

Your marksmanship isn't the best, definitely won't be winning any rewards here, but you're well within the usable category. After a few magazines, you switch over to your much heavier battle rifle.

The thing's got the full suite of options when it comes to firing modes, but with your lack of experience in using it you opt to just stick to Semi for now. Even still, every round thunders down the barrel of your gun and pings the metal backstop, easily tearing through your target.

The racket you're making eventually attracts the attention of that fiery instructors, Scarlett's her callsign, who's, once again, patrolling along the firing line for anyone doing anything stupid.

She comes to a stop right by you, the weight of her gaze is something physical in the air that you can feel despite your focus on the shredded target down the range.

You stop after emptying the magazine, making sure to properly unload the weapon and safety it before putting it down for a short break. Looking over your work, you're satisfied with your accuracy, even if there's still a few outliers.

Scarlett's still here, looking over you by now. It's not exactly the most comfortable thing in the world, but something has to have caught her attention to get her like this.

Now what?
> Ask Scarlett what's so interesting about your ass
> Ask Scarlett what she thinks of that mech from last night
> Ask Scarlett something else
> Stay silent for now

> Going to really go to sleep now. Will be busy tomorrow, but I'll see when I can get in a few updates.
>>
>>2412984
>> Ask Scarlett something else
Ask her is she needs something
>>
>>2412984
>Ask Scarlett if your shooting was really that bad; you swear you could feel her glaring a hole through you.
Sort of like asking what's so interesting about your ass, but more self-effacing.
>>
>>2412984

>Ask if she has any advice for improving.
>>
>>2412984
> Ask Scarlett what she thinks of that mech from last night
>>
>>2412984
Ask her if your ass looks fat in this
>>
>>2412984
>Stay silent for now
We're ex-Puke by literally one day, maybe tone back the attitude for now
>>
>>2412984
>> Ask Scarlett what's so interesting about your ass
>>
>>2412984
What did you do before you were conscripted?
>>
Sorry about vanishing like that; was in bed for most of the weekend locked in honorable combat with the plague.

>>2412999
>>2413051
>>2413056
>>2413059
>>2413210
>>2414067
>>2414109

Ask what the issue is.

Writin'
>>
>>2412984

After a few seconds, her staring becomes more than a bit awkward to the point where you're forced to do something lest you begin sweating buckets.

Motioning towards the target as you recall it, you turn over your shoulder and open your mouth, "Is it really that bad, ma'am? You're... kinda glaring a hole into my backside..."

Scarlet doesn't react at first, only showing the first signs of responding when she blinks her eyes and properly looks at you. From there, she looks over what's left of your target for a moment, "You're not going to get any credit for marksmanship with accuracy like that, but at least you're not a SAW gunner".

Faint praise with heaps of damning it is then. Still, doesn't exactly explain why the fiery instructor is crawling up your ass right now. And it doesn't seem like you'll be getting that chance, as without another word she turns on her heel and leaves.

Yeah, that happened. Planeteers, what a weird bunch...

Collecting your belongings and heading back outside, you consider what to do next.
> Go to the medbay, check on the rest of your squad
> Go find Sophia and Maria, tell them about what Woodsman said
> Go back to training until you have your patrol route (timeskip)
> Other
>>
>>2421038
>> Go find Sophia and Maria, tell them about what Woodsman said
>>
>>2421038
>> Go to the medbay, check on the rest of your squad
>>
>>2421038
> Go find Sophia and Maria, tell them about what Woodsman said
>>
>>2421038
> Go to the medbay, check on the rest of your squad
>>
>>2421038
> Go to the medbay, check on the rest of your squad
>>
>>2421053
>>2421105
>>2421177

Medbay it is.

Writin'
>>
>>2421038

After taking a quick pit stop at the factory to drop off your battle rifle, you head over for to the medbay.

The scene here is less frantic than the night before, which is a good sign, but you still have to wait your damn time to get an orderly willing to give you the time of day. Eventually, you ambush one at the nearby coffee machine and get a brief rundown.

Lowis you already know about, though it's noted that he's recovering faster than expected.

Scott, your lead's partner, has already been discharged, his wounds only consisting of the usual spread of scrapes and bruises.

Alexa, the other gal in your squad, is currently in a medically induced coma after the rocket that hit her drove shrapnel into her chest. She's stable now, but there's still metal dangerously close to her vital organs so they're not taking any chances.

Chris is awake, but not entirely there. While his trainer didn't fill him with shrapnel, he suffered a concussion from the impact. The docs are keeping him under close observation, just to make sure he won't relapse or develop hemorrhaging, but it sounds like he'll pull though.

Your victim makes her escape, grabbing several mugs of hot coffee before running off, leaving you alone on the floor center.

Now what?
> Go check on Alexa
> Go check on Chris
> Go check on Lowis
> Leave, go talk to Sophia and Maria
> Leave, go train until you have patrol
>>
>>2421297
> Go check on Chris
Lowis is fine and the gal is unconscious. There's only one person here worth talking to.
>>
>>2421297
> Go check on Lowis
>>
>>2421297
>> Go check on Chris
>>
>>2421365
>>2421602

Chris it is.

Writin'
>>
>>2421297

Well, if you're here you might as well check in with one of the injured recruits. And since you've already talked to Lowis and Alexa is out cold, that just leaves you with Chris.

A quick check over the nearby room numbers and you quickly find your way to his room. There's a doc outside working on something who, upon asking him, lets you pay the young man a visit but warns you to keep it quick and to the point.

Entering within, you blink to force your eyes to adjust to the darkened room, pausing to make sure you don't fall on your face. Chris is there, sitting up on his shitty bed, his eyes narrowed from the light you brought in with you.

"Mm... Lauren... right?"

You resist the urge to wince as you walk further in, the slow and deliberate way he's speaking in belying just how hard that head injury is hitting him. Still, you walk over and try your best to be quiet as you sit down in the chair beside him before speaking up, "Yep, that's me".

There's a silence between the two of you, thankfully not quite as awkward as the streak you're on lately, as he works on focusing enough to form coherent sentences, "Y-you're... not hurt... Good... Docs won't tell me... much of what happened".

You raise an eyebrow at his words, but don't immediately respond.

"So... Lauren... why are... you here? I don't... mind the company, but..."

Your response? (Pick one)
> Ask him if he noticed anything during the attack
> Ask why he joined up with Alpine
> Ask him something else
> You're just here to check up, say your goodbyes now
>>
>>2421774
>You're just here to check up
We're unlikely to get much out of him in his current state, and the doctor did say to keep it quick. Best we can do really is encourage him to get well, but no need to rush the goodbyes until we start overstaying our welcome.
>>
>>2421774
>> You're just here to check up.
>>
>>2421774
> You're just here to check up
Everyone is alive and the bandits repelled. We'll get an next time. And fyi we sort of got a promotion.
Let's go.
>>
>>2421903
>>2421806
>>2421800

Hi and bye.

Writin'
>>
>>2421774

"Just here to make sure you're alright," Standing up, you start to walk off before thinking of one last thing, "It's likely that no one has told you about this, but we all got a bit of a promotion. So get better soon, and get back out there with us".

"...Right. I-I'll see you soon..."

With a thin smile, you leave the young man to recover and leave the room.

Despite how much you've been playing hooky this morning, you are forced to go do a few rounds of training to keep the instructors off your back. They're not yelling all the damn time anymore, but they are watching all recruits, including yourself, like hawks to make sure everyone's doing their required work.

After catching a quick nap, and wiping most of the dirt off your face, you consider what to do next.
> Go find Sophia and Maria, tell them about what Woodsman said
> Go back to training until you have your patrol route (timeskip)
> Other
>>
>>2421948
>> Go back to training until you have your patrol route (timeskip)
>>
>>2421948
>Go back to training until you have your patrol route (timeskip)
On second thought, we don't really want to risk offending Sophia and Maria, and their knowing Woodsman's opinion doesn't serve any purpose.
>>
>>2421948
>> Go find Sophia and Maria, tell them about what Woodsman said

>Might as well get it done.
>>
>>2421976
>>2421969

Patrol it is.

Writin'
>>
>>2421948

You decide, after bouncing the idea of talking to two certain gals around your head, to just keep running through your training cycles until you need to go on patrol.

With everything that's been going on in the last day, you're almost happy for the mindless routine of training, punching along through the muck and grime alongside your fellow recruit until you're able to get to the next rest period.

The hours fly by until you're back at the armored factory, pulling your pilot's armor over your fatigues before stepping out into the staging area. There's others around, mostly talking over with the engineers about their new mechs, but you head right up to yours.

The cockpit feels comforting to return to, the overlapping steel plates snapping back into place to entomb you away from the dangers outside. The combat mech's computer boots up, overwriting your helmet's HUD with it's far more sophisticated suite.

One of the engineers walks you through your setup, specifically noting where your heavy rifle's safety is located, and making sure that it is currently 'On', before running through the set of GPS locations you're responsible for patrolling.

You narrow your eyes slightly when he brushes past one location, two kilometers from your planned route, without batting an eye. Sophia, that girl...

With a thumbs up from the engineer, which you return via your two story tall mech, you're given the all clear to deploy. Heavy rifle comfortably in hand, you walk out of the factory and into the night.

Stomping across the open base, you wait patiently while the gate you're traveling through confirms your ID and route, before giving you the all clear.

"Good hunting," Mercury's bored voice jolts you slightly, and you turn down your radio's volume before returning it in the affirmative. Least he could do was give you a warning...

Regardless, you flick on your mech's NVG and begin your lonely patrol.

> Roll me three 1d100's please
>>
Rolled 39 (1d100)

>>2422058
>>
Rolled 30 (1d100)

>>2422058
>>
Rolled 5 (1d100)

>>2422058
>>
>>2422080

That's a 39, Failure.

Writin'

Lauren does not have an affinity for spot checks, huh
>>
>>2422058

Between the sensors feeding you data right into your helmet and the GPS coordinates, your patrol is almost painfully easy. There's no risk of getting lost, and you don't have to worry about getting shot in the back thanks to the layers of steel around you.

Even still, you can't help but feel a bit disturbed by your trek through the woods. Sure, this isn't the first time you've been out here, but you were always with others, always in constant radio contact.

Now, without any signs of life for kilometers, and the only reason you're able to see a thing in the pitch black of the night are the NV sensors your mech is so graciously set up with, you can't help but feel so far out of your depth.

You grew up on a station, knowing nothing but cold, steel bullheads as your surroundings. Sure, people tried to spruce the place up, but there was no 'sky' or 'sun' or even 'grass' unless you managed to sneak into the station's bio dome.

Shaking your head, you force yourself back into focus. You're here for Peter's sake. That damn genius of a brother of yours is able to live a normal life now because you're here, and you're not going to risk ruining that because you're getting cold feet over a fucking time of night.

Stomping along, you find yourself approaching the next GPS point. Looking about and not seeing anything of note, you note the next one.

Or rather, the next two.

One continues along your assigned patrol path, and the other takes you towards Sophia's 'dead drop'.

If there was ever a time where you had to make a choice on this matter, it's now.
> Continue along your patrol, ignore Sophia's request
> Head to the dead drop
>>
>>2422133
>> Continue along your patrol, ignore Sophia's request
>>
>>2422133
> Head to the dead drop.

You know that I'm curious.
>>
>>2422133
>Head to the dead drop
We were told to come back with something of more substance, after all.
>>
>>2422133
> Head to the dead drop
>>
>>2422168
>>2422180
>>2422215

Dead drop it is.

> Roll me three 1d100's please
>>
Rolled 1 (1d100)

>>2422596
Hope it's something good...
>>
Rolled 84 (1d100)

>>2422596
>>
Rolled 29 (1d100)

>>2422596
>>2422603
DOA
>>
>>2422603
Jesus Christ.
>>
Well, our career was short and uninteresting, and I'm sorry for everyone who wanted to play it.

I'm not even sure how much I'm exaggerating.
>>
>>2422603
Lol we dun goofed
>>
>>2422618
>inb4 bandit encounter
>>
>>2422603

And that's a nat 1. Critical Failure.

Writin'
>>
>>2422133

Gritting your teeth, lining up your mech with the far off GPS location and move forwards.

Sophia is going to owe you so damn much for this...

Stomping your way through the two click journey to the dead drop, you keep your head on a pivot, constantly scanning from side to side. Despite the array of sensors at your disposal and your vigilance, you still can't seem see anything of note within the dark confines of the forest.

Granted, this area is absolutely massive and there could just be no one in your area, but you still can't stop the growing sense of dread that creeps up over you.

Fucking forests...

Thankfully, you don't encounter anything as you approach the designated area. Once you're within range, whatever beacon the crate is giving off pops-up on your HUD, cheerfully being pinged to you.

Getting it within view, you look over the heavy-duty crate, the area immediately around it disheveled from its landing, as it sits comfortably in the middle of a clearing.

Now what?
> Go grab the box and go
> Dismount and inspect the crate on foot
>>
>>2423369
>> Go grab the box and go
>>
>>2423369
>> Go grab the box and go
check for traps on the way in, leg it on the way out
>>
>>2423369
>> Go grab the box and go
>>
>>2423369
>Go grab the box and go
Death before dismount and all that.
>>
>>2423387
>>2423401
>>2423422

Snatch and Grab it is.

Writin'
>>
>>2423369

There's the temptation to dismount, walk over to the crate, and jostle open that crate to see what sort of goods Sophia is going through so much effort to smuggle in.

Of course, in the middle of semi-hostile terrain dismounting would be a fucking retarded thing to do and you berate yourself for even thinking of something so stupid while you walk over to it.

Reaching out with your free hand, you easily grasp and pick up the cylinder-like container, easily mag-locking it to the empty space against your mech's back.

Turning back around to go the way you came, you immediately raise up your rifle as a slim, dark blue mech strides through the treeline, making any question of its hostility mute as it raises up a wicked looking axe, the edge of it entirely replaced by twin rows of gnashing, grinding metal teeth.

Yeah, shit...
> Open fire and stand your ground, you need to eliminate this threat
> Open fire and back petal into the trees, you need to break away
> Surrender
> Other
>>
>>2423453
> Open fire and back petal into the trees, you need to break away
>>
>>2423453
> Open fire and back pedal into the trees, you need to break away
>>
>>2423458
>>2423463

Fire and Break.

> Roll me three 2d100's please
>>
Rolled 15, 21 = 36 (2d100)

>>2423486
Rawling
>>
Rolled 5, 33 = 38 (2d100)

>>2423486
>>
Rolled 82, 61 = 143 (2d100)

>>2423486
>>
Rolled 40, 17, 21, 67, 86, 29 + 10 = 270 (6d100 + 10)

>>2423486

[??? ACTIVITY]
>>
>>2423512

That's an 82 versus 50 for Combat, Success, and a 61 versus 96 for Mobility, Failure.

Writin'
>>
>>2423453

With one last terrifying rev of its weapon, the enemy mech charges you head-on. The slim design of it shows in reality as it closes the gap between the two of you with frightening speed.

The decision to back the hell up rather than fight head on ends up being a good one, as the wicked axe comes around, teeth gnashing away, and misses as you're already moving backwards.

Gritting your teeth, you're forced to trust your uncanny sense of balance as you continue moving backwards, the dark blue mech sticking to you despite your best attempts to get away. The stalemate the two of you find yourselves in is a tense one, as despite your best efforts, you can't get enough distance to get a shot off without risking getting an axe to the face. On the other hand, your opponent is having difficulties keeping up on the rocky terrain, not having the same amount of mass to just throw around.

You know you can't evade forever, and its the jarring sensation of accidentally backing into a tree that gets you to switch gears, throwing yourself to the side immediately. The weapon coming for you buries itself into that same tree, the monstrous teeth jamming from the awkward angle of attack.

Capitalizing on the split second of weakness, you raise your massive rifle and squeeze the trigger.

The roar of your mech's heavy rifle, firing for the first time in anger, nearly shakes your aim off course as the shock travels right through the frame surrounding you. Thankfully, while you forget trigger discipline momentarily, you're firmly planted on your enemy's center of mass.

The rounds impact and the enemy's light armor screams in protest, sections of it coming off in chunks. Despite everything, it's not the cleanest of kills, especially since with a pull the chain axe is yanked from its place within the tree and the mech runs off into the darkness.

Breathing deeply, you switch in a fresh magazine and consider your next actions.
> Go after it, you can't let it ambush you later on
> Head back, but go slow; you don't want to get caught unaware again
> Head back, but go fast; you need to get out while you can
> Other

And
> Activate your SOS Beacon
> Don't activate your SOS Beacon
>>
>>2423571
>> Head back, but go fast; you need to get out while you can
> Don't activate your SOS Beacon
>>
>>2423571
>Other
Advise Mercury of the situation over radio and request orders.
>>
>>2423571
>> Head back, but go slow; you don't want to get caught unaware again
>> Don't activate your SOS Beacon
>>
>>2423571
>> Head back, but go fast; you need to get out while you can
> Don't activate your SOS Beacon
>>
>>2423579
>>2423584
>>2423639

Fast and quiet it is.

> Roll me three 1d100's please
>>
Rolled 80 (1d100)

>>2423647
>>
Rolled 43 (1d100)

>>2423647
Calling it now, we're gonna get reamed out for this
>>
>>2423659
then why did y'all vote for smuggling in contraband? know the risks, MC doesn't have to leap at every opportunity for money
>>
Rolled 3, 1, 62 + 10 = 76 (3d100 + 10)

>>2423647

[??? ACTIVITY]
>>
>>2423647
Seems we still need another d100 roll?
>>
Rolled 1 (1d100)

>>2423647
>>2423702
Naturally, I forget the actual dice.
>>
Rolled 85 (1d100)

>>2423647
>>
>>2423704
>>2423670

Okay, it's stopped being funny and now it's just kinda ridiculous.
>>
>>2423704

So, uh, we've got a nat 1 vs nat 1.

Somehow. I'm going to be honest, I don't think I've ever heard of this happening in a thread, even in quests using d20s.

You do, however, have 1 Fate Point you could use, which you let you take the 80 instead.
> Burn FP
> Save FP
>>
>>2423718
...fuck it, burn it. Otherwise we're gonna hang onto it forever like people who keep hanging onto elixirs until the final boss.
>>
>>2423718
>> Burn FP
>>
>>2423718
>Burn FP
>>
>>2423718
>> Burn FP
>>
>>2423803
>>2423768
>>2423763
>>2423748

Burning FP it is.

That's an 80 versus nat 1, Success.

Writin'
>>
>>2423571

You're alive, surprisingly, and got out of that without a scratch, even more so, but regardless of how well your first taste of combat has gone it's time to go.

Now.

Making sure to keep your sensor suite up to full, you sprint full speed back for your patrol route, uncaring of the fact that you're about as visible as you could possibly be within a mech.

Concentrating on navigating, you thumb the switch to turn on your SOS Beacon. Throwing it will send a distress signal over your company's encrypted comms system, practically assuring you'll get enough back up to keep anyone from fucking with you. Of course, throwing it will also light your ass up like the fucking primary, not only for any enemies in the area but for your instructors who you're sure will have several words with you for being two clicks from where you were supposed to be without telling anyone.

And it's that thought that forces your hand away from the switch, sweat dripping down your brow as you force your mech to move as fast as you can.

Several minutes pass, tense ones involving you checking over your shoulder for a navy phantom to come for your head but, somehow, nothing happens.

Slowing down as you come back to your regular patrol route, you resist the urge to wipe away sweat from your brow, an action severely limited by the location of your helmet.

Still, you've got the contraband in hand and you're right back where you need to be without an issue despite who exactly you ran into out there.

Fucking hell is Sophia going to owe you for this...

Now what?
> Continue on your patrol
> Make a quick stop at the drop off point
> Other
>>
>>2423891
> Continue on your patrol
>>
>>2423891
>Continue on your patrol
>>
>>2423891
>> Continue on your patrol
>>
>>2423891
>> Make a quick stop at the drop off point
>>
>>2423912
>>2423902
>>2423897

Nothing's wrong here.

> Roll me three 1d100's please
>>
Rolled 6 (1d100)

>>2423917
>>
Rolled 26 (1d100)

>>2423917
"What are you talking about? This canister thing has always been on my mech. It isn't something crazy like a shipment of black market goods or anything like that."
>>
Rolled 25 (1d100)

>>2423917
Welp we're out of fate points now, let's see what the dice have in store for us
>>
>>2423919
>>2423925
>>2423926
Easy explanation, since I'm assuming this is the "notice the canister on the back" roll, is that we defeated the enemy mech, and obtained this canister from it
>>
Rolled 36, 71, 34, 77 = 218 (4d100)

>>2423917

[???]
>>
>>2423929

Nope, this is just another failed Spot check.

>>2423925

That's a 26, Failure.

Writin'
>>
>>2423929
>"This cannister has some cameras and sensor equipment."
>"So they were planing to spy on the base. Those sneaky bastards!"
>"But it also contained booze, drugs and pornographic material, along with other assorted items that are heavily restricted on this base.
>"Or, um, maybe they also got that stuff to save on shipping, and it's to fuel the vices of those pirate bastards. Yeah, that's it."
>>
>>2423935
they attacked a merc training base, I wouldn't put anything past those weird pirates. But seeing how this is rather the let's notice the shaking bush after leaving the starting village for the first time in pokemon, I think we're good.
>>
>>2423935

Don't spoiler the contents of the crate. Now get away from my notes

>>2423891

Heading over to the drop off point and get this stupid crate off your mech sounds like a smart idea at first, but perhaps continuing on the patrol you just walked off on is the correct course of action.

So, lining yourself up for the next GPS coordinate, you continue on your way as casually as you can.

Sophia said that enough of the staff were in on what you were doing to the point where they'd overlook any sudden issues, but you don't really feel like trusting the black-haired harlot at this point.

Willing your mech to take a more sedate pace, you keep up your vigilance to the best of your ability. Which, thanks to how thick the forest around you is, still has issues.

You swear, somehow, someway, the fucking trees are messing with your sensors. No matter what setting you try, nothing seems to get through the foliage.

Whatever; there's no dark blue mech coming after you nor are there kill teams of infantry trying to run you down so you must be alright for now.

Coming to the next point, you're a bit surprised to see that there's an old dirt service road here. Granted, there's a fair amount of overgrowth here, but its still far better than the forest itself in terms of visibility.

Now what?
> Head through the forest to the next GPS point
> Follow the road to the next GPS point
> Double back and drop off the crate now
> Other
>>
>>2423963
>> Double back and drop off the crate now
>>
>>2423963
>Head through the forest to the next GPS point
>>
>>2423963
> Head through the forest to the next GPS point
>>
>>2423963
>> Double back and drop off the crate now
>>
>>2423963
>> Head through the forest to the next GPS point
>>
>>2424093
>>2424033
>>2424029

Forest it is.

> Roll me three 1d100's please
>>
Rolled 60 (1d100)

>>2424103
>>
Rolled 59 (1d100)

>>2424103
Here we go!
>>
Rolled 65 (1d100)

>>2424103
The fear.
>>
>>2424135

That's a 65, Success.

Savor it while you've got it anons.

Writin'
>>
>>2423963

You're tempted to use the road briefly, but no matter how good having some open lines of sight would be, the risk of being so exposed is just too great a one. So, with some regret, you step back into the thick and clutter of the forest.

Stomping along, you're almost halfway to the next point when your sensors, that have been giving you shit all night long, finally catch something. It's barely a blimp, but flicking yourself over to infrared gives you a quick glimpse of a rather large heat signature before it vanishes behind more obstructions.

Stopping in place an pulling yourself into what cover you can manage turns out to be the smart decision, as several smaller, man-sized signatures also appear.

An enemy patrol perhaps? Then what was that previous one?

Regardless, you don't seem to have been noticed yet, but considering you know for a fact that what you're riding in makes no concessions to stealth means that you're currently on the clock, whether you like it or not.

Now what?
> Go investigate this patrol, see if you can find the previous signature
> Prepare to ambush the foot soldiers, take them out first
> Back up, avoid them as best you can

And
> Call in to Mercury
> Wait to call in for now
>>
>>2424235
>> Back up, avoid them as best you can
> Call in to Mercury
>>
>>2424235
> Prepare to ambush the foot soldiers, take them out first
> Call in to Mercury
>>
>>2424235
>> Back up, avoid them as best you can

>> Call in to Mercury
>>
>>2424374
+1
>>
>>2424235
>Back up, avoid them as best you can
>Call in to Mercury
>>
>>2424235
>Back up, avoid them as best you can
>Call in to Mercury
Incidentally, how far off is the drop off point? We're not going to want to lug this thing with us in combat or all the way back to base.
>>
>>2424235
>> Go investigate this patrol, see if you can find the previous signature
>> Call in to Mercury
>>
>>2424743

Pretty far off at this point. You could drop the crate off here and come back for it later, but since you're in a STR-based mech rather than a MOB one, you aren't exactly weighed down currently.

>>2424743
>>2424675
>>2424386
>>2424357

Back up, call it in.

> Roll me three 1d100-10's please
>>
Rolled 26 - 10 (1d100 - 10)

>>2424898
>>
Rolled 70 - 10 (1d100 - 10)

>>2424898
>>
Rolled 51 - 10 (1d100 - 10)

>>2424898
>>
Rolled 13, 89, 85, 36, 57, 51, 29 = 360 (7d100)

>>2424898

[??? ACTIVITY]
>>
>>2424906

That's a 60. Let's see how things go...

Writin'
>>
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59 KB
59 KB JPG
>>2424235

"Mercury, this is Patrol Delta, I have eyes on an enemy patrol at my position".

The choice to call this in is an easy one, though your ability to observe the bandits is severely hampered when one of them points in your direction and four hostiles start moving.

"PD, this is Mercury," At least the bastard doesn't sound like he's falling asleep, "Confirm report?"

"Roger, at least four on foot and at least one larger contact, possible mech," Falling back, you drop behind another outcropping in hopes of breaking away, but it seems like whoever is after you knows what they're doing. The fact that you still don't have anything on that additional contact is further concerning.

"Stand by".

Without further orders, you continue to back off, ducking occasionally when one of your pursuers opens fire. Not that they could do any real damage with how thick the forest and your armor is, but the real concern is that they've still got a lock on your location.

It's a tense few minutes before Mercury gets back to you, "Patrol Delta, RTB immediately. Bandit attack is closing fast and Woodsman wants all hands on deck".

Any response you'd give is cut off when you suddenly step out of the forest, back onto that dirt service road. The thought that you're already heading in the right direction vanishes when an explosion rips through the ground bare meters away from you, pelting your mech with dirt.

Whirling around to face this new threat, your eyes widen at the sight of some kind of lightly armored vehicle sporting what looks to be a TOW launcher mounted on the turret; one that is firmly locked onto your mech.

"PD, confirm response".

Raising your rifle, you make a split second choice.
> Rush the vehicle, shoot the launcher off before it can fire again
> Rush the foot soldiers, with any luck the crew won't fire with friendlies nearby
> Break back towards base
> Other
>>
>>2425835
>> Rush the vehicle, shoot the launcher off before it can fire again
>>
>>2425835
>Break back towards base
Aggressing unknown numbers of unknown enemies seems like a bad move. Even if we take out the one launcher, we don't know whether there are more ready to fire.
>>
>>2425835
>> Break back towards base
>>
>>2425867
>>2425874

Break and evade it is.

> Roll me three 1d100's please
>>
Rolled 12 (1d100)

>>2425925
>>
Rolled 54 (1d100)

>>2425925
>>
Rolled 29 (1d100)

>>2425925
Surely I won't roll a third nat 1 this thread, right?

...R-right?
>>
Rolled 39, 16, 100 + 10 = 165 (3d100 + 10)

>>2425925

[??? ACTIVITY]
>>
>>2425956

So, that's a 54 versus nat 100.

This is going to hurt.

Writin'
>>
>>2425835

Staring down the barrel of an anti-tank missile launcher, you make the snap decision of getting the fuck out of there.

So, breaking off towards the base, you shout your response to Mercury, "Roger. Be advised, bandits are fielding some kind o-"

And that's where your report ends as the right side of your mech explodes, pain lancing up your arm as metal fragments stab into your armor. A scream escapes your throat as you lose control, crashing hard into the dirt. Your vision blurs upon impact, the pain and shock of what happened nearly knocking you unconscious.

Eventually, you force yourself back into focus, blinking at the charred and ruined steel in front of you rather than the clean display of what's in front of your mech. Quickly looking about, you can't help but feel pain, on top of the lances already going through your right arm, at the destruction wrought from a single attack of that vehicle.

The right arm of your mech is gone, just blown off at the joint, along with its heavy rifle. The lack of visuals going through your feed tells you that the system computer is offline, and the silence in your ear tells you that radio is gone as well.

Gritting your teeth, you force the left arm of your mech to push yourself back to your feet, the squeal of metal stress resounding out accompanied only by a sickening crunch.

You're cut off, out of contact, injured, unarmed, and alone. What little good news that you're in thick enough forest to not have that damn vehicle follow you is dulled by the sounds of shouting from the four bandits on foot on approach.

Looking to your left, you eye your trusty battle rifle, thankfully still in one piece.

Now what?
> Make a run for it in the mech; you'll have to open the chest hatch to see where you're going but it's still better than going on foot
> Dismount then run for it, you need to get out of here now
> Dismount then engage those bandits, you can't let them continue to report your position
> Other
>>
>>2426042

Forgot the pic.
>>
>>2426042
Is there anything that we can overload in the mech to make it blow up?
>>
>>2426055

The batteries I suppose. No serious self-detonation measures though.
>>
>>2426042
>> Make a run for it in the mech; you'll have to open the chest hatch to see where you're going but it's still better than going on foot
>>
>>2426059
If not, then

>>2426042
>> Make a run for it in the mech; you'll have to open the chest hatch to see where you're going but it's still better than going on foot.

Full retreat, the mech isn't a mech anymore, it's a mobile fucking shield. I'm not expecting it to survive the run back, but lets try and squeeze what usefulness we can out of it.
>>
>>2426042
Get your gun from your other arm. RIP and TEAR.
>>
>>2426042
>Make a run for it in the mech; you'll have to open the chest hatch to see where you're going but it's still better than going on foot
Death before fucking dismount. Out of commission, a pillbox; out of ammo, a bunker; out of time, a hero.

Ditch any extra weight. Ditch the dead drop. Ditch any backup mech weapons. Ditch anything that isn't emergency supplies or our battle rifle.
>>
>>2426042
>> Make a run for it in the mech; you'll have to open the chest hatch to see where you're going but it's still better than going on foot
Death before dismount and all that
>>
>>2426125
>>2426174
>>2426083
>>2426072
>>2426061

Keep our busted mech it is, but an anon brings up a good point.

Drop the contraband?
> Y
> N
>>
>>2426223
I'd do one better and destroy it, personally, IF it's too much to carry.
>>
>>2426223
> N
>>
>>2426224

I mentioned it earlier, but since you're in a STR based mech rather than a MOB based one you aren't encumbered by the crate.
>>
>>2426223
N
>>
>>2426223
>>2426233
Ill change it to
>N
then, please
>>
>>2426251
>>2426223
Then >N
>>
>>2426265
>>2426261
>>2426259
>>2426244

Keep it it is.

> Roll me three 1d100's please
>>
>>2426223
>Y
In character, it's something that makes sense to do; and out of character, it avoids us the awkward questions when we hobble back to base with contraband strapped to our back.

And Sophia can't really blame us for not managing to complete the drop off when half our mech got blown to bits.
>>
Rolled 9 (1d100)

>>2426268
>>
Rolled 38 (1d100)

>>2426268
Well, if nothing else, the contraband will serve as bad ablative armor.
>>
Rolled 49 (1d100)

>>2426268
>>
Okay we need to do something to mitigate us needing to roll, real talk. We're probably already gonna get busted down for getting our starter mech bodied. I dunno. Maybe we need to stick to...fuck, I dunno.

This was a hella bad career choice for Lauren.
>>
>>2426291

The RNG in this thread has been pretty damn screwy, with two nat 100's and four nat 1's thus far. There's also the fact that one of those nat 100's was for a HEAT Missile, which is why Lauren's front-line rated mech got shredded.

As for career choices, you're right.

>>2426286

That's a 49, Failure.

Writin'
>>
>>2426291
Sometimes the pay and benefits are what you need, and how shit the job is is entirely secondary to the decision making process
>>
>>2426316
I should elaborate:

This was a hella bad career choice for Lauren's continued lifespan.
>>
>>2426322
Oh, definitely.
>>
>>2426042

Reaching forwards with a grunt, you pull the release for your cockpit. The mechanism in front of you lurches, sparks flying in several places before it opens partially. It's a shitty solution to your problem, but the 'death before dismount' mantra goes through your head like a chant as you force your broken mech to continue running.

What little you can see, the darkness of the night even more crippling now than ever, luckily includes the ruin of a right arm including your heavy rifle which you sweep up in your remaining arm as you pass.

You won't be able to reload it in combat and forget about aiming it at any kind of range with one arm and without a system's computer, but if you have to shove the barrel of it down someone's fucking throat you'll make do.

The bastards on your tail make their presence known from time to time, firing rounds that tear through the foliage around you and, occasionally, against your rear armor. You have no idea how they're managing to keep up with you as you batter your way along, but the odds are good that damn vehicle is likely on your tail.

Putting it out of your mind for now, you focus entirely on trying to get back to friendly lines as soon as you can, an effort made nearly impossible with the conditions you're forced to deal with. It's only your startling sense of balance that keeps you going, managing to avoid obstacles before they materialize in front of you.

Your blind run is interrupted by the sky off on your right lighting up with fires, the sounds of impact slamming into you seconds later along with the sounds of jets screaming overhead. Did Woodsman manage to get air support from another base?

Now, you've got a reference point for wherever the fighting is occurring. The question is whether or not to take it.

Now what?
> Head for the front-lines, you need to get back to friendlies
> Keep running the way you are now
> Try to find a place to hide until the battle blows over
> Other
>>
>>2426322
>>2426360

"May you live in exciting times" is practically the MC's curse, Lauren just seems to have absolutely shit luck.
>>
>>2426372
Clearly we need her to git gud so luck matters less.
>>
>>2426369
>> Ball park the friendly lines, do NOT flank, but approach from the side and try to find a place to hide close to the lines.
>>
>>2426369
>>2426397
I'll second this.
>>
>>2426369
> Head for the front-lines, you need to get back to friendlies
Does our mech have any backup systems, like an analog radio, in the event that the primary systems are down like they are now? Or at least equipment for dismounted use, like NVGs?
>>
>>2426408

There's limited NVGs within Lauren's helmet, but the serious ones were smashed along with the sensor array as well as the antenna system for communications.

>>2426389

Enough success will eventually give you bonuses with this mech and higher tier mechs will have higher max bonuses.

>>2426403
>>2426397
>>2426408

Head for the front lines, but keep some distance.

> Roll me three 1d100's please
>>
Rolled 1 (1d100)

>>2426469
>>
I quit.
>>
Fuuuuuuuck
>>
>>2426476

...

You better pray to get a nat 100 in the next two rolls.
>>
Rolled 91 (1d100)

>>2426469
Nevermind, I quit after this roll. Just for gallows humor.
>>
Don't make me roll the third one guys,
>>
Rolled 22 (1d100)

>>2426469
I pray for a crit success.
>>
>>2426476

The Wild Ride continues anons.

> Roll me another three 1d100's please
>>
Rolled 71, 60, 53 + 10 = 194 (3d100 + 10)

>>2426507

[??? ACTIVITY]
>>
Rolled 38 (1d100)

>>2426507

Dice gods, I'll go out and murder some hobos just, please don't be a 1
>>
Rolled 69 (1d100)

>>2426507
it's just not our day
>>
Rolled 91 (1d100)

>>2426507
Apparently I'm weak willed.
>>
Rolled 7 (1d100)

>>2426507
After having her brother be injured to the extent that she had to enlist as a merc in order to pay off the medical fees, seeing her squad get almost wiped by a bandit ambush during a training exercise, and now this, I'm expecting inescapably bad luck to be a defining character trait for Lauren.
>>
>>2426532

It's certainly giving Lauren her own place as an MC when placed alongside John and Morgan.

>>2426528

That's a 91 versus 81, Success.

This pilot continues by the skin of her teeth.

Writin'
>>
>>2426369

Turning towards the fire on the horizon, you continue to push your mech as fast as it'll go. It doesn't matter if you can barely see where you're going, or if there's still bits falling off the chassis, there's bullets nipping at your heels and a vehicle firing HEAT missiles that's already drawn blood hounding you down which means that you need to get to safety.

And if that means you have to charge right across a battlefield being bombed, then so fucking be it.

At least the lights and sounds of things being blown into smithereens give you a good guide for where to go, being an ever better one once you start to get to the burning husks of trees and vehicles.

Continuing on your way, a nearby strike, one that rips through the ground around you, causes you to stumble.

And it's the split second of correction that results in you looking up to see another one of those damn vehicles firing a missile at you. Adrenaline hits you hard, dulling the pain in your right arm as you send your mech hurtling forwards right at the incoming threat.

It doesn't make a difference if this is going to kill you, doesn't make a difference if you can't even get your mech's rifle up to fire back, this is just something you have to do.

Because you can't die here; you can't leave Peter alone in this cruel world with nothing more than another broken promise.

The only thing you have as a reference is the miniature inferno propelling your certain doom, but with how sensory deprived you are currently you pick it out with ease. The seconds pass by as the distance closes, marked only by the heart thundering away in your chest.

Timing this is everything, and the unnatural grace of your movements aid you greatly in planting a foot when that missile is scant meters away from you, the momentum of your mech moving at such a speed causing even more metal fatigue to scream in your ears as you force every last bit of mass to side step.

[1/2]
>>
>>2426580

[2/2]

The TOW missile streaks right past you, so close you can smell the burning fuel from its thrust scorching your nose.

You almost expect it to hit you anyways, to explode and ruin any hopes you had of surviving this entire ordeal. The shock of still being alive almost makes you stop moving.

You don't, however, because this is the only chance you're going to get; a fact made evident by the sight of the vehicle lining up for another shot. Thundering forwards, your mech's stride matching up with your heart's frenzied beats, you force yourself into a leap.

Sailing through the air, it's rather evident your machine was not built for grace in these kinds of maneuvers. Still, this is the only choice you've got and when in desperate times...

Whoever is within that vehicle is certainly not expecting this, as they make no effort to move out of the way as your mech's leg slams down, reducing that deadly TOW launcher into nothing but scrap with one simple movement.

With a grunt from the impact, you continue on your way, the vehicle behind you sufficiently defanged.

In front of you, the battle continues to rage. One portion seems to be getting the most in terms of air support, jets screaming by as they continue to bombard whatever is in that area. Another looks to be mostly infantry firing at one another, entrenched within their own firing lines. Lastly, you see the silhouettes of mechs locked in combat, doing their level best to shred one another.

Now what?
> Head for the bombardment area
> Head for the infantry area
> Head for the mech area
> Stay where you are, try to hunker down somewhere
> Other
>>
>>2426615
> Head for the mech area
I want to beat the shit out of a mech with our rifle or fire point blank. Guns don't work so good, so why don't we try cqc?
>>
>>2426615
>Stay where you are, try to hunker down somewhere
>Other
I'm going to assume the crew of the TOW missile launcher AFV jumped ship after having their main armament destroyed. Can we carry their vehicle somewhere out of the way and attempt to use their comms equipment? If nothing else, we can provide Mercury with a sitrep and request further orders.

Joining the battle right now seems like a bad idea since we have to pilot with our hatch open, which makes us vulnerable even to infantry, never mind other mechs.
>>
>>2426615
>Stay where you are, try to hunker down somewhere
>>
Rolled 18, 35, 3 = 56 (3d100)

>>2426651

The hatch isn't fully opened, which means that while you're not exactly wide open you are a bit tunnel visioned currently.

>>2426651
>>2426656

Hunker down it is.

Rolling to see how the battle goes then writin'
>>
Rolled 97 (1d100)

>>2426689
>>
>>2426693
...He didn't ask for a roll.
>>
>>2426696
oops
>>
>>2426615

You want to head back out into battle, especially with the likelihood of people you know out there fighting, but you force yourself to find a dark corner of the battlefield to hunker down in.

The thought of that vehicle you so swiftly disabled and the potential of working radio equipment comes to mind, but when you look back to where it was you find it gone. Apparently the crew decided to get out after being fucking stomped; smart move, even if it now means that you're still unable to get in contact with Mercury.

Settling down, you reach over to where the small first aid kit is located within your cockpit and get to work on your arm. At least, what you can work on.

Thankfully there's not too much in the way of blood loss and you can still move it without a problem, but the slow fading of pain into numbness is concerning. Unfortunately, you can't do much about it at this point. Getting what shrapnel you can out of your arm where your armor didn't stop it, you wrap the wounds as tightly as you can with one arm and tie it off.

With that, you turn your attentions back to the battle where things are clearly not going well.

Whatever air support was in the area is gone, either chased off by AA fire or by a need to rearm and refuel, and in their absence that section of the line is getting pushed harder and harder by whatever bandit forces are in that area.

The infantry appear to be holding on barely, but it's clear that they're not going to be able to keep it up if some of the main forces, now no longer pinned down by airstrikes, move over to reinforce the attacks.

Last, and the worst, is where your fellow recruits are. Or rather, where they were. They've been pushed back hard, with the last of those able to fight close together in some kind of desperate last stand.

Putting the medkit back away after taking a painkiller, you consider what to do next.
> Go support the main force, you need to help those dealing with the bulk of the enemies
> Go support the infantry, they won't last without heavier support
> Go support the mechs, they're on their last legs
> Stay here, wait for the fight to end
> Other
>>
>>2426725
>> Go support the infantry, they won't last without heavier support
>>
>>2426725
>> Go support the infantry, they won't last without heavier support
>>
>>2426725
>Go support the mechs, they're on their last legs
The main force is where we'll make the least difference, alone and heavily-damaged as we are. Both they and their opposition are too numerous for us to make a difference; they either hold or they don't, regardless of whether we support them.

The infantry, we could potentially help, but the outcome of that front clearly depends more on whether the main force hold than whether the infantry can push through; once they get assaulted by mechs and AFVs, they lose whatever ground they've taken. Us being there and helping them push won't help that.

That leaves the mechs. With any luck, their enemies are all focused on them, smelling blood, and won't expect us to hit them from an unexpected angle. Even if they do, one more mech should certainly make a different there, even if just to act as an additional target to draw fire. And hopefully, by rescuing our fellow recruits, we free up a number of mechs that are both more numerous and in better condition than ours, to support the battle better than we can.
>>
>>2426747
>>2426725


I like that logic enough to switch my vote >>2426737 to this.
>>
>>2426725
>>2426747
You've convinced me,

I'll switch to mechs.
>>
>>2426725
> Go support the mechs, they're on their last legs
>>
>>2426756
>>2426755
>>2426750
>>2426747

Big damn heroes it is.

> Roll me three 1d100's please. Good luck.
>>
Rolled 88 (1d100)

>>2426760
Rip n tear lite?
>>
File: The dice gods mock us.gif (1.17 MB, 512x307)
1.17 MB
1.17 MB GIF
Rolled 74 (1d100)

>>2426760
REV UP THOSE NAT ONES BOYS
>>
Rolled 9 (1d100)

>>2426760
>>
>>2426763

That's an 88, Success.

Writin'
>>
>>2426725

Forcing yourself to keep moving again, you head in the direction of where the other Alpine mechs are fighting for their lives.

Even with how damaged you are, even with how little you have left, you've got the chance to turn things around. Even if you're nothing more than a distraction, a bullet magnet, you can't just stomach the idea of sitting by while others die right in front of you.

Building up speed, you angle yourself so that you won't be charging headlong into friendly fire and you pick out your targets as you get within visual range.

The first of which is one using a HMG, giving the other bandit pilots the cover to close on your allies. It's also the first to go, as you thunder by you plant your rifle right against its right arm and fire, causing the weapon to practically explode. You don't stick around to finish him off, as you keep going to the next who ends in a similar manner when you slam into it. The pain of the impact is jarring, forcing you to keep down another scream.

By now, the element of surprise is gone and several turn to face you. Vaguely aiming in the furthest from you, you just empty the clip in that general area, flipping it around in your grip as two mech armed with swords run to intercept you.

The first of which you narrowly sidestep an overhead slash, the weapon crashing into the mud moments before you club it right in the center, smashing the enemy's sensors before shoving it to the ground.

Turning to face the second, you back step just fast enough to avoid being bisected but not fast enough to avoid the sword cut a deep gash right across the mangled plates barely protecting you. The steel around you shudders again as it buckles, coming dangerously close to crushing your chest, but you retaliate by breaking your heavy rifle over its wrist. Your chosen weapon, weakened from the repeated stress of combat, comes apart at the seems, forcing you to quickly reach out for where the other left its sword in the dirt after you blinded it.

It takes a precious few moments to locate it, during which your opponent recovers and swings for you again. Getting your own blade up in time to guard, you're treated to even more sounds of metal stressing and being pushed its limits as you push yourself against the enemy mech.

Luck, sadly, continues to run out as one of the other enemy mech opens fire on your exposed side, impacting and wreaking havoc on the mechanisms composing your 'bot's leg. It gives out after several seconds of fire, forcing you to quite literally take a knee as the one locked against you renews his assault.

[1/2]
>>
>>2426857

[2/2]

More fire roars out, and you begin to question the stupidity of your career choice when the mech on top of you explodes, only a quick twist away keeping you from being pelted with more shrapnel. With a shove, you throw the marred metal corpse off you, planting the sword into the ground to keep yourself from collapsing into a similar heap as the adrenaline propping you up beings to fade.

Whatever you idiocy did managed to rally the others, now free from heavy suppression fire are pushing out to your position, one of which physically grabs you and starts dragging you back from the front.

As gently as a combat mech can, your tired corpse is placed in the dirt and you, vaguely through the growing fog of fatigue, hear people moving over your ruined mech.

The last thing you see before passing out is the glow of cutting torches beginning to remove what's left of your cockpit's armor.

> Alright, I've got to end things for tonight. Same as before, I'll be back around 4:30 pm EST tomorrow to continue. Thank you all for playing, and for getting through the dice gods' attempts at murder.
>>
>>2426867
we did good guys....we did good.
>>
>>2426867
>"So, Recruit Lauren. You're telling me that you have /no idea whatsoever/ that there was a cache of pornographic material and other contraband strapped to the back of your machine?"
>"No, sir. I can only imagine it became dislodged from one of the bandit mechs and attached to mine when I engaged half a dozen of them in melee, sir."
>"..."
>"..."
>"Well then, Recruit Lauren, I expect you to be careful in future not to let anything else become attached to your mech without your knowledge."
>"Yes, sir."
>"And in the event that such a re-occurrence is unavoidable, see to it that the bandits stock a better variety of alcohol."
>>
>>2426887
Porn is contraband?
on a merc base?
what are we, British?
>>
>>2426887
*wheezing*
>>
>>2426893

They're porno mags, not joke books.

>>2426887

Your incoming debriefing will certainly be... interesting.
>>
>>2427440
I honestly find it difficult to believe that the cache survived anywhere remotely intact given what we'd just put our mech through. Our mech was quite literally on its last legs. Leg.

If anything, I expect it to have been blown clean off at some point, protecting us from all the fire that we were constantly taking.

That said, the image of Woodsman hovering over our hospital bed - plainly struggling between the prospects of reprimanding us for attempting to smuggle contraband onto the premises, and commending us for our suicidal charge which quite probably single-handedly saved the lives of all the other recruits - and visibly sweating under the glare of the medic standing right behind him who warned him in no uncertain terms not to overstress us while we're recovering is a certainly an amusing one.
>>
>>2427487
>tfw they dock our pay
>>
>>2428210
>"Recruit Lauren. For clearly attempting to smuggle contraband items into camp, you will hereby be docked 1000 credits from your next month's pay. Do you understand?"
>"Yessir."
>"And for valor on the battlefield beyond the bounds of common sense - never mind duty - you will receive a bonus of 1000 credits."
>"Fuck, sir, as long as you guys keep paying for my brother's treatment, I don't care if you pay me with 1000 peanuts."
>>
>>2427487
The cache crate was made of tough stuff.

>>2428321
I bet this was all some elaborate test and Woodsmans was in on this from the get go.
>>
>>2428397

I feel like the risk of dying was too high for it to be a test.
also it cost way too much money.
>>
Just as a heads up, I'll be continuing this later on tonight as I don't have work in the morning.

>>2427487

I wasn't able to explain it well, but that 'crate' was delivered from orbit so it was able to survive reentry without an issue. In terms of battle damage, that first TOW Missile hit the right arm and, while there was a fair amount of shrapnel involved, it is a hardened container. This also protected it against the small arms fire Lauren was taking and while the sword strike and cannon rounds she took could have seriously damaged it, they were aimed at her chest piece and right leg respectively. As for getting blown off, electromagnets tend to work pretty well at keeping something stuck to another.
>>
>>2428593
Well let's just hope it's holding normal porn and booze and not alien cp and space meth.
>>
Back now and starting things back up.

>>2428610

One of the things that I decided on when thinking up this setting, along with ruling out magic, was that there's no aliens. Figured I'd try out a human-only universe, which worked out 'cause it allowed me to have them be extremely decentralized and fractured. So, much to certain groups' disappointment, there's no (real) alien species or parts floating around the black market.
>>
>>2429166

so what you're saying is that if we went far enough into the setting's future.
Humans will be aliens to eachother?
>>
>>2429166
So by no aliens, do you mean no sentient aliens, or just straight up no life, other than what came from earth, at all?
>>
>>2426867

Vaguely, slowly, you are pulled out of the blackness of unconsciousness back into the world of the living. The first thing that hits you is the brightness of being able to see again, followed swiftly by a low ache pervading your body that you blankly recognize as the feeling of a body being numbed by painkillers.

After a few blinks, the harsh glare of ceiling lights clears enough to make you realize you're in a medbay. It's not like you weren't expecting this to happen at some point, the risk of this job being very plainly spelled out when you signed off on the contract, but it doesn't make this any less disorienting.

Forcing your numb body to sit up slightly, you look down to see that, unsurprisingly, your entire right arm has been bandaged from wrist to shoulder along with, somewhat surprisingly, your torso. The simple fact that you're half naked doesn't hit you as hard as it probably should, likely due to the painkillers.

Regardless, you just lay back down with a sigh, resisting the urge to tear out the IV that's stuck between several bandages. With any luck, someone'll realize you're awake and check up on you.

As it just so happens, you barely have to wait a minute before someone walks through the door.
> Woodsman
> Scarlet
> Sophia and Maria
> A red-head you don't recognize
>>
>>2429301
> Scarlet

well, bandages mean it's still attached.
probably.

Sadly it means no call home to peter with a "hey Pete , we match"
>>
>>2429301
>> Scarlet
>>
Rolled 2 (1d4)

>>2429301
Rolling for it.
>>
>>2429171

A few millennia of separation between the major fractions of humanity would result in them being relatively alien to one another. Consistent trade and wars virtually ensure that won't happen, but it's not impossible.

>>2429180

There's, as of current expeditions, no other sentient, space-faring species besides humans in the known universe. There's life native to planets besides Earth, Horizon VII for example is a garden world, which I suppose technically qualifies as 'alien life' but that's really just semantics at that point.
>>
>>2429301
>A red-head you don't recognize
Can't say no to new characters.

>>2429315
>There's life native to planets besides Earth
So what you're saying is that space weed might well exist in this setting?

>>2428610
In our defense, we were explicitly told to return with 'something of more substance'. And the video surveillance equipment delivered in the dead drop would be vital to that. We simply took that tacit consent as the go-ahead to disregard the general ruling so as to fulfill our specific orders.

As for the rest of the contents, we might easily argue that it was both not safe for us to go through them and dispose of anything objectionable in the middle of bandit territory, nor viable to us to do so without drawing the ire of the recruits we would be working with (which would likely prevent us from being able to return with the aforementioned 'something of more substance').
>>
>>2429301
>> Scarlet
>>
>>2429335

Space weed, several varieties of hallucinogenic mushrooms, lots of good stuff out there on the black market, for the right price.

>>2429361
>>2429308
>>2429307

Scarlet it is.

Writin'
>>
>>2429384
Flowers with cocaine seeds and a bad habit of taking root in your sinuses?
>>
>>2429301

Scarlet breezes into your room, nose still glued to her PDA, though she does pick up on the fact that you're conscious when she does a double take. A thin, tired, but genuine smile graces her face as she speaks up, "Well, if it isn't the conquering hero back from the dead. Here to grace us with your continued presence?"

Grunting, you push yourself back up with a slight grimace and just roll your eyes at the fiery instructor, "Can't die yet; too much to do".

"Apparently," Scarlet drawls as she walks up beside you, looking you over, "Mercury sounded pretty sure of himself when he declared you KIA, so imagine the surprise when you showed up right at the end to blindside a full Nova mech squadron. No complaints from anyone who was there, unsurprisingly, though I believe a few of our top engineers want your head on a platter for returning to base with half a mech left".

"I got hit with a TOW missile, for fucks s-ow!" Wincing at a sudden spike in chest pain, you can't help the puzzled expression that crosses your pained face.

The instructor forces you back down to a horizontal position, trying her best to get you to relax, "Just take it easy Lauren. You had several internal injuries in your chest from all the knocking around you took on top of the damage done to your arm. The docs say you'll recover, but you need to stay here until they're certain you won't exasperate your injuries".

Trying your best to breathe without causing yourself more pain, you blink up as Scarlet looks over at her PDA when it chimes. Whatever it is must be serious, as she scowls upon reading the message, and it brings to mind a few questions.

Now what?
> Ask if they've learned more about the attackers
> Ask how the rest of the mech pilots made it through the attack
> Ask what you'll be doing next
> Ask something else
> Stay silent for now
>>
>>2429390

No mind-raping plants that Lauren knows of.
>>
>>2429516
>> Ask how the rest of the mech pilots made it through the attack
>>
>>2429521
Not even in the literal "grow roots in your brain" sense?
Sad!
>>
>>2429516
>> Ask how the rest of the mech pilots made it through the attack
>>
>>2429390
> Ask if they've learned more about the attackers
>>
>>2429516
> Ask if they've learned more about the attackers
>>
>>2429589
>>2429550
>>2429548
>>2429527

Ask about who survived and if they've learned anything about the attackers.

Writin'
>>
>>2429516

"Scarlet..." It's strange how weak you sound in that moment, your voice strained from the pain lancing through your chest, "How... how did... the others do?"

The change in her facial expression is subtle, but it tells you much about just how bad things had gotten in your absence, "Right now, you need to rest Lauren".

"Tell me... just tell me..."

...

"All mechanized units that were deployed took casualties; of the ones that you would know, Scott Booth is KIA and Lowis Haverkort was transported offsite in critical condition. The rest of your squad from the training period was still restricted from deploying for medical reasons, so there's nothing to report with the rest of them".

You release a jagged breath, looking up at the ceiling as you process the facts of the matter. When you feel like you've collected yourself, you turn back to her, "...What do we know about the attackers?"

"Lauren..." Scarlet tries to placate you, but you just glare up at her, "Look, you're not going anywhere until you've recovered. If I have to cuff you to your bed frame I will".

Sighing, you respond in the only way that makes sense, "Yes, ma'am".

"Good. And keep that chin up," The fiery instructor reaches into a pocket and flicks something onto your stomach. Grabbing hold of it and flipping it over, you're greeted by the visage of a howling gray wolf, imposed over a star-filled background, "Welcome to the Wolf Squadron; Woodsman decided on your induction a couple of hours ago, Dancer".

Looking up from the squadron patch, you glace over the gal with narrowed eyes.

Your response?
> "Glad to join you, I guess"
> "I can't accept this, not while there's work to be done"
> "Dancer? No, no, no; I'm not a stripper"
> Other
>>
>>2429686
>Dancer? Why the hell am I a Dancer?
>>
>>2429686
>"Well there are far worse nicknames I could've got. But why Dancer?"
>>
>>2429686
>Dancer? Is it because I ambushed those mechs? (And for how proficient she can move through terrain?)

Can we get a bonus to movement related rolls?
>>
>>2429686
>> "Dancer? No, no, no; I'm not a stripper"
>>
>>2429686
>>"Well there are far worse nicknames I could've got. But why Dancer?"
>>
You know, this means we have to get a tough persona so we can beat the shit out of rookies who mock us.
>>
>>2429686
> "Dancer? No, no, no; I'm not a stripper"
>>
>>2429686
> "I can't accept this, not while there's work to be done"
>>
>>2429686
>"Well there are far worse nicknames I could've got. But why Dancer?"
>>
>>2429686
>> "Dancer? No, no, no; I'm not a stripper"
>>
>>2429686
>Well, there are far worse nicknames I could've got, but why Dancer?
>>
>>2429686
>"Well there are far worse nicknames I could've got. But why Dancer?"

>>2429842
Or we get so good with our mech that the rookies don't even think to mock us once they see us in it.

And also learn to pole dance at some point just to go along with the joke.
>>
>>2430394
Pls no pole dancing, that's just proving them right.
>>
>>2431007
I wasn't actually serious about that suggestion, but I do fail to see who exactly we prove right by making a joke of it in good humor. I mean, I doubt Woodsman's intention with that callsign was to actually make us out as a stripper.
>>
>>2431391
poor word choice on my part, I should have said feeding the myth
>>
>>2431391
It is probably related to the contraband.
>>
>>2431403
Fair enough. I suppose mech pilots need to have some sense of pride, though from Lauren's response, she doesn't seem too opposed to the name.

But you know Lauren's invariably going to get asked to dance at some point, though. When that time comes, she'd best either have the wittiest retort imaginable, or the footwork not to embarrass herself.

>>2431411
I was imagining it to be related to how we engaged a squad of enemy mechs in melee and managed to dodge and parry their attacks long enough to not die. Though now that you mention it, it might well be both.
>>
>>2431437
Or a strong punchin' arm.
>>
>>2431437
It official guys. Like in Dreadknight Quest, meleeing the fuck out of your enemies is the best way to kill them.
>>
Sorry about the delay, was busy with family stuff yesterday.

>>2429698
>>2429707
>>2429714
>>2429811
>>2429837
>>2429865
>>2429884
>>2429912
>>2430080
>>2430390
>>2430394

But I'm not a Dancer.

Writin'
>>
>>2429686

"The hell kind of nickname is 'Dancer'?" Confusion doesn't even begin to describe your tone of voice, "I'm not a stripper for fucks sake".

Scarlet just looks amused, "Isn't the point of nicknames to be slightly mocking? Either way, Woodsman thought it was fitting after looking at your mech's black box. I'm fairly certain there's still analysts puzzling over how you were able to move like that in a Vanguard".

"... I guess it could be worse," Looking over the patch again, you run the rough fabric over your fingers for a few seconds in thought.

> Congratulations! You have obtained the Callsign: Dancer!
> Dancer - You move with a grace that beggars belief while operating a mech, making even the heaviest of machines' movements fluid and easy. While this callsign is equipped, you move unhindered through rough terrain without the need to roll and gain a +1 bonus to the MOB of the mech you are in.

"Speaking of my mech," You speak back up after a moment of processing what has happened, just now realizing something rather critical, "What happened to it? It wasn't exactly in good shape when I left it..."

"Now that's a damn understatement," Shaking her head at you, the fiery ins- no, your fiery squad mate taps her PDA a few times before passing it back to you, showing off a few different mechs, "Your mech was practically scrap when the engineers cut you out of it and hasn't been rebuilt yet. Mainly because there are others taking up priority in the queue, but also because I wanted to ask if you wanted anything different for your machine. Some of the engineers want to throw you into a lighter chassis, see just how dexterous you are in a machine, while others want you to try out a heavier one, since you'll be going into more heavy combat soon. Woodsman wants you in a Mk2 Vanguard, since you've earned it, while a few of our R&D guys want to throw you back in the Mk1, but give you a few choices for upgrades to that frame. Just let me know what you want and I'll pass it along".

Looking down at the PDA, you see the four outlines of your choices.
> Go with the lighter one, see what you can do
> Go with the heavier one, you'll need to protection
> Go with a Mk2, straight improvements are always good
> Go with a Mk1, those R&D guys sound like they've got something interesting

Current Mech and Stats:
> Vanguard-Class Titan Mk1
> STR: 1/1
> MOB: 0/0 (+1 from Dancer)
> FRP: 1/1
> SEN: 0/1 (2/5)
> STL: -1/0 (0/5)
>>
>>2433889
>MK-1
research and development, fun will be had with that........maybe rocket dash to go with the dancer aesthetic? maybe a short sword [in titan terms] for doing the only attack that we have been good at so far?
>>
>>2433889
>> Go with the heavier one, you'll need to protection
> Go with a Mk1, those R&D guys sound like they've got something interesting
>>
>>2433912

This is a pick one option. The Vanguard-Class is the one that has the space for the R&D stuff.
>>
>>2433889
>> Go with a Mk2, straight improvements are always good
>>
>>2433889
>> Go with a Mk2, straight improvements are always good
>>
>>2433889
>> Go with a Mk1, those R&D guys sound like they've got something interesting
>>
>>2433897
>>2433943
>>2433945
>>2433950

We've got a tie between a Mk 1 with some experimental stuff and a Mk 2. I'll wait five more minutes before I roll to tie break.
>>
Rolled 1 (1d2)

>>2433897
>>2433943
>>2433945
>>2433950

Rolling to tie break it is.
> 1. Mk 1
> 2. Mk 2
>>
>>2433889

"... I guess I'll be talking to R&D soon," Handing the PDA back to Scarlet, you adjust yourself in your bed. Don't want to get bed sores now...

"I'll make sure to pass your choice along," Nodding to herself as she sticks her nose back into the tablet, "Rebuilding a Mk 1 won't take long, but you'll have to wait to talk to the nerds about getting some new equipment as we'll be redeploying once you're cleared for transport".

That gets a raised eyebrow out of you, "We're getting moved? But we've barely gotten through training, not to mention that whatever group attacked us is still operating".

Your fiery squadmate just nods idly at your words, flicking over a few things before responding, "We're redeploying because we've been assigned a contract, one that places us in firm opposition to the group that attacked us so don't worry about that. As it stands, Wolf Squadron will be integrating you and a few of the more promising trainees into our ranks while another team will be rotated to this base to continue training the remaining trainees. Regardless, we're going to be deploying soon to our next assignment".

"And that is?"

Scarlet doesn't say anything, just handing you her PDA again which, when you look it over, contains a brief summary of where you'll be going.
> Alpine Oseokan Desert Operations
> Second ACS Fleet
> Alpine Plia City Guard
>>
>>2434078
>ACS Fleet

deserts would play havoc with out mechs joints, alpine is unsteady footing and if we are on a fleet then we have the chance to have a shoot out in space on the hulls of spaceships.
>>
>>2434078
>> Alpine Plia City Guard
>>
>>2434078
>> Alpine Plia City Guard
>>
>>2434078
>> Second ACS Fleet
>>
>>2434078
> Alpine Plia City Guard
>>
>>2434112
>>2434174
>>2434226

Looks like we'll be going to Plia City then.

Writin'
>>
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256 KB PNG
>>2434078

There's a short dossier about a place called 'Plia City', apparently a pretty major metropolitan area practically halfway across the planet. Nothing exemplary about it, other than really being an Alpine Corp City where a large portion of their employees tend take their leave while on Horizon VII, some families of employees live, and where the Alpine Headquarters for operations on Horizon VII as well as this general part of the Sector is located. As such, it's pretty obvious why you'd be sent there: to make sure the people living there aren't blown to bits in whatever war is starting up here.

Smaller notes about things like the climate, which is a number of degrees colder than average, the population size, 3.4 million people, the city's major transport hub and industry dot the rest of the screen, though nothing else extremely telling is here aside from the fact that the city itself is built on top of several small islands.

"So, we're going to be playing the cops here?" Handing Scarlet her PDA back, you go back to questioning her.

"Not quite; we're not authorized to deploy within the city barring extreme circumstances, but we will be working alongside the PCPD if they need us. The majority of our responsibilities will be to patrol the surrounding coastline, deploy as rapid response to any Alpine requests for assistance, and act as additional security for the occasional ship going out into orbit. I'd call this a cushy position, but with recent developments we're going to need to be careful," Stepping back from your bedside, she favors you with a quick smile before moving to leave, "Try not to spend all your time at the beach, Dancer".

And with that, she leaves the room without another word.

Big City, huh? Maybe you'll find something nice to bring Peter as a souvenir...

> And that's it for the pilot for IMQ. I hope you all enjoyed Lauren's Wild Ride, as I know I did. Sadly, I won't be running the next session soon as I've got to continue my two main quests.
> On the subject of them, expect the next AQ and DQ threads within the week. Updates are going to be a bit spotty until the 7ths, as I'll be out on Spring Break, but I'm definitely going to be running.
> If anyone has any questions, feel free to ask them either in this thread while it is still up. When it isn't, you can DM me on twitter (twitter.com/Storyteller_QM) or you can contact me on my discord server (https://discord.gg/WA5wRv3)
> I'll be throwing this thread up onto the suptg archive, and you can find both of my previous works here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=StorytellerQM
>>
>>2434339
thanks for running mate
>>
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11 KB JPG
>>2434339
Thanks for the run qm, looking forward to a nice relaxing beach position which will not have any complications no sirree




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