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Archive: http://suptg.thisisnotatrueending.com/archive.html?searchall=stranded+mech+quest

Information pastebin: https://pastebin.com/vSXCNHAQ

You are Brett Casey, Operative of Proxima Aquarii Federation, 2nd squadron special forces.

After the disappearance of your friends Alex, the ace and Levi the mech mechanic, the Federation has tasked you to investigate a nearby dominion world, to determine if they have a new weapon that can target Federation forces.

You are in high orbit, in a space pirate cruiser owned by a... work acquaintance

>continues
>>
>>2575671
The cruiser has managed to slip into a roving fleet of merchant vessels from the core worlds, you're docked to one, and odds are they will remain in the region, should you obtain goods to sell from your infiltration of the Union planet nearby.

There were a few things you could do, perhaps set a plan with your pirate acquaintance, or perhaps just go in blind? Run a scan of the landing zone?

>what do you do?
>>
first plan with our pirate buddy. communication is key
>>
>>2575711
Woah there. First let's check for any radio waves or other signs of communication devices.

We should make two orbits of the planet as well looking for any satellites.

Are there any moons or large asteroids in orbit as well? Check them too.

Then we can passive scan for any power sources, and if we haven't found anything by then do an active scan.

What's our options for landing sites?

Did thread 18 get archived early? It ended with us having tea.
>>
>>2575711
What space to ground capability do we have and what does the pirate have?

What info do we have on the possible weapon?
>>
>>2575743
This seems optimal, going in through would be much better than blindly strolling down to the union planet, potentially getting caught or captured and interrogated
>>
>>2575743
18 was archived, and my work was under lockdown, so I was too exhausted to draw.
>>
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>>2575946
>>2575743
It's best if you scan first, since you are the person that gathers intel in the first place. All you know is it allegedly can make both mech and pilot vanish into thin air, and that it goes through reinforced walls. The union is the only faction that would pull this crap on federation worlds so it must be here.

Using the cruiser, you scan the planet.

This world has one moon, it is a class M world. You detect a facility on the moon, but it seems to merely be a refueling station for their fleet.

Comms traffic indicates no mention of any military activity, though they could be going silent as to not spook the merchant fleet.

You detect an icebound facility that appears to be their shipyard. There are no major power sources detected, though you can detect a starliner being constructed, possibly for government use.

There are a total of 5 megacities, each with extensive military structures throughout them, scattered across the world. 2 are in daylight (able to detect planetary approach easier, harder to hide, city more active: can hide in plain sight easier) one is at nightfall (shift change of the guard, easier to slip in, still able to be seen easily) and two are at night (city largely inactive/movement more noticable unless running dark, hard to spot/can hide in shadows easier.)

>San Hernandes - Day
>Los Machinos - Day
>El Soranto - Nightfall
>Camile - Night
>Sespero - Night

Satellites appear to be communications and planetary defense, though the pirate cruiser can use a civilian signature to bypass those.

You consider conferring with the pirate in charge of the vessel regarding a plan of approach. She'll be your exit strategy, provided you don't die... again.

>what do you do?
>>
>>2575983
>conferring with the pirate in charge of the vessel regarding a plan of approach
>>
>>2575983
> Infiltrate the fueling facility

First recon the weakest point / easiest to escape from. Have our pirate friend hang out past the horizon of the base in case we need quick backup.

See if we can find pass codes or such to use to land on the planet.
>>
>>2576124

this
>>
>>2576378
>>2576124
You head to the bridge of the ship, where a motley crew of escaped convicts, exiled mercenaries, and fugitives work under the gaze of a cyborg in a tattered Union admiralty jacket.

"Ah, if it isn't my favorite Federation lapdog. Have you figured out a plan?" The cyborg turns to you with a grin.

"Was considering starting with the fuelling station, possibly get pass codes to land on the planet-"

You are interrupted as she laughs, "We already have the pass codes to land here, love. This was a Union ship when I got it."

You nod, "Still, the idea was that you hang on the horizon..."

"Listen darling, unless you want fuel, that facility is gonna be a waste of time." She crosses her arms, you hear a whirring from within one sleeve as she moves it, "I would know, I was a fleet captain for em."

In your defense, though, intel is rarely gathered from fueling facilities.

>what do you do?
>>
>>2576920
i cant tell if she is cute or to....piratey to waifu for spy man. In any case
>Steal some fuel for the road, and set up explosives to destroy the station.
Cant have anyone get away during the investigation, and if we just blow it up when our cover is blown and we need a distraction, so be it.
>>
>>2576961

I guess this
>>
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If there's no more by morning I'll go with this...
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>>2576920
Those pass codes won't do us any good if the second we land we don't know what's going on or how to act. I suppose otherwise you could clue me in on the local politics, instead? What fashions are on style? The team I should cheer for as a Spacer returning? Do you know who should be there when we arrive, or what the protocol is for returning as someone who is supposed to be there?

If the absolute worst happens at the station, we kill everyone and blow the place up to make it look like there was a an accident, or at least that it was just a pirate raiding and it will minimalize the risk of failing the mission.

Besides they have an unknown weapon capable of killing or vanishing ships outside their orbit. I would prefer to know how to deal with it before one I'd those two things happens to me.
>>
>>2579013
Also we should initially observe them to determine how to approach them. We might be able to fake an attack on my ship forcing me to land here help.

> Suptg didn't save the end of the last thread so I am super lost about what ship we're using, like she has another one right?
>>
>>2579385
you are in a pirate ship in union space, all information for this chapter is present in this thread. You are investigating the alleged Union weapon that made your friends Alex and Levi disappear.
>>
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>>2576961
>>2576987
"We're going to steal fuel from the refueling station and then set it to blow" You explain, "That way we can use it as a distraction if they catch me."

"Oho, some legitimate piracy and a plan B? Destroying that station will ground the fleets that come here... Union can only afford to fuel the ships just before a trip." The pirate smirks, "I like it. So we'll be landing shortly."

You nod, climbing down a ladder to the ship hangar. Located in an innocuous Large Cargo container (usually meant for starcruiser parts or reactor frames) your mech awaits.

select mech type:
>Humanoid
>Asymmetrical
>[ACCESS RESTRICTED]
>>
>>2579900
>>[ACCESS RESTRICTED]

MYSTERY BOX OPTION
>>
>>2579900
>[ACCESS RESTRICTED]
You know wee gona do this
>>
>>2579906
Support
>>
>>2579900
Restrict my access baby~
>>
>>2579963
You want sum choke?
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>>2579963
Yes!
>>
>>2580186
That was for
>>2580123
>>
File: Covert Operations Mechs.png (1.14 MB, 1120x529)
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>>2579963
>>2579940
>>2579927
>>2579906
You brought a top secret Covert Operations mech along.
(perks)
- Splinter Cell: Mech will have the perks for it's frame type in addition.
- Perfect Dark: Mech is naturally equipped with anti-radar coating and optic camouflage.

Select which mech Brett Casey brought along:
>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
- twin hard-light blades
- Particle beam sniper rifle
- Electromagnetic pulse missile
- Reflective armor plating

>Frog (Based off the newt, an asymmetrical mech with less cargo capacity, in exchange for more devastating weaponry)
- Twin quad cluster missile batteries
- Mass Driver
- Matter destabilizer
- Flashbang launcher

>Owl (a stealth fighter and descendant of the hummingbird. Difficult to see, harder to hit.)
- Gravity rifle (mech only)
- Photon torpedo racks.
- Arc Welder beams (fighter form only)

>select one to use
>>
>>2580226
>>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
>>
>>2580226
>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
>>
>>2580226
>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
Probably get some neat bonuses for this.
>>
>>2580226
Owl; always stealthy hit and run
>>
>>2580226
>>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
>>
>>2580226
>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
>>
>>2580226
>Owl (a stealth fighter and descendant of the hummingbird. Difficult to see, harder to hit.)

If we have to fight we already fucked up badly enough that running is the better choice.
>>
>>2580226
shinobi
>>
>>2580226
>Shinobi (a humanoid mech, for sabotaging facilities, a variation of the Samurai Class)
>>
>>2580226
I just want to confirm, how good are the Shinobis at actually not being detected vs. just getting in quick to smash things then leaving?

Because personally I feel that the biggest mech might not be the best option to frame this as an accident as opposed to enemy attaack.

Not to mention how difficult it will be to hide while we scout around.
>>
>>2582619
It would be a bit hard to see with optic camo
>>
>>2580312
>>2580332
>>2580340
>>2580457
>>2580477
>>2581466
>>2581667
Ah, yes, the Shinobi. A longtime argument among operatives exists if it is a Samurai or Rogue modification, but according to the files, it was a Samurai frame, with Rogue assets. Regardless, you feel this is one of the better mechs, though some swear the Owl is better.

Those people are not Brett Casey.

You climb up the rigging in the cargo container. The cockpit hums to life at the touch of your fingertips. A comms message crackles in from the pirate.

"We're moving up to the depot, love. We'll be dropping the container on the outskirts, and landing at the furthest pump. 25% cut for you, sweetie?"

"75% for me." You retort.

"50%, but only because I like you." She laughs, "Any more, an I'll leave you on this moon."

"60% or I won't destroy the depot before the machine charges you."

"Oho, fine. One up on Carrie this time." She admits defeat, "Here ya go, don't die now... I'm fond of this body you got right now."

You almost laugh, before a jolt, followed by a slight floating sensation takes you. You can't hear anything other than the creaking of metal from your container. Optic camo activating, you open the doors and step out onto the moon.

No footprints are left by the mech's feet, specialized equipment masking the craters. In the distance is the facility...

The pirate dropped you quite a distance away.

>what do you do?
>>
>>2584418
Approach carefully.
What does the facility look like from here? Any cover nearby in case we need to go on foot?
>>
>>2584428
>>
>>2584428

dis
>>
>>2584428
This, but I would prefer to stay in the mech, as going in on foot would likely be a bit more dangerous, I imagine the moon is somewhat barren, though OP never specified about the terrain.
>>
>>2584418
Go in fast and hard and hit the habitat first, let them suck vacuum.




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