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File: SoZAphelion_Cockpit.jpg (457 KB, 3036x2144)
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You are Captain Carya Marseille-O'Hara, and you find yourself in the middle of backtracking to your mobile suit with a new ally in tow: Lieutenant Carlyle, one of the mobile suit pilots working for Sweetwater colony's security forces.

“I have three rules whenever I negotiate,” you tell her as you move to continue walking. “Terms are always open to renegotiation, never treat my allies like they're my friends, and never offer anything that's not already on the table.”

The Lieutenant looks at you curiously. “Meaning...”

“Meaning his position of power isn't what we bargained for,” you explain, stopping and turning in front of Catrina. At the moment she's encased in a seventeen-meter-tall robot built out of psychically-attuned metal, but you know she's listening. “I was going to take out those weapons and capture the man behind them either way, and now that I know about this stockpile Shaw's been sitting on I'm going to confiscate it as evidence and have him politically crucified for it.”

“Both sides broke the rules. Both sides lose.”

After a few moments of digesting that thought, Lieutenant Carlyle treats you to a wicked grin and offers her hand.

“We've never been properly introduced... Lieutenant Bianca Carlyle, former EFF.”

You grasp her hand, and receive a much more lively and sincere handshake than Shaw's measured, calculated gesture. Almost like she's an actual person instead of whatever politicians count as. “Captain Carya Marseille-O'Hara. Captain or Carrina works in combat.”

“Well then,” Lieutenant Carlyle muses, releasing your hand. “What's the next move... partner?”

“Let's see,” you muse thoughtfully, stepping back into Catrina's giant metal hand. “I suppose we need to secure the G3 canisters first. Once that's off the table we can decide how to play our hand against the Char wanna-be on the other side of the colony.”

“Decide? What more intel do you need?”

>We Newtypes have a way of finding each other. What we need is boots on the ground.
>Being able to canvass the area from the Sericea may give us a better idea.
>What we need is a contact, someone with firsthand knowledge.
>Other?
>>
>>1155795
>>We Newtypes have a way of finding each other. What we need is boots on the ground.
>>
>>1155795
>>We Newtypes have a way of finding each other. What we need is boots on the ground.
>>
>>1155795
>We Newtypes have a way of finding each other. What we need is boots on the ground.
>Other?
Still, re-establishing comms with the Sericea wouldn't hurt for a coordinated effort.
And Cima would definitely be motivated in rooting out the gas canisters and getting rid of them.
>>
>>1155819
this guy's addon is good too.
>>
So here's what I'm doing: I've been giving it ~15 minutes starting after the first response, so feel free to discuss, add in ideas, or throw weight behind a vote for another few minutes.
>>
>>1155841
Well, the clues might not be enough to find our Char-like ringleader yet, but if it's about gas deployment, it would probably be located somewhere with access to the colony's air circulation system.

Then again, having them locked in multiple capsules outside the colony hull in the same vein as the Titans in Zeta wouldn't be so far-fetched.
>>
File: SoZAphelion_Colony_Block.jpg (464 KB, 3023x2143)
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>>1155841
“Well, we newtypes have a tendency to feel out when another newtype is nearby,” you explain. “In many ways we're sort of insular... the best way to find a newtype is to bring another newtype, the best way to counter a newtype's abilities on the battlefield is to field a newtype against them.”

“So basically you wanna walk around town?” the Lieutenant asks, furrowing her brow. “In the middle of hostile territory?”

You merely shrug. “Well, yeah. That's about the size of it.”

The hatch closes behind you, and the screens all waver as the cameras all around the outside of your machine orient themselves and the displays on the inside of the cockpit hatch re-initialize.

Did you have a nice chat?

“No,” you reply, “not particularly. You heard the plan and communicated with Rossweisse, right?”

Good thing brainwaves are such a secure means of transmission.

“Yeah, if they weren't that'd pave the way for mind control to be a thing,” you observe, taking over manual control.

Never thought of it that way... wonder if there's a newtype out there that can pull that sort of shit off?

“Let's hope not. Recall the funnels and I'll get us back to the Sericea,” you tell your sister. “Rossweisse, we're bringing in a friendly. There space in the hangar for two?”

“It may be a tight fit,” your companion admits, “but it should be possible. We won't know for sure until we try. Is the friendly the mobile suit near your present location?”

“It is,” you reply, hitting Carlyle's suit with a contact wire. “Lieutenant, be sure to have your IFF transponder online so we can register it as friendly.”

“Was I not before?”

With a dismissive tone, you have to admit she wasn't. “Hey, better safe than sorry.”

“Fair enough I guess.”
>1/2
>>
File: Sericea.jpg (78 KB, 810x316)
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>>1155871
As it turns out, Rossweisse was correct. The upgraded GM barely fits in the Sericea's hangar alongside your own machine, and when they're both secured right next to each other the difference between them becomes clear. It seems like it's distantly descended from an old RX-78 variant, with a pair of 240mm cannons at the top of a “backpack” lined with large thrusters and a pair of stubby propellant tanks. However it's clearly an older design, based on the distribution of armor and maneuvering thrusters. It also seems to be mounted with a pair of shotguns as its main armament, meaning that despite being decently positioned for a fight inside a colony it's still vastly outclassed by your machine and somewhat outclassed by a Zaku III.

“You like what you see?” Carlyle smirks. “It's okay, I know it's a hunk of junk. But it's all these colonists can afford.”

“Having nearly unlimited funds and fighting enemies with the same advantage skews things a bit,” you admit. “It's solid for a budget though.”

After a moment Catrina rejoins you, causing a moment of increasingly familiar disorientation.

Good to be back.

>Show Lieutenant Carlyle the facilities available.
>Head straight up to the bridge, get straight to work on that gas.
>Swing by to speak with Cima, get her perspective.
>Other?
>>
>>1155915
>>Swing by to speak with Cima, get her perspective.
>>
>>1155915
>Swing by to speak with Cima, get her perspective.
>Other?
See what Ross and ALICE can whip up to reinforce the message that the Grim Guard will be conducting an intervention.
>>
>>1155915
>>Swing by to speak with Cima, get her perspective.
>>
File: 1424235561936.jpg (261 KB, 600x1367)
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>>1155915
“Facilities are fore of H-deck,” you explain, pointing to the door to a locker room that really only you use on a regular basis. “Freshen up if you'd like and meet us on the bridge, there'll be signs on the floors to show you the way.”

“Are you heading straight there?”

You shake your head. “We have someone to talk to first.”

Instead of heading straight for the bridge you head down the corridor below, where crew quarters are jammed in along the long axis of the Sericea. Most of these aren't much smaller than your own in reality, but benefit from the same efficient use of space. The real difference is that the fit and finish inside each room is less... well, appealing. The exception are two rooms near the bow, which are reserved for long-term guests. These actually resemble small en-suite hotel rooms, and in one you find Cima.

“So if I'm hearing correctly you're dealing with the Sweetwater government,” Cima muses, pouring herself a cup of coffee. “What prompted that, I wonder?”

“They have G3 prepped as a deterrent against the other half of the colony,” you tell her flatly, avoiding any banter about the subject. “We're letting them think we intend to leave them in power so they'd concede the gas to us, but we wanted to hear your take on it.”

“It was a smart move,” Cima nods, her expression having noticeably darkened in the last few seconds. “Men who make such preparations tend to be prepared to resort to them, despite what they may tell themselves.”

“Well then, any advice for handling the weapons themselves?”

“Since you asked,” Cima muses, placing a finger against her lower lip, “I'd say vaporize them with a beam weapon. You can manhandle the canisters too if you need, they're designed not to crush easily. Especially if it's G3... you do know what that stuff does to people, correct?”

“We've never seen the results in person,” you admit.

“They're usually sealed inside a small warhead,” Cima explains, her impassive tone hiding what you immediately sense is deep disgust, bordering on hatred. “Skin starts falling off, blood comes from places you didn't even realize could bleed... the agony is short-lived but intense.”

“Don't take any risks. Don't make any sudden movements. And for the love of God do not take off your suit. In fact... where's my own suit? I want it even if I'm sitting here in my quarters.”

“You're not joking,” you observe stoically.

Cima shakes her head. “No. No I'm not.”

>We could use your help out there. Neither of us have ever seen these weapons before.
>Please be ready on the bridge in case we need your advice.
>Your emergency suit is under the bed.
>Other?
>>
>>1155992
>>Your emergency suit is under the bed.
>>Please be ready on the bridge in case we need your advice.
>>
>>1155992
>>>Your emergency suit is under the bed.
>>>Please be ready on the bridge in case we need your advice.
>>
>>1155992
>Your emergency suit is under the bed.
>Please be ready on the bridge in case we need your advice.
A warhead configuration would mean it'll still need a launcher (and something carrying the launcher) to deliver it, which means Cima can at least scrutinize anything that looks suspicious via video feeds.
>>
File: mig.jpg (23 KB, 265x238)
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“Your suit is under your bed,” you inform her, “but in exchange for that information I expect something from you.”

“And that would be?”

“Please stand by on the bridge,” you request, understanding that Cima wants no part of this whole process if she can avoid it. “We... weren't in the service during the opening battles of the war, so we have no experience with weapons like this.”

“And I have all the experience you'd need,” Cima sighs. “I'll admit that you have a point. I'll stand by, but really you should hope we don't need it.”

“Thanks,” you nod.

Cima shrugs, trying to dismiss your gratitude. “Well, at least then I'd get a chance to put that experience to good use.”

“There you go.”

On the bridge you find that Lieutenant Carlyle has joined Rossweisse on the bridge.

“You spoke with Cima?” your partner asks. “I hope you were considerate.”

“You know us,” you smirk.

“Yes, that was my point.”

“So we're on our way towards the central hub?” Carlyle asks. “Your quiet friend here wasn't really answering my questions.”

“Yeah, she doesn't like talking with strangers,” you explain. “We're heading for where the President told us he's had the G3 rigged. You and I will form the shore party, and my sister will remain in reserve in case of an attack.”

“There might be some resistance,” the Lieutenant muses.

>We'll take a team of marines as a show of force.
>The marines will be held in reserve, so as not to spook anyone.
>Then we kill them all if they resist. Problem solved.
>Other?
>>
>>1156095
>>We'll take a team of marines as a show of force.
>>
>>1156095
>>We'll take a team of marines as a show of force.
MUHREENS
>>
>>1156095
On one hand, we need to show that we can uphold our end of the "bargain" so they don't back off from surrendering the gas. On the other hand, we don't want anyone itching for the trigger finger around said gas.

>We'll take a team of marines as a show of force.
Equip them with space suits though, show that we're taking this seriously to the best of our abilities as a biohazard disposal matter, since I doubt we have such a team on call in such a short notice.
>>
>>1156126
Marines it is.
>3d10, DC 16, Crit 20
>>
Rolled 6, 4, 4 = 14 (3d10)

>>1156126
>>
Rolled 10, 5, 9 = 24 (3d10)

>>1156142
>>
Rolled 2, 9, 6 = 17 (3d10)

>>1156142
>>
>>1156147
nice.jpg
>>
File: POLL-1200x676.jpg (82 KB, 1200x676)
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>>1156150
“That's why God created the Marine Corps,” you shrug. “We'll take a squad to make it clear that we mean business.”

“Sounds like a plan,” Carlyle nods. “You got an armory on this boat?”

“Deck two,” Rossweisse replies brusquely.

Carlyle glances at your partner. “Okay, thanks.”

“You're welcome.”

You exchange a brief glance with Rossweisse. “Yes?”

“Nothing,” you reply, shaking your head and turning to leave. “Take us back along the axis, we'll be in touch.”

“Right,” she nods.

“ALICE, please locate the G3 weapons,” you continue. “Use all means necessary, including electronic intrusion. Sis, I'd prefer it if you were standing by in our machine. Just in case someone in a mobile suit decides to make a move.”

Understood.

It takes about fifteen minutes for ALICE to find you the most likely location for the G3 stockpile, at least according to the documents she can access. You and Lieutenant Carlyle head up a squad of six marines, each of you taking an assault rifle alongside your usual suppressed pistol. Your lightly armored suits will serve to protect from any accidental G3 contamination, but you really hope that you don't have to resort to that.

“According to ALICE's intel the warheads are this way,” you inform your squad, pointing down a long corridor. It meets a T-intersection, to the right of which is an environmental control room that's been retrofitted for the purpose.

“Move up, we'll assess the situation when we get to there.”

Your marines take the lead, moving up the hallway unopposed until they reach the intersection, then turn down the hallway. When you turn however you spot something: a closed-circuit camera.

You point that out the the Sergeant. “Seems we've been spotted.”

“Should we take out the camera?”

“Negative,” you shake your head. “Continue as planned. If they open fire... you know what to do.”
>1/2
>>
>>1156203
You finally reach the hatch at the end of the hallway, and pound on the door.

“Open this door, nice and slow!” you shout through your helmet's speakers. “We're here to take custody of the G3 gas, president's orders!”

“This is Lieutenant Carlyle from Specials,” Bianca adds, her voice every bit as loud as you'd though she could get when you first met her. “This is legit, you should have gotten your own orders!”

On the other side of the door you can feel tension, an argument. Someone on the other side raises their voice, though it's impossible to tell what they're saying and all it does is make someone inside the control room angrier.

“We will blow this door!” you roar. “You have thirty seconds to comply!”

Turning to your Sergeant, you motion him closer. “We blow the door in twenty.”

The Sergeant motions to one of his marines, who produces a shotgun from a mounting point on the back of his suit and racks it. He then moves into position while the Sergeant places thermite charges on the door hinges.

Then, ten seconds before you told the men inside the control room you'd do it, your Sergeant blows the door.

>Eyehax
>No eyehax
>>
>>1156224
>>Eyehax
>>
>>1156224
>Eyehax
Welp, they didn't comply immediately.
>>
>>1156224
>>Eyehax
One day we will find out why kids love the taste of cinnamon toast crunch.
>>
>3d10, DC 16, Crit 21
>>
Rolled 10, 4, 6 = 20 (3d10)

>>1156269
>>
Rolled 7, 4, 5 = 16 (3d10)

>>1156269
>>
Rolled 9, 2, 2 = 13 (3d10)

>>1156269
>>
>>1156271
Looking ahead you can see that one of the men inside, apparently a junior officer, will draw a weapon. Even as your marines shout for everyone in the room to get down a bullet strikes Lieutenant Carlyle right on the edge of the reinforced center of her pilot suit. The shot penetrates into her chest cavity and she's immediately downed, with a possibly fatal wound. So when the door falls away you quickly raise your carbine and plug the junior officer in the head before any verbal warning is issued, only to find one of his comrades drawing a weapon and firing on the Sergeant. So you make a note of his location in the room.

“Breach!” the Sergeant shouts, and you fire twice in quick succession. Both shots are perfectly timed and efficient, catching each man as he tries to raise his respective weapon. You then quickly lower your eyepatch as the Marines force the three remaining men to their knees, shouting at them all the while.

“You just shot those men without warning!” what you judge to be the senior officer accuses you.

You shake your head, lowering your faceplate and sealing it. “No. I shot a man whose weapon was already drawn and who was about to shoot me, and then I shot a man who ignored orders and tried to draw his own weapon. Both are justifiable acts in a siege, so you get to keep your mouth shut unless I ask you a question. Understood?”

After a moment, you sigh. “I'll take your silence as a yes.”

Lieutenant Carlyle for her part simply stares at you. “I mean I agree, but damn woman how fast are your reflexes?”

“Many newtypes start reacting to things slightly before they happen. It's one of the ways you can tell us apart.”

You then turn your attention back to the senior officer. “Show us to the G3 canisters. We're here to remove them and destroy them.”

For her part, Bianca has been busy examining a nearby computer terminal. “One sec... yeah, here it is. You got the President's message, so what gives?”

“That message could be forged,” the officer sighs, shutting his eyes. “We're under full lockdown here.”

“A lockdown with no security presence?” you muse. “Sounds like anyone else that was over here was ordered to stand down and complied.”

“We were debating the point,” he admits.

“The gas,” you repeat.

“I can't.”

“Fine,” you shrug. “Rossweisse, is Cima on the bridge? Can she take a look at our feed?”

“She is,” Rossweisse replies. “Here, talk into this. No... hold it the other way around. Hang on, I forgot to switch it on.”
>1/2
>>
>>1156334
“Cima?” the man wonders aloud. “As in Cima...”

“Lock it down,” you growl, pointing a menacing finger at the officer. “I don't have time for your shit. Cima, what are we looking at in this room?”

“It seems like they've taken the fire control mechanism out of the weapon and linked it to that terminal, the one our new friend is using,” Cima explains as you pan your helmet camera across the scene for her. You quietly gesture to Carlyle to step away from the console, resorting to hugely exaggerated waving when she doesn't get it at first.

“Okay, so follow that large bundle of cables,” Cima suggests, “the ones bound up with rigging tape.”

You do as she says, turning a corner and walking down a short flight of corrugated metal stairs with Carlyle covering you from behind with one of the marines' shotguns. It's dark at the bottom of the stairs, enough that you need to use the light on your helmet to find the switch. Once illuminated you find that this room contains two large metal canisters: each about a meter across and two long.

“Shit, they removed the payloads,” Cima curses. “That makes it tricky. The containers themselves weren't reinforced, they were just placed inside an explosive jacket that served to protect them from accidental rupture. I'm not sure a mobile suit can remove them when they're set up inside a facility like this.”

>Then how do we get it out?
>Can we destroy the compound in-situ without collateral?
>Then we set an m-particle charge. The colony has other enviro-control stations.
>Other?
>>
>>1156368
>>Can we destroy the compound in-situ without collateral?
>>
>>1156368
>>Then how do we get it out?
>>Can we destroy the compound in-situ without collateral?
>>
>>1156368
>Other?
Check to see if it's rigged to release if tampered.
>Then how do we get it out?
How about a worker MS?

And is the M-particle charge option basically venting it out the hard way?
>>
>2d10, DC 18, Crit 21
>>
Rolled 6, 1, 4 = 11 (3d10)

>>1156429
>>
Rolled 6, 3, 10 = 19 (3d10)

>>1156429
Is it really 2d10 there?
>>
Rolled 9, 7 = 16 (2d10)

>>1156429
>>
Rolled 6, 9, 6 = 21 (3d10)

>>1156432
...shit I just noticed that. re-rolling assuming 3d10 this time
>>
>>1156451
This is good.
>>
>>1156474
“So how do we remove it?” you ask. “Cut the whole surrounding area out with a beam saber?”

“That might work,” Cima agrees, “but at that point you might as well just vaporize the whole area. Reduce the chance of accidentally rupturing the tanks.”

With a shadow of doubt creeping in your mind, you ask Cima to hand the comms off to Rossweisse again. “Do you feel that?”

“I do,” she agrees, calling her crew to general quarters.

They're coming.

“That moron president of yours sent the orders over an open communications system,” you theorize, turning to face the Lieutenant. “Go! Back up the stairs, move!”

“Wait, are we under attack? By who?”

“I have no doubt it's the wannabe,” you tell her as you round the corner at the top of the stairs. “Marines, fall back! You three, unless you wanna get vaporized in the crossfire I'd suggest you bug out too!”

“What about the gas?” Rossweisse asks as you break across the hardened steel deck plates between the entrance to the environmental control center and the Sericea, eventually sending your team up a low ramp into the belly of the ship. The door closes behind them even as Rosse dusts off.

“They can't take it either,” you reply, taking a running leap towards Catrina so she can pull you into the cockpit.

“But they can accidentally rupture the tanks,” Rossweisse observes.

“Especially if they don't know they're not actually loaded into the warheads anymore,” you agree.

>We need to fall back, draw them away from here.
>We should engage them up close. Stop them short.
>Catrina, use the e-pac on one of our funnels to blow the facility.
>Other?
>>
>>1156506
>>We should engage them up close. Stop them short.
>>
>>1156506
>Catrina, use the e-pac on one of our funnels to blow the facility.
Deny and dispose, as opposed to the gas containers getting caught in the crossfire. Or worse, getting stolen.
>>
>>1156506
>>Catrina, use the e-pac on one of our funnels to blow the facility.
>>
>>1156506
“Catrina, leave one of our funnels back here just in case,” you suggest. “If we have to we'll blow its e-pac as an improvised demo charge, but I'd rather not have the headlines here be about how we blew up an environmental control station.”

I get you. No need to hand our enemies more weapons to hit us with, right?

“Exactly. I'm moving us up,” you continue, communicating the beginnings of your plan to Rossweisse... if you can call it a plan. “I also don't want to engage back here.”

“I'm trying to hail the mobile suits,” Rosswiesse tells you as you shoot past her at full thrust. “But Minovsky interference here is strong, I don't know if I can get through on standard channels.”

“So we can't warn them,” you sigh. “Shit. Lieutenant, get ready but hold in reserve. Don't shoot until I do.”

“Wait... how can I hear you?” she asks, having reached her own cockpit.

“The comm link I hit you with earlier is still stuck to your armor,” you explain. “It's got a special receiver, we use it to co...”

Six bandits inbound, tagged as our Zakus from before.

“I assigned tags to each inbound target,” ALICE confirms. “Nothing unusual, signal is clean.”

We're hot. You draw your mobile suit's grenade rifle, and begin eyeing your surroundings. Man, this entire place looks like it's made of stuff you'd really rather not hit by mistake.

“Stay secure,” you order. “We're gonna...”

>Engage on sight in case they try and overshoot.
>Try and land a comm link, order them back out into the colony.
>Try and land a comm, warn them about the G3.
>Other?
>>
>>1156608
>>Try and land a comm link, order them back out into the colony.
>>
>>1156608
>>Try and land a comm, warn them about the G3.
>>
>>1156608
>Try and land a comm link, order them back out into the colony.

Additional, our MS (or Carlyle's, if she's equipped with them) could pre-spray any birdlime on the facility's weakpoints. Keep it contained as much as possible.
>>
>dice+3d10, DC 1, Crit 20
>>
Rolled 1, 1, 2 = 4 (3d10)

>>1156644
>DC 1
Why can I not help but be even more worried?
>>
Rolled 8 (1d20)

>>1156644
>>
Rolled 10, 4, 8 = 22 (3d10)

>>1156644


>>1156653
oops, wrong dice
>>
>>1156644
DC 17, my 7 key is misbehaving.
>>
Rolled 9, 9, 10 = 28 (3d10)

>>1156644
>>
>>1156652
Sit in a corner and think about what you've done.
>>1156664
WELL THEN
>>
>>1156664
noice...I forgot to roll :(
>>
>>1156668
brb sudoku kms
>>
>>1156664
“Rossweisse, load some birdlime rounds,” you order. “Give that facility some extra padding just in case this goes wrong. ALICE... begin transmitting.”

As the incoming mobile suits approach you fast in echelon, you lower your grenade rifle and fire a contact link to your left side just before overshooting the formation. You come about fast and reverse thrust, letting the line snag on one of the passing Zaku IIIs and forcing them to scatter, turning about to reverse course and form up once more. You jink away, making them chase you.

“Declare yourselves!” you bark. “What are you doing in our AO?”

“How are you on our channels?” an angry voice demands. “What are you thinking, barging into our colony and telling us where we can and can't go!?”

“There's a time and place,” you counter hotly as you maneuver defensively to keep them from being able to mass their fire against you. “The President agreed to let us seize and destroy a small stockpile of chemical weapons that are stored here, but they've been removed from their warheads.”

“So there were weapons?”

“And if the containers are damaged the gas gets released right into the atmospheric control system for the closed side,” you explain. “We've got the whole thing rigged with epacs, ready to destroy the gas entirely, but that'd also damage the environmental systems.”

“Is that a threat?”

“It's an honest warning,” you reply, hoping that the sheer paranoia behind that statement builds a case for you. “This sort of thing is our specialty... let us do our jobs and we'll do it right. Attack us, or try and seize the gas, and you put everyone at risk.”

“Come on, don't be unreasonable about this.”

“You're the ones being unreasonable!” the enemy pilot insists. “You've thrown in with an enemy that wanted to gas us!”

“Have you seen what G3 does to a person?” you ask, knowing full well that you're about to bluff. “Have you seen the aftermath? It's banned for a reason... its victims suffer horrifically, so that when death finally comes it's a goddamn mercy in disguise, and there's enough in those two tanks to kill everyone in Sweetwater at least twice over. Do you want that to happen?”

“Your threats...”

Do. You. Want. That. To. Happen?

“... of course not.”
>1/2
>>
>>1156717
“Neither do I,” you snap. “Nobody does. So that leaves us three choices: you can let us do our fucking jobs, or you can withdraw and we'll fight out in the colony. Or you can keep this shit up and I'll just have to slaughter all of you before you can risk rupturing those G3 tanks.”

“Your decision, but like I've said I have a job to do here and lives are on the line.”

After a few moments of continuing maneuvers, you finally get a response. “Fall in echelon off my left. We'll take this out into the colony.”

>Comply with his terms, fire and maneuver the moment you're out in the open.
>Prepare a surprise attack for as soon as you're far enough from the G3 gas.
>Negative. I don't trust you, so I'll assume my own posture and course to leave.
>Other?
>>
>>1156766
>>Negative. I don't trust you, so I'll assume my own posture and course to leave.
>>
>>1156766
>>Comply with his terms, fire and maneuver the moment you're out in the open.
>>
>>1156766
>Comply with his terms, fire and maneuver the moment you're out in the open.
If only because we can keep a close eye in case he's up to some shenanigans and try to make for the gas instead.

Feels like it's gonna be a weird battle though, what with the relative civility.
>>
>>1156766
>Negative. I don't trust you, so I'll assume my own posture and course to leave.
>>
>dice3d10, DC 18, Crit 21
>>
Rolled 5, 7, 9 = 21 (3d10)

>>1156845
>>
>>1156857
w e w l a d
>>
Rolled 2, 7, 7 = 16 (3d10)

>>1156845
>>
Rolled 1, 7, 7 = 15 (3d10)

>>1156845
It's cleared, so I can shit roll now.
>>
>>1156857
“Fine,” you respond, almost falling in echelon. Instead of being level with the others you take a position slightly above the formation, and one of the six takes up a position behind and below, just to your left.

“You're not in formation,” the lead machine's pilot observes.

“Old habits,” you make an excuse for yourself. “I don't like having anyone to my back. Haven't for years.”

“Just don't go getting any ideas,” the man grumbles.

Thrusters prepped for your mark. I'll do what I can to smooth the maneuver out.

“Thanks,” you mutter off the comms.

As you approach the exit out into the colony the machine behind you adjust upwards... and you fire all your reverse thrust at maximum power. Your combined velocity means you basically rocket past the unsuspecting Zaku III with your wrist-mounted beam saber ignited. The blade passes through your enemy's cockpit with ease, and as you maneuver to put the wreckage between you and the other Zakus you launch a few grenades at them. One collides with a Zaku's head, shattering its optics and other vital systems. Its gyroscopic controls must have been destroyed as well, and it falls from the sky towards the colony walls.

“Four on one,” the lead Zaku challenges you in a burst of autocannon fire. “Do you really think you can win?”

“Six on one didn't help,” you observe. “And like I said... I've got things to do!”
>>
>>1156901
And that's where we leave off for now. Thanks for turning out, and sorry I couldn't run longer. Archive is up, and hope to see you next weekend!

Now I'm going to try to limp through a few SSQ updates if any of you are interested. We'll see how far I can get.
>>
>>1156909
Thanks for running! Thought for a while there that you flipped your sched for SoZ based on the tweet sent once you got back. Still used to a thread of this going up to coincide with a new Gundam IBO episode.

See ya in a few.




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