Mecha Space Pirate Quest LII

Welcome back, everyone, to the fifty-second installment of Mecha Space Pirate Quest. I'm Wong, and you're Corporal Amos Wedge, assigned to the Extrasolar Division of the United Jovian Colonies Independent Defense Force, piloting a Pumpkinseed II with a customized battle rifle.

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Today you have an important mission, to intercept the squad of Knights that ambushed you on your way to Innsmouth at the Great Zinn Dam.

Other urls found in this thread:

pastebin.com/N0LGAz5t,
pastebin.com/LXZJcv47
pastebin.com/kbCkXnRF
twitter.com/SFWRedditImages

YOU ARE: Amos Wedge (Age 18)

Attractiveness: 7
Body Type: 10
Cool: 8
Empathy: 6
Intelligence: 8 (Awareness +1)
[Education]: +3
Luck: 7
Movement Allowance: 7
Reflexes: 10 (Dodge & Escape +5, Mecha Fighting +6, Mecha Gunnery +6 Mecha Melee +6, Mecha Missiles +6 Mecha Pilot +6, Melee +3, Handgun +3, Stealth +2, Zero-G +1)
Technical Ability: 8

Rookie Bonus: Anime Hero

Luck Points 7 (refreshes at end of session), Maneuver Pool 1 (refreshes at end of combat, otherwise identical to Luck)

Aww yes murderrobo tiem

UJCIDF PUMPKINSEED II Amos Custom
Medium Striker Torso: C/S/K 8, 4 tons
Medium Striker Head: C/S/K 4, 2 tons
Medium Striker L. Arm: C/S/K 5, 2 tons
Left Hand: 2 CP, 1 Space, 1 Kill, 0.5 tons
Medium Striker R. Arm: C/S/K 5, 2 tons
Right Hand: 2 CP, 1 Space, 1 Kill, 0.5 tons
Medium Striker L. Leg: C/S/K 5, 2 tons
Medium Striker R. Leg: C/S/K 5, 2 tons

Armor: Heavy Striker (5 SP, 5 CP, 2.5 tons) on all locations

Main Sensors (Head): 4 CP, 1 Space, 2 Kills, 1 ton
Backup Sensors (Torso): 2 CP, 2 Spaces, 2 Kills, 1 ton

Options: Torso Cockpit with Environment Pod (2 CP, 2 Spaces), Torso Storage Module (1 CP, 1 Space), Liftwire (0.3 CP), Spotlights (0.2 CP)

Armament: Pumpkinseed IIs have a handheld Beam Rapier and an Active Shield sub-servo on their left elbow, in addition to the usual ranged options. They also each have a single Heavy Missile concealed inside the right forearm for emergencies and a second in the head.
Handheld Light Beam Rapier: WA +1, 5K (only 2K of structure), EMW (treats SP as 4 less than usual), 5 CP, 5 Spaces, 1 ton
Arm-Mounted Active Shield: DA -1, SP 8, 17 CP, 4 Spaces, 4 tons
Amos Custom Beam Rifle: Range 500m, WA +1, 6K (1K of structure), BV 3, Infinite Ammo, 24.5 CP, 5 Spaces, 0.5 tons
Arm-Mounted Heavy Missile: Range 1200m, WA +2, 12K, 1 rocket, 3 CP, 3 Spaces, 0.5 tons
Head-Mounted Heavy Missile: Range 1200m, WA +2, 12K, 1 rocket, 3 CP, 3 Spaces, 0.5 tons

Thrusters & Speed: 5 per leg, 2 in the torso. Moves 400 meters per turn in flight, or can run 250m. 12 CP.
Total Weight: 38.5 tons
Total Cost: 140 CP

didn't know we had a thread last night. Was too busy murdering in the Titanfall 2 beta

Man we really need to come up with a new grunt suit so we won't get destroyed when we fight Avalon and the Jovians

Well, thats what the Tourney will hopefully provide along with that Roc. What ARE the stats for the Roc anyways aside from bigger harpy?

Here it is pastebin.com/N0LGAz5t, it doesn't seem much different from the Harpy, just bigger, faster, and the ability to add a beam saber or cannon

You depart with little ceremony. The Cicero only has eighteen pilots let, a mere six squads, and half of your effective fighting force is being sent with you.

The Mantas they've given you for transportation are really quite impressively fast, ruffling the canopy of the trees only a few short meters below as they zip in the direction of the fleeing Avalonians.

You quite clearly remember Captain Clearwater's last words to you before you departed, "Remember, we'd like to take one of them alive for questioning, but the lives of our pilots are precious too. Don't take chances, and aim for the cockpit if you have to. This is war, after all."

Simon's mech is hunkered down on his Manta as though expecting to be blown off, while Garret's Warmouth is standing normally and your Pumpkinseed II has assumed proper surfing posture. Behind you float two squads of Pumpkinseeds on Mantas. Three of them have been equipped with forearm-mounted Epoxy Guns in place of their usual shields, while the remaining three are the Cannon variant. It's a lot of firepower and a big investment on Captain Clearwater's part, leaving him to defend a city with just nine machines.

"What's the point of this dam, anyway?" Garret asks over the comms.

"What do you mean? Hydroelectric power, of course." Simon replies. You're busy investigating the specs on your new gun.

"Isn't that incredibly inconvenient with cold fusion so cheap and readily available?" Garret inquires.

Simon sighs, "Well, yes. It's very old, it hasn't been used for a very long time. Decades, at least. Didn't you read the mission briefing?"

"I read the important parts!" Garret snaps, "We scatter if the Paladin shows up, and if it doesn't we take out the enemy and secure at least one captive."

[Continued]

Incidentally Amos's mech fits the point restriction exactly.

That's what actually got me thinking about this, some other user made some mechs that look pretty good for what they're designed for

pastebin.com/LXZJcv47
pastebin.com/kbCkXnRF

Hopefully I will finish my mecha at some point.

Whats it like?

"Maybe they're trying to blow up the dam?" Garret proposes.

"I...don't think so." Simon interjects, "Um, if they did, all that would happen is that a lot of water would flood an uninhabited forest valley and, uh, the river would be a bit low on the other side. It's a long way between settlements."

"Maybe they want to be the most pointless terrorists ever?" You suggest.

"I don't think that would be a very good use of their resources, and-" Simon starts.

"It was a joke, Simon." Garret explains, "Hoo, you boys seeing this?"

"Yeah, we've got mecha nearby." You confirm, "And if we can see them, they can see us."

[Continued]

>mfw I am that user
Although someone pointed out wings arent technically a movement system so they shouldn't get the rebate.

A retooled Thoroughbred MP called the Corsair. Also have designs for a Corsair X, which is basically a Corsair with officer armor and an absurd custom auto laser rifle. Its basically Cima's mech

"You all got your gear from Irina, right?" You ask over the comms.

"Who, the sour-looking woman? Yeah." Garret confirms, "Power armor and monoswords? Are we going to be fighting HONORABLE DUELS with the Avalonians?" He starts laughing.

"Yeah, it's funny until you actually have to." You grumble, "Besides, we already had guns."

The sniper opens up, but he or she must have underestimated how much punishment your Mantas can take. Three shots fail to down even a single one of you. You can see four of the Knights on top of the dam, helping the fifth, the headless one, climb up over the rim while the sniper peppers at your forces.

>[Roll initiative, 1d10+7, and you might want to come up with a basic strategy. You're 500m away from the enemies, but your Manta imposes a pretty steep MV penalty of -5 so it's best not to fight on it, it takes one action to dismount]

Rolled 9 + 7 (1d10 + 7)

Use the mantas as shields to block the sniper shots until we can jump off right on top on the enemies

Rolled 8 + 7 (1d10 + 7)

IT BEGINS

Seconded.

What if we dump all the manta's rockets in one salvo on them and then jump off using that as cover?

Their on the dam though?

Would the rockets be enough to bust the dam?

First off, the sniper has to go. We swoop in and take him out either by Biggs grabbing his weapon from him, or disabling his mech. Use our guns along with Garma's to lay down cover fire and force them to be on the defence. With the pair of us, we got some good range game, but our goal should be taking down their leader to mess with their chain of command.

Absolutely not. They might leave a lot of craters in its surface, but they wouldn't destroy a fortified dam like this unless you deliberately sought out weak spots and fired absolutely everything into them.

Acknowledged. This strategy guarantees you reach melee range with the Knights, denying the sniper a chance to take out any of you but also denying you a chance to fire on them from ranged. Writing now.

Also, when you reach the sniper, will you...

>[Open up with your new gun]
>[Fire one of your 12K, +2 WA Heavy Missiles]
>[Engage in melee for precise targeting]

>>[Engage in melee for precise targeting]
Take his gun out of the equation

>[Engage in melee for precise targeting]

>[Engage in melee for precise targeting]

Rolled 6, 4 = 10 (2d10)

"So what if we just...guys, I had an idea. So they see us, right? So what if we just elevate like this." You angle upwards, presenting the bottom of your Manta to the enemy and soaring upward, "So that if they shoot at us, they're hitting our transports and not us."

"Sir." One of your escorts comments. You're not an officer, but you're still nominally second-in-command here and Garret has a habit of deferring to good ideas from his subordinates, "What if our Mantas get shot down?"

"Use your jumpjets to cushion the impact. Ours can fly, so we'll lead the way. You stay behind us, angle upwards and flatten out as we get over the dam, then drop. They'll only get a few shots." As you say that, the sniper opens up again. Their mass driver shot melts in the flare of a Manta's thrusters, but still shakes it, and the Pumpkinseed riding on it nearly falls off.

"When we arrive, the three of you with epoxy guns take the other four. Double-tap if you need to. Cannons, land a bit further away and focus on support where we need it. Amos...hell, why don't you get a little revenge on the leader? We're counting on you, buddy." You can hear the grin in Garret's voice as you crest the rim of the dam. Your Manta rumbles as a shot strikes it directly, the lesser Knights using the cannons built into their lances at range as they back away.

You, though, you drop right onto the leader.

>[Roll 1d10+14]

Rolled 4 + 14 (1d10 + 14)

Banzi time

Rolled 3 + 14 (1d10 + 14)

Rolled 9 + 14 (1d10 + 14)

Might want to put some luck into this. 1 should do for now.

Rolled 4 + 14 (1d10 + 14)

round two, sumbitch

Rolled 8 + 12 (1d10 + 12)

Rolled 3 + 12 (1d10 + 12)

Whoops. Needs another roll.

"I'VE GOT SOMETHING FOR YOU, JOVE-DAMNED COSPLAYER!" You roar out over the comms as you drop behind the cover of the falling Manta. The Knight with the sniper cannon dodges out of the way as your cyan blade flashes half a meter in front of it, then jumps back again as you launch into a forward slice. It fires two shots, but close range isn't a sniper cannon's forte and you easily avoid both rounds.

>[Feed me 1d10+13s! I'll manually add the +1 for your melee attacks]

Rolled 8 + 13 (1d10 + 13)

Rolled 5 + 14 (1d10 + 14)

Another +1 from luck. Bugger needs to lose some weight.

Rolled 6 + 13 (1d10 + 13)

Rolled 1, 8 = 9 (2d10)

Dodge rolls, no parries because the sniper has a two-handed gun. +14 to both.

Rolled 8 + 13 (1d10 + 13)

Rolled 4 + 13 (1d10 + 13)

Active Shield says "not today, larpies"

FEED ME MORE 1d10+13s!

Rolled 10 + 13 (1d10 + 13)

Rolled 4 + 13 (1d10 + 13)

Rolled 1 + 13 (1d10 + 13)

looks like the guy took a crit from the first hit.

Rolled 1, 7 = 8 (2d10)

True, but it seemed like you're specifically going for the arm.

If you'd rather I roll on the ~special chart~, though, I can do that.

Dodge rolls

Rolled 2, 2 = 4 (2d10)

And this round, the pilot does have parry rolls, having dropped their sniper cannon. Due to the DA penalty on their shields, though, these are at +12

Rolled 6 + 12 (1d10 + 12)

okay then

Eh, if it's for the arm it's good. Catching a ace is a pretty good score.

Rolled 10, 1, 9 = 20 (3d10)

Was that one Shinji or Garma?

Rolled 6, 7 = 13 (2d10)

Rerolling one because not applicable, rolling the other on the ~special table~

Jesus Christ, it's a really bad idea to fuck with Amos.

There's a reason why he had kirls all over his dick in the show despite him being a melon-headed sumbitch.

Apparently Amos has decided that he's no longer a Mook.

Cyan fire sweeps the air. You advance relentlessly. The first thing you notice is that your opponent is good. Really good. Ace level at minimum, they're maneuvering as well as you are in a heavier mech...but you're highly motivated and you have someone worrying about you. They were worrying about you all night as you flew out here, constantly checking your six and expecting at any moment to hear a woman's voice singing over the comms and then see the Paladin swooping down on you. So fuck aces, and fuck the odds. You twist the angle on your beam rapier just so, and the point melts into the inside of the Knight's right elbow. They avoid your next swing, seeing that you're trying to take one of their arms out of commission most probably, and as their right elbow drips molten alloys onto the dam below they drop the sniper cannon and grab hold of the rocket launcher slung over the Knight's back...and they empty the entire payload into you. Most of the rockets miss, but your shield automatically intercepts two (reducing SP to 6).

It doesn't matter. Your next swing takes off their right arm and cuts the launcher in half. You bring your left arm up, and at virtually point-blank range you pull the trigger of your new gun on them.

Three searing jets of plasma slam into the Knight one by one, the first hits it dead-on in the slit of its visor (sensors destroyed, head SP reduced to 5), the second melts its facemask (SP reduced to 4, Kills reduced to 4), and the third strikes its remaining arm (SP reduced to 5).

Behind you, two of the Knights are tangled up in epoxy and one is just now having both of its arms torn off by Simon, one of them has a dented chestplate from where he leaped off his Manta to dropkick it. One of your Epoxy Pumpkinseeds has lost its right leg to a lance attack.

[Continued]

You're winding up to take out the left arm when the Knight that you damaged in your first encounter thrusts its way between you and its now-faceless commander. It has its arms spread wide, chest thrust out and making no attempt to defend.

>[What will you do?]

Stab through the cockpit and hope we reach the ace's

Looks like we got a martyr. Open coms and demand surrender. They have no weapons and taking them all will likely gives us at least one weak link.

I'm tempted to slice his legs off for capture but,
>[Cockpit stab]

demand their surrender over the loud speaker

Cut its legs off. All its thrusters are in the legs right?

rocket to the leg, then body-check him into the Ace.

Let's not embolden the Ace and the survivors to fight back. Not only that but if it's in the way, the ace could escape. Besides, we can just fly over him and tackle the ace to the ground.

Were already all doing good in this fight kill them all except for the guy that the others have epoxyed, they're a threat who were going to need to take care of

nah, bring back a couple. Interrogators can be less gentle if they have spares.

>When playing a space pirate

"Let's not kill anyone. It would be mean."

>When playing a teenager in a morally ambiguous war

"COCKPIT STAB LIKE WE'RE MOTHERFUCKING AMUROOOO!"

I love you guys.

Yes, two subordinants who may or may not have any info. The Commanding officer likely has more intel and considering their loyalty, could serve as a means of interrogation. They themselves are not as much of a threat as a paladin, and keeping as many of them available as chips for hostage negotiations is also on the table.

geez. why are you guys so bloodthirsty?

It's thunder. When he's not thinking with his dick or music, he's out for blood. Besides, I want that Ace to find out who the intel leak is.

Veeky Forums in nutshell

I suspect its either the asshole or the doctor.

Too be fair its usually because we can ransom them from money while keeping all their shit

I see your point, lets just cut off the legs then

The CO most likely won't crack since he's probably been trained to keep quite

If they can't make us money or be useful to us then theres no reason to not kill an enemy, thats all there is to it

Better to get more proof and information. Intel can make or break a war, especially when it comes to a situation like this.

Lot more to the equation than just money. The one thing you want to avoid in this sort of situation is Martyrs and Avengers. Dude spreads his arms out for the glory of Avalon? Thats going to get the zeal of every prisoner riled up and make them hard to interrogate. Taking the winds from their sails, making the commander concerned about his team, especially one who's loyal to THAT much of a degree? That would soften them up.

These guys are ready to die at a moments notice. Deny them that moment, their zeal, and they become easier to handle.

You hail them both on comms, "In the name of the UJCIDF, you're both under arrest! Surrender and tell your friends to do the same, or I'll start aiming for the cockpit."

You're not sure which of them it is, but the first voice that answers you is that of a girl, "Brute! Savage! Uncultured BARBARIAN! Is this what you call honor!?"

"It's more like what I call winning." You remark, beamsaber hovering right in front of the completely-headless Knight's cockpit while it swivels around to try and protect its melty-faced commander

"Duel me, sirrah! Face to face!" She demands.

"Sure!" You cheerfully agree, and take a step back. At that moment, the panels on your mech's head and chest slide open, and you fire a Heavy Missile into each kneecap. It goes down in a heap, and you put your Pumpkinseed II's foot on its wrist to stop it employing its lance, "I win!"

Now that they're a bit cleaner, you have the chance to look at their heraldry. It's plain white, trimmed in silver with a pattern of stars and moons.

"Cultured people don't do things that way!" She wails, "Sir, please escape, these people are evil!"

Behind you, you hear a massive explosion, and see Simon's mech reeling back with much of his shield in tatters and another Pumpkinseed stumble back with both of its arms gone. Your team jumps away before the second epoxied Knight explodes.

>[Rip the cockpit ball out of the one you de-legged before it can do the same]
>[Go after the ace]

>>[Rip the cockpit ball out of the one you de-legged before it can do the same]

>>[Rip the cockpit ball out of the one you de-legged before it can do the same]

>>[Rip the cockpit ball out of the one you de-legged before it can do the same]

I meant more for Roarke then Amos, but you do make a good point. Only thing is that they're most likely going to be tortured until they do talk. Plus most of these soldiers are as loyal as loyal gets so it would be an uphill battle to get any info either way

>[Rip the cockpit ball out of the one you de-legged before it can do the same]

Why not delegate? Garma capable of shooting at the guy's legs or Biggs able to run and rip out the Ace's ball?

Ah dammit, true belivers in their cause.

These are the most annoying assholes to deal with.


>[Rip the cockpit ball out of the one you de-legged before it can do the same]

I feel like thats everyone in Avalon

>>[Rip the cockpit ball out of the one you de-legged before it can do the same]
"You ambushed us literally a day ago. You don't get to whine about honor when the shoe's on the other foot."

We in the military now son.

You see? This is why you aim for the cockpit.

"For the honor of Queen and Lady, I give my life for...hey...HEY! STOP THAT!"

You ignore her, and use the tip of your beamsaber to carve a gash in the torso armor of the downed Knight with a single slice. You rip it open with your other hand and pluck out the cockpit, jetting away as the core explodes behind you, blocking your view of the ace.

The remaining knight takes a full barrage from Garret's Warmouth and drops to its knees like a limp puppet before it can explode, he and Simon wrenching the cockpit out of it.

"MY HONOR!" Wails the cockpit ball in your hand.

"You ambushed us the day before yesterday, you don't get that excuse." You chide, gently shaking it.

"Let them go. Both of them." Interrupts another voice. This one is calm, gentle, and also female, "If you do, I will surrender rather than self-destruct. They know nothing. You should dally not overlong, we nymphs are but servants of one much greater, and She is imminent." The ace tosses away its...her...lance.

"S-Sis no...no please don't, not for me. You have to get away!" Wails the cockpit ball.

"No sign of the Paladin yet, Amos, what should we do?" Garret asks, swiveling the flattened head of his Warmouth to look at you.

>[What do?]

Fine. No point bothering with zealots if one is willing to surrender. Disengage your cockpit and we'll let these two go. Easier to get info from a willing source, and we don't want to waste time if she's coming.

>If we let them go then they'll most likely tell the Paladin what happened and the leak may have told them about how little our defenses are which might cause her to attack
>We keep the girls and the CO most likely self destructs and no one is left to tell the paladin, but we may not get any info

I'm not sure which is worse

>They already know too much
>You are all under custody and are our prisoners of war
>You will not be mistreated and will be detained until the end of this conflict on this planet, one way or another.

She likely knows where we are anyways so them knowing or not would do nothing. Think, there is likely a reason why she's whittling our forces and using gurellia tactics rather than attacking head on. One way or another she'll try something, but a living ace gives us more options.

I agree, we let them go after their leader ejects.

Aren't they like 200 miles away from anything, and behind enemy lines to boot? Why do they even want us to let them go?

We should at least attempt to take them hostage. We need that info after all.

If we fail then at least we failed trying, do we might want to make sure we're out of the blast radius if little miss 'honor' tries to be clever with the self destruct tactic.

But if we have her Ace it might prompt her to attack to stop an info leak

Say we'll let them go and then proceed to capture them again once we have the ace. Not like they can out run our mechs.

Because their ride is coming by the sounds of it. If she's busy with two subordinants, she won't have the hands or time to chase us.

She may also go after us if the Ace is dead. We don't know, but if the chances are the same either way, then taking the one reasonable person in the hand beats the two destruct happy zealots in the bush.

What could that possibly accomplish?