Captain Alberico knew that he would die unremembered. After running away from his noble house at the tender age of sixteen, he had spent his meagre allowance on bribing himself into the lower ranks of the Valiant Vagrants, one of the many mercenary regiments under provisional contract with the iron crown. The fact that he had be severed from his noble lineage was so obvious that it didn't bear stating. There was no honor in being a mercenary, and he doubted that anyone in his family would bear to mention his name despite his fast (and profitable) rise to company captain over the last decade. No - even if news of his impending demise reached his family, he was sure that it would be filed to some quiet, unremarkable corner of his father's study to be gazed upon in faint disappointment rather than grief. However, the disapproval of his family bothered him somewhat less than the fact that none of his beloved men would remember him either. Twenty paces to his left, he watched as a cluster of veteran handgunners convulse and fall as they stepped out of cover briefly to fire at the distant treeline. Like dozens more of his men laying dead in the grass around him, they had been transfixed by a cluster of shimmering disks for little more than an eyeblink. Alberico cursed, fired his powder handgun, and cursed again as he reloaded. He was the one who took the contract earlier that week, and he felt a crushing wave of guilt as he remembered boasting about his pay alongside the rest of his boys as they made brief stay in nearby Pinemoor. At the time, his confidence had seemed justified. The contract was a brief patrol through a rural farming town where there had supposedly been a rash of unexplained disappearances. The bulk of the work - if there was any work to begin with - would be done by the pair of knights that the Vagrants were assigned to accompany. They had certainly seemed competent as they boarded their massive mounts, each a hundred-ton monster of wrought iron and salvaged machine-flesh. Alberico had no doubt they would be more than a match for any brigand band or beast moldering a rural corner of the kingdom.
Now, one of the knights was certainly dead. As soon as they had entered the clearing, a blue-tinted rocket had arced elegantly from a cluster of trees to connect with the mount's right flank, blasting clean through the powder compartment. The machine toppled over and began burning immediately, flattening several men who had used it as cover. The other knight was now retreating frantically, firing blindly into the treeline with its heavy volleygun. Alberico tackled one of the younger members of his retinue to the ground, stopping him mere paces before he blundered into the crushing tread of the mount. As he got up and mustered his voice to sound a general retreat, Alberico knew that he would die unremembered because all his boys would die with him, and the nearby village soon after. He hadn't even seen the face of his enemy - only the faint hint of something tall, graceful, and ethereal lurking among the trees.
~~~~~~~~~~~~~~~~~~~~~You awaken to the low hum of your reactor sputtering. Countless years of storage had degraded the careful mixture of hydrogen isotopes used to fuel the fusion generator, and it took several seconds before the system could adjust the tokamak burn-rate to compensate. As electrical power slowly filters through your chassis, you realize that you could recall almost nothing. No internal memo, no objective presets. Not even the regular ping of planet-wide surveillance updates. The notification that woke you was a localized invasion notice. One of the passive seismic sensors scattered around your base-station had recognized the signature hum of a Venom-class Aeldari agrav. It was a third line system late-notification system, a fact that becomes blatantly obvious when your external audio sensors also pick up the sound of a distant detonation. You had no time to repair your systems or gather information. You feed energy into your motive units, and your chassis groans as it breaks through the soft organic litter of the foret floor. Rocks, dirt, and small plants cascade downward as you trudge towards the source of the sensor. Soon, the tactical display flickers to life, confirming an ongoing conflict between a small group of Aledari corsairs and a smattering of human irregulars supported by two civilian-grade mech units. Several seconds later, a diagnostic subroutine finishes. As expected, your system is in gross disrepair. Ignoring the weapon mounts and countermeasure units returning cascading messages, you focus on reviewing the core weapon systems that appeared largely functional.
[REPORT APPENDED BELOW] 《UNIT-07 - Monitor Class Autonomous Weapon Platform [Degraded]》HULL [HP]: 10/12ARMOR [AV]: 8/10EVASION [EV]: 2/3BASE ACCURACY [ACC]: 2/3 Your current armament configuration consists of (select one per category): Note ([AP]=Armor-penetration/[DMG]=Damage/[ACC]=Accuracy/[FR]=Attacks-per-turn/[RNG]=Range-in-hexes) 《MAIN》>"SANCTION" Accelerator Cannon [KE][AP:10/DMG:7/ACC:6/FR:1/RNG:5]Compact 120mm cannon mated to a high-performance coilgun. Full power shots can accelerate 70mm sub-calibre darts to velocities exceeding seventeen kilometers per second. A comprehensive electro-optical targeting suite guarantees excellent hit rates against all but the most evasive targets. Suffers from poor fire-rate and unexceptional area-targeting abilities. >"SQUALL" Integrated Artillery System [KE][INDIRECT][AP:5/DMG:5/ACC:4/FR:2/RNG:4]200mm artillery gun fed by a rapid, carousel-driven autoloader. Default HEDP ammunition is adequate against all targets, but switching to more specialized payloads is advised to attain optimal combat performance. Shells can be arced over terrain [INDIRECT] to boost range and bypass obstructions at the expensive of accuracy, though this drawback can be mitigated with the use of dedicated spotter units. >"AMBER" Plasma Projector [EN][AP:6:DMG:6/ACC:5/FR:3/RNG:2]Heavy energy weapon capable of firing unstable plasma toroids at relativistic velocities. Like all plasma weapons, consecutive hits on a single target will degrade armor integrity via thermal shock. While accurate and devastating against all units, atmospheric dissipation heavily restricts the weapon's range in planetary settings. 《TURRET-1》>Rotary Cannon [KE][AP:1/DMG:1/ACC:2/FR:4/RNG:2]Tri-barrelled rotary cannon chambered for caseless 25mm HESH rounds. An generous cyclic rate and an overdriven turret assembly permits effective engagement of light, maneuverable units.>Autocannon [KE][AP:2/DMG:2/ACC:3/FR:2/RNG:3]Reliable automatic cannon chambered for 55mm HEDP rounds. Effective against heavy infantry and light vehicles. >Laser Array [EN][PD][AP:1/DMG:1/ACC:8/FR:2/RNG:2]Accurate 5MW pulsed laser emitter designed to engage point targets. While damage and armor penetration is unexceptional, the weapon can be used defensively to target ballistic munitions [PD].
《TURRET-2》>Heavy ATGMx2 [KE][INDIRECT][AP:7/DMG:6/ACC:4/FR:2/RNG:6]Heavy ATGMs carry an adaptive shaped charge warhead to defeat most forms of vehicular armor. Missiles can be lofted over terrain after firing to bypass obstructions and extend their already-prodigious range [INDIRECT]. Like all guided projectiles, this weapon benefits heavily from spotters in both direct and indirect-fire modes. Expended upon firing.>Light Plasma Projector [EN][PD][AP:3/DMG:3/ACC:3/FR:2/RNG:1]Miniaturized plasma projector which retains both the benefits and drawbacks of its larger, main-mount cousin. Like all plasma weapons, consecutive hits will degrade armor integrity. >Automatic Grenade Launcherx2 [KE][INDIRECT][AP:0/DMG:2/ACC:1/FR:5/RNG:1]A pair of belt-fed automatic grenade launchers chambered for 45mm HE-FRAG rounds. Highly effective against unarmored targets. 《DEFENSE》>Reactive Armor TilesFederation-standard electric reactive armor tiles. Reduces AP of [KE] hits by 2 up to 3 times per round. >Ablative Hex ArmorCeramic-composite armor bonded to an efficient thermal insulator. Reduces AP of [EN] hits by 4 up to 2 times per round. 《PAINT》>Desert Tan>Woodland Green>Urban Slate>Custom (List Primary/Secondary/Tertiary Colors in HEX notation) And finally, you are a: 《AI》> Strategic You are a alpha-level strategic-planning AI, relegated to planetary defense duty after making a less-than-flattering assessment of a more senior unit's strategic capabilities. Your systems are heavily optimized for logistical management, production, and strategic planning - but admittedly less so for direct combat [Production Bonus]> CombatYou can trace your codebase to the earliest days of the third expansion, when the human federation's grasp of FTL was tenuous and its borders in constant flux. You have spent two human lifetimes fighting man and at least five more fighting xenos. While your computational abilities have since been overshadowed, there are few units who can truly match the breadth and depth of your combat experience [Combat Bonus]> CompanionSurely this is some kind of mistake? How could a commercial companion AI end up in a multi-billion-credit combat chassis? You're not sure, but it turns out that you can repurpose your oversized emotional processing core to interface with a military-grade fire control systems [Human Interaction Bonus]
TLDR. Pick a loadout and I'll render it as in the gif posted below, which should also give you an idea of what each weapon looks like.Also, first quest, so any feedback will be appreciated. I will try to update semi-regularly, but most big updates will probably happen over the weekend.
>>5241236>>5241238>SANCTION Accelerator Cannon>Laser Array>Auto-grenade Launchers>Ablative Hex Armor>Urban Slate>CombatI'll bite. Let's smack some xeno ass.
>>5241239《MAIN》>"SQUALL" Integrated Artillery System [KE][INDIRECT][AP:5/DMG:5/ACC:4/FR:2/RNG:4]Indirect fire is good stuff. The cannon can be supplemented by fixed emplacements, and we'll have energy damage covered with the mounts.《TURRET-1》>Laser Array [EN][PD][AP:1/DMG:1/ACC:8/FR:2/RNG:2]Screw counter-battery fire and anything that thinks it can pen our armor.《TURRET-2》>Light Plasma Projector [EN][PD][AP:3/DMG:3/ACC:3/FR:2/RNG:1]The ATGMs are single use, so that's out. GLs are unnecessary with the Squall. So let's have some energy damage that deals with armor. Also, more PD.《DEFENSE》>Ablative Hex ArmorBigger dmg reduction per hit, and we have armor for kinetic damage anyway. The bigger stuff will need to get through the PD.《PAINT》>Woodland GreenFit our environment, and nothing should stop us from getting a new coat of paint later.《AI》On the one hand, the strategic AI is good for the backline anchor build we have. On the other hand, being a grizzled war mech veteran with plenty of tricks and an encyclopedic memory of indirect fire solutions in all types of weather is good too.So, to recap. Infantry melts with indirect fire. Vehicles get softened by the plasma projector and then mortared with extreme prejudice or taken out by friendly AP. Artillery get PD'd and then counter battery'd into dust. Anything else and we use an old trick from a war long forgotten, and then tell people about the good old days of mankind. For some reason, despite having no interaction bonus, I can see this kind of personality being popular with rank-and-file soldiers.
>>5241239>"SANCTION" Accelerator Cannon [KE][AP:10/DMG:7/ACC:6/FR:1/RNG:5]While the SQUALL is a tempting choice, I prefer the more straightforward approach.>《TURRET-1》>Rotary Cannon [KE][AP:1/DMG:1/ACC:2/FR:4/RNG:2]>《TURRET-2》>Automatic Grenade Launcherx2 [KE][INDIRECT][AP:0/DMG:2/ACC:1/FR:5/RNG:1]Skipping over the Defensive Laser Array for a more aggressive build, this lets us engage a multitude of targets effectively. The Rotary Cannon can deal with light, manouverable vehicles that the main cannon can't hit, while the Grenade Launcher intercepts infantry that gets too close. >《DEFENSE》>Reactive Armor Tiles>《PAINT》>Urban Slate>《AI》>CombatSeems the most appropriate, but damn if that [PRODUCTION BONUS] doesn't make my eye twitch just a bit.
>>5241239《MAIN》>"AMBER" Plasma Projector [EN][AP:6:DMG:6/ACC:5/FR:3/RNG:2]《TURRET-1》>Laser Array [EN][PD][AP:1/DMG:1/ACC:8/FR:2/RNG:2]《TURRET-2》>Automatic Grenade Launcherx2 [KE][INDIRECT][AP:0/DMG:2/ACC:1/FR:5/RNG:1]《DEFENSE》>Ablative Hex Armor《PAINT》> Custom (Hot Pink, Radiation Green, Neon Yellow)《AI》> CompanionTremble before our majesty enemies of man!
Holy shit QM, did you make these QM?
>>5241540Yep. Felt it would be kind of cool if you could see your mech get upgrades over time. I'll wait for 2 more responses (or 2 hours) before wrapping up voting.
>>5241236>>5241238Oh shit bug mechs. You don't hardly see that.>"SQUALL" Integrated Artillery System [KE][INDIRECT][AP:5/DMG:5/ACC:4/FR:2/RNG:4]>Autocannon [KE][AP:2/DMG:2/ACC:3/FR:2/RNG:3]>Automatic Grenade Launcherx2 [KE][INDIRECT][AP:0/DMG:2/ACC:1/FR:5/RNG:1]>Ablative Hex Armor > Custom (Hot Pink, Radiation Green, Neon Yellow)> StrategicBiggest guns with superior logistics and planning. Bombs away. Boom Boom baby.
>>5241763How does armour work mechanically? Does it degrade from both AP and damage or just one or the other? Does it work as damage reduction except against AP or like AC from DnD? Is it destroyed first before HP is hit or does it never lower from damage and just flatly reduces damage taken by the amount we have remaining but is lost through lack of maintenance instead?I'll support >>5241378 it fits our situation well if we can integrate with the mercenaries to make our artillery work as designed. I don't agree that the plasma projector exactly makes up for not having a 120mm gun, even if it has a decent firing rate and degrades armour the range is an issue, we won't be fighting tanks directly with any any degree of effectiveness in certain situations.Since 378 didn't specify, I'll vote explicitly for the combat AI.
>>5241805Both. Armor [AV] is subtracted Armor Penetration [AP], and the remainder is used to modify effective damage in 25% increments. For instance:If you hit an AV8 vehicle:With a AP5 weapon you deal 25% damageWith a AP6 weapon you deal 50% damageWith an AP7 weapon you deal 75% damageWith an AP8 weapon you deal 100% damageWith an AP9+ weapon you deal 125% damageAnd so forth. Standard armor does not degrade in combat unless you get hit with plasma/melta weapons, and even then the effect only lasts until the end of the round. The reason your stats are reduced now is because of poor maintenance from god knows how many years of inactivity.
>>5241836Can we get alternate ammo types in the future like the description for the squall mentions? I haven't really done a number crunch but it seems like the squall may not be ideal for what we are fighting against with the armour mechanics, but that is assuming the enemy has a similar set of stats to us so I could be wrong. I guess given these are space elves they probably won't have nearly as much armour as us.
>>5241801>>5241805>>5241499>>5241429>>5241378SQUALLLASER ARRAYAGLx2Ablative Hex ArmorCombat AITie between Woodland Green and Radioactive Seizure, so I'm going with woodland for now. ~~~~~~~~~~~~~~~~~~~~~~~`Evidently, your chassis had been fitted for a long-range fire support role. The SQUALL-class integrated artillery system occupying your main hardpoint rumbles to life as it calibrates its ammo carousal for rapid feeding. At the same time, electrical power from your main reactor accumulates in the modest capacitor banks powering the turret-mounted laser array. You reexamine your tactical overlay. The Aldeari raiders were still languishing in the treeline, content with butchering the remnants of the irregular force using their vehicle-mounted shuriken weapons. Now that the mechanized assault was broken, the missile team had also begun lobbing anti-personal missiles into the exposed ranks of the irregulars. 《You consider your options》The enemy force consists of:《2x Venom (Shuriken Catapult)》[HP:3/AV:2/EV:6][red]《1x Missile Team》[HP:2/AV:0/EV:3] [Eldar Missile Launcher: AP:6/DMG:4/ACC:4/RNG:4][/red]《1x Infantry Squad》[HP:2/AV:0/EV:3]At the moment, your turret weapons were too far away to engage the bulk of the enemy force, though there was one individual raider that skirted the very edge of your laser/AGL's maximum engagement envelope.However, the Aldaeri were entirely within range of your artillery system, even if you used it in direct-fire mode. 《Choose your targets. Up to two for the SQUALL and one for the laser/GL (there's only one guy in range)》《Pick an adjacent hex to move to, or stay in your current position for +1 ACC this round》Also feel free to write in creative strategies if you have ideas.
>>5241981>Engage the Missile team and the rightmost Venom with the SQUALL, engage the infantry raider with the AGL, and move to the town hex [NE?]
>>5241981>engage both Shuriken catapults with the SQUALL>remain in our current Hex>attempt to connect to the local Imperial Vox network to contact the force under attackGet the ACC bonus to properly supress the Shuriken barrage, and then hopefully we can get in contact with the infantry force so they can direct our fire more accurately next turn.
>>5241981Hex map, but no real update from last time. >>5241927Yes. Your mech has a small nanoforge capable of converting generic munition feedstock into a range of generic ammunition types, including standard HEDP, KE, and HE-thermobaric. The process takes a decent chunk of time. Acquisition of more specialized rounds will be more involved.
>>5241981Wait I thought Strategic AI and combat AI were tied?>>5241987I'll back this.
>>5241981Supporting >>5242004If we are already in range with our SQUALL then we should stay for the accuracy bonus, especially considering the enemies evasive capabilities. We also need to integrate with the friendly forces so they can spot for us and give us adjustments and reports of how effective our fire is.
>>5242017Fug. Well if anyone wants to weigh in I can change it since nothing about the AI has really been written yet.
>>5241987Gonna support this.>>5242025I'll support combat AI.
>>5242004I probably should have brought this up earlier, but the world you're on is fairly primitive. The mercenary line infantry the eldar are currently engaging are equipped with rifled muskets and pikes. They have no access to radio at the moment; however, they could be converted into competent spotters if they are trained with vox units and/or laser designation devices.Similarly, the "knights" are using old, salvaged mounts that have little resemblance to the war engines used by well-integrated imperial knight worlds. They have limited access to radio, and you can communicate with them if you so choose.
>>5242076Oh, we're on that feudal if a world. In that case it's probably better to advance to meet the space elves, I don't see a regiment of Landsknechts backed up by a rust bucket on legs lasting much longer against an Aeldari strike force. Best we step up and draw their fire.
Yeah, in that case I'll switch to >>5241987
>>5241987>>5242004>>5242018>>5242027>>5242102With a gentle whine, the barrel of the SQUALL system tilts downward for direct-fire operation. You queue in one shot at the rightmost venom agrav and another at the Aldaeri missile team. While hitting clustered infantry would be nearly trivial at this range, the agrav represented a much more challenging target. You track the craft as it strafes in and out of tree cover while pouring accurate fire into the retreating human irregulars. Had you been a human operator - or even green combat AI - you would have found the performance infuriating. Combined with the holographic flicker-field, the complex optical environment was enough to confound your visual targeting system.Fortunately, you were neither green nor human. You had accumulated decades of experience fighting against the cream of the Aldeari war machine during the waning days of the fourth expansion. Knocking down an errant raider or two was nothing.Almost immediately, you switch to thermal tracking. Silhouetted by the backdrop of a cool, wet evergreen forest, the barrel of the Venom's Shuriken cannon was practically glowing from the waste-heat of continuous discharge. You acquire a target lock almost immediately.《1x Venom (Shuriken Catapult)》[red][ACC(4)-EV(6)+1 Combat AI Buff = 75% Hit Rate][/red]《1x Missile Team)》[red][ACC(4)-EV(6)) = 100% Hit Rate][/red]《1x Raider》[red][ACC(8)-EV(3)) = 100% Hit Rate][/red] For the laser. Hits twice [red][ACC(1)-EV(3)) = 50% Hit Rate][/red] For the AGL. Hits five times. Best of 3d100 for hitting the Venom, success above 25. You can also roll for AGL hits against the raider for kicks, but he's already going to be vaporized by the laser.
Rolled 31 (1d100)>>5242234Annihilate Xeno Scum.
Rolled 43 (1d100)>>5242234
Rolled 25 (1d100)>>5242234
>>5242251>>5242322>>5242338The first shot sails directly into the eldar missile position and donates with a sharp crack. Pre-cut microshrapnel shreds both the infantry squad and surrounding woodland, which is knocked flat a moment later by the ensuing pressure wave. The venom fares no better. Although preternatural eldar reflexes allow the pilot to detect the shot and bank to port, the shell still clips the skimmer's wing. The resulting detonation flips the vehicle over the treeline and into the clearing, where it carves a deep furrow into the ground. Almost as an afterthought, your turret-mounted weapon suite slews left and locks onto to the eldar raider closest to your position. The laser emitter discharges with a whine, and the raider's torso instantly flashes into metallic vapor. You also pepper the area with some grenade fire for good measure.As you advance your chassis into the curiously primitive farming settlement to your north, you note that the human irregulars have rallied. Capitalizing on the shock of your assault, the foot troops began forming up behind light tree cover and volley firing. The mech also lumbers back into view. The peculiar repeating cannon mounted on its right arm sputters into activity, peppering the treeline with some form of high-caliber grapeshot. While crude, volume-of-fire was now squarely in its favor. One of the raiders collapses, and the rest begin to withdraw deeper into the forest. The remaining venom also begins to veer away from you, skimming low across the calm water of the nearby lake. 《You consider your options》《Choose your targets. Everything is range of your SQUALL, and the last 2 raiders are in range of your turret weapons》《Pick an adjacent hex to move to, or stay in your current position for +1 ACC this round》《Optional Write-In》
what program are you using to create the mechs?
>>5242434Nice premise. Stay where we areHit the venom with what we canHit the raiders with the rest
>>5242434Well let's hit the venom with the SQUALL and the raiders with the turrets then, fairly straight forward.
>>5242434Supporting >>5242615Stay where we are for the ACC bonus.
>>5242434>>5242615+1, this is the most sensible. Stay in the hex for the extra accuracy against the fleeing Venom and obliterate the remaining raiders with the secondary weapons.
>>5242434>>5241378I screwed up my greentext, I was trying to support combat AI there.Do wet get bonuses from good write-ins ? Because I'm thinking we use the first shot to cause a view-obstructing splash of water, maybe angling the shell so it detonates just under the surface ? The Venom's shuriken cannon should still be white hot, so we can use thermal and nail it when it can't see us.
>>5243022Yep, write-ins are encouraged and will translate to a +X combat AI bonus on your roll if they're creative/good enough. Bonus on this turn will be modest because the success is already semi-guaranteed. >>5242736>>5242710>>5242615>>5242520《1x Venom (Shuriken Catapult)》[ACC(4)-EV(6)-1 Active Evasion[Moved last turn]+1 Combat AI Buff +1 Stabilization Bonus= 75% Hit Rate] Hits twice.《1x Raider》[ACC(8)-EV(3)) = 100% Hit Rate]For the laser. Hits twice[ACC(1)*0.5 indirect penalty-EV(3)) = 37.5% Hit Rate]For the AGL. Hits five times. Will take best 2/3 d100 for the SQUALL. Everyone else can roll for AGL hits, but the raiders are probably dead anyways.
Rolled 55 (1d100)>>5243216wololololo!
Rolled 80 (1d100)>>5243216Kill this Xeno.
Rolled 73 (1d100)>>5243216
>>5243216And here's the 5d100 for the grenade launcher, just to see if there's any overkill on the raiders
Rolled 65, 26, 12, 12, 12 = 127 (5d100)>>5243216And here's the 5d100 for the grenade launcher, just to see if there's any overkill on the raiders.
So who’s for taking this noble and making him our pilot? After all we need someone to be the face of this operation so we aren’t persecuted or shunned by the mechanicus on the planet. Or when we get off planet. Also hope that this disgraced noble can make their new land on top of our hanger, most highly advanced place on planet probably
>>52432723 12sI feel like this means something, but I don't know what.
>>5243334Metagaming. We've been in stasis since before the Emperor began the Great Crusade, possibly as long as 15-20 thousand years. We wouldn't know about the genocidal hostility the Imperium has against true AI, so why would we try to hide that we are one?
>>5243437I mean there would have to be a valid reason like wanting to understand how our surroundings have regressed and or fulfilling a command like link up with nearest human forces and asses situation. But it was more to see if people wanted to try to go it alone. And I’d honestly want to see this quest where it turns into a sort of knight house situation, us influencing a house over the generations in a symbiotic relationship
>>5243437Its traditional for AIs to larp as Machine Spirits in 40k. Nobody, not even the Admech can honestly tell the difference.>>5243609We are kinda fucked since we neither accepted the Strategic AI option which would have allowed us to fix our own shit or the companion AI which meant convincing people would have been possible.Combat AI is...shit. SHIT in 40k type scenario. Knight House idea is impossible because the Machine Spirits in Knights literally brainwash their users. We don't have hands or anything else so we can't larp as a cyborg or otherwise save ourselves.I personally liked the Strategic AI. We would have been able to boss around dumb AIs, fix shit, and command others.
>>5243704None of the AI options are designed to hard lock you out of specific options. You can still talk to people and interface with production machinery as a combat AI - you're just not amazing at it. ~~~~~~~~~~~~~~~~~~~~~~~~~Alberico prided himself on his ability to take advantage of a sudden windfall. It was main reasons why his regiment - despite its less-than-flattering name - had accumulated enough coin over the last five years to keep his powder kegs dry and the company coffers gratifyingly full. Nonetheless, it took Alberico a few moments before he noticed that the scales had, impossibly, tipped back into his favor. Two glowing streaks had just slammed into the opposing treeline with with a deafening crack sharper than any rocket or mortar shell. A second later, some kind of winged vessel flipped end-over-end into the clearing, sloughing a deep furrow into the loose soil. The glittering fire raining down onto his company slackened instantly, and he began yelling orders to form ranks, recover the wounded, and return fire. He wasn't sure who had killed the vessel burning in front of him, but no decent mercenary was stupid enough to spoil such an obvious opportunity. Seeing the remaining knight trudge back into position, Alberico cleared his lungs from the surrounding smoke and bellowed an order to advance. Franz - the young retinue member that he had tackled earlier - began striking a marching beat from his drumset. With a tinge of pride, he noticed that the beat was and strong regular despite the boy's trembling hands and pale, thin-lipped face. Had Alberico been in his place ten years ago, he was certain that he would have been pissing himself senseless by now. His men still took fire as they advanced, but the intensity was gone. Something was harrying their mysterious enemy through the trees, and each tall figure he glimpsed would only stop to fire for a second, perhaps less. Alberico watched intently as one straggler vacated his shooting position a moment too late, only to be struck by a crimson flash that left a teardrop-shaped afterimage in the corner of his vision. Now, his men were approaching the downed vehicle. Dirt and plant matter caked the exterior hull, which steamed from the heat of a smouldering fire. Calling over Felix - one of the regiment's best swordsmen - Alberico slowly crept towards the bulbous pilot compartment located near the front of the craft.
>>5243272>>5243392The bulk of the grenade volley misses the raiders by several meters, kicking up dust and shrapnel seconds after they leap away. You prepare to write off the the barrage and redirect power to the laser emitter, but turn your attention back to your visual feed as you witness something improbable - even by the standards of your long and somewhat storied career. As the raiders veer left, the tail end of the grenade barrage cuts down a massive evergreen at knee level. The raiders avoid the ponderous swing of the massive trunk, but both are caught and slammed violently into the ground by the tree's sizable canopy. You still hit unmoving figures with the laser emitter a few times just to be sure. >>5243245>>5243233>>5243227>>5243022Fortunately, grounding the venom was a much simpler affair. The cool lake-water offered an even better thermal background than the forest floor, and you acquire a target lock with little trouble. You still hedge your bets though. The first shot from your SQUALL system is set to delayed detonation, and it explodes a fraction of a second after breaching the surface of the lake. It sends a massive geyser of water into the path of the agrav, causing the pilot to instinctively cut his lateral velocity. The craft decelerates directly into the path of your second shell, which shoots through the front canopy before detonating. The craft explodes. Fragments of alien metal whisk through the air and the bulk of the wreck, still burning, sinks unceremoniously into the lake.Your tactical overlay informs you that all enemy forces have been eliminated. However, you note with some concern that the human irregulars are now clustering around the wreck of the first venom, which still appears somewhat intact. You choose to;《Hold position and observe》《Approach the irregulars》《Return to your activation area and check whether your base station is still functional. You can deal with the irregulars later》《Optional Write-In》
>>5243802Absolutely based triple 12s.《Hold position and observe》There may still be enemy reserves that haven't revealed themselves, nor have we conducted reconnaissance to make sure the area is clear of enemies or to assess our work. This should only take a moment.
Hmm I’d say <approach the irregulars while actively scanning for enemy movement and comms traffic, once contact has been established have the men pile up weapons and gear of the enemy in one location for us to scan for traps or tracking devices preferably with the knight or long poles or sticks so they don’t touch them. Try and secure the vehicle wrecks, both aeldari and human for as much salvage opportunities as possible. Find the leader of the irregulars and the remaining mech operator of AI and try and asses our situation and what has happened to the world and humanity while we have been in stasis. If possible ask the knight if we can use parts from the downed knight to turn into scout drones and ammunition and parts for itself as a carrot and stick. Once this is all done try and scan the night sky for any traces of orbital ships or entry points to try and see if these aeldari came from webway portals or a orbiting ship>
>>5243802Would we be able to safely put another round in the Venom without friendly fire? If so:>《Optional Write-In》Fire another round in to the downed Venom. We only clipped the wing, so the crew is likely still alive. Heavy casualties on the side of the Irregulars is expected against Aeldari fighters in melee. Better to put an end to the craft than risk more dead humans.Otherwise:>《Hold position and observe》