Vote Results:
We buy the Lucifer. Too bad about that merc company going bankrupt.
The next month is pretty calm - nobody attacks Unzmarkt Resources Limited's facilities, no pirates, no ComStar ubermechs. Just watching sensors, running patrols with and without the planetary militia, and training the corporate defense force. They're... well, nobody wants to say getting good, but at least they're not tripping over their own two feet any more.
Our Jumpship makes steady progress towards Unzmarkt, and is a few jumps away. That'll be helpful when it gets there, having to wait for freighters to jump in and out of system to get word in from the outside is kind of obnoxious. When asked about the progress of the decryption efforts, the Moonraker's captain points to a screen with a progress bar on it. The progress bar is at 5%.
"That's after a month. So, we'll have it brute-forced by the time the contract is over." He says with a chuckle. "If we could get more samples, we could probably go faster."
The other thing that happens over this month is that we get the gauss rifle infantry integrated with our forces. We may soon get a chance to take them out for a spin.
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August 1, 3044
Dichter Nebel Land
Unzmarkt, Free Raslhague Republic
Delta-Ranger lance is running a joint patrol with a planetary militia Grasshopper riding along as liaison. The area is aptly named, as it feels like you need to use a knife to cut through the fog. We get some sensor pings to the southwest and wheel around to investigate. It's a lot of sensor pings - over a company of tanks (including some heavies), and even a short lance of light mechs.
"Unzmarkt Militia patrol to unidentified sensor contacts. Identify yourselves and transmit clearance." the liaison sends out. The local planetary government has been trying to get the corporate militias to register themselves after an unfortunate "incident" where some corporate and government militia guys got into a shootout. Nobody was killed, but there was a lot of expensive equipment damage.
No response.
"Unzmarkt Militia patrol to unidentified contact. Repeat, identify yourselves and transmit clearance codes."
No response.
"Right, Delta-Ranger, let's move in and take a look." the liaison suggests.
That's when the shooting starts.
Round 1:
A pair of helicopters whizz out through the fog and open fire with their autocannons. The chattering light guns don't do any real damage, but it's enough to get us to return fire. The choppers manage to avoid it, though.
Round 2:
The helicopters keep zipping around and firing their autocannons - it doesn't really work because our mechs use the fog to their advantage, hopping up on jump jets to fire a couple of shots, then disappearing back down into the soup. Freyland flips the Quickdraw's arms backwards, using the trails and explosions from Archinerd's LRMs to guide a couple of lasers directly to one of the choppers, cutting its tail off and sending it crashing to the ground. A PPC shot from Paingod's Griffin doesn't help, either.
Round 3:
As we move into the cluster of buildings, we get jumped by a light mech lance. It's good to have a heavily armored Grasshopper buddy - he takes a couple of medium lasers, but his armor holds just fine. Freyland uses the opportunity to cut large chunks of armor off the Firestarter, stripping armor from its left side as it stumbles and scrapes against a nearby building before falling over and crunching a machine gun.
The Jenner doesn't do much better, Freyland and the Grasshopper playing a little soccer with the smaller mech and knocking it to the ground with no armor left on the legs.
Round 4:
"Ranger-Three, Four, loop around the north and see if you can pick off any stragglers up there." Madmarcus calls out.
The Jenner's left laser snaps off as it gets up, but it does eventually get up. At which point, a large laser from the Wolverine tracks up from the right leg and into the right torso, where the SRM ammo is stored, detonating the mech and sending its remaining "arm" spinning off into the distance.
Freyland's already gone, rapidly jumping west and using the Quickdraw's lasers to cut up a Packrat, while avoiding its SRMs. A couple from the nearby Plainsman ping against the Quickdraw's armor, but most miss. The hovertank is rewarded for its efforts by being flipped over. Freyland looks down at the nearby Wasp in derision as it tries and fails to kick our 60-ton mech in the shin.
The Grasshopper takes a few SRMs as well from the nearby helicopter as it zips by, but that's no concern to the heavily-armored mech. The 70-tonner's stomps the nearby Saracen flat in retaliation.
Round 5:
To the north, Archinerd makes contact with a pair of heavy tanks - an LRM Carrier and a Bulldog. The LRM Carrier's armor is reduced to nothing in the ensuing exchange (wasn't much to talk about before) under the Dervish's LRM salvo. A couple of light autocannon rounds ping off the mech's armor in exchange.
Freyland continues the Quickdraw's reign of destruction, hopping up above the fog soup to avoid an LRM Carrier's missile battery and slice it in half with lasers and adding a couple of streak SRMs to finish it off.
The Grasshopper jumps to the south and continues being mobbed by light mechs and a hovercraft. Paingod holds the Griffin's jump arc steady, watching a Wasp trying to get in behind our liaison. The targeting reticle goes green and the mechwarrior squeezes the trigget, firing the Griffin's PPC and long range missile rack. Lightning zaps off most of the torso armor, then the LRMs fly in. The bug mech's right arm goes flying off and it sags to the left a little as it barely manages to land. It still manages a pair of SRMs on the Grasshopper, but, well, you know.
Neither the Grasshopper nor Madmarcus are able to take down the Drillson hovertank as it directs its laser at the larger mech. Armor is still solidly in the yellow, though.
"When you folks get the chance, a little backup please." the liaison calls out as he's kicked by the Firestarter.
Round 6:
Freyland performs a perfect eyeroll while hopping over a Vedette and zapping it with the Quickdraw's lasers. The tank explodes as its fuel tank goes up. Our mechwarrior is then forced to frown as the area where the mech is landing catches on fire thanks to inaccurate but still "hot enough" autocannon fire from the nearby Partisan tank. The Quickdraw's cockpit temperature shoots up, overcoming even the double heat sinks' ability to compensate.
Madmarcus manages to disable the Drillson with a couple of laser blasts and an SRM salvo.
Round 7:
Paingod spots and moves to engage one of the bigger threats on any suburban battlefield - an SRM Carrier. The Griffin manages to avoid the forward firing arc, but the vehicle's armor holds up against the PPC shot.
Freyland works on the Partisan to the north, cutting off a pair of AC/2 barrels, but a Partisan has a lot of AC/2 barrels, so it doesn't quite do the trick.
Madmarcus jumps south to cool of a little, while Archinerd engages a Bulldog to the north and the Grasshopper tries to finish off the Firestarter, all with minimum degrees of success. Although, 'cooling off' doesn't prevent our Wolverine from stomping on a Scimitar, causing it to careen and slam into a nearby building.
Round 8:
The Firestarter still decides it's had enough and pulls out to the east, same direction as the Wasp. We'll let them go, plenty of targets remaining here.
Freyland runs north through the smoke and fire, aiming to put the Partisan out of its misery, and succeeding in doing so - after lasers finally cut through the thick armor, streak SRMs plow through the opening and send the anti-aircraft tank sky high as its ammo explodes.
We take some indirect LRM fire from the south, but nothing that penetrates armor.
Round 9:
Archinerd's lasers and SRMs have caused the nearby Bulldog's turret to jam, so it has trouble tracking as the Dervish runs circles around it. Eventually, the tank's treads give up the ghost and Archinerd moves on to other targets.
Paingod finishes off the SRM Carrier with another PPC blast, letting out a breath of relief as the tank burns.
To the south, Madmarcus resumes hunting tanks after cooling off, blowing the top off a Tokugawa heavy tank with an SRM salvo. The Tokugawa isn't that impressive with its AC2s, but better safe than sorry.
The liaison Grasshopper reports that its immediate area is clear as it takes out another Tokugawa. Well, breaches armor and forces the crew to reconsider their presence on the battlefield more like, but still. The Manticore is still active and pelting the heavy mech with PPC shots, so the liaison has more important things to do than pursue an escaping tank with a giant hole through the left side with smoke pouring out.
Round 10:
Things calm down a little bit, other than the Grasshopper and Manticore continuing to exchange fire. The Manticore is a little beat up and looks like it's basically trying to buy time for its buddies to the south to retreat.
Round 11:
Archinerd polishes things off to the north, disabling the remaining Bulldog tank there. Freyland jumps south to help out Madmarcus, while the liaison continues complaining about incoming indirect LRM fire - not without cause - Paingod sees a couple of LRMs ding the Grasshopper's head. Our Griffin is temporarily distracted as infantry lob incendiaries and fire their hand-held flamers, which doesn't help them avoid getting stomped.
Round 12:
Freyland gets fed up with a random rocket launcher pod mounted on a rooftop constantly tracking the Quickdraw, and swipes it off.
Round 13:
With Freyland's help, Madmarcus finally takes out the Manticore in the southern cluster of bad guys. With Freyland cracking the treads on the nearby Pike and Paingod finally finishing off the Manticore in the center of the building cluster, this leaves nothing but cleanup of fleeing tanks. A Galleon doesn't get away, but the Saladin does, along with a helicopter and the two mechs that fled earlier.
"Nice work." the liaison states, panting. "Let's call salvage in here and see who these guys were and why they shot at us. And, uh, put out all these fires."
Salvage is a couple million C-Bills' worth of tank wrecks. No complaints there, especially since we didn't even take any internal damage.
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Two additional developments at the beginning of this month.
First, our security personnel at the dig sites report having caught several individuals trying to infiltrate and steal data. They were caught (at which point one of them shot back at our security personnel and was killed by small arms fire, while the other made a run for it but got squashed by one of our patrolling mechs), but it may be a good idea to dedicate extra security, including mechs.
[] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time
Second, we get a request from the "Schnepfau-Unzmarkt Minerals Incorporated" organization to provide a lance of mechs and mechwarriors to train their security personnel, and ride shotgun on their mech and tank training cadre. Apparently, one of their remote outposts just got blown up by raiders and they've had to hire some mercenaries to fill the gap in security, but they've had to pick from the bottom of the barrel. They're looking to pay us 65 million C-Bills for 4 months' work. Which isn't too bad considering we wouldn't have any extra transport or maintenance costs, just a lance unavailable for four months.
[] Take the training cadre contract
[] Pass
We currently have a three lances plus an under-strength aerospace flight "free".