The two LRM carriers surrender now that there’s no one in their arcs and no chance they’ll be stupid enough to wander there. Neonivek tapping on the hatch of one with his PPC was also a further incentive.
Han Zoku took one hit from a SRM exploding near the cockpit, but is otherwise fine. We take the slightly more intact LRM carrier and the hulk of the SRM carrier, and leave the other two to our employer. Three pirates are confirmed dead and two more are captured. While Han gets the two shooting kills, Martin and Kevin receive credit for a LRM carrier apiece, due to their well-aimed kicks.
We sell the SRM Carrier hulk for 513,775 C-Bills, Han goes to the doctor, and his Warhammer goes to our already-busy Mech techs. Luckily, this battle was at least mid-week, so we have time to try to fix everything, and with the addition of our new Centurion, Battle Lance at least will be ready for a battle patrol next week.
Han got really lucky the missiles basically plastered him everywhere, as one round of getting sandblasted by three missile carriers took him from untouched to badly damaged. As it is, his Mech needs a whole new right arm with upper and lower joints, which is ordered.
Martin and Kevin’s mechs only need ammo reloads, and before the day is out, our techs have the Warhammer as good as new – except for the missing arm.
The veteran techs fail to integrate the new right torso into Jack’s Wolfhound, and it’s up to our elite tech with four times the normal care to try. No pressure!
Thursday, the green techs get first crack at attaching an arm to a Warhammer, and succeed on Friday. He gains a well-deserved XP for it.
Friday, the actuators for the arm arrive and are installed, along with the refurbished PPC, and Command Lance is ready for combat again. The new leg for Anvil’s Stinger also arrives, and they get started on attaching it.
Saturday, our elite tech, Satyajit, succeeds where all others failed, and Jack’s Wolfhound is ready to have the torso rearmored and the left arm reattached.
Sunday, they finish up their work, and Jack’s Wolfhound strides out of the bay, fully restored. Anvil’s Stinger also gets its leg reattached, actuators and heat sinks are reinstalled and plating attached. We’re still waiting on the arm for Raptor’s Quickdraw, but the company is otherwise fully functional with all four lances operational at full mech strength.
Next week is pretty big – end of week and end of month, which means payday, refreshed markets, updated mission status, the works.
Here’s our status at the end of the month. We’ve fought six battles and won them all, salvaged around 15,000,000 C-Bills of enemy hardware, and we’re doing pretty alright. Losing Fatima-Luisa and her Guillotine, as well as Anvil’s Shadow Hawk has hurt us on the hardware side of things, but we’ve picked up two new pilots with their own mechs which is keep us balanced, and our liquid cash reserves are growing nicely.
Ideally, I’d like to have one each assault, heavy, medium and light lances to be able to show the widest range of enemy units, but assault mechs are expensive, so that’ll take a while to arrange.
For the next week, Command and Jack’s Recon lances train, while Zhou’s Recon lance and Battle lance go out looking for fights.
Of course, did you know that even when training, there’s a 10% chance you pull a mission? Jack manages to find some live targets, and his lance aborts their training exercises and power up weapons as they bounce a pirate company on the move.
Sadly, neither of the lances on Fight duty roll high enough to join in, and battle occurs immediately, that Monday.