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Shit Ain't Cheap

*AN: Enjoy the chapter, a lot of info dump in the latter half of it. I'd say it's necessary to get a better understanding of things like power levels, mech and pilot capabilities, and the pricing of mechs. They won't be cheap... at all. This information is also available as an Auxiliary chapter, so you can glance over it if you'd like and then continue reading the story. Alright, enjoy.*

*Third Person POV*

A Few Days Later

The late afternoon sun filtered through the cracked, grime-covered windows of one of the apartment buildings Aspen and Ghost had acquired from the Black Vultures. Dust hung in the air as the sound of hammers, drills, and heavy machinery echoed through the empty halls. The place was a skeleton of what it once was, a dilapidated structure on the edge of Kloln's business district, scarred by years of neglect. But it was theirs now, and it would serve their purpose. 

During these past few days, Ghost and Aspen had been laying low so as to not attract any more attention to themselves as mercenaries. A commission once in a while would be more than good enough for people to not notice them.

Aspen stood on the rooftop, surveying the city below, his Samurai Oni mask hanging loosely by his side. He felt a sense of grim satisfaction watching the neon-lit skyline stretch toward the heavens. Down on the street, Ghost was deep in conversation with a group of contractors they had hired to begin the renovation. His no-nonsense attitude had already earned him the respect, if not fear, of the crew. However, that didn't mean things were moving as smoothly as they'd hoped.

Ghost wiped the sweat from his brow as he stepped away from the small cluster of workers discussing the blueprints. "You guys better not be fucking this up," he said, his tone sharp but not angry. He had a way of commanding without raising his voice; one of the many reasons Aspen trusted him to handle the logistics of this operation. His actions also reassured Aspen that he had made the correct choice in summoning Ghost's soul from his former dead comrades.

"Yeah, yeah, we've got it," the foreman, a grizzled man with more years in construction than teeth in his mouth, replied. His name was Jarv, and while Ghost didn't think much of him, the guy was the best they could afford on such short notice.

"Here's the problem," Jarv continued, "you want this place up to code, you're gonna need to cough up more than the sixty-thousand credits you handed us. Hell, just fixing up the foundation's already eaten into a third of that. This building was in such shit shape that I'm surprised it hadn't been demolished by the city, especially if we take into consideration the fact that it's in the business district. We're talking wiring, plumbing, the works. You sure you don't wanna just do a surface job? Paint the walls, maybe throw in a few new pipes, and call it a day?"

Ghost folded his arms, expression unreadable. "I'm going to say this and I'm only going to say it once. We're not here to patch things up. We're here to rebuild and remodel. Everything. You need more credits, fine. But you don't cut corners."

Jarv shrugged. "Your money, your call. But I'm telling you, the job's gonna stall unless you cough up more dough. Materials are hard to come by, especially with the city tightening restrictions on supply routes. Price hikes everywhere."

Ghost grimaced under his breath. Aspen had hoped the 60,000 credits would be enough to cover the basics, at least get them through the initial stages of renovation. However, this was turning out to be more expensive than expected, and they were running out of funds faster than anticipated.

After a moment's silence, Ghost nodded. "Alright. I'll handle it."

The foreman gave a half-hearted salute and turned back to the workers, barking orders about demolition and clearing out debris. Ghost remained still for a moment, calculating. There were only two solutions, and he knew Aspen wouldn't like either one of them, but they needed more credits, and fast. That meant either returning to the Black Vultures or returning for another high-risk mercenary commission.

Later That Evening

The drive through Kloln's streets was eerily quiet. Aspen trusted Ghost with what to do next so he had opted to stay behind at the building, overseeing what little work the contractors could still manage with the dwindling budget. Ghost sat alone in the MRAP, the glow of the city casting long shadows across his face as he navigated toward the Black Vultures' territory. The pistol strapped to his waist and the DMR sitting beside him were his silent companions.

Pulling up to the same decrepit warehouse they had visited just days ago, Ghost parked the MRAP and stepped out. The streets were still, though the presence of unseen eyes weighed heavily on him. He could feel the tension in the air as he approached the rusted metal door. It creaked as it opened, revealing the dim, smoke-filled interior of the gang's hideout.

The atmosphere inside was different this time, it was warier, more on edge. The members of the Black Vultures who had witnessed his and Aspen's actions the last time they visited, eyed him cautiously, like cornered animals unsure whether to fight or flee. Ghost didn't bother with pleasantries as he walked straight to the back of the room, where the gang leader, the same man Aspen had threatened days ago, was sitting at a makeshift desk.

The leader, his scarred face a mask of barely concealed resentment, looked up as Ghost approached. "Back so soon?" he said, his voice dripping with sarcasm. "What, were you not satisfied with what you took from us?"

Ghost met his gaze without flinching. "We're going to need you to cough up some credits," he said bluntly, "because due to your lack of attention to the buildings, just getting one operational and ready to rent is burning quite the hole in our pocket."

The leader let out a bitter laugh. "You've got some nerve, pilot. You think you can just waltz in here, demand our hard-earned money, and we'll just hand it over? That's not how this works."

Ghost remained unfazed. "You know, I'm not the one calling the shots. I'm more reserved and I'm not as impulsive as my… boss. So let's get something straight. You work for us now. That's exactly how this works. The faster we get these buildings operational, the faster we all start making more money. And trust me, you'll be seeing your cut soon enough, he's not a selfish man."

The leader's sneer faded slightly, replaced by a more calculating look. "You expect me to believe that? You come in, kill half of my most trusted men, take my properties, and now you want me to bankroll your little real estate venture? What's in it for me?"

"You get to keep your head," Ghost replied coldly. "You want to stay in charge of whatever's left of your crew, you do what we say. You want to keep on breathing? You give me the credits we need. So stop walking that line because my patience is wearing thin. If this was my boss you would've already had a bullet between your eyes, your men too, and he would've been taking the credits from your corpses' Nexus."

The leader glared at him, fingers twitching as if considering reaching for the gun tucked beneath his desk. But he didn't move. He knew better.

After a long, tense silence, he exhaled and leaned back in his chair. "How much?"

"40 maybe 50 thousand," Ghost said.

The leader's eyes widened. "Are you out of your mind? I don't have that kind of credit lying around."

Ghost leaned forward, his face inches away from the man's face and his voice a deadly whisper. "Then you find a way to get it. You've got drugs, weapons, hell, I don't care how you get it. But you will get it, or this little arrangement we have? It ends, and it won't be pretty. And then we'll move on to another group of lowlives we can use as cash cows."

The leader clenched his jaw, eyes flicking toward his men, who were watching the exchange from across the room. Finally, he gave a reluctant nod. "Fine. I'll get you 40,000. But this is the last time you'll extort anything from me, or you will force my hand into retaliating. After this, you're on your own."

Ghost straightened up, satisfied. "I'll make something very clear, you're in no place to negotiate. You're still breathing because you're more useful for us alive than dead. I'll be back in three days to collect. Don't make me come looking for you."

Without waiting for a response, Ghost turned and walked out, leaving the gang leader fuming behind him. As he stepped back into the night, he felt the weight of the task ahead. Securing the extra credits would buy them time, but it wouldn't solve the bigger problem. The deeper they got into this mess, the harder it would be to climb back out.

Three Days Later

The contractors were already making headway by the time Ghost returned to the apartment building with the fresh credits. Aspen was in the office, going over the floor plans for the upper levels when Ghost walked in, tossing a cred chip onto the desk.

"Got the rest," Ghost said simply.

Aspen glanced up, taking the chip and scanning it for confirmation. "How'd it go?"

Ghost shrugged. "Had to remind them who's in charge. But we've got enough to keep going. I also think they won't be of much use to us for much longer. Maybe some clean-up on aisle 6 may be needed."

Aspen studied Ghost for a moment, reading the unspoken tension in his expression. "We're getting close, but this is just the beginning," Aspen said, his voice calm but firm. "The plans I have in mind are big, this is nothing but a drop in the sea in the meantime. You think they'll do anything stupid?"

Ghost shook his head. "Not anytime soon. They're scared, and they should be. But we've got to stay ahead. We finish these renovations, turn this into a real asset, and we won't need to rely on anyone else. Then we can move on to the other building and do the same with it. We can either sell it or rent it out."

Aspen nodded, standing up and looking out the window at the city beyond. "Renting it to some tenants would be good long-term, just as any smart investment. Selling could help boost us on our quest, and get us some mechs. But maybe it wouldn't be enough considering they're already expensive enough as is on the official market, let alone the black market."

Ghost nodded his head, "Yeah, I've taken the liberty to gather information on mechs, considering that I didn't remember much of them except how to pilot one after you resurrected me."

Aspen looked at Ghost quizzically, "Well, I guess I just learned something. I thought you would remember everything."

Ghost shook his head, "Unfortunately no, I can recall many things, but for some reason, it's like my knowledge is limited. Like I'm being stopped from remembering. The same applies to pilot-level information. I just know I'm Epsilon level but before searching for any of this information I didn't know where I was standing."

"Interesting," responded Aspen. "Show me what you got."

Ghost nodded, "Alright. I put it all into this chip right here." He motioned as he waved a chip around. He then walked to the wall where a translucent screen was hanging from the wall. He proceeded to tap the chip onto the screen and the information in it was promptly shown on the screen.

"Pilot Levels:

Omega Level (Top Tier - Unmatched)

- Description: Omega pilots are the highest echelon of real-world piloting mastery.

- Promotion Requirements:

- Piloting Hours: 45,000+ Mech Piloting hours in real-world or simulated environments.

- Innate Talent: Only attainable by those with Omega Level Potential

- Mental Stability: Must have the mental fortitude to survive the incredible strain of sustained combat at a level most humans cannot handle. About 0.0001% of All pilots.

- Synergy: Mech Synchronization Rate of 99-100%

Alpha Level (Elite Tier - Master)

- Description: Alpha pilots are the elite, often deployed for the most dangerous and critical missions.

- Promotion Requirements:

- Piloting Hours: 30,000-45,000 hours of experience in live or high-level combat simulations.

- Innate Talent: Only attainable by those with Alpha or higher level potential. About 5% of all Pilots

- Synergy: Mech Synchronization Rate of 94-98%

Beta Level (Veteran Tier - Advanced)

- Description: Beta pilots are seasoned veterans, often excelling in specific roles on the battlefield.

- Promotion Requirements:

- Piloting Hours: 15,000-30,000 hours of combat and simulation training.

- Innate Talent: Only attainable by those with Beta or higher level potential. About 10% of all Pilots

- Synergy: Mech Synchronization Rate of 86-93%

Gamma Level (Intermediate Tier - Skilled)

- Description: Gamma pilots have a solid foundation of combat skills and can handle most battlefield situations. They are reliable but still have room for growth in high-pressure or complex scenarios. About 40% of all Pilots

- Promotion Requirements:

- Piloting Hours: 6,000-15,000 hours of combat and training experience.

- Innate Talent: Only attainable by those with Gamma or higher level potential.

- Mech Synchronization Rate of 76-85%

Delta Level (Basic Tier - Competent)

- Description: Delta pilots are competent enough to handle basic mech piloting but lack the finesse or advanced skills of higher-ranked pilots.

- Promotion Requirements:

- Piloting Hours: 3,000-6,000 hours of basic combat and training experience.

- Innate Talent: Only attainable by those with Delta or higher level potential. About 30% of all Pilots

- Mech Synchronization Rate of 60-75%

Epsilon Level (Entry Tier - Novice)

- Description: Epsilon pilots tend to be beginners or low-skill individuals, often still in training or early in their combat careers.

- Promotion Requirements:

- Piloting Hours: 600-1,500 hours of initial training and practice.

- Innate Talent: None Required About 15% of all Pilots

- Minimum Mech Synchronization Rate of 45%

To progress through the ranks, the time a pilot spends connected and in sync with his/her mech helps evolve their neural pathways, allowing them to bear a higher load and therefore connect to a higher tier mech. The higher the tier of a mech is, the higher the load the pilot's brain has to take when connecting and syncing to it."

"Mech Information:

Tiers:

- Tier 1: Minimum of Epsilon Pilot Level required to pilot.

- Tier 2: Minimum of Delta Pilot Level required to pilot.

- Tier 3: Minimum of Gamma Pilot Level required to pilot.

- Tier 4: Minimum of Beta Pilot Level required to pilot.

- Tier 5: Minimum of Alpha Pilot Level required to pilot.

- Tier 6: Minimum of Intermediate Alpha Pilot Level required to pilot.

- Tier 7: Minimum of Veteran Alpha Pilot Level required to pilot.

Knight Class 

A defensive-oriented, close-combat mech that balances durability and melee abilities, but remains less threatening in direct combat compared to other classes. 

- Tier 1: Basic reinforced plating, wielding a standard alloy sword and low-caliber rifle. Equipped with a small energy shield. 

- Tier 2: Upgraded armor, energy sword, and a higher-caliber rifle for moderate damage output. Slightly improved shield with limited regeneration. 

- Tier 3: Adaptive alloy armor with energy-absorption properties. Heavy rifle with armor-piercing rounds and an energy shield capable of absorbing small-arms fire. 

- Tier 4: High-density plasma plating and a reinforced shield generator. Access to a high-caliber rifle with moderate precision and moderate shield regeneration. 

- Tier 5: Multi-layered alloy armor with shock-absorbing technology, able to withstand heavy projectiles. Advanced rifle with steady accuracy and moderate energy shield capacity. 

- Tier 6: Near-impervious defensive plating with limited EMP resistance. Equipped with an energy rifle for ranged combat and an overclocked shield system. 

- Tier 7: Ultimate defense with indestructible plating and phalanx shield capabilities. Equipped with a heavy pulse rifle capable of controlled, accurate shots but slower handling, making it vulnerable to faster classes. 

Parallax Class 

An agile, long-range sniper mech with precision targeting and high mobility, suited for fast, evasive movements and scouting. 

- Tier 1: Lightweight armor and a standard sniper rifle, optimized for long-range engagements with moderate stealth capabilities. 

- Tier 2: Improved lightweight plating with higher mobility and a high-caliber sniper rifle for increased range and damage. 

- Tier 3: Advanced optical camouflage, light ballistic-resistant plating, and a rifle with thermal imaging and enhanced range. 

- Tier 4: Full-spectrum optical cloak, energy-dispersing armor, and a high-powered railgun rifle capable of penetrating shields at a distance. 

- Tier 5: Adaptive cloaking with a high-precision plasma rifle. Advanced targeting AI capable of countering movement and evading counterattacks. 

- Tier 6: Near-invisibility with magnetic-repelling armor and a long-range energy sniper rifle for unmatched precision. Enhanced speed and evasion. 

- Tier 7: Perfected stealth systems rendering it undetectable to most detection, equipped with a high-powered photon sniper rifle that can breach reinforced shielding. 

Rakshasa Class 

A heavily armored, high-impact close-combat mech with unmatched brute strength, ideal for breaking lines and overpowering enemies. 

- Tier 1: Heavy alloy fists and a standard rifle, designed for close-quarters combat. Moderate armor plating. 

- Tier 2: Reinforced melee weapons with kinetic boosters, moderate armor upgrades, and a heavy rifle capable of short bursts for close-range dominance. 

- Tier 3: Energy-assisted melee weapons, thickened reactive armor, and a rapid-fire plasma rifle to support close-range destruction. 

- Tier 4: Plasma-enhanced fists, high-density armor with energy-dispersion abilities, and an armor-piercing rifle. 

- Tier 5: Seismic impact fists with area-of-effect damage. High-caliber energy rifle with significant damage per shot, geared for high impact. 

- Tier 6: Superior armor plating with shockwave generation on melee hits, equipped with a powerful plasma cannon rifle. 

- Tier 7: Ultra-dense, indestructible armor, seismic melee impacts, and an explosive energy rifle that deals devastating area damage in close-range skirmishes. 

Warlock Class 

A specialized support mech with electronic warfare and disruption capabilities, designed for tactical dominance and area control. 

- Tier 1: Basic energy pulse disruptor and a low-caliber rifle. Equipped with a small EMP pulse generator. 

- Tier 2: Improved energy disruptors, EMP capability, and a standard rifle equipped for medium-range. 

- Tier 3: Energy siphoning abilities, moderate energy shield, and a high-capacity plasma rifle for sustained fire. 

- Tier 4: Remote EMP strike, shield-dampening abilities, and an energy rifle that amplifies system disruptions on impact. 

- Tier 5: Mid-range electronic warfare with area denial and a heavy energy siphon that can temporarily disable enemy mechs. Equipped with a high-energy pulse rifle. 

- Tier 6: Enhanced EMP pulse, anti-shield disruption, and a rifle with plasma-based rounds to destabilize electronics on contact. 

- Tier 7: Full-spectrum energy disruption, large-area EMP field, and a pulse cannon that releases concentrated bursts to disrupt enemy systems at all ranges. 

Valkyrie Class (Space-Compatible)

A high-speed, flight-capable mech that excels in aerial or space-based combat, utilizing agility and energy-based weaponry. 

- Tier 1: Basic jet propulsion and a low-caliber energy rifle. Equipped with light armor for aerial maneuverability. 

- Tier 2: Enhanced flight systems, improved targeting for aerial combat, and a medium-caliber rapid-fire energy rifle. 

- Tier 3: Upgraded propulsion with plasma-assisted mobility, moderate armor, and a high-precision energy rifle for space combat. 

- Tier 4: Sustained space-flight capabilities, lightweight energy shielding, and an enhanced energy rifle with thermal tracking. 

- Tier 5: Full-range flight capability, anti-projectile countermeasures, and a plasma rifle optimized for mid-range aerial engagements. 

- Tier 6: Advanced thrusters for rapid space traversal, missile countermeasures, and a high-power ion rifle with improved precision and range. 

- Tier 7: Near-infinite flight capability with adaptable wing-mounted weaponry and an ultra-powerful photon rifle capable of disabling enemies mid-air. 

Sentinel Class 

A defensive mech designed to protect allies and hold territory, equipped with heavy armor and supportive abilities. 

- Tier 1: Reinforced plating and a low-caliber defensive rifle. Equipped with a small shield generator. 

- Tier 2: Enhanced shielding and medium plating, equipped with an upgraded rifle for medium-range combat. 

- Tier 3: Heavy armor plating, protective drones, and a high-caliber rifle with anti-armor rounds. 

- Tier 4: Advanced shield generation, an energy barrier for territory control, and a high-powered plasma rifle. 

- Tier 5: Area protection abilities, energy-deflecting plating, and a multi-shot energy rifle for defense suppression. 

- Tier 6: Large area-protection capabilities, regenerating shielding, and a heavy particle rifle for close combat suppression. 

- Tier 7: Massive protective field, adaptable shielding, and a pulse cannon rifle that can suppress large groups of enemies at once. 

Void Sentinel Class (Space-Compatible) 

An advanced version of the Sentinel, designed to defend in outer space with enhanced energy shields and specialized armor. 

- Tier 1: Basic radiation-resistant armor with a low-caliber energy rifle. 

- Tier 2: Upgraded space-optimized armor and a medium-caliber energy rifle for short-range. 

- Tier 3: Energy-dispersing field, moderate shielding, and a high-powered plasma rifle. 

- Tier 4: High-level radiation shielding and a mid-range particle rifle with armor-piercing capabilities. 

- Tier 5: Superior void shielding, cosmic radiation resistance, and a plasma-based rapid-fire rifle for sustained engagements. 

- Tier 6: Full cosmic energy absorption, large-area protective field, and a heavy ion rifle for space combat. 

- Tier 7: Invulnerable alloy plating, quantum shielding, and a high-capacity railgun for powerful defense and control. 

Viper Class (Space-Compatible) 

An interceptor mech optimized for speed and agility, ideal for outer space hit-and-run tactics. 

- Tier 1: Lightweight armor with a basic energy rifle for short-range. 

- Tier 2: Enhanced speed and maneuverability, equipped with a medium-caliber plasma rifle. 

- Tier 3: Improved thrusters with short-term cloaking and a high-caliber rapid-fire rifle. 

- Tier 4: Plasma-enhanced thrusters and a high-precision rifle for high-speed engagements. 

- Tier 5: Hyper-reflex targeting, adaptive plasma armor, and an armor-piercing photon rifle. 

- Tier 6: Short-range warp capability and a rapid-fire energy rifle capable of penetrating shielding. 

- Tier 7: Invisible in most spectrums, with an ultra-high-speed plasma cannon for rapid hit-and-run tactics in space. 

Ghost Class (Space-Compatible) 

A stealth-based reconnaissance mech with supreme cloaking and disruption abilities, designed for covert operations in space. 

- Tier 1: Basic cloaking and a low-caliber silenced energy rifle. 

- Tier 2: Enhanced stealth systems and a medium-caliber rifle for silent takedowns. 

- Tier 3: Extended cloaking duration, energy-nullifying armor, and a high-power plasma rifle. 

- Tier 4: Improved cloaking technology, anti-detection plating, and a particle sniper rifle for precision. 

- Tier 5: Full stealth across all detection, jamming systems, and an energy rifle with high accuracy and minimal sound. 

- Tier 6: Quantum cloaking and an undetectable particle rifle with a silencer system. 

- Tier 7: Absolute invisibility, near-teleportation agility, and a photon rifle that leaves minimal trace on impact. 

Reaper Class (Space-Compatible) - The Deadliest Class  

A lethal and stealthy assault mech, designed for high-risk, high-reward assassination missions. Equipped with devastating weaponry, unparalleled agility, and high-caliber rifles at every tier. 

- Tier 1: Energy-dampened armor, a short-range plasma blade, and a high-caliber, high-impact rifle for precise takedowns. 

- Tier 2: Cloaking capabilities, plasma-edged weaponry, and an armor-piercing sniper rifle. 

- Tier 3: Full-spectrum cloak, energy-dispersing armor, and a plasma sniper rifle that breaches most shields. 

- Tier 4: Superior stealth, energy-disruptive melee, and an explosive long-range railgun. 

- Tier 5: Cloaking with hyper-reflex AI, seismic plasma scythe, and a high-powered anti-armor rifle. 

- Tier 6: Ultra-silent propulsion, plasma scythe with energy destabilizer, and an ion rifle capable of wiping out multiple enemies in seconds. 

- Tier 7: Absolute cloaking, an energy scythe with area devastation, and a photon rifle that can dismantle the most reinforced targets in seconds. Reaper remains the ultimate killer in any environment, being a threat even to Starships.

Prices:

Knight Class 

- Tier 1: $3M 

- Tier 2: $6M 

- Tier 3: $15M 

- Tier 4: $30M 

- Tier 5: $75M 

- Tier 6: $180M 

- Tier 7: $450M 

Parallax Class 

- Tier 1: $6M 

- Tier 2: $12M 

- Tier 3: $30M 

- Tier 4: $60M 

- Tier 5: $150M 

- Tier 6: $360M 

- Tier 7: $900M 

Rakshasa Class 

- Tier 1: $9M 

- Tier 2: $18M 

- Tier 3: $45M 

- Tier 4: $90M 

- Tier 5: $225M 

- Tier 6: $540M 

- Tier 7: $1.35B 

Warlock Class 

- Tier 1: $10.5M 

- Tier 2: $21M 

- Tier 3: $52.5M 

- Tier 4: $105M 

- Tier 5: $262.5M 

- Tier 6: $630M 

- Tier 7: $1.575B 

Valkyrie Class 

- Tier 1: $12M 

- Tier 2: $24M 

- Tier 3: $60M 

- Tier 4: $120M 

- Tier 5: $300M 

- Tier 6: $720M 

- Tier 7: $1.8B 

Sentinel Class 

- Tier 1: $10.5M 

- Tier 2: $21M 

- Tier 3: $52.5M 

- Tier 4: $105M 

- Tier 5: $262.5M 

- Tier 6: $630M 

- Tier 7: $1.575B 

Void Sentinel Class 

- Tier 1: $15M 

- Tier 2: $30M 

- Tier 3: $75M 

- Tier 4: $150M 

- Tier 5: $375M 

- Tier 6: $900M 

- Tier 7: $2.25B 

Viper Class 

- Tier 1: $15M 

- Tier 2: $33M 

- Tier 3: $82.5M 

- Tier 4: $165M 

- Tier 5: $412.5M 

- Tier 6: $990M 

- Tier 7: $2.475B 

Ghost Class 

- Tier 1: $16.5M 

- Tier 2: $36M 

- Tier 3: $90M 

- Tier 4: $180M 

- Tier 5: $450M 

- Tier 6: $1.08B 

- Tier 7: $2.7B 

Reaper Class 

- Tier 1: $18M 

- Tier 2: $45M 

- Tier 3: $112.5M 

- Tier 4: $225M 

- Tier 5: $562.5M 

- Tier 6: $1.35B 

- Tier 7: $3B 

Sizes:

Knight Class

- Tier 1: 5 meters

- Tier 2: 6 meters

- Tier 3: 7 meters

- Tier 4: 8 meters

- Tier 5: 9 meters

- Tier 6: 10 meters

- Tier 7: 11 meters 

Parallax Class

- Tier 1: 6 meters

- Tier 2: 7 meters

- Tier 3: 8 meters

- Tier 4: 9 meters

- Tier 5: 11 meters

- Tier 6: 12 meters

- Tier 7: 13 meters 

Rakshasa Class

- Tier 1: 6 meters

- Tier 2: 7 meters

- Tier 3: 8 meters

- Tier 4: 9 meters

- Tier 5: 10 meters

- Tier 6: 11 meters

- Tier 7: 12 meters 

Warlock Class

- Tier 1: 7 meters

- Tier 2: 8 meters

- Tier 3: 9 meters

- Tier 4: 10 meters

- Tier 5: 11 meters

- Tier 6: 12 meters

- Tier 7: 13 meters 

Valkyrie Class

- Tier 1: 6 meters

- Tier 2: 7 meters

- Tier 3: 8 meters

- Tier 4: 9 meters

- Tier 5: 10 meters

- Tier 6: 11 meters

- Tier 7: 12 meters 

Sentinel Class

- Tier 1: 6 meters

- Tier 2: 7 meters

- Tier 3: 8 meters

- Tier 4: 9 meters

- Tier 5: 10 meters

- Tier 6: 11 meters

- Tier 7: 12 meters 

Void Sentinel Class

- Tier 1: 7 meters

- Tier 2: 8 meters

- Tier 3: 9 meters

- Tier 4: 10 meters

- Tier 5: 11 meters

- Tier 6: 12 meters

- Tier 7: 14 meters 

Viper Class

- Tier 1: 6 meters

- Tier 2: 7 meters

- Tier 3: 8 meters

- Tier 4: 9 meters

- Tier 5: 10 meters

- Tier 6: 11 meters

- Tier 7: 12 meters 

Ghost Class

- Tier 1: 5 meters

- Tier 2: 6 meters

- Tier 3: 7 meters

- Tier 4: 8 meters

- Tier 5: 9 meters

- Tier 6: 10 meters

- Tier 7: 11 meters 

Reaper Class

- Tier 1: 7 meters

- Tier 2: 8 meters

- Tier 3: 9 meters

- Tier 4: 10 meters

- Tier 5: 11 meters

- Tier 6: 12 meters

- Tier 7: 14 meters"

Aspen took a while reading over all of the information before whistling in amazement. "Yup, seems like we're going to need a fuckton of credits…"

Ghost could only nod in agreement, "Yes, yes we will. I doubt the buildings would get us as much as we need to get our hands on really powerful mechs. We also aren't at the minimum pilot levels we need to be at if we want to pilot them. We are going to need to buy some simulator pods and those are also 10,000,000 a pop since they allow pilots to increase their actual level without having to personally experience hundreds, if not thousands of combat missions while piloting a mech."

Aspen sat back down on his chair and leaned back, his eyes still glued to the screen, "Yeah, this won't be as fast a revenge as I initially wished" he paused for a second before whispering to himself, "my own mission too…" his voice trailing off as his eyes seemed to lose focus as if he was looking at something in front of the screen itself, right in front of his eyes. "...or maybe not."

Word Count: 4575 Words 🙂

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