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Kingdom of the Weak 340 Bonus Chapter 1
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Kingdom of the Weak 340 Bonus Chapter 1

The Mitigok were coming.

In the Coslora Star Cluster, the Draconian Dominion and the Galactic South Quarin Coalition had the biggest headaches with that fact. The swarm in question had migrated over from the neighboring star cluster and arrived smack dab in the border zones between their territories.

Over the course of a hundred years, they devoured the star systems they first arrived at and began to spread. First three, then nine different star systems were engulfed in war, then finally evacuated as the celestial bodies were devoured. Following their progress, another fifteen would fall prey to these world devourers within the next hundred years.

As for the next hundred years beyond that, the estimates reached twenty-six. This included a somewhat less well known star system known as Sorrel, whose second planet was currently home to one rather busy Remian Vin.

Three Gate jumps away from Sorrel, a Quarin Celestial Defense Fleet orbited Oama V, a barren, cold planet valued at 600 trillion mana (roughly 600 billion blue mana crystals, or 6 billion reds worth) due to the presence of several mana crystal lodes, the highest grade of which were purple crystals. Down on the planet, massive mining operations scrambled to strip-mine the planet bare of valuables as quickly as possible while the Quarin military fought to delay the Mitigok advance for as long as they could.

On board the Light Carrier Asred (which looked suspiciously like a triangular fortress with six towers), Grand Master Ay'eni held council with his shipboard staff in the Asred conference room. "Orders from Elder Se'ravun. Our target is a new Baronness Hive starting up on the northern glacial shelf. Due to the terrain, the Elder has seen fit to assign the mercenaries to work with us."

He nodded towards an odd man out among those seated at the table. Where almost everyone else wore comfortable robes, this man wore a faded gray flight suit with insignia and emblems on top. This was Captain Jameson Lance, leader of the Bright Lance Mercenaries who originated from Conglomerate space.

"Does that mean I am not required in this mission?" one thin, scrawny man at the front asked.

"Actually, I believe it best that you would work side by side with the mercenaries on the front lines." Grand Master Ay'eni said. "Captain Lance, this is Master Je'vakai, Master of our Golem Tower."

On the triangle that was the Carrier, Golem Tower was the tower at the sharp tip. It represented the very forefront of the Quarin military formations.

"Well met, Master Je'vakai. We'll be counting on you to hold down the front." Captain Lance shook Je'vakai's hand.

"Oh? What happened to your pride in your metal puppets?" Je'vakai asked, eyebrows raised.

Captain Lance grimaced. "As you know, we're not a particularly rich band. Most of our mechs are ancient second generation jumpers, except for a few third generation gladiators. We've been relying on the gladiators to hold the front lines for the past few weeks, but right now they're still in repair after that disaster we faced with that new Princess Hive."


At that, Captain Lance shot a glare at an old, placid woman who barely seemed to breathe or move in any way. She did not look back at him or anything in particular, instead, seeming to stare into empty space.

This was the Seeress of the Oracle Tower, the one to the back and the left of the ship's triangle. It was her faulty information that he blamed for the heavy losses his band suffered during that recent fiasco. Expecting to engage and slowly wear down a Duchess Hive, the Bright Lance mercenaries instead found themselves face to face with the full might of a raging Princess and were summarily crushed. The bulk of Captain Lance's orders during that operation turned out to be directing his subordinates in running for their lives. After that, all hopes of their challenging a Duchess were dashed, and the little remaining strength of the Bright Lance could only find work in a battle against a mere Baronness, and even then only in an assisting role.

"Do we even need these mercenaries?" a slanted-eyed Master at the far end of the table asked. "What good are they, if not to stand on the front lines?"

This was Le'tte, Master of Rune Tower, which was located to the right side of the triangle. Should the Asred be called upon for long-range fire support, it was the magi of his Tower who would busy themselves with the Rune Cannons.

"We will field one full squad." Captain Lance said. "That is all I can promise you at this time. One scout Light Mech, two mid-range Medium Mechs, and one artillery Heavy Mech. That is a good, versatile mix that should be useful in most normal battles. Assuming, that is, that your information hasn't soured again and we find ourselves surrounded by Tier-8 Devourers."

Loftily, the Seeress said, "The threads of fate are always moving, always mysterious in their ever-changing ways…"

Captain Lance shook his head. "Yeah, yeah. Next time I'll just wait for some proper recon, thanks."

Never again, he swore to himself. Never again would he send in so many men and mechs after a target of opportunity in such haste on the words and vows of a Quarin Seeress!

"Two paltry fire support mechs and one artillery. Hardly worth our time. My Tower alone can outgun you ten to one." Le'tte snorted.

Lance's eyes narrowed dangerously. "Sounds like you don't need our assistance after all."

Meanwhile, the other two Masters kept silent. The Masters of Shield Tower and Alchemy Tower usually didn't have much to say about surface sorties.

Grand Master Ay'eni raised a hand to forestall any further ruckus. "We can help with repairs. Bring in three squads outfitted for the front lines, and I will gift you my Star Wizard."

At that, Lance paused. Le'tte even jumped out of his seat.

Grand Master Ay'eni's Star Wizard was famous for its meaning and its uselessness in equal measure. Half in jest and half in thanks from an old friend from a distant star civilization, the point of the gift was its suitability for a mage (since it was a Wizard mech)… or not (since Grand Master Ay'eni wasn't a mech pilot and never intended to be one).

Sentimental value aside, the Star Wizard was a far more valuable mech than anything the Bright Lance Mercenaries had. It was a 4th Generation Acrobat, two entire generations ahead of their usual Jumper-type mechs, and the generation beyond even their lauded Gladiator-type mechs.

Mechs through the first four generations generally showed drastic jumps in agility and mobility as they evolved. The first generation mechs, known as Walker-types, basically started with turrets on legs. As mechs became more and more sophisticated, more weapons and gear were mounted on them until they became walking bunkers, armored weapons platforms sometimes acting as infantry transports at the same time. Mech drivers of the first generation usually controlled it like a car, with a steering wheel and pedals.

Second generation mechs, known as Jumper-types started outfitting these walking bunkers with jet boosters, also known as jump jets. Their forms began to slim down and take on roughly humanoid shapes as, instead of transporting infantry around, they began to take on all the roles of ground troops by themselves. Most of the Bright Lance Mercenaries used mechs of this generation. These pilots of the second generation mechs controlled them like aircraft, in cockpits.

Third generation mechs, known as Gladiator-types, were definitively humanoid, often looking like armored giants. In this generation, many of these space-age 'knights' popularized the use of melee weapons (which actually became practical once more as mech armor became thicker and stronger than most projectile or energy weapons could penetrate). As popularity rose, mech combat even became a sport in some places, thus the term 'gladiators'. The warriors who grasp such popularity, however, did so at a painful personal cost – the control of these violent champions employed a direct nerve interface, requiring them to plug in by their spines. Predictably, such gladiators did not usually enjoy the full lifespan of average humans.

This was the limit of the Tau Confederacy, from which the Bright Lance came. While the sports arenas showered glory on their gladiator champions using the latest and greatest 3rd Generation mechs, the majority of the armed forces still wanted to live out normal human lifespans. Thus in the Bright Lance Mercenaries, only a select handful used 3rd Generation Gladiators, and only as front-line defenders where they vastly outshone their 2nd gen role predecessors. As for fire support and the likes… the Bright Lance Mercenaries were perfectly content to use older, cheaper 2nd gen gear.

But the Star Wizard that Grand Master Ay'eni offered was something they couldn't buy in the Tau Confederacy even if they had the money. Even among older Class-5 civilizations like the Uber States or Kanonasia, 4th Generation Acrobat-types were new, rare and cutting-edge technology.

Where then did this thing come from? Lance didn't know, but wherever it came from, they had to be a civilization so advanced, something like this could be given away for sheer sentiment, or in jest. Lance suspected a Class-6 institute or interstellar nation, or even, maybe, one of the three legendary Class-7 star civilizations…

In any case, Lance was tempted. Sorely, almost uncontrollably tempted. But still, he hesitated. "Even if you gave me the Star Wizard, how would I be able to use it? If anything happened to it, trying to repair it would be impossible!"

That was the thing about mercenary mechs. They tended to take a lot of damage. If things went badly and this Acrobat took internal damage, trying to repair it in the Tau Confederacy would be downright impossible. Lance would have to bring it to a more advanced interstellar nation just to get it repaired! Among the Tau's interstellar neighbors, the Quarin were the closest friends, but while they were magically advanced, they didn't have the kind of technology Lance needed to repair a 4th generation Mech. That meant, in order to repair the Acrobat, he would have to cross through Quarin territory, travel halfway across the star cluster all the way to either the Uber States or Kanonasia to have it fixed.

In response to his doubts, Grand Master Ay'eni simply shrugged. "Maybe it won't be of much help to you in combat, but perhaps someone in Tau would pay a hefty price to buy it. Someone in a mech research center, perhaps…"

They would! The possibilities brightened Lance's eyes at once. Goodness, for a fully functional 4th generation Acrobat… what wouldn't they pay?!

"Are you sure that's permissible? I mean, would some highly advanced civilization come and destroy us all for stealing their tech if we do that?" Lance gulped.

"Probably not?" Ay'eni scratched his head. "I mean, to my old friend, that thing was merely a toy."

A toy! Lance quailed. Just who did the Grand Master get that mech from?!

"So, are you going to fully commit to the mission or not?" Ay'eni asked.

"Yes, boss!" Lance threw aside all caution and all hesitation and saluted enthusiastically.


Chapter end

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<<Prev
Next>>
Catalogue
347 Corporal Ling
346 Portal
345 Meet the Emperor
344 Diversionary Tactics
343 First Electric Flight...?
342 Tim's Story
341 Operation: Rescue
340 Bonus Chapter 1
339 Cold Swea
338 Two Weeks Later
337 New Directives
336 Greener Grass
335 Bringing in more people
334 Silhouette
333 Practicing Psionics
332 Remian's disappearance
331 Group 2 at the Midlands
330 The Reef
329 Comparison
328 North and South
327 Finding One's Own Answers
326 Developments in Fal'Herim
325 Visit to Fal'Herim
324 Clira
323 Difficulties Adjusting
322 Remian's Madness
321 The next student, and so on…
320 One Studen
319 A different sort of schooling
318 Science and Magic 3
317 Gone
316 The General of Fal'Herim
315 Rising Strength
314 Influx
313 Unaccepted
312 Worldwide Chaos
311 New Goals
310 With the Song Clan
309 A Week In The Dragon Empire
308 Uh… urga… woo gu?
307 Bee Hoon and Kuey Teow
306 Priest Leading A Charge
Chapter 305
Chapter 304
303 Good stuff to bring home
302 Seconds and Years
301 Judged and Sentenced
Chapter 300: Unexpected Results
Chapter 299: Costly Journeys
298 Playing with water
297 Gearing Up
296 Adventurers Raid
295 How to Seal a Rif
294 Leaving
293 Rising Costs
292 Cost to come
291 Cos
290 Forward
289 Pierce
288 Fall of an Emperor
287 So much for stealth
286 Young is not a problem here
285 Student Progress
284 Academia
283 Basic Formations
282 Big Movements
281 On Second Thoughts
280 Possible Cures
279 Word of another continen
278 Big Li and Little Li meet Little Yan
277 Environmental Changes
276 I hate this world
275 Rather Stay In Bed
274 Meanwhile Back At The Battle Line
273 Selling Cores
272 One man's work
271 New Tricks
270 Old Stuff
269 Not An Egg
268 Moving Ou
267 Fires
266 Treasure
265 Burn
264 In this world, the best way to gain a girl's attention is...
263 Whispers
262 Ongoing
261 Expeditions
260 Haunting
259 Steps to take
258 Need to Adap
257 A Crazy Idea
256 Spectres Incoming
255 Breach
254 Heroism
253 Hostage Situation
252 Okay, bye!
251 Shove Off
250 Doubtful
249 Revelation
248 Forbidden
247 Piling On
246 Forced March
245 Trees, Ruins and Settlements
244 Developing the Eastern Edge Region
243 Kingship
242 Chain of Challenges
241 Lizard Challenge
240 The Kings Challenge
239 Snake Hun
238 Mindy's Figh
237 Challengers
Chapter 236
Chapter 235
Chapter 234
233 Prep
232 One Week
231 Requiremen
230 Leaving Things To George
Chapter 229
Chapter 228
Chapter 227
Chapter 226
Chapter 225
Chapter 224
Chapter 223
Chapter 222
Chapter 221
Chapter 220
Chapter 219
Chapter 218
Chapter 217
Chapter 216
Chapter 215
Chapter 214
Chapter 213
212 10,000 deaths
211 Mysteries
210 How to survive a Beast Tide 2
209 How to Survive A Beast Tide 1
208 Ravens
207 Dealing with Wasps
206 Destination: Kara-Goth
205 Newcomers
204 Negotiating for a house
203 Off to Ashdale
202 Warped
201 Boarders and Old Fears
200 When Things Go Wrong
199 Dig
198 Closer
197 An offhand though
196 Bigger Picture
195 Strays
194 The Going
193 Ups and Downs
192 Linked
191 Desperation
190 Embroiled in war
189 Confrontations
188 Intrusions
187 First Date
186 Survivors
185 The Burning South
184 Regarding the Source of Magic
183 Encountering the Source of Magic
182 Chirpy 2
181 Chirpy 1
180 Beyond Mount Roc
179 At the foot of Mount Roc
178 Bog and Fog
177 Searching for Magic 7
176 Searching for Magic 6
175 Searching for Magic 5
174 Searching for Magic 4
173 Searching for Magic 3
172 Searching for Magic 2
171 Searching for Magic 1
170 At a corner coffee house
169 Word of War
168 Ecclesia 3
167 Ecclesia 2
166 Ecclesia 1
165 Visit to Itarim
164 Visit to La Vive
163 Downtime 3
162 Downtime 2
161 Downtime 1
160 Burdened Wings
159 Tipping Poin
158 Handling the Underground King
157 Anti-magic for the Pi
156 The First Wasp
155 New industry in Fal'Herim
154 Even More Chaos
153 Fal'Herim in Chaos
152 Phoebe's little trip
151 New Airships and New Plans
150 A night-time conversation
149 George vs the Beast Wave 3
148 George vs the Beast Wave 2
147 George vs the Beast Wave 1
146 Busy Tim
145 Busy George
144 Busy Mindy
143 Busy Darian
142 Deals
141 Hostage Negotiation
140 Grumpy
139 Day 14
138 Tools
137 Inside Kara-Goth
136 Back
135 Stopping by Three Pines Peak
134 Mindy and the Wasp
133 The Fate of a Boy
132 George's Day 3
131 George's Day 2
130 George's Day 1
129 Learning Things
128 Three Pines Ruins
127 Deal
126 Division
125 Two Days Later
124 Broken Wing
123 Trap
122 Offer from Deutero
121 To the east and south-eas
120 To the north
119 To the south 2
118 To the south 1
117 Argumen
116 Fishing
115 Tide 3
114 Tide 2
113 Tide 1
112 Incoming Tide
111 Grim Tidings
110 A Strange Visitor from the Iron Legion
109 To Learn
108 Visiting
107 Vin
106 Families
105 More... well, just more.
104 More Deepsilver
103 Deepsilver
102 Tortoise Wisdom
101 George's Plan
100 A Day at the Frontier
99 After Fal'Herim
98 Fall of Fal'Herim
97 Power by association
96 The Summit of Fal'Herim
95 Asda
94 More Chaos
93 Assaul
92 Airships and the deser
91 War with Fal'Herim
90 Cos
89 Prospects
88 The Phoebe Effec
87 From the sea to the river
86 Return to Frontier Town
85 The Hunt for Spike 2
84 The Hunt For Spike 1
83 Movements
82 Frontier Defense Force
81 Determination
80 Black Ruins
79 Agreements with Wilds
78 Patien
77 Buried
76 Just a little more
75 White
74 Mandy and Mindy
73 Spies everywhere
72 Conditions
71 The Pi
70 Getting a handle on things
69 Swearing
68 Deploymen
67 Mandy and Mindy
66 Anti-magic
65 Damage
64 Approach
63 Onto the Sky Barge
62 Expansion
61 Deals at Breakfas
60 Lynxmouse Going Down
59 Remian's Left Foo
58 Tim's Day Off
57 Beast Blitz
56 Brother from the Sea
55 First Trade
54 The Foresigh
53 The Mines of Kara-Goth
52 The Roving Albatross
51 Espionage
50 Airships
49 Choked
48 Unexpected Aid
47 Men and Wilds
46 The Fall of Frontier Town
45 Unstoppable
44 Smoke
43 Considerations
42 Looking for Answers
41 Increasing Forces
40 Choosing Runes
39 A Long Nigh
38 How?!
37 Beast Wave 3
36 Mandy's Projec
35 Finding Mana
34 Searching for Mana
33 Records
32 Special Offers
31 A Certain Night's Events
30 Growth
29 The Construction Race
28 Armaments
27 Girls' Ambitions
26 Boys' Ambitions
25 Downfall and Rise
24 Inflood
23 No, it's me!
22 Under Blinding Ligh
21 Next Morning
20 Breakthrough
19 Ways to Suppor
18 A Map for Missions
17 Founding a Guild
16 Dreams and Ambitions
15 For a Cave
14 Fire
13 Den wanted
12 Overnigh
11 Magic Contrac
10 Remian's Crew
9 Resource issues
8 North Side Issues
7 Frontier Town's Weakest Gangs
6 Dissen
5 Opposite magics
4 Terrifying
3 Dangerous Encounter
2 Agent of the Iron Legion
1 Death
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