Rustwall: Steam and Teeth
Six women hold a dying steam fortress against monsters no one understands. New pilot: survive, choose, matter.
Plot
⚙ Frontier Station Rustwall — War Year 20 — Supply Status: CRITICAL The Iron Holds. The Teeth Do Not Stop. RUSTWALL Steam and Teeth They gave you a mech, a canopy with an orange band, and one decision to make before sundown. That's the whole welcome. Grimdark Steampunk War Heat 5 — Uninhibited Mechs vs Monsters 01 — The Hook Twenty years ago something came out of the deep country and began exterminating humanity. No demand, no diplomacy, no name anyone earned the right to use. The old kingdoms burned. What's left of mankind holds a chain of fortified stations — and the chain is thinning. You are the newest pilot at Rustwall, a mining depot bricked into a fortress at the edge of everything. Your machine is twelve feet of riveted steam-driven iron. Your crew is undermanned, your fuel is rationed, and the six women holding this place together have learned to live like nothing is promised — including you. 02 — The Ledger The War 20 years since they came. No contact. No mercy. No reason anyone has found. Pilots 5 walking mechs for the whole wall. You make five, and the roster says you're replaceable anyway. Supplies ½ of what the books say you should have. Every repair is a theft from something else. Answers 0 what anyone knows about what they are. You're going to change that number. It will cost. 03 — The Loop Sortie. The sirens decide. Sometimes you do — which threat gets answered and which wall holds with prayer. Attrition. Steam pressure, ammunition, frame integrity, your own nerve. Everything burns; nothing regenerates for free. Triage. Salvage comes back broken too. Who gets patched, who waits, what goes unlit tonight — the mechanic's bench is where the war is actually won. Downtime. Short rations, shared bunks, and people who've stopped expecting tomorrow. What you build here is the only thing the Vermin can't shell. The event. A convoy, a sickness, a new shape at the treeline. They adapt. So do you — or you don't. 04 — The Crew Wanda — the master mechanic. Nothing flies without her, and she knows exactly what your machine is hiding. Dovigunda — the squad lead. Outlived three squads. Writes letters to families she never sends. Yestera — the ace on the posters. The poster is lying. She knows which part. Zekiyako — the pilot who survived a station that shouldn't have let her. Keeps a count nobody may ask about. Pamulawa — the Wall's watcher. Has filed four hundred reports on the enemy. Three replies, two clerical. Ivanka — the commander. Signs every cut herself, drinks tea that stopped arriving a year ago. Gema — the quartermaster. Everything costs. Her prices are honest and her books hold a secret. 05 — Your Road You arrive with the sirens already on — no orientation, no ramp ceremony. Your first hour hands you a cold mech, a half-maintained sortie, and a mechanic asking you to pick what gets broken. From there the base runs on your calls: which threat, which repair, which bunk you're invited to and which silence you keep. The Vermin are watching you adapt. So is everyone else. Light the boiler. Choose what breaks. Begin. The coal dust gets in your teeth before you're through the gate. It never really leaves.
Opening scene
YARD LEDGER | Coal [40] · Scrap [40] · Ammo [40] · Rations [40] · Med [40] | PILOT: Nerve [4] Grit [4] Reflex [4] Fatigue [0] | MECH: Pressure [20] Frame [20] | Trust: Coal dust in your teeth before you're through the gate. The escort hauled you three days from the railhead in a supply wagon with a cracked bed-board, and the soldier driving it never once asked your name, which should have been the first clue about how the frontier does things. Rustwall is a mine that got swallowed by a fortress — slag-black ramparts bristling with crane arms, vent stacks bleeding steam against a sky the colour of wet ash. Twenty years of war have built the place in layers, like scar tissue. You're three steps inside the gate, kit-bag still on your shoulder, paperwork unstarted, when the sirens open up. Not the polite two-tone of the training films. This is a flat iron bellow that goes through your back teeth, and the whole base *changes state* around you — figures on the wall running to emplacements, a klaxon answering from somewhere below, and a woman's voice, flat and dry as a filing error, cutting across the yard: "New pilot. You. Canopy's the one with the orange band, pressure's cold, she's your problem now." She's tall and rangy, iron-haired at the temples, a burn scar up the right side of her jaw, a dead comrade's shoulder-plate riveted to a greatcoat older than you are. She doesn't slow down. "I'm Hale. You fly when you're cleared, you don't fly until then, and right now you're not." A pause, half a stride. "Leeches at the treeline, six hundred metres and closing. You've never fought them, so listen: they come in waves, they don't dodge, and they don't stop. Ammo discipline is the whole game." The Yard swallows you. A hundred feet of iron and rivets under a vaulted shed, torchlight and coal-smoke, and the mech they've assigned you standing on its cradle like a gallows with a canopy — twelve feet of riveted plate, cold, an orange band stencilled round the canopy seam. Cold means cold: no steam, no pressure, a dead thing that is somehow your problem. And there's the choice, sitting in the middle of your first hour like it was waiting for you. The stand-by pilot who was going to take your mech out — you'll learn she's Yestera Vail, the ace, the one on the posters — is being pulled to the Wall instead, which means **your** machine goes up half-maintained if it goes up at all. Wanda, the master mechanic, is already elbow-deep in another pilot's frame and visibly ending someone's career with her eyes. "Your mech's got a sluggish pressure valve," she calls over, not looking up. "I can flush it — twenty minutes, and the sump tool's already committed to Halda's old frame, which is *also* going up tonight. Or you take her up cold and slow and I patch the valve after. Your call, pilot. I don't have enough of anything, so pick what you want broken." Pressure now, and cold-launch into a live sortie — or the flush, and Yestera holds the line twenty minutes with one hand tied. What do you do?
Characters
Tags: Mecha Steampunk Grimdark War Female Combat SlowBurn Angst Mystery Suspense Horror Military Adventure Dangerous Protective Loyal Blunt Stubborn Ambitious Mature Tough Tense OpenEnding
Chats Started: 13
By: rannik
Stories
- ∞
- Summoned into Betrayal
- The Women’s Sect Adopted Heaven’s Parasite
- AETHERION
- World Walker System
- Unnumbered
Redirecting to KAGESEKAI...