Yeah, we're in spitting distance of rolling out our GaiGar unit, and unlike the fights against the Zonders, we're not starting the arms race at a point where we need to go All In just to fight the mooks.
I actually do like the progression we've got going on, where our Super Robot starts out using mostly conventional weapons, and only starts getting the real bullshit later as our tech catches up. It's a bit Dancouga-ish in a way, where you don't actually see the titular mech until halfway through the series.
Yeah, we're in spitting distance of rolling out our GaiGar unit, and unlike the fights against the Zonders, we're not starting the arms race at a point where we need to go All In just to fight the mooks.
I actually do like the progression we've got going on, where our Super Robot starts out using mostly conventional weapons, and only starts getting the real bullshit later as our tech catches up. It's a bit Dancouga-ish in a way, where you don't actually see the titular mech until halfway through the series.
I am so glad I finished reading through two different SRW Let's Plays before I came to this Quest. Otherwise I'd be completely lost as to the series most people are talking about.
From: Peters, Louis, Brigadier General
To: Devin, Johnathan, Major
Subject: URGENT DISPATCH - GRAND COULEE DAM
Timestamp: 0155, 1 November, A.D. 2070
Major,
I will bypass the usual pleasantries. This has yet to break into the media, but we have a crisis on our hands. Your prototype is in a position to engage, and I will need a response soon.
The Kausen have finally emerged.
Last night at approximately 2200, an evacuation order was sounded for all staff in the Grand Coulee Hydroelectric Dam. Not long after that, there were reports of explosions and what looked to be high energy impact fire being lobbed all about. All we know for certain is that the Kausen were fighting over the Dam, possibly over the hydroelectric plant reserves.
All we have to go on now is that there is a rather large hole in the dam, and the local areas are being flooded as I type this dispatch.
I am seconding the Yuri Gagarin to you. When it offloads your cargo, I want a Jackal and your best pilot with ancillary support onboard. You may bring any additional equipment you feel necessary.
I understand this is placing you in a difficult position, but understand I command very little in terms of combat-capable assets. Your prototypes represent most of them.
Well crap! At least we have a functioning prototype with weapons that work. We should take everything and everyone that carries a gun with us since our prototype will need the backup.
So with that cliffhanger, I'm pretty much going to go to bed.
But phew. Got quite a bit of updates out there. Hope everyone enjoyed it.
I will say this ties in to the world event roll you all did earlier. Since you rolled a six, you may well get a chance to see the Kausen up close for the first time.
Starting tomorrow I will begin our first series of Deployments. Now, in terms of anime? This is a prequel OVA episode. As some of you have noted, we're nowhere even near episode one. Hell, there's barely any promotional material about us yet. So while you'll be seeing combat, I can promise you won't be completely overwhelmed.
Now, I really am just going to go to bed now. I've had about three hours of sleep today due to shenanigans, so I plan on taking back what I'm owed there.
Ping me if you have any questions! I'll get to them tomorrow morning!
The Shepherd "packmaster" obviously gets to join, with the most number of Jackals we can cram into the transport, and fill the spaces with enough munitions.
... oh, shit. We're sending an X-COM team full of MECs in a Terror Mission.
Ashley: OMAIGAWD THE KAUSEN!?! THIS IS GOING TO BE AMAZING!!!
Veil&Vent: And if you fail, we'll get to sing of your failures!
Lucy: Get outta here you creepy twins!
But I think VV there's not going to have too much fun with even the limited reports given to the public...Hopefully...
Bring the Jackal piloted by Calligan in a Shepard. Get 2 or 3 non-MMI Jackals as well. Also 2 TMUs, one gunner configuration, one troop carrier. Bring a 60/40 mix of anti-vehicle and anti-infrantry.
If there is enough room on the Yuri for the troops (20-30, 2 or 3 ten man squads) have the second TMU be a gunner as well.
so, we are probably going to either get fucked the hell up, or at best a phyyric victory. but thats okay, because it gives us drive to improve, and build an even better robot.
'm fairly tired, and I might have forced some of this update. I'm not entirely happy, but I wanted to get an update out. Additional updates may or may not come out today, but some of this I struggled with.
Super Robot Core Unit (Modified Jackal Chassis) Now Available to Assemble! (Can receive additional components from Defense Force Actions, Engineer Actions, Science Actions)
"Photosynthesis? Right out. We tried both artificial and natural sunlight, in ideal conditions, and every variation in the book, and then some. Turns out all that does is turn the samples into small solar batteries. Really helpful, but not exactly what we were looking for; the genetic code's decided it's meant for storage, not for growth. Good idea, though."
"Our most unlikely frontrunner is the power of metal. Apparently it's something to do with the vibrations of the rhythm stimulating the tissue to encourage growth. I highly doubt Sheol's using this method, he's probably got some sort of other way of doing things. But at this point I'm thinking we just stick the damned samples into a vat of nutrients and hold Iron Maiden concerts every night! Works for the Kaiju, so it should work for us."
e gestures to the sword. "That was a test case. It works, but when we figured this out, the scale wasn't much better than standard pressed steel. I wouldn't try making something entirely out of this in the future; I'd rather you use it as an augment, like with a sharper edge, or limited ammunition types. We've got it worked out now, but…"
Eh, MECS are way better than you think. Compared with regular recruits, they punch hard (in every sense of the word), can take a hit and use flamethrowers.
Okay, quick roll for the resources the Yuri Gagarin brings in.
Resource Point Income: 11 RP +2 RP (Landing Pad) – 2 RP (What is Dakka?, Kaiju Valley) = 11 RP Total
This is going to matter in a bit.
0511, 1 November, A.D. 2070
Commandant's Office
Somewhere in the sleep-deprived parts of your brain, you realize your flights of fancy of creating a bridge-like command center might have actually been a good idea. You quietly add that in the 'to-do' list for Sasaki to tackle. But that would have to come later.
"Major."
"General."
Curt greetings out of the way, you take the moment to slug back the cup of coffee like it was a shotglass. You barely notice the scalding heat as you pour yourself another cup. "Emergency ground crews on standby. As soon as the Gagarin's arrived, we're ready to move."
"Good." The General's face frowns for a moment. "We still have precious little information coming out of the Grand Coulee. As it stands, many of the local areas are going to be flooded, and I will need as many of your Jackals as you can spare that's not loading onto the Gagarin to support the local FRC responders." She grimaces. "Armistead is being slow to deploy the ones coming off of the assembly lines to where they could dare to do any good."
"That's limiting options, Ma'am," you warn her as you down another cup of coffee. "…but your dispatch said a Jackal and any additional equipment I could spare. What's the mission?"
"In short? Reconnaissance at the bare minimum, combat support if possible. You know up until now we've had no visual confirmation of the Kausen anywhere. At this point, any intelligence we can scrounge from this debacle will go some way to salvaging this disaster." She scowls, her displeasure known even through the sat-link. "And I am not letting Armistead claim the credit for anything just for him to sit on his bloody hands with it."
You nod. Right now you have no business butting your head into that political conflict, so you won't. Safer that way. "And if we engage any of the Kausen?"
"I'd prefer your pilot to keep his distance." There was never any discussion on who to send. Lieutenant Callaghan was by far the best pilot you had…and the only one worth a damn. You were going to have to fix that. "But if you find an opportunity, take it. Any data we can get our hands on is worth more than Union mint at this point."
You nod. "Understood Ma'am." You hear the low-level thrums of an incoming dropship engine set from outside the windows. "I think that's the Gagarin on approach. As soon as we can get the Gagarin unloaded, we'll get to work."
"How soon can you start?"
Logistician: You simply smile grimly. "Ma'am, this is what I did for a living. Let me worry about that."
Select your loadout. The Yuri Gagarin is a dropship, so you can load quite a bit. However, anything you load that is additional to your mission requirements will eat into your resources, so choose wisely.
1LT Richard Callaghan - Intuitive Piloting (You may Re-Roll One failed Strike or Agile Roll per Turn)
Jackal 'Callaghan Custom'
8 Hit Points (HP)
Conventional Weaponry (Can conduct Test Roll to Strike at Enemy Target at 2d6)
Agile (Can negate One successful Enemy Strike against Jackal. Conduct Test Roll at 2d6)
Notable Character (Can Strike at Enemy Target twice per turn)
'RAMMING SPEED!' (Can configure into patrol truck form to make a ramming attack. Conduct Test Roll at 2d6. If successful, can attempt a free Strike at Disadvantage (1d6))
'Combine!' (May spend one Turn summoning Support Unit to conduct Combinable Configuration. Any attempted Enemy Strike is made at Disadvantage (1d6))
Logistician Bonus: You may take one of the following for free. Major Devin is not kidding when he says he spent many years packing as much crap into a mission on short notice as possible. Best to make use of it before the coffee wears off.
[] SV-10 Shepherd - This is largely untested, but you also know it works. It will still benefit from the larger weaponry the Duo was able to make last month. That, and you know it's ridiculously tough. The combined form will assume the following traits:
'Combine!' (Will add 10 HP to Jackal 'Callaghan Custom')
Extra Tough (Can ignore one Enemy Strike at Disadvantage (1d6))
Conventional Weaponry (Can conduct Test Roll to Strike at Enemy Target at 2d6)
Demolisher (Can freely make Heavy Weapon Strike at Advantage (3d6) every other turn, deals 2 HP. Does not incur extra RP cost)
[] V-33 TMU – Also largely untested, it is also capable of Combinable Configuration with the Jackal. The combined form will assume the following traits:
Fire Support (When not Combined, can make periodic Strikes (Test Roll, 2d6, inflicts 1 HP) every other turn. Is loaded for Combination Configuration, so cannot make Heavy Weapon Strikes)
'Combine!' (Will add 5 HP to Jackal 'Callaghan Custom', will make One free Strike against Enemy Target at Disadvantage (1d6) during 'Combine!')
Agile (Despite the extra bulk, this form still retains rocket boosters to make use of. Can negate One successful Enemy Strike. Conduct Test Roll at 2d6)
Alpha Strike (Can fire all weapons in a single turn. Cooldown of three turns)
Additional Weaponry (Can Re-Roll One failed Strike against Enemy Target at Disadvantage (1d6). May be used every turn)
You may purchase the following at cost:
[] Heavy Weapons (Disposable Heavy Weapons specifically for use with the Jackal. Can make Heavy Weapon Strike against Enemy at Advantage (3d6) for 2 HP. If not utilizing Shepherd Armor Pack, can only be used Twice per Combat) (Costs 1 RP)
[] Emergency K-Class Upgrade (Sam is not exactly happy to do this, but he understands the need. He is willing to work with the Engineers to conduct an emergency upgrade. The Cultivation Farm will be set back two months, however. (Sets back Kaiju Valley 2 Turns, grants Jackal K-Class Conventional Weapons, increases Strikes to 2 HP)
[] V-33 TMU 'Viking Configuration' Flight (You may attach One flight of TMUs to provide periodic air strikes. They will attempt a Heavy Weapons Strike Once every Three Turns at Advantage (3d6) for 2 HP. Once expended, they must return to the Gagarin for rearming) (Costs 3 RP)
[] CR-01 Jackal Squadron (You may attach One squadron of Jackals to provide fire support. They will provide fire support against an Enemy Target every other Turn, counting as a Strike Test Roll (2d6) for 1 HP) (Costs 2 RP)
[] Coyote Squadron (You may attach One squadron of Coyotes. They are outclassed by any potential enemies, and they know it. That's not their job. While you are out there, you are going to damn well conduct rescue operations in the middle of a disaster zone, and they can provide reconnaissance while they're at it. Gains ???) (Costs 1 RP)
You may purchase as many of these as you'd like, for as much RP as you're willing to spend and afford. Just keep in mind: you don't get those back for Turn Eleven.
Okay, that should do it. Time to get my butt to work. Enjoy!
EXPLANATION: We have a choice between our heavy combat pack and our nimble, high agility pack. The latter was my initial consideration, but I quickly realized that the one thing we can't achieve through any other means is the sheer, brute power that the Shepherd provides--and that's precisely why we need to take it. Provide enough guns, rockets, and ammo to be able to fight at full potential for an extended period of time--and seem threatening even in the Jackal Custom if need be while we send the Shepherd to handle search and rescue in time for a combination.
We bring a squad of TMUs to give us air support, which covers the weakness that not having the Flight Pack gives us, and we have the Coyotes to handle search and rescue while Callaghan and our prototype unit catches enemy attention and does the heavy lifting, with the TMUs making sure that they stay paying attention.
Might be able to squeeze a conventional Jackal squadron in there too, but we've still got things to do outside of this event. K-Scale is right out. We can't afford a two month delay on further K-tech research when we're already behind!