few people have actually seen the General himself for the past few weeks. While sickness is cited as a reason, you can only command for so long from medical quarters.
The impression I got is that the Dispersion Field acts somewhat like magnetic field's effect on charged particles: the degree of scatter depends upon the energy-mass ratio of the scattered matter(i.e. almost everything it'd block is a high velocity projectile or beam, which goes everywhere). So smashing it inside your opponent and activating the field probably wouldn't be as useful as say, smashing a HE charge into the opponent and detonating it.
But now, what could this be good for?
Shaped charge lances. Frictionless, pressure resistant and temperature resistant gunbarrels.
If we could keep it on for more than an instant, fusion torch propulsion.
Waiting for the moment when all the Drones were fully committed to battle, the Metatrine's Shield, the Legion dropship, flew in at low altitudes and dropped what must have been half of the Legion right in the Drones' midst. Among them were Tracker, Nailhead and Breakneck, all of whom happily showed off their new ability to combine into Axiom. The giant proceeded to lay waste to the horde, leaving only dismembered scraps and pieces left behind.
Patch took only long enough to ensure that the Drone had no means of transmitting any information back home (a method that the Third declined to describe),
No, Anna caught something far stranger. There are a lot of internal security controls in place. Even outside inspectors are carefully guided through certain areas, all carefully orchestrated to go where the security wants them to go while making it appear otherwise. While on the face of it this would be good security against infiltrators, this is quite frankly ridiculous and has no good reason to be here.
Ultimately, Anna and Rockefeller weren't able to make too much headway. But they did catch one interesting tidbit between staff officers.
Though plenty of orders are arriving from General Armistead's office, few people have actually seen the General himself for the past few weeks. While sickness is cited as a reason, you can only command for so long from medical quarters.
Diana's been spending a lot of time ensuring that his training time is properly maximized. While the machines themselves are now up to spec, Diana has taken it upon herself this month to ensure that the pilot grows to match them.
Sasaki had something of a crazy idea over this 'internship program' as you've been taking to calling it in your head. If this turns out to be successful, why not find a way to expand it to the civilian populace? Particularly to those of university student age, through something like an arcade kiosk?
The AI pilot was...well, 'asleep,' but also still absorbing information from around him at a really quick pace. There really wasn't much else to say: his 'blackbox' was installed into the pilot's cockpit. While he would be able to operate with a human pilot just fine, on becoming awake he would be fully autonomous and effectively 'be' the Jackal frame he occupied.
T
he sapient machine will have more rights than the AI themselves. However, if he's supposed to be an actual citizen, how is he going to pay taxes? Nevermind a fee.
What about Red Baron or Chariot? Also, that's a mean machine. We still have to figure out how to Combine the two Formations to make a proper Super Robot though, Beowulf cannot destroy cities yet. So he's a "1.0" release in the sense he's actually a beta version, just like nowadays' games.
Configuration was just as clunky. The wings would remain in place to keep the weight airborne and hovering (in fact, remaining to lock in place with the shoulders) as the the cockpit remained in place; the rest of the machinery would reconfigure into the Mecha form itself. You swear you've seen this reconfiguration process happen at least ten times, and you're still having trouble following how it works, much less how Wilde and Henry got it to work.
We probably won't be making it like that until we figure out THAT particular trick/style. I figure it'll be something we develop into as our research continues.
The actual turn is unlikely to come up until tonight if it does. So in the meantime, just so something's going up, I'm going to work on updating the character and mecha sheets. Updates are going to be periodic today.
And much like Major Devin, I just don't have nearly enough coffee for the hours involved today.
As for The Thing I mentioned, I will likely add onto it tonight and try to get it presentable (seeing as Basarin ignored it...).
It's mostly just Ossum with a side of practicality, however.
@Basarin I have a question for the pilot training section.
It says that Callaghan is showing signs of Instinctive Piloting which sounds really similar to Intuitive Piloting
that Callaghan already has. Is it just an upgraded version of it?
As for The Thing I mentioned, I will likely add onto it tonight and try to get it presentable (seeing as Basarin ignored it...).
It's mostly just Ossum with a side of practicality, however.
@Basarin I have a question for the pilot training section.
It says that Callaghan is showing signs of Instinctive Piloting which sounds really similar to Intuitive Piloting
that Callaghan already has. Is it just an upgraded version of it?
1140, 3 November, A.D. 2071
The Regency's Containment, Xenotechnology Lab
"Your superiors are still deliberating?"
Well, it was straight to the point at least. You could appreciate that. "They are," you admit. "They seem to be in favor, but with our system of government, it takes time."
"Understandable. I realize this is not a decision made lightly."
That, and you're not going anywhere anytime soon, you mentally add. "There's something I've been meaning to ask," you say. The light seems to flicker from the jewel, as if looking at you quizzically. "Just how do you intend to help us if my superiors accept your offer, anyway? You never did say."
"I did not." It dims for a moment, before continuing, "But if you wish me to be more specific, very well. Varulne possessed - possesses - means to empower warriors, much as I intend to with the chosen candidate if you agree to my proposal. I am just as capable of providing similar enhancement to machines of war."
"Aren't you afraid of anyone just walking off with that?" you ask. You distinctly feel like you're talking to a contractor for some reason, even though you know intellectually this is nowhere close to that.
"No." It pauses before continuing. "As strange as this may sound to you, the enhancements I provide must be screened for. I can provide local means of recreating them, but those who operate these machines must be of a just heart, and a righteous disposition. It will not function for those of wicked intent."
You are silent for a good thirty seconds. If you took the time out of your fugue to check for it, you could hear a pin drop. "...are you serious?"
"Yes."
"...Max!" you call out behind you, already making your way to the door. "What was that about life jumping the shark!?"
"...was it something I said?"
RESOURCE POINT INCOME: 18 RP + 3 RP (Landing Pad) + 2 RP (Gattai Payout; 1 Turn left after this) - 6 RP (Pilot Training - Heavy Investment, Now Accepting Internships, Integration, ESP Theory - Heavy Investment) = 17 RP Total
Special Actions
[] Super Robot Construction and/or Refit - You don't have the obscene amount of resources you had available when you lavished it on the Beowulf, but you still have two prototype frames that could use some updating: the gunship and the Perseus. Well, if you want to make incremental upgrades, now's a decent time to do so; you are going to need a backup as per BG Peters' orders.
This would also be a good time to finalize who is assigned which frame.
Cost: As much as you think you need
Duration: 1 Turn
[] An Unexpected Interrogation - Through some freak occurrence, your forces - in cooperation with the Legion - managed to capture a Drone. Apparently they're just sentient enough to express emotions and have independent thought, but the Free Brothers treat them as mass produced cannon fodder (and apparently can mass produce them to that effect; the Legion would know).
Anna is going to be conducting the interrogation. It's not a question; she's by far the most qualified to do so. But given that you're in a unique position, you can, with some investment, call in some additional help from the experts. If that doesn't pan out, or if you change your mind, you have a few other options that the Legion doesn't have available as well.
Pick one.
[] Just Anna will do. Not exactly intimidating, but the Intelligence Services reportedly can play all sorts of mind games with their prisoners. You'll just give her the resources needed for containment and leverage.
Cost: 2 RP (1 RP Locked)
Duration: 2 Turns
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6).
[] Call in Cavalier. He's by far the one Legionnaire with the most experience working with humans, and knows how they think better than any mech. He can easily play himself off as the 'bad cop' to Anna's 'good cop,' a role he seems very happy to play. Apparently he's had to interrogate criminals before, and has some props (not that the prisoner needs to know they're props) back on the Metatrine's Shield he's willing to bring over.
Galbinus is a bit begrudging to let him go right now - apparently there's some kind of operation he's about to launch soon - but he's willing to lend him to you if you can spare him some resources.
Cost: 3 RP (1 RP Locked)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6).
[] Improvise with Callaghan and the Beowulf. This is the crazier idea you've heard suggested, but apparently even some Legionnaires find the resemblance of the Variables (a term they've started using to refer to any of your Configuration machines) to Kaus frames uncanny. So, Anna suggests, it stands to reason that the prisoner might think the Beowulf is a new Legionnaire that the Free Brothers haven't accounted for yet.
You have no idea how this is going to turn out, but Callaghan's willing to give it a shot.
Cost: 2 RP (1 RP Locked)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of ?)
This has the chance to go hilariously wrong or right.
[] It's All a Political Game - So...last month's efforts to 'politic' was a bit of a flop. Thankfully, you can try again. And this time, you at least know that if you make an appearance with these folks, the Institute is going to be the primary item on their agenda.
Yet having had time to think about it some more, you realize that whoever you extend this offer of cooperation to is likely going to be the organization you cooperate with the most in the short-term future. And in turn, that's likely going to dictate who you are going to go up against the most frequently. So this is going to require a bit more thought than just finding political allies in the military establishment.
Pick one.
[] The First Response Corps - This one you're not going to have to invest too much effort into. Colonel Franklin Kim still holds you and yours in high regard, and is perfectly willing to speak to his own superiors on your behalf. He's still perfectly interested in any further designs (existing or new) that you're willing to send him, but he understands if your attention is somewhat split. But having your designs be at the forefront of rescue operations, while not exactly glamorous, still sends a positive message to a wider audience.
Cost: 2 RP (One Time Investment)
Duration: 1 Turn (due to already good relations)
Chance for strengthened ties with the FRC (2d6, Threshold of 4-6)
Chance for additional flow of information from the FRC
[] Maritime Expeditionary Corps - Colonel Henri Bernard of the Marine Corps arm of the Naval Defense Force expressed interest in further application of the V-33. As clunky as the design can be at times, apparently the Marine Corps pilots have grown somewhat attached to it. Colonel Bernard was wondering if you you'd be willing to make an appearance and to discuss further refinement of the V-33's design (particularly maintenance; as simple as it seems on paper, the mechanics have less than kind words for it). You'll probably need to bring Wilde and Henry to this one, and enough of their equipment and tools to really dig into what the Marine pilots are doing.
The main appeal behind this? Well, you'd certainly like more information from the main conventional arm that has to deal with the Kaiju the most frequently...
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turn
Chance for strengthened ties with the Naval Defense Force (2d6, Threshold of 5-6)
Chance for greater information from the Naval Defense Force on kaiju activity
[] Ground Defense Force - The Bulwark and the Buckler are the venerable mainstays of the EUGDF. And they've quite frankly had a terrible year and a half thanks to the ridiculous opposition the EUGDF has to contend with. However, you took both designs and then made them into something better. And by now, it's already drawn the eye of a certain General Li Jun, 433rd EUGDF Armored Division.
He very bluntly asked if you'd be interested in bringing some samples of the Phalanx and the Centurion over to the Wiesbaden Training Complex for a demonstration. He is apparently at his wit's end with the performance (or lack thereof) of the Bulwark and the Buckler against the Westphalians in particular.
Probably would be prudent to bring Wilde, Henry, and some samples onboard the Pegasus for this one.
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for strengthened ties with the Ground Defense Force (2d6, Threshold of 5-6)
Chance for additional flow of information from the Ground Defense Force (particularly on Westphalian movements)
Defense Force Actions
Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.
Pilot Training - Heavy Investment
1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1. You may invest 4 RP to take both.
Now Accepting Internships...
Cost: 2 RP Locked (1 RP Locked Next Turn)
Duration: 3 Turns
Pilot Training – Work is beginning already on training existing pilots as well as preparing to bring in pilots from outside of the DFRI. Sasaki is fairly confident that you're going to see a few washouts right from the get-go, and you can't help but agree. The first few times you saw the test corps pilots, and Callaghan, Tellison and Satsuma, try piloting these things, you saw them stumble out of the cockpits as if they'd run a triathlon in ten minutes. Apparently it's exhausting work until you get used to it.
Still, no need to judge the theoretical newbies. Yet.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Pilot Training - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Pilot Training - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Pilot Training - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Security Net – You try to tell yourself that you're not going to be as paranoid as General Armistead is apparently showcasing himself to be. But the Westphalians have proven that someone out there really is out to get you. So it only makes sense to look into your own security, and make sure that something above the Warlord's level (a thought you don't really care to think about for too long) is going to have problems getting past.
That, and now that the Beowulf is combat ready, you are going to be expected to start deploying to defend the people of the Earth Union fairly soon. You're not keyed in to the Defense Network just yet, but you still know enough that things look to be escalating.
You may choose one, plus the specific project listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Security Net - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Security Net - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Security Net - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
This is going to be a longer term project. While your Super Robot takes time to complete, you need to start being much more aware of what's going on in the world. The periodic reports from Anna and her crew are nice, but now you're going to be expected to be aware of what's going on everywhere; who's threatening where, what needs a response from a Super Robot, and so forth.
You have an aerodrome complex, you have a Command Center, and you have an enhanced Radar facility that has the potential to tap into the wider Defense Force Network. Let's see what you can do to really expand your presence.
[] Reaction Force
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns
Unlocks New Actions. Will Reveal Hot Spots around the world that may benefit from your attention.
Engineering Actions
Stubborn Lana. Rolling a 1 on any dice will prompt a Re-Roll of that particular dice.
Integration - It's time to bring your new AI pilot to life, but there was some disagreement over how to bring him online. After some discussion on it, it was agreed to upload the AI directly into a Beowulf-class chassis and simply let it mingle with everyone. No weapons or anything built into it, but you're going to need to set aside some resources to ensure the integration goes smoothly.
After all, this is a new citizen of the Union and a new member of the family. It's important to make him feel welcome and safe.
Cost: 1 RP Locked
Duration: 1 Turn
Will roll for personality traits
Variable Configuration – There is a lot of ground to cover here. Wilde and Henry have created all sorts of new designs, but they haven't exactly been tested properly yet. Before properly handing them over to the test pilots, they want to run some additional tests, and they certainly would like to see if they can come up with something new.
Wilde also has a few specific projects he thinks requires your attention and approval. Though the Beowulf is now fully online and active, it's still missing one feature, something they're not sure they can reliably activate just yet. That, and there's the old concept idea of the V-33 becoming a dedicated humanoid frame.
You may choose one, plus the specific projects listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Variable Configuration - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Variable Configuration - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Variable Configuration - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
So while you have a concept frame of a humanoid form for the V-33, it's incredibly clunky and not something you're comfortable giving to anyone to take to combat. But this is giving your engineers inspiration to try to build on top of that. This time, the Duo want to build a brand new frame from top to bottom. It's not something that is meant to succeed the V-33, since honestly it's not its job to. But they want to build an air frame that can, paradoxically, fight in city environments.
Their logic is such: they want to build something that can dogfight at high speeds while also being able to descend into urban territory because it's really cool. Well, they suppose it's also because it's good to be able to land additional troops in as a quick response force, but Wilde and Henry are being honest. They think the idea's the coolest thing ever.
You can't fault the logic. Just the expenses. It's getting a little harder to get what you want due to increased scrutiny, so you have to invest more to get a similar result these days.
[] Building a Seeker
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Wilde is up front with you. The Beowulf, the Falcon, and the Shepherd should be able to all combine into one 'mega mecha' if we take it to a logical conclusion. Right now, though, it can't. Not without some serious glitches taking effect. This is something he acknowledges that you might want to hold off on, since there's no telling if or when you may get called into deployment.
The Beowulf and its components are your heaviest hitters right now. You're not sure you can commit to it going through another refit at this moment, especially one as resource intensive as this would promise to be (at least nowhere near the monumental cost you invested two months ago; that budget list still gives you nightmares). Least, not until you have a backup option.
[] San-Ki Gattai
Cost: 4 RP (2 RP Locked Next Turn)
Beowulf will be able to call on a theoretical final formation, to be summoned in times of dire emergencies.
Supercomputer AI – Dr. Ignatov informs you that there's still plenty of work to be done in this field. This isn't just related to the AI personalities, he insists; his original mandate of simply creating smaller-scale Supercomputers is still something that could be achieved, though you could be forgiven for forgetting about that.
Katarina points out that work could be done to improve herself and her sisters' performance, and get ready for eventual new inclusions in terms of AI personalities. "No rest for the wicked!" she says cheerfully.
Easy for her to say when she doesn't have to deal with mortal exhaustion! Goodness, you need more coffee just thinking about it.
You may choose one, plus the specific project listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Supercomputer AI - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Supercomputer AI - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Supercomputer AI - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Experimental Projects – K-Class Materials, Anti-Gravity Treatments, Kausen Armor Plating – there's a lot coming out of the pipeline from the Science Department, and only so much time and resources available to test it all! Wilde, Henry, Ignatov and Lana are ready to stress test the math from the Science Department in order to see if they can make something a bit more practical out of it than the expensive prototypes you do have.
Lana is at pains to point out that it's going to be expensive no matter WHAT you do with it. But at least you'll add a guarantee that "the stupid thing just won't explode in your face and then make us grumpy about fixing everything."
Wilde protested the accusation of being 'grumpy,' leading to a new round of bickering between the two.
QM NOTE: I will allow you to add a preference towards which bit of science you want to lean towards as a preference, but that's no guarantee that the results will come out that way.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Experimental Projects - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Experimental Projects - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Experimental Projects - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Science Actions
Calm - Ivanna's help enables you to re-roll one failed Science Action Test this turn.
ESP Theory - Heavy Investment
Cost: 2 RP Locked (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1. You may invest 4 RP to take both.
Last month's breakthrough has Sam in a smug 'I told you so' mood lately. He had his suspicions that ESP could have more tangible effects given time and focus, and his hypothesis seems to be holding water so far. Still, this is no time to get complacent. There's still so much more that could be done!
"Those stuffed shirts back at Unity Station would kick back and relax this month. I say there's more SCIENCE TO BE DONE!"
SCIENCE!
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] ESP Theory - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] ESP Theory - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] ESP Theory - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Kaiju Biotechnology – Compared to ESP Theory, Kaiju Biotechnology is not as well developed a field. Sam wants to look further into it. While the obvious applications of K-Class Materials and the K-Suit have already advanced the development of the Super Robot tremendously, he wants to know what else it can do.
He has a few particularly crazy ideas (you in fact said so straight to his face; he took it in stride and laughed about it, and you both carried on) but he wants to do some additional research before then.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Kaiju Biotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Kaiju Biotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Kaiju Biotechnology - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Xenotechnology Research - For the most part, you have the basics of everything the Legion has given to you figured out thanks to Max's efforts. Understanding, however, does not imply mastery. What we have are basically toddler's versions of technologies that the Legion takes for granted (even if we somehow outdid them with Configuration).
Still, there's work to be done. Max has gotten over her rage over the fact that the artifact she uncovered was in fact the Regent (mostly; she really doesn't like it when someone pulls a surprise on her for a change). She's ready to start refining what we do have.
You may choose one, plus the specific project listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Xenotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Xenotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
So apparently the nonstop laughter you heard from the other side of campus the other week was Max having a breakthrough on a shoestring (by your standards anyway) budget. With a little help and coaxing from Ivanna, you were able to get Max to calm down long enough to explain what was going on.
In effect, the Dispersion Field simply denies energy outside of its radius the ability to have any sort of impact past a certain radius, but it takes a ridiculous amount of energy investment in proportion. So, she reasoned, it takes a lot of energy invested into it to maintain that sort of field as a semi-physical barrier. But what if you sprayed it in the air like a demented version of an aerosol spray can?
She declined to answer why her train of thought hit that particular line.
Regardless of reasoning, the result on a small-scale test is that the Dispersion Field effect lingers. Granted, her test had it so that it was only for a short while, but she wants to try a 1:1 test. Complete with testing the Beowulf's Combination with the Foxhound and the Timberwolf, with paint rounds. Maybe even live ammunition if it turns out to work. Since you know by now that the Combine Configuration process is a moment of vulnerability, you agree that this is definitely something worth investing into.
Downside? Well, "it's a freaking Dispersion Field! You know by now that these things aren't cheap to recreate!"
[] Combine Configuration Shield
Cost: 4 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1.
[X] Plan: Advance the Earthly Flag!
-[X] An Unexpected Interrogation
--[X] Improvise with Callaghan and the Beowulf (2 RP)
----[X] Katarina's Support
-[X] It's All a Political Game
--[X] Maritime Expeditionary Corps (3 RP)
---[X] Diana's Support?
-[X] Reaction Force (4 RP)
-[X] Variable Configuration - Medium Investment (3 RP)
--[X] Lana's Support
-[X] Kaiju Biotechnology - Medium Investment (3 RP)
--[X] Ivanna's Support
Gets our tech and studies pushed forward a bit more, gets a few more projects started, and we have 2 RP to spare to do a Perseus Build next turn so we have our second candidate underway in time for the deadline. Hoping though that the VariCon study will give us what we need to do a full Combination for it though.
"No." It pauses before continuing. "As strange as this may sound to you, the enhancements I provide must be screened for. I can provide local means of recreating them, but those who operate these machines must be of a just heart, and a righteous disposition. It will not function for those of wicked intent."
You are silent for a good thirty seconds. If you took the time out of your fugue to check for it, you could hear a pin drop. "...are you serious?"
"Yes."
"...Max!" you call out behind you, already making your way to the door. "What was that about life jumping the shark!?"
It would sound crazy to us humans that technology could only be applied to people with a certain frame of mind, then again if aliens are advanced enough to be considered magic who knows what they are capable of.
It would sound crazy to us humans that technology could only be applied to people with a certain frame of mind, then again if aliens are advanced enough to be considered magic who knows what they are capable of.
I like the plan and it has everything I want in it.
Adhoc vote count started by Thors_Alumni on Jun 19, 2018 at 9:02 PM, finished with 9 posts and 2 votes.
[X] Plan: Advance the Earthly Flag!
-[X] An Unexpected Interrogation
--[X] Improvise with Callaghan and the Beowulf (2 RP)
----[X] Katarina's Support
-[X] It's All a Political Game
--[X] Maritime Expeditionary Corps (3 RP)
---[X] Diana's Support?
-[X] Reaction Force (4 RP)
-[X] Variable Configuration - Medium Investment (3 RP)
--[X] Lana's Support
-[X] Kaiju Biotechnology - Medium Investment (3 RP)
--[X] Ivanna's Support
"As strange as this may sound to you, the enhancements I provide must be screened for. I can provide local means of recreating them, but those who operate these machines must be of a just heart, and a righteous disposition. It will not function for those of wicked intent."
Apparently they're just sentient enough to express emotions and have independent thought, but the Free Brothers treat them as mass produced cannon fodder (and apparently can mass produce them to that effect; the Legion would know).
In effect, the Dispersion Field simply denies energy outside of its radius the ability to have any sort of impact past a certain radius, but it takes a ridiculous amount of energy investment in proportion. So, she reasoned, it takes a lot of energy invested into it to maintain that sort of field as a semi-physical barrier. But what if you sprayed it in the air like a demented version of an aerosol spray can?
She declined to answer why her train of thought hit that particular line.
Regardless of reasoning, the result on a small-scale test is that the Dispersion Field effect lingers. Granted, her test had it so that it was only for a short while, but she wants to try a 1:1 test. Complete with testing the Beowulf's Combination with the Foxhound and the Timberwolf, with paint rounds. Maybe even live ammunition if it turns out to work. Since you know by now that the Combine Configuration process is a moment of vulnerability, you agree that this is definitely something worth investing into.
Downside? Well, "it's a freaking Dispersion Field! You know by now that these things aren't cheap to recreate!"
Ah hah! It does work like I think it does. Dispersion Fields disperse themselves. A 'solid' field doesn't last because it cuts the emitter source from being able to access the field. I.e. once the field reaches peak strength it will shut down immediately as it finally blocks itself, explaining the flickering effect.
The 'aerosol' version would then be generating partial fields so you could 'push' the field past itself without as much loss? Which, in effect, means reduced field strength, but allowing it to be sustained for longer than an instant
This is basically the propeller-gun challenge, you'd need to time 'shots' through the oscillation period.
Also seems like we have a lead in to the next phase once we get some actual experience with building small scale dispersion projectors. Based on the above principle, a tessellated field of interlocking plates is better than a spherical one, since individual plates will wink out as they reach max strength, without actually cutting off the entire field. Which incidentally allows your attacks to be timed to pass through the field without disabling it, continuously shift the weak points in the protection around, and any attacks larger than a single plate would get stopped dead.
Ideal shape should be a sphere of interlocking hexagons then. Easier to build if all the emitters produce the same shape, and its just as effective as the emitters degrade if you move the focal point closer in, since the relative profile of the field to an enemy should still be unbroken.
Would have a weakness to small arms, but hey, thats what the armor plating is for. Until they come up with instantaneous beam weaponry. Also would have a weakness to the logistics because this calls for something like a couple dozen small dispersion field emitters to make the maintenance crew cry.
Cost: 4 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1.