[x] Plan Commitment 1.NE
-[x] Normal Actions:
--[x] Send a full team to Everett; prepare to colonize/bring existing Everett within our sphere of influence (Comms)
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
--[x] Hold Until Everett Trip Results
-[x] Free Actions
--[x] Research a less "temperamental" but still Mark IV viable Fury Supercell. See if Barriers, Goryo's plating or the Super-Coolants previous Kaiju have used can help. (B-Tech) [Safe Research mode]
--[x] Research Better Fangblades, focusing on increasing damage or Armor-piercing ability. Look into known Kaiju records and their samples for inspiration on how to do that. (J-Tech 1)
--[x] Examine the Ascalon Blade non-destructively. The focus is on structure and composition so we can try to make our own blades in the future. (J-Tech 2)
--[x] Investigate how the Myrmions' mini-hivemind worked. (K-Sci 1) (Use Cosma bonus)
--[x] Research a way to create naval units with MPFs (C-Tech 1)
--[x] Mobile C&C Super-Heavy unit that can increase coordination and provide extra processing power for targeting for our forces, incorporating aspects of Commander Kaiju and the RWCS (and possibly a Barrier for protection) (C-Tech 2)
--[x] Research a very large blast radius One Shot missile for clearing Cat 0 hordes, the "Sunfire". Focus on Blast-radius above all else, within practicality. (C-Tech 3)
--[x] Scan Naval Station Kitsap (Comms)
--[x] Scan for nom nommy Kaiju (Kaiju Hunt Scan)
--[x] Recycle Nothing. (J-Recycling)
--[x] Build (5) Free Conventional Units. (3 Autogyro Scout Squadrons, 2 'Banshee' Assault Helicopter Squadrons) (-440 Resources)
--[x] Clean up the contamination (-1100 Resources)
[X] Other:
-[X] Have Noah handle Ashley's debrief, and have him present the treatment options to her.
-[X] Do a bureaucratic organization: what kind of government/economy are we running here?
As the week continues, the council gets to work, organising what they can before their focus is taken up by the task of tackling their newest project-- the re-establishment of the city of Everett.
Contamination cleaned up!
One thing of more unfortunate note is that Neo-Seattle is finally starting to run low on quality salvage for their combat factories. Recycling only goes so far, and these things have been running pretty much nonstop since their creation, so it does make some sense. In any case, more work will now have to be put into refining available salvage, and supplemented with non-salvage materials. It'll still be pretty low-impact, and the automated nature of the facilities means they won't infringe on the project economy of other things, but it's something to keep in mind.
MPFs reworked!
3 AG-60 Autogyro Scout Squadrons built!
2 A-KA-78-L 'Banshee' Assault Helicopter Squadrons built!
For a group of people whose original purpose was to determine the science behind the Breach and other such phenomenon, Breach Tech are surprisingly good at improvising from stuff that's not at all related to that. Well,
technically one could argue it
is related-- since their current task is improving the design of the VI-Y4 into something more stable. While Barriers aren't going to help here with containment, the reactor's cooling system and core composition can always use more work. Using K-Sci's analysis of Goryo's carapace, the scientists propose a different material to be used in the reactor's main containment core. This
should help keep the temperature lower, lowering the risk of catastrophic failure in the event of system shutdown. Another thing they've found is a difference in the Breach profiles of the VI-b and the VI-Y4-- specifically in the points where radiation and temperature are highest. This sparks a quick rearrangement of the cooling system, to more efficiently deal with the core temperature. This should also reduce the strain on several other points. However, Breach-Tech can't really make it any cheaper by themselves, or fix the issues caused by the Supercell Discharge-- to the latter, their advice is basically "don't use the discharge mode, ever". Still, it's quite impressive the improvements they've managed to produce.
The VI-Y4 "Fury" Supercell no longer inflicts an extra Vital Damage roll upon Incapacitation. Extra stat penalties no longer occur on a Minor+ Wound to the Torso (only the Chest).
For the first time in a long while, J-Tech's planning to make some Fangblades. Their material engineering ability has improved, their designs have gotten better, their experience is greater-- they know they can do this. And, indeed, they
do.
The proposed VX-3 "Super" Fangblade is a clear departure from the previous versions of the weapons system. While the original Fangblades and HF-2 model used of a thicker, solid blade and relatively limited positioning geometry, the VX-3 takes the opposite route, drawing from Striker Eureka's Stingblades and Heartbreaker's armour-piercing claws to produce a narrower, more flexible sort of weapon. Each Super Fangblade is composed of three main parts: the mounting rail, a single-edged oscillating blade, and a jointed and armoured "hilt" section between the two. While expensive, it is this hilt that is the key to the VX-3's abilities-- not only does it house the oscillators for the blade, but it contains a second set of gyroscopes and sensors to ensure every strike is aimed for optimal penetration. Just as impressively, they've added a new feature-- or, more accurately, added back an old feature. Back in its heyday, Tacit Ronin was known for its signature "cobra strike" technique; an attack with a single fangblade, focused enough that it would instantly sheer through armour and bone as a hot knife through butter. Coincidentally, while its second reconstruction and new pilots left it unable to perform this technique, Tacit's black box still has the data from the times when it's used it. Thus, with a little work, J-Tech's new weapons should be able to return this famous technique to Tacit Ronin once again! That said, the Super Fangblades have their own price-- due to their intricate structure and thinner blades, they're not as durable as the originals, and Tacit won't be able to use its full, raw strength in handling them. Even so, these weapons are by far the strongest of their kind available to Neo-Seattle's defender.
New Weapon available to Purchase: VX-3 Super Fangblade!
XV-3 Super Fangblade
750 Resources
Built-In Melee Weapon
Attack Dice: 2/1d10 (pairs)
Parry Dice: 1d5+1
Block Dice: 1d5
Armour Penetration: Dexterity+1
Grappling Bonus: -3
Durability: 6
Damage Type: Edged
Damage Bonus: (Strength/2)+1
Special:
Cauterizes wounds.
Cobra Strike: One use per battle. Attack Dice to 1d10, Add Dexterity to Damage Bonus, +3 Armour Penetration. Cobra Strike does not gain Charge bonuses.
GM's note: these were inspired by a combination of the Magoroku-E Progressive Sword, AdEva's Hyper-Progressive weapons, and the curious Fangblade designs on the front page picture. Mechanically, they're a straight up improvement over your current blades, with AP 4 instead of 3, and the same damage bonus (it's Strength/2, rounding up-- so 2 plus the intrinsic +1 of the blades). Cobra Strike is a fun super move that nearly doubles your DB and AP at the expense of an Attack Dice and Charge Bonuses. All around, I think they're pretty good!
Unfortunately, the other project on J-Tech's plate does not go as well. The Ascalon Blade, while incredibly useful, is essentially one-of-a-kind, and losing it would be a great detriment. Thus, J-Tech is to try to analyze its structure and composition, so that they can at least replicate its abilities. However, the blade itself proves quite resistant to their initial attempts at non-destructively imaging its internal structure. At the most, they can say that it's built a bit like a bone-- with a hard outer layer and a softer, shock-absorbent inner layer-- though it's not all one continuous layering from tip to guard. While some of the engineers are asking to be given more time for a second attempt, others suggest that Kaiju Science might have an easier time here, considering the more biological nature of the weapon.
New Disposable +1 Research Bonus available: Ascalon Structural Reverse Engineering!
However, the decision will have to wait a while, as Kaiju Science taking full advantage of the new lab to get some work done on their own project; examining the mechanics behind the Myrmions' localised hivemind.
Cosma serves as the chitinous guinea pig in this situation, scaled up MRI systems being used to check its brain as the researchers compare their readings to those from the previous battles. The main difference in the actual structure of the link is how
much neural tissue is linked-- not only are parts of the primary brain linked up, but so are the equivalent parts in the
secondary brain. This offers a more stable link across short distances, which would enable the rapid data comparison/analysis and neural load support exhibited by the Myrmions. The easiest comparison would actually be to a Drift-- several minds linked together, all sharing the same memories and resources, and able to bring them to bear with far greater efficiency than just one individual. This even matches the way that a death forces the collapse of the hivemind, as the involuntary loss of one individual splinters and destroys the connection. Really, the notable things are the distances this operated across, and how specialised the parts of the Myrmion brain structure are to use this at full potential.
On a related note, Kaiju science warns that unless someone figures out some way to get a Drift to work over long distances (i.e. without being physically hooked together), they won't be able to make this sort of thing into something that's... well, effective.
Meanwhile, one of the conventional weaponry research teams tries their hand at a mobile C&C centre, designed to enhance targeting and coordination of assets. The end result is... surprisingly small for a "superheavy" unit, though that's mainly due to its lack of a nuclear reactor. No railguns, no plasma cannons, no fancy kinetic shield barriers to suck power away-- just a giant supercomputer, a bunch of sensors, and more communications link-ups than you can shake a kaiju tail at. The actual vehicle is a sort of oversized ATV truck, designed to operate in a variety of environments. In fact, with some modification, the core systems could probably be shifted over to a naval platform with relative ease.
The "Tyr" itself is pretty useful, able to switch between a variety of coordination schemes to optimize certain abilities of nearby units-- though it can only perform one at a time, the issue can be easily solved with additional Tyr units. And just in case, there's even an Arges array available-- though focusing on that alone is a bit of a waste when compared to what the vehicle's otherwise capable of. The main drawback is its lack of armaments and worse fragility when compared to other superheavies-- though, to be fair, that just means it's about as durable as any other
normal unit in the force.
New Superheavy Unit available to Purchase: TCC-4 'Tyr' Mobile Command/Control Station!
TCC-4 'Tyr' Mobile Command/Control Station (Superheavy Unit)
4000 Resources
A large all-terrain vehicle equipped with a supercomputer, advanced sensor suite, and variety of comms systems, all made to assist in the coordination of allied assets.
Tou: 0 (AV 1/-)
Agi: 1 (Moves 4 Units per round)
Dex: 2
Durability: 0
Structure: 2
Abilities:
Arges Laser-Targeting Array: Hits on 5+. Range 10/15/-. On a successful hit, guided munitions are treated as having gained 1 Ranged against the target. This point of Ranged may be used for accuracy, or Called Shots. Stacks to a bonus of 2 (1 against underwater targets). All bonuses are removed at the end of the round.
Tyr-class Command Uplink: With its powerful computation skills, a mobile c&c station can provide a variety of beneficial effects to its allies. As a Standard Action, the Tyr may select one boost effect from the list below to use for the duration of the round. The Command Uplink can affect any and all compatible player owned units within 15 units, as long as there are at least two such units within range. Command Uplinks of the same boost type from multiple Tyrs will not stack with each other.
- Remote Analysis Consolidation: Affects all units that can make scanning actions. As long as at least two compatible units are within range, they may add the Tyr's Dexterity as a bonus to all scanning or searching actions they make this round.
- Multiple Vector Fire Control: Affects all units armed with a common weapons system (choose one when this boost is selected). As long as at least three compatible units are within range, then for every three in range and using that weapon this round, a single such unit may reroll its attack dice, choosing the better result.
- Repeat Targeting Sequence: Affects all units armed with a common weapons system (choose one when this boost is selected). Choose one location struck by that weapon last round. As long as at least two compatible units are within range and using that weapon, they may automatically shift their hit location results one slot towards the chosen location.
I think the wording on this one's more than a little iffy
, but... eh, I don't know how better to phrase it.
Also, you can always research more types of Command Uplink boosts to use-- in case none of the ones I came up with are appealing.
Next, another group of military researchers try to figure out how to reconfigure an MPF to build naval craft parts. Calculations show it won't have any beneficial impact on construction time or resource savings. Oh well.
Finally in the military developments department is a brand new warhead. Why a warhead? Simple; the order was to make the biggest practical explosion possible without bringing in nuclear weapons, in order to wipe out large hordes of Cat 0s. Well, they've got most of the warhead-- but it's too damn big to fit on any of the missiles. Maybe if there was some sort of... bomber?
New Disposable +1 Research Bonus available: "Sunfire" Wide-Blast Bomb!
Bombs are a thing that is possible, and will support a large blast radius more easily than your current missiles. You are, however, going to need to make something capable of launching them-- or any really big missile, if you still want to go missiles.
Unfortunately, attempts to investigate Naval Base Kitsap are foiled by a combination of issues. Interference from the EM storm still lingers in the area, making a proper scan hard to conduct, while the remnants and residue of several kaiju from the initial apocalyptic wave post-TDJ promise to hinder physical investigations. Too far decayed to be useful, they were originally just left there because their positions wouldn't allow leakage into the bay-- only to now discover that they're providing an entirely
different issue. It's
quite annoying.
Fortunately, the widespread search and locate operations assisted by the new Kaiju Hunt Scanner are across a large enough area that they're unaffected. The news they bring back is... well, both good
and bad. Good, in that they found more kaiju. Bad, in that... well, they found more kaiju.
The first thing that the report brings up is not actually a new kaiju, but an update on some previously found ones.
SE-27-003-H "
Tara" has continued its landscaping efforts, and begun work on what seem to be
fortifications-- defensive walls of packed clay and stone surrounding its territory, complete with an external moat (it's more like a ditch, really). Condor Flight's also gotten a look at Tara herself. The kaiju is... well, fairly normal looking. A basic, bipedal build with developed hands, and a head resembling a very carnivorous ceratopsian. It doesn't seem like Tara's got many fancy weapons, but her craftiness may well make up for that in a fight.
Meanwhile, SE-27-004-H "
Rime" seems to have had some action recently. The shore around its area shows signs of battle-- and, on closer inspection, the remains of several DGINN "dragonfly" VTOLs. Water samples show heightened toxicity levels and the presence of ammonia, suggesting that Rime was indeed injured, though not very much. The kaiju itself is currently sitting further offshore than normal, on the bottom of the ocean floor. Its readings are effectively unchanged since its initial detection, and it's definitely still alive.
That's it for the old kaiju-- leaving now the new kaiju to be addressed.
The first new one can be found northwest of the city, near Cowichan Lake. A Category II, codename "
Armstrong" sports striking resemblance to a giant weta, albeit with far more armour. It's actually rather big for a Cat II, balanced out by minimal toxicity and rather low radiation levels-- though, as always, it's a bad idea to underestimate a kaiju. Armstrong appears to be very aggressive, spending most of its time patrolling its territory and tearing apart things with its mandibles and spiked legs.
The other two are, troubling enough, a pair. Codenames "
Smirker" and "
Dissenter" reside to the east, and appear to be living around Moses Lake. Both are Category IIIs, though they're incredibly different in readings and body plan. Smirker is the more toxic of the two, and appears to be some sort of snake or worm, though not of the burrowing sort. The bigger and more insectile Dissenter, meanwhile, spends most of its time in the actual lake, though even fly-by readings suggest that it's soaked through in radiation. Safe to say, the pair have rendered everything in the nearby area either dead or sterilized.
New Anteverse Activity within Territory!
- SE-27-005-H, "Armstrong", Category II. Location: Northwest. Well-armoured, big, and notable for its high aggression.
- SE-27-006-H, "Smirker", Category III. Location: East. One of two kaiju living around Moses Lake. Serpentine and highly toxic.
- SE-27-007-H, "Dissenter", Category III. Location: East. One of two kaiju living around Moses Lake. Large, insectile, and soaked in dangerous radiation.
With that finished, the council organises the initial party for reclaiming Everett, and sends them out!
...only for them to call back in a short while after arriving, with some rather unfavourable news concerning the city's status.
Everett is mostly empty-- most of its populace have actually fled to Neo-Seattle-- and kaiju incursions from the north have not been kind to it. Sections of the city have been turned to rubble or doused in toxic materials, badly damaging the pre-existing infrastructure. The few people who remain aren't nearly enough to keep the city running properly, though they're still surviving and living there. Worse still is the loss of one of Everett's main draws; the Boeing facility. Previously one of the largest buildings in the world by volume, the entire factory has... well, to be blunt, it looks like a kaiju tried to somersault across it. Very little remains, but there's at least a little that can be salvaged.
+900 R for Everett
Thankfully (if confusingly), the naval station is in somewhat better shape-- its location in the east waterway has at least spared it from environmental damage, if not kaiju damage, and with some extra work it could start to be brought back to activity.
Everett begins with the Naval Base (Non-Augment) Defense trait. Everett must reach Defense 2 before it can access this trait. Other benefits from this trait may be regained with further repair.
With that cleared up, the council has some time to think about it. The city isn't hopeless by any means, even if most of what first made it attractive to them is mostly gone, and expanding their sphere of influence is still going to be useful.
You've established a point of influence in Everett, and can begin stat upgrades to it (though these will be using Neo-Seattle's own actions to accomplish, and each level costs 120% normal cost-- e.g. Pop 0-1 costs 600, Pop 1-2 costs 1200, etc). You'll receive the sheet for it once work is begun on it.
By default, Everett has Population 1 and 0 in all other stats.
Everett's Morale will default at Steady once you begin work on it.
However, its Environment score is currently Unstable, giving a penalty of -1 action per turn (effectively, it has no actions available).
Of course, there's still plenty of time left in the week.
===
Part 1 has concluded. You have 9 Population-based actions remaining, and Ashley's debrief will occur during part 2. Figure stuff out.
Also, I'm gonna go with "Northwestern Protectorate of Neo-Seattle" for your faction name. The last bit may be removed eventually if you really want to, but for now, I'm gonna leave it on.