Tacit Ronin: The Power of Three
Created
Status
Ongoing
Watchers
166
Recent readers
0

The year is 2027 AD. It has been fourteen and a half months since a Category V Kaiju unleashed...
Thread Start

Fyrstorm

Gun Waifu Extraordinaire
Location
'Straya
Pronouns
He/Him


The year is 2027 AD. It has been fourteen and a half months since a Category V Kaiju unleashed
a persistent electromagnetic weapon in the upper atmosphere, crippling global communications and
rendering high-altitude air travel nigh-impossible. Swarms of Kaiju roam the planet, brought forth
by a number of recently-appearing Breaches in the fabric of space. The Wall of Life has fallen,
governments have collapsed, and the world is in a state of despair. Shit is fucked.

Yet, through the ever-mounting darkness, a beacon of light still shines; the mighty city-state of
Neo-Seattle, home to the last of the Pan-Pacific Defense Corp. Aided by their mysterious ally
KRAUN, they fight against the Kaiju menace, hoping to repair their world, and drive the monsters
from this earth.

Leading humanity's charge are three giant warriors, with steel in their bones and fire in their
hearts. Jaegers. Newest is the ferocious Phenom Sable, whose iron grip and mighty claws tear
all who face it to pieces. Loyal Jagdhund is next, with an arsenal of weapons as strong as her
autonomous mind. And the oldest of all stands as well, clad in gleaming alabaster and wielding
two deadly swords-- the untamed knight of Japan, Tacit Ronin.

Together, they'll show the kaiju The Power Of Three.


Third thread, yeah! As with the last two, I expect players to follow standard Quest etiquette. If you have any problems or questions, please bring them up with me in a civil manner, as I'm more than happy to answer them.


Quest Index:
Thread 1: Tacit Ronin vs. The World
Thread 2: Tacit Ronin vs. The World II: KRAUN Jewels
Thread 3: Tacit Ronin: The Power of Three (You are here!)
 
Last edited:
Character Sheets/Important Data
Character Sheets/Important Data:

Current Jaegers:
- Tacit Ronin: Reconstructed Mark I Jaeger, Mark III Equivalent
- N.Amr-VI-11b 'Jagdhund': Autonomous Mark VI KRAUN Jaeger, Mark III Equivalent
- Phenom Sable: Mark II Jaeger

The Northwestern Protectorate of Neo-Seattle:
Neo-Seattle sheet
Everett sheet
Item Stats

Trading Partner - KRAUN: Trade List

Gameplay Resources:
Damage Reference Charts
Combat (Hardboiled)
(Grappling Stuff-- courtesy of HBvTW)
The Altitude System (an unofficial guide on flying and swimming in Vs. The World)

Homebrew Rules:
- The Altitude System (see above)
- Rounds are considered to be 10-20 seconds long, with some narrative flexibility.
- A maximum of five K-Scale combatants may be involved in any one grapple at a time. This includes aerial and aquatic grapples.
- Jaeger/Superheavy Stat Upgrades increase in difficulty, based on the jaeger's Mark. Roll difficulty is equal to 10+Mark.
- Against armour with a resilience to one, mixed damage types halve the extra resilience, rather than ignoring it completely.
- K-Scale Ammunition System (see Rules Update #3)
- Joint Research mechanism (see Rules Update #3)
- If something halves an odd value, round up afterwards unless otherwise specified.
(More TBA)

Player Resources:
Tacit Quest's Research List (made by the GM, but open to everyone)
@huhYeahGoodPoint's Goal Document
Diplomacy Dossier (by @huhYeahGoodPoint)
Previous Rules Updates #1 and #2

Other Cool Stuff:
@aledeth's Giant Robots And You (a short Vs. The World guide)
@KnightDisciple's The Spirit of The Jaeger (a look at the development and personification of the titular machines)
@LostDeviljho's amazing Tacit Ronin vs. The World Grand Archive (an all story thread of the quest thus far)
TRvTW Proposed Jaeger Designs (a mix of player-designed Jaeger concepts)
@BungieONI's Diplo-strategic Analysis of TRvTW and Protectorate Trading Products and Pricing
@Nixeu and @Sir Plusse's Kaiju Document
 
Last edited:
Mega-Update (Rules Update #3)
Thread Three Mega-Update (Rules Update #3)

Conventional Forces:
- New "Disabled" condition available! When struck by a ranged attack, if a non-Superheavy conventional asset is of sufficient size, or the attack is sufficiently weak, it may gain this condition instead of being destroyed. A Disabled asset cannot attack, and may not move without assistance, but should it avoid taking any more hits will survive the battle. Repairing a Disabled asset costs half its effective Build Price in Resources (so, should a Naval asset be Disabled, but the city possesses a Dockworks, the repair cost is reduced when compared to a city without a Dockworks). Should a Disabled asset take a second damaging hit from any other source before it is repaired, it is destroyed.
- "Ceramic Safety Barrels" removed from 150mm cannons! Turns out that they really weren't needed!
- When multiple rounds away from a point (more than 5 rounds), air-based units may burn extra fuel to reach their destinations faster, reducing the number of rounds it takes to reach the goal by 1d5 rounds (rolled per type of unit or per classification of unit as players choose). In exchange, they lose combat endurance, and have a hard limit on the number of rounds they may fight for. Altering the destination while burning fuel retains the time reduction from the initial burn. Burning fuel may not be performed more than once per combat, unless a unit's abilities say otherwise.

Jaegers and Kaiju:
- The 5 AP Grappling Action "Break" will inflict 2d10+Strength Blunt damage to a Hit Location, which may be shifted by the user's HtH as a Called Shot. The target may not attempt to Dodge, Block, or Parry this action, but can still reduce the damage by their Armour. Damage inflicted by Break never rolls exploding dice.
- Officially changed the "Rear Thrusters" Derived Augment. It now operates as such: Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
- Category IV and V kaiju suffer a Temporary -1 penalty when they would be Stunned! Cat IVs suffer the penalty to everything, while Cat Vs only suffer it to a single, random stat!
- Flight and the "Sound Breaker" SFT option now increase Agility for movement purposes only. The "Ramming Speed!" option still boosts for all purposes.
- Rules for "Layered Armour" nailed down. Layered Armour represents coatings or supplemental plates that augment a combatant's defenses. Jaegers and Kaiju can carry up to two pieces of Armour on the same location without being encumbered-- not counting unbreakable base AV from Traits, Mods, or Augs-- as long as at least one of those pieces is Layered Armour. Jaeger Armour may possess the following special:
-- Layered Armour: This Armour can be equipped over a location that is already armoured.
- A K-Scale combatant that has its Agility reduced to a negative value may still move at a minimum of 2 units per round, as long as it is not stunned, paralyzed, or completely lacking in any appendages that may allow it to move.

Weaponry:
- New Ammunition System in the works to better represent K-Scale firearms!
-- Single Shot (S): This weapon can store but one Ammunition Unit, and must be Reloaded after each time it fires. Example: Underslung Grenade Launcher (DGINN 209mm Gyrojet Rifle-G)
-- Limited Mag (L - n): This weapon has a limited number of Ammunition Units, allowing it to fire a limited number of (n) times before running out. Usually, it cannot be reloaded after all its Ammunition Units are used up. Example: Hellfire+ Missile (A-KA-77 Hellhound Attack Helicopter)
-- Fixed Mag (F): This weapon uses more abstract Ammunition Units, such as a tank of fuel or an electrical power supply, and runs dry on a roll of 1-2. It may or may not be reloadable, depending on how it uses ammunition. Usually, Fixed Mag weapons are hard-mounted or energy-based. Example: IE-10 Electromagnetic Projector (N.Amr-VI-11b "Jagdhund")
-- Clip (C - n): This weapon has an internal magazine and a limited capacity (n), requiring the use of an external clip to replenish itself. Each time it is fired, it expends a certain amount of AUs (usually 1). A Clip weapon may be partially or fully reloaded, depending on the user's choice. Each partial reload restores only a small number of raw AUs (usually 1), while a full reload completely refills the weapon and expends a Clip. Clip weapons tend to be powerful, but reliant on special ammunition or replaceable components to achieve that power. Example: IDB-49a 'Schwert Gewehr' Buster Launcher
-- Magazine (M - n): This weapon is supplied with Ammunition Units through an external container, which can be replaced in the field. Each container (magazine) contains a fixed maximum number of Ammunition Units (n dice). Each Attack Dice used consumes 1 AU from the magazine, with a roll equal to the number of Attack Dice it's using consuming an additional 1 AU. Reloading a Magazine weapon swaps its current magazine for a fresh one, allowing it to use a full set of AUs. Magazine weapons are often characterised by a high rate of fire. Example: M-9914 Machine Cannon (N.Amr-VI-11b "Jagdhund")
- Fragmentation Slicer weaponry reworked!
- Minor price re-balancing.
- Progressive Vice updated to work with multiple opponents.
- Fangs fixed to have Armour and Weapon Durability separate.
- (Incomplete)

Cities:
- Military Production Facilities changed. Unit production may still be done as a Free Action, but units so produced cost 20% base price (instead of 0 R).
-- specific units will have the "Expensive Components" trait, and must be built at 60% base price instead of 20% when constructed in an MPF.
- Minor discounts to several city augments.
- Joint Research mechanism incorporated: two or more cities can perform Joint Research, adding half the other's Research stat to their own bonus. Details below:
-- Joint Research is specified to occur for a single topic.
-- All Research actions regarding that topic gain the bonuses of Joint Research, as long as one of those related Research actions is being performed by another city.
-- Research actions that do not relate to the relevant topic do not benefit from Joint Research, unless Joint Research is also being conducted specifically for them.
-- Multiple Research actions in the same city that benefit from Joint Research benefit individually, and do not possess a cumulative bonus. The Joint Research Bonus is only affected by the number of cities involved in it, rather than the number of actions involved.
- Defenses now only provide +1 AV for city assets and Military Support Units within a city for every two points of Defenses the city has. This extra AV caps at +5.
- Cities within the same faction do not have to spend actions to transfer units or resources between themselves.
- Trading rules set up.

Other Stuff:
- Minor change to the Altitude System; the user may declare whether they're resolving horizontal or vertical movement first.
- Area Barrier Shields modified to reduce mulching by AOE attacks.
- (Incomplete)


This is it-- the (somewhat inaccurately named) Mega-Update! Hooray! Note, however, that it is definitely not complete yet, and I will be working on it over time.
 
Last edited:
Bonus Chapter: Red Devil
Red Devil

Tacit Ronin stood, freezing cold acid steaming as it dribbled off its left arm. Noah and his copilot hung in their harnesses, letting themselves calm from the furious bout of combat that had just taken place. The dark-haired man took a deep breath, and exhaled slowly.

A light blinked on-- a laser comm message. With a simple thought, he accepted it, and the holographic call screen opened up. It was from the PPDC's medical facilities.

As they spoke, Noah's eyes widened, and Tacit spun, conpod turning to face the city.

"...she did?"


===


- Neo-Seattle, Pan-Pacific Defense Corp Operations Medical Centre

In the building was a room. In that room was a cot. And in that cot lay a woman.

Ashley Langley had suffered an awful lot for a Ranger who was still alive. That was obvious, even at a glance. Even with regular treatment, a month and a half long coma has left the woman weakened and diminished. Her complexion is paler, her build slimmer, her hair duller. A bandage wraps around her head, covering her right eye and cheek, but not the discoloured scar tissue snaking from beneath it to the base of her throat. The right sleeve of her gown is empty, crumpled in, as is much of the sheet around her legs. Severed by Kaizoku's fangs, or amputated afterwards to save the living tissues that remained. Which ones were claimed by which, she doesn't know. It's fuzzy back there.

However, unlike the rest of her, the woman's single eye still gleams with life, burning clear and blue despite the washed-out fragility of everything else.


She hasn't been awake long. She doesn't think so, anyways, but she's at least sure that this is real life-- not the rows upon rows of narrow teeth, nor the cold, hungry darkness. That is... false. It has to be false, to her. It's important that the teeth aren't real life.

She hasn't been awake long.

The Ranger looks at her hand , sitting on top of the sheet, and the fingers wiggle. It's... novel, in a way. She can remember those fingers, big enough to hold a tank, and strong enough to crush one like a matchbox. These ones are different. Weaker. But still, they're the only fingers she has left, so they'll have to do.

A part of her recognises that she's awfully calm for someone who hasn't been awake long, and who has the wrong fingers. A part of her says that it's the drugs.

A part of her recognises that she has fewer fingers than she should. A part of her says that it's not important right now, and she shouldn't think about it. She shouldn't think about the fingers.

Fingers. Nails. Spikes. Teeth.

Her breath catches, momentarily.

Teeth are bad.

A part of her recognises that the door has opened, and people are coming in. A part of her says that there's more important things to focus on. A part of her says that it's important to focus on only one thing, as two is too many right now. A part of her says that she should not focus on teeth. Ashley agrees.

But now the people are making noise, and she can't focus on the other things. The more important things, which she has to focus on. The people aren't important-- they're just people, that's all. But if she lets them make noise, maybe they'll go away, and she can focus on the other, important things. Maybe it'll even be easier then, when real life is more real.

The Ranger looks away from her hand, eye sliding upwards. It finds the people, and a window. Outside is darkness. But not the false darkness, a real darkness. A wild, living darkness, thrashing at the sky. Tongues of fire dart through the air, winding zig-zag trails in front of the black.

It's... quite pretty.

===

"...Ashley's woken up?"


[---]


And so, before your Combat End post, I give you this little bit of fluff. Ashley's back!

Well, Ashley's
conscious, at least.
 
Week 45: Combat End
It's with renewed vigor that Tacit Ronin returns to the shatterdome, leaving the broken body of Heartbreaker where it stood. The electromagnetic storm continues to rage (though meteorologists predict it will dissipate in at most a day or two), limiting how fast the news can get out, but it's clear enough for the recently arrived SDF-- they've won, with just a single blow.

In the aftermath of the confrontation, only two things can be considered in need of some repair; Phenom's sensor suite, and Tacit's blood painted arm. However, these are something that can be dealt with without much hassle. Phenom Sable has its sensors temporarily removed and checked over for flaws, while Tacit's left arm is stripped of armour and given a thorough alkaline bath to wash the acidic fluids off.

No damage to repair!

Thankfully, neither pose any complications for engineering to worry about.

While the actual SDF weapons aren't needed for the fight anymore, their assistance is still useful in getting the kaiju's body onto land for K-Science to examine (not to mention prevent any further leakage into the bay).

It takes a surprisingly long time for the report to finish, even considering the storm. Part of that's because the kaiju itself seems to resist the xenobiologists' necropsy attempts. The main entry wounds are soaked through with some sort of... ultra low temperature acid, freezing parts of the kaiju's bodily fluids into solid obstructions. Sawing through a different point is just as difficult-- the armour on Heartbreaker's arms and legs is as hard as Jagdarium, and even the softer portions aren't much better. Even when they do manage to neutralize some of its acid and saw through the armour, the thing still doesn't want to give up. While the inner tissues are far easier for the examiners' tools to cut through, it only takes half a minute before they try to knit back together again, constantly fighting against progress. In fact, it's over an hour before the healing factor stops kicking in, having finally drained the last of its residual energy. It's fortunate that the same abilities that obstruct the scientists' progress also obstruct the force of decay, leaving Heartbreaker's body still fairly fresh by the time it runs out of steam.

The rest of it is... well, in general rather par for the course. Its internal organs are pretty much useless for examination, given that they had a jaeger's forearm shoved through them, and its central nervous system is even more so. The cranial area is completely ruined, since the acid sacs have either dissolved or frozen everything around there. Fortunately, Heartbreaker's arms and legs are virtually untouched, leaving one thing K-Science can look at. The arms in particular are interesting-- they're actually structured like a giant solenoid ran, with loops of modified muscle tissue surrounding a central, free-floating shaft of ferromagnetic bone. It seems that the kaiju would have been able to project these spikes out of its palms with some force, though without combat data it's unclear how much force they would have had. Then again, "lack of clear capabilities due to insufficient data" seems to sum up the kaiju as a whole.

But, of course, there's one thing even more worthy of the council's attention; Ashley Langley has woken up.

It appears that the Ranger regained consciousness at some point shortly before the end of the fight-- an act which definitely caught the staff's attention. So far, she hasn't shown any signs of panic at her physical condition, despite being seemingly aware of it. In fact, she seems rather... detached. Essentially, it's likely the result of shock, or something with similar effect (though they're hesitant to give a definite diagnosis before they have the chance to actually run some tests with her, given the unusual circumstances she's been under). One thing they can say right now, though, is that she hasn't talked very much since waking up. She isn't mute-- the staff have gotten a few verbal responses out of her-- but other than that, she hasn't really said anything, or paid much attention to them beyond that. It's really just too soon for them to say.

Ashley has returned to consciousness at last! However, she will still need to recover, both physically and mentally. The former will require the use of one of your special medical options, while the latter is... more complicated.

So once again, peace returns to the city.

It is now downtime.

Kaiju Stats:
SE-27-011
Heartbreaker
Class: Category V Kaiju
Broad of shoulder and long of limb, Heartbreaker's most distinctive features are the massive spike rams on either arm, each one capable of firing a blunt-tipped spear of metal-laced kaiju bone with enough force to shatter a jaeger's internal frame. A few hooked claws sprout from the ends of the limbs, but they're far from its main weapons. Interestingly, the kaiju has no real neck-- what exists of its head is sunken between its shoulders, with a couple black eyes peeping out from sunken sockets. Below them sits a crab-like maw, which hides an array of hypothermic acid sprayers behind its mandibles. Heartbreaker's arms and legs are heavily armoured in chitinous plating, while slightly more flexible hide defends its main body, and displays a spider-webbed, tree-like pattern of luminous veins on its chest and spine.

Stats:
HtH: 5
Ran: 1
Str: 6
Tou: 8
Agi: 3
Dex: 3

Structure:
Dura: 17
Stru: 20

Category V: Has all the following rules:
- Flat stun immunity. A stun instead inflicts a -1 penalty to a random stat for one round.
- Universal, unbreakable AV of 2 on all locations
- +10 to all the instant death thresholds
- Ignores the extra effects of the first two Minor Wounds it receives. Automatically heals 1 Ongoing every round, and rolls +2 for Ongoing.
- Immune to "Scratch" Damage
Fast Healing (5): Your Fast Healing rating is equal to half your base Toughness (4) plus one (5). Once every round, roll a 1d10 plus your Fast Healing rating (1d10+5), and if the result is 10+ then you heal 1 Strike. Alternatively, you may choose to heal 1 (additional) Ongoing Wound instead of a Strike. Fast Healing does not alleviate Wound effects, but can remove Universal Penalties by bringing you above your Durability. Fast Healing does not confer additional Strikes if you are at 0 Strikes already, but may stabilize your Ongoing Wounds at such a time. Your Fast Healing may be suppressed if you desire to do so.
Cold-Hearted: Every round Heartbreaker is in a Grapple, it inflicts 1d5+1 Ice damage to all other participants. Heartbreaker passively deals 1 Ice damage to anything within 3 units of it each round.
Fated to Win: Things just seem to go your way. As a Free Action at any point during the round, you may roll a 1d5, and modify any roll you wish by that amount, in either a positive or negative direction. This roll need not be one made by you, and may be made after you. Once Fated to Win has been used, it cannot be used until the next encounter.

Weapons:
Spike Ram x2
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 2d5
Block Dice: 1d10+1
Armour Penetration: 0
Grappling Bonus: -1
Damage Type: Blunt
Damage Bonus: Strength
Special:
Deals +2 damage for the purpose of overcoming Armour Durability.
Shockwave Punch: -2 Attack, +3 Damage. On a hit, the opponent is thrown back as many units as Heartbreaker has Strength and knocked prone. Must cool down for a round after use.
Jackhammer: -2 Attack, Attack Dice to 3/d10. If all three attacks hit, the target is Stunned for 1 round.


Crescent Claws x2
Built-in Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d10
Block Dice: 1d5
Armour Penetration: 6
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Dexterity

Hypothermic Acid Sprayer
Built-in Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 1d5+1
Damage Type: Ice
Damage Bonus: 2d5
Range: 10/15/20

Armour:
Ultra-hardened Chitin Plates
Coverage: All but Eyes, Head, Neck, Chest, Torso, Spine
AV: 5/3
Resilience: All, +1 Impact, +1 Edged, -1 Blunt
Durability: 9

Low Temperature Kaiju Hide
Coverage: Head, Neck, Chest, Torso, Spine
AV: 4/2
Resilience: All, +1 Fire, +1 Electric
Durability: 10

Optic Plating
Coverage: Eyes
AV: 2/1
Resilience: All
Durability: 6
Special:
Eye Damage never causes extra Head Damage.

Category V Kaiju killed: +10000 Resources
Salvage Facility Bonus: +5000 Resources
Quick Kill Bonus: +1000 Resources
Flawless Victory: +1000 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 53315

Free Actions:
[ ] Kaiju:
-[ ] Clean up the contamination (-1100 Resources)
-[ ] Don't clean up the contamination
[ ] Other* (requires GM permission)

*for example... something involving Ashley? I dunno.

Now, time to pick your actions (detailed in your city sheet)!
 
Week 45: Downtime, Part 1
[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.
 
Week 45: Downtime, Part 2
[x] Plan Further Commitment
--[x] Increase Everett Manufacturing from 0 to 2 (-1800 R)
--[x] Increase Everett Research from 0 to 1 (-600 R)
--[x] Increase Everett Communications from 0 to 1 (-600 R)
--[x] Increase Everett Scanners from 0 to 4 (-6k R)
--[x] Increase Everett Population from 1 to 3 (-3k R)
--[x] Increase Everett Defenses from 0 to 4 (-6k R)
--[x] Using Cosma as a biological basis, try to figure out how to generate "Raubtier" silicon based flesh (Use Cosma bonus)
--[x] Research supercoolant systems for Phenom Sable to mitigate ongoing wounds. Refer to Kaiju with similar traits, such as James and Kaizoku.
--[x] Research a weapon designed to allow initiating a grapple from range. Something like Grae's grapple claws or Sickletongue's tongue, perhaps.
With a point of influence established in Everett, it's not long before Neo-Seattle gets to work. Defensive reinforcements and kaiju shelters are among the first things planned out, alongside the reactivation of the city's naval base. Fibre-optic cables are laid between Everett and Neo-Seattle, roads are repaired, and a new scanner grid is hooked into a somewhat jury-rigged operations centre. Devastated blocks and buildings are cordoned off for reconstruction, while rapid-deploying modular shelters are set up to temporarily serve in their place. It's not long after that a fair number of people, familiar with the reliability of Neo-Seattle's protection, start moving in from across the city-state's territory. A small scientific group is among them, and are set up in a hastily-established research centre near the autonomous manufacturing modules. Finally, sections of the Boeing building are cleared out, providing a fairly basic location where a jaeger can be stored and tended to. It's no shatterdome, but with the city so close to Neo-Seattle, it shouldn't really be necessary.

Jaegers held in Everett currently have the following limitations:
- Only one Jaeger may be held in Everett.
- Jaegers must be transferred to Neo-Seattle in order to repair any Major+ Wounds.
- Everett may not construct Jaegers.


Thus, the city of Everett returns to life.

Everett Established!

Everett Sheet

Manufacturing to 2!
Research to 1!
Communications to 1!
Scanners to 4!
Population to 3!
Defenses to 4!
Naval Base unlocked!


Meanwhile, back in Neo-Seattle itself, there's yet more research and design being undertaken.

Referring back on their previous notes, Kaiju Science and J-Tech try ironing out the basic concepts more. Tests on samples of preserved kaiju flesh offer more insight into nutrition and development of it, and Kaizoku's regenerative ability can almost certainly be used to jump-start growth of key components. The kaiju-taffy-puller idea is looked over, and seems to be a decent way of exercising growing tissue sections. Everything looks pretty promising as to how they'll do the actual creation-- now they'd just need something to start themselves off. While there are several samples of kaiju DNA, the fact is that there's quite a lot of identical pieces (mainly because of samples from similar parts, but the fact that kaiju are genetically-programmed bioweapons can't be discounted), and they're all of somatic cells. The closest to a proper base would be Kaizoku's regenerative cells, which aren't actually something that can be reverse engineered into a kaiju by themselves. No, Kaiju Science needs access to gametes-- or at bare minimum, different stem cells, though gametes are definitely preferable. Once they have those, they could implant one with-- for example-- the primary DNA of Waltz's sample, and use that to start on the foundations for a more seijin-like bio-jaeger.

Methods developed for production and shaping of silicon-based biomass! Genetic base cells still required!

Progress! Science! Cloning!

One of Phenom Sable's weaknesses that's recently come up is their hydraulic muscle strand system, and its naturally high pressure. While normally the tubes and Hyper-Vascular cables can contain this pressure without issue, a hit to somewhere like the throat can, if it opens up several strands too fast to compensate for, cause some serious damage. As such, it needs some way to mitigate this damage. The council's initial suggestions of "super-coolant" as the solution are... interesting, to say the least. While the idea has some merit (better coolant would make loosing coolant less dangerous) none of the kaiju suggested for reference have fluids that are actually suited for use as coolant-- both James' and Kaizoku's blood are pretty toxic, and definitely aren't chemically inert outside their bodies. Furthermore, James' bodily fluids were about as viscous as honey, which is not a good trait for coolant.

However, that doesn't mean that something can't still be done, and the idea of "clotting" the jaeger's wounds is still very much on the table. In fact, there is a kaiju whose data could be helpful here; Terrornook. Though it was initially thought that its curious, oily blood would be useless in jaeger applications, due to their inorganic nature, Phenom's biomechanical, silicon-based motive system is a lot closer to a kaiju or seijin's than normal. After a battery of tests and examinations, it's determined that, by introducing special micro-fibres and treating the kaiju's platelets, a powerful coagulation and clotting factor can be provided! Of course, there are some drawbacks to this; namely, it will only function in things that actually have a somewhat biological circulatory system-- such as the Hyper-Vascular strand system, or the proposed "Raubtier" bio-jaegers. However, this should pose no trouble to Phenom Sable, since it already fulfills this condition.

New Jaeger/Raubtier Modification Available: TN-0 Rapid Clotting Factor!
TN-0 Rapid Clotting Factor (Torso)
Costs 1500 Resources
Drawn from data on the unusual blood possessed by the kaiju Terrornook, the TN-0 Rapid Clotting Factor is a specially treated mix of silicon platelet-equivalents and shaped micro-fibres meant to be used within a silicon-based circulatory system, and renewed by an artificial regenerative organ in the torso. When present, the micro-fibres in TN-0 enhance its medium's fluid tension, reducing the risk of losing vital fluids, while the special platelets rapidly respond to any cuts or breaks in the vessel, sealing up wounds within minutes. The only disadvantage of this modification is that it will not function for purely mechanical jaegers-- some sort of biomechanical circulatory arrangement is necessary for there to be any effect.

A Jaeger or Raubtier with TN-0 treats its current Ongoing Wounds as one lower for all relevant purposes, to a minimum of zero. In addition, it automatically heals 1 Ongoing Wound each round.
The TN-0 Rapid Clotting Factor can only be used by raubtiers, or jaegers with a pre-existing Hyper-Vascular Modification.


So, this isn't actually super-coolant, but I'm gonna be honest and say that super-coolant is not exactly what you want for Ongoing mitigation. The kaiju have weird biology that allows them to work that way, and toxic kaiju sludge is typically not gonna be good for reactors.

On the plus side, this actually partially fills in your "life support" requirement for raubtiers (specifically, in the healing bit)! Yay!


Attempts at replicating Grae's "Grapnel Claws" fall flat when designers run into a few problems. While a the fluid-pressure launching mechanism is simple enough, and they can easily refer to the Hyper-Vascular Muscle Strands for the high-tensile cables one would need for such a weapon, the problems are 1) actually hitting the target, and 2) preventing the weapon from getting ripped out of its mounting when they inevitably try to pull back. Examination of the samples from Grae's arms suggest a more layered structure to the cables, which may be involved in its control scheme. Furthermore, there's evidence that several hollow or oddly ridged bones in the kaiju's forearms served as "guides" for the grapnel cables, though this too will need further examination. It's definitely not impossible-- they just need some more time to figure out the specific details.

Grapnel Gun research difficulty lowered!

Honestly, if it hadn't been a nat 1, I'd have given you your grapnel gun.


Interestingly enough, the next time an alarm goes off, it's not the kaiju alert-- but something completely different.

<ALERT: INCOMING ANGEL-NET TRANSMISSION>

[ ] Pick it up!
[ ] ...nah, not today.
 
Fyr's PR Art: Mark IV Jaeger "Basilisk Zephyr"
Guess what? It's time for more art from your friendly neighborhood spiderFyrstorm! This time, an original Mark IV Jaeger who's been mentioned several times in this quest already, designed by yours truly-- the one, the only, Basilisk Zephyr!



Alright, so technically she's just been sketched instead of fully lined and shaded and stuff, but still. I'm pretty happy with her!
 
Omake: The Gang Keeps Each Other Entertained
I've got the round write-up in progress, just so you all know. However, it's gonna be a bit before I can actually post it proper, since I'm having some trouble with creativity stuff right now. Just need to recharge.

Take your time, my dude. We'll be here, keeping each other entertained.

The Gang Keeps Each Other Entertained

Mr. Smith closed the door, hanging his Director of Internal Security beret on a wooden tree. Two other hats hung from the tree, one so small the peg was nearly wider than the hat itself, and a white beanie.

Inside, around a round wooden table, was the Ruling Council of the Northwest Protectorate (krakathoom) (whoever was in charge of the thunder machine was getting fired). White hair billowed from Mauve, spreading all over the floor despite zir's best efforts to contain it. Completely at ease next to the white waterfall was General Highwind, dressed in full military dress (which he had commissioned for his made up rank which he then promoted himself to just to get that sweet uniform) and aviators, while the slender man next to him, Rear Admiral Nixeu, rapidly swiveled between people, bursting off short snippets.

Next to him was another splash of snow white, although that was more how Bungee earned her nickname by constantly bouncing around in her chair, between subjects, and between jokes. Batman - sorry, Knight - waved as Mr. Smith pulled up a chair. To Mr. Smith's left, Mr. Evau reclined in his sick coat, General Devlin sat unnaturally straight, and the last guy was rubbing the bridge of his nose, glasses on the table. Mr. Smith had never got his name and it probably wasn't important.

"Now that we're all here, let's get started," Highwind rumbled. "You know the rules; give us the dumbest, funniest shit your department did this week."

"Wait; does everyone here even have departments?" Knight asked, raising his hand.

"Are you volunteering, sonny?"

"No, he's asking whether everyone here has a department, which the answer - " Nixeu started.

"Not everyone here has a department, dammit, because we never actually did any sort of organization and kinda let whoever spoke take leadership and hoped to god our Jaeger program's reputation can let us run the place." Bridge-guy said.

"That sounds like a raised hand, sonny."

"Fine, I'll go first this is such a bad idea; Apparently some doofus in the tax department thought 9 equaled 8 and accidentally taxed a whole bunch of people extra money, who then, after the report wound through three different department heads and maybe the janitor/head tax collector I don't know before passing through my desk, point blank told me to keep the cash and gave me some more. Good job team, I'm sure nothing can go wrong if we're asked to crash-increase the size of the bureaucracy by at least a factor of two and then introduce geographic barriers!"

The table sat quiet for a moment.

Devlin sighed.

"Someone brought up that which must not be named again this week as a serious proposal."

"Oh, I think I saw that report! Think the Breach teams are really running dry on ideas if they're looking through two decade old reruns for ideas," Nixeu piped up.

"That's more like it, sonny, how would you like your own department?" Highwind asked Jho.

"Don't I command-"

"Congratulations on your new promotion! We'll figure it out later," Highwind chuckled. Someone mumbled. Probably no one important.

"Oh! Oh! Someone gave me the new set of Jaeger concepts this week," Knight said. "One of them had a Jaeger spend thirty seconds erecting a gigantic middle finger; I couldn't not put that on my wall."

Muffled laughter erupted from Bungee, arm pounding the table as she apparently realized something.

"Well, Bungee? What's so funny?"

"T-think about the other shape that makes -" Bungee choked out.

"I'm taking that one," Mauve piped up.

Knight put both hands to his face, knowing it had been mounted and framed on his wall already. General Highwind and Mr. Smith joined in with Bungee in agreeing that this was the funniest shit all week in the way that only nearly cracking the table could.

"That is funny," Nixeu snickered, after the poor table had been relieved from getting split in two. "I'll go next; someone sent us a bingo on our Dangerous Chemical Suggestion bingo again this week. Think we almost got two, but the list left off 'don't worry about transport'."

"Th-ha-hat's a good one," Highwind chuckled, still laughing from earlier. "Well? Mr. Smith, Evau? Got anything for us?"

You are Mr. Smith, and you could get your own department if you say the right thing! Wat say?
[] Write-in
 
Week 46: Combat End
[X] Thank them for answering our questions and make any necessary preparations to return.
-[x] Take all the corpses to Neo-Seattle.
There's not much else to say. The Protectorate's forces offer a simple thanks for the answers, and prepares to return as soon as the second wave arrives to pick up the kaiju.


Arrival back in Neo-Seattle comes with somewhat mixed responses. There's a notably smaller number of aircraft in the force from before, and the damage to two of the three jaegers is plain as day. However, just as plain are the four dead kaiju, hanging heavy in their impromptu harnesses, and the un-scarred form of Phenom Sable. While they've taken some hits, the Protectorate's forces have been victorious as always.

The situation changes a little bit once the jaegers reach the Shatterdome. Jagdhund's right arm is almost completely unsalvageable-- everything from the shoulder joint down to just before the wrist is going to need a brand new frame, and most of the Jagdarium armour's been ripped open like soggy cardboard. That said, the wrist and gauntlet assembly's still usable, though it'll need some work to rewire it into the new forearm. Tacit Ronin's damage is about as tricky, though the fact that the inner frame's still in good shape makes it less of a hassle resource-wise. They're lucky it only took a glancing wound-- most of the damage is just from the thermal wash melting the armour and shorting out the circuits.

Phenom, of course, is in tip top shape. All it needs is a minor checkup and a good wash, and it'll be good to go again.

Tacit Ronin requires an action and 400 R to repair. You'll also need new armour and a new Fangblade for the arm.
Jagdhund requires an action and 3530 R to repair, as well as a new piece of armour. See below for further explanation.
Phenom Sable requires no repairs!

Salvage/Recycling (Jagdhund):
- The arm frame cannot be recycled, due to structural damage.
- The Jagdarium armour can be recycled at a maximum of 100 R, due to structural damage.
- The CMP-5 gauntlet can be salvaged and reused after 50 R repair. This Resource cost is factored into Jagdhund's repairs, and requires no extra actions.


Fortunately, beyond that, there's more than enough good things to go around. The admirable performance of the Air Force during combat, despite certain unforeseen developments and heavy losses, is a crowning herald of their abilities, and several squadrons receive promotion!

AG-60 'Dragonfly' Autogyro Scout Squadron promoted to Elite!
AG-60 'Dragonfly' Autogyro Scout Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!


Additionally, it seems that this far-away fight was just the relief that the city's local ecosystem required! Already, efficiency is increasing, and dramatic cleanup operations aren't required this week, freeing up more time for projects and planning!

Environment to Growing!
New bonus: 1 Free Downtime Action!


Meanwhile, Kaiju Science goes absolutely nuts as soon as they get their hands on Euphonium and the Cat IIs. The latter are definitely interesting-- their reaction speed, structural alterations, and offensive abilities are all well-integrated, plus they've got very well developed neural centres for monsters of their scale, and yet have no localised hivemind or pheromone-based communications like those of previous teamwork-oriented kaiju. Very interesting to see, and there's potentially a lot of bits that could have their properties or functions applied in other manners (such as Mello's elastic tails, or Flugel's flip-up frill). All in all, they're just really neat finds.

It's Euphonium, however, that draws the most maniacal cackling and excited squeals from those nerds. The kaiju's entire biology was constructed around a beam weapon completely unlike any previously observed in kaiju. Whereas previous energy weapons have been based around bioelectric strikes, lasers, or superheated ions, Euphonium's Siege Cannon appears to have involved the use of an accelerator array in its tail to produce what is confirmed to be a focused beam of positrons suspended in a lingering electromagnetic field. This This explains a lot of the kaiju's curious biological traits-- its light weight is because much of the kaiju was actually hollow or devoted to power generation, while the "lightning fins" could adjust the weapon's aim and bolster its containment field during firing. Such complex electrical systems would have strained its homeostatic limits, requiring a cooldown sequence almost as long as the charge-up did in order to keep it from shorting itself out the next time it tried to charge an attack, which would obviously have had disastrous consequences for Euphonium. Yet even so, the kaiju was sturdy enough and strong enough that it would have been able to brawl without too much fear of malfunctioning. The only real chinks in its armour were the literal ones it had to expose when preparing the weapon, and the lack of prehensile digits on its anchoring feet. But then again, that would have been what the Cat IIs were for.

Overall, they're just... amazed by the work put into this. Enemies of humanity the kaiju masters may be, but their expertise at bio-engineering is unquestionable. In fact, despite the normal unfeasibility of positron weapons, Kaiju Science thinks that the data from Euphonium could actually make such a thing viable-- though it almost certainly wouldn't be able to get very small.

New Research Token: Euphonium (Heavy Positron Weaponry)!

Yep, the Siege Cannon's a positron gun. How does it work? Because giant goddamn robots, that's how.

Anyways, as with Laidon, I'm
not giving you tokens for the Cat IIs, but if you do perform research related to their abilities, I'll lower the difficulty as appropriate.

Oh, and one last thing comes in-- Noah's report from Ashley. The young woman hadn't given much in reply to the question of which treatment option she'd prefer to take, though her reaction to A.R.T. was less favourable than that to the Cyber-Prosthetics. However, she's made clear mention of... well, wanting limbs again, and mechanized prosthetics are far less permanent than regrowing appendages wholesale, so they're the safer option to go for. Ranger Williams deigned not to reveal anything further about their conversation.

Yeah, you're gonna get your Bonus Chapter later. I don't really have good ideas how to write it right now, but I still plan on doing it.

It is now Downtime.

Kaiju Stats:
SE-27-012
Euphonium
Class: Category IV Kaiju
Resembling a living fortress of pitch black chitin and slate grey scales, and standing on four conical legs, Euphonium is massive to the point of absurdity. The front of the kaiju is mostly mouth, clamped shut in a glowing, blue-toothed grin of teeth as big as freight train cars, while a spiny, almost peacock-like tail plumes out from its other end.
Even as is, the kaiju's combat abilities are prodigious-- its sheer mass makes it deadly in melee, while folding blades in its shoulders can unleash an arcing bolt of electricity to strike at range. But when even that is insufficient, Euphonium can lock itself down, unfolding its tail into a toroidal accelerator and transforming the front of its body into a giant particle beam cannon. Though it's nearly immobile in this state, and exposes its delicate innards, this is the only way it can access its most powerful weapon.

Stats:
HtH: 4
Ran: 5
Str: 6
Tou: 7
Agi: 2
Dex: 1

Structure:
Dura: 16
Stru: 19

Category IV: Has all the following rules:
- Flat stun immunity. A stun instead inflicts a -1 penalty for one round.
- Universal, unbreakable AV of 1 on all locations
- +5 to all the instant death thresholds
Tough Stuff: Immune to Scratch Damage.
Siege Mode: In order to fire its Siege Cannon, Euphonium must enter a dedicated firing sequence, so as to charge the weapon and brace itself for the stresses of firing. Euphonium activates Siege Mode as a Full Round Action, and follows the rules set out below. During Siege Mode, Euphonium cannot be Stunned, but may not move beyond Shifting, or add its Stats to any Reaction it is called to make, among other things. Thus, it is quite vulnerable in this state, and depends on Flugel, Alto, and Mello to defend it. However, Euphonium is still capable attacking with its other weapons (though at a -3 penalty). As long as it has not reached Round 3 of charging, Euphonium can choose to exit Siege Mode at will.
- Round 1: Euphonium designates a target location to attack, and activates Siege Mode as a Full Round Action. It braces against the ground, and expands its tail into a toroidal accelerator.
- Round 2: Euphonium continues to maintain Siege Mode. Its tail accelerator is spinning up, and it now opens its mouth to expose the cannon. The armour on its Eyes, Head, and Neck changes from Superheavy Carapace to Biocannon Flesh, and remains so until after it has fired (see Cooldown). At this point, it cannot attack with Skull Ram until after firing.
- Round 3: The Siege Cannon is charged. At the end of the round, unless its weapon has been disabled, Euphonium fires its Siege Cannon, resolving the attack as normal.
After the Siege Cannon has been fired, and everything has been resolved, Euphonium switches into Cooldown.
For Massive Damage: If Euphonium suffers damage to its Biocannon Flesh during Round 2 or Round 3 of its Siege Mode firing sequence, it must make a Difficulty 13 Toughness test, with a roll penalty equal to the amount of Strikes the Biocannon Flesh took that round. If all prompted tests are beaten, it continues and resolves Siege Mode as normal. If a test is failed, then it must roll on the Misfire Table as well. If Euphonium has failed the test twice, it rolls two times on the Misfire Table, taking the worse result.
Cooldown: After resolving the third round of Siege Mode, Euphonium must vent the prodigious heat and excess energy of its main weapon, and so enters Cooldown. Cooldown has all the restrictions of Siege Mode (cannot be stunned, no movement beyond Shifting, cannot add Stats to Reaction rolls, -3 attack), requiring the further aid of Flugel, Alto, and Mello-- however, it lasts a shorter amount of time. Cooldown is structured as below, as though it were a continuation of Siege Mode:
- Round 4: The Siege Cannon has been fired. Euphonium will stand still unless provoked, venting the heat through its tail. Parts of it that are not needed for cooling begin to retract.
- Round 5: Euphonium seals its mouth again. The armour on its Eyes, Head, and Neck changes back to Superheavy Carapace, and Skull Ram may be used again. At the end of the round, its tail collapses in, and Euphonium concludes its Cooldown. It may now engage normally in combat once more.
Cooldown must be resolved after each firing of the Siege Cannon.

Weapons:
Skull Ram
Built-in Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10+1
Armour Penetration: 4
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength+2

Arc Lightning
Built-in Ranged Weapon (Scatter)
Attack Dice: 2/1d10-1
Armour Penetration: 4/2
Damage Type: Electric
Damage Bonus: 2/1
Range: 18/27
Special:
Arc: Jumps to another target within 5 units on a 5+. For each additional target, arcing and attacking rolls take a cumulative -1 penalty. A negative roll on an arcing bolt will not trigger a misfire.

Siege Cannon (Siege Mode only)
Built-in Ranged Weapon (Scatter)
Attack Dice: 1d10-1
Armour Penetration: Ignores Armour (see Overwhelming Force)
Damage Type: Burst
Damage Bonus: Ranged
Radius: 0/1/2
Range: 20/35/50
Special:
See Siege Mode for firing sequence details.
Never makes Called Shots.
Beam: Roll once with this weapon, and apply the result with full bonuses against all targets intersected by the Siege Cannon's central line of effect, half bonuses against all targets within the Radius but not the central line, and no bonuses against Clustered targets outside the Radius. If the attack would hit normally against a non-Clustered unit (i.e. one within the beam), but the target has sufficient evasive ability to avoid it, they are still struck as though they lacked that ability, but the attack halves the total damage it would deal (rounding down) for the purposes of Wounding or Strike damage (weapon/armour durability is still resolved).
Overwhelming Force: This weapon treats the AV of any armour it strikes as zero, before resolving damage or Burst Resilience. Against the Defenses stat, it instead halves the provided AV. If this weapon hits any city infrastructure, it automatically destroys 1 point of Defenses after being resolved, alongside any other effects it would deal, even if it would otherwise deal no damage.


Armour:
Superheavy Carapace
Coverage: All/Special (see Siege Mode)
AV: 5/1
Resilience: All
Durability: 9

Biocannon Flesh
Coverage: Eyes, Head, Neck (see Siege Mode)
AV: 1/-
Resilience: All, +1 Fire
Durability: 7
Special:
Euphonium's "Tough Stuff" trait is not in effect on these locations when Biocannon Flesh is active.
SE-27-013
Flugel
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Flugel nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The toughest of her sisters, Flugel is characterised by a short tail, thick proportions, and an armoured, expandable frill around her neck. Her toothy jaws drip with acid.

Stats:
HtH: 2
Ran: 1
Str: 3
Tou: 4
Agi: 2
Dex: 3

Structure:
Dura: 11
Stru: 13

Bodyguard: As long as she is not Stunned or Paralyzed, Flugel is considered clustered with all allied combatants within 2 units of her, for all purposes that would benefit said allies. If Flugel is considered clustered or is engaged with a friendly combatant, she may Shift 2 units as a Free Action when they move, but only in order to maintain engagement/clustering with them. When Flugel is Clustered in front of an ally, she provides Light Cover from that facing and both immediately adjacent facings (e.g. if Flugel is Clustered North of Euphonium, she provides Light Cover against attacks from the North, Northwest, and Northeast), as long as her Armoured Frill is intact.

Weapons:
Corrosive Teeth
Built-in Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d10
Block Dice: 1d5+1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt, Acid
Damage Bonus: Strength

Acid Spray
Built-in Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 1d5+1
Damage Type: Acid
Damage Bonus: 1d5
Range: 10/15/-

Armour:
Armoured Frill
Coverage: Head, Neck, Eyes, Spine
AV: 4/3
Resilience: All, +1 Impact
Durability: 11
Special:
Flare: instead of moving, Flugel can flare out her frill, shielding the rest of her body, and anybody nearby. Flugel may still Shift while Flare is active. All locations not protected by Armoured Frill on Flugel, any allied combatant engaged with her, or any allied combatant Flugel is vertically clustered with (i.e. in front of), gain the benefits of Frill Overlay as long as Flare is maintained.

Frill Overlay (special)
Coverage: special (see Armoured Frill)
AV: 2/-
Resilience: All
Durability: 6
Special:
Once five sections have been destroyed, Frill Overlay collapses until it can be repaired.

Black Chitin
Coverage: All but Head, Neck, Eyes, Spine
AV: 3/2
Resilience: All
Durability: 10
SE-27-014
Alto
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Alto nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The most versatile of her sisters, Alto is characterised by her squared-off proportions, defined jaw, and developed throat. She tends to be very vocal, and her roars are notably high-pitched.

Stats:
HtH: 2
Ran: 2
Str: 3
Tou: 3
Agi: 2
Dex: 2

Structure:
Dura: 7
Stru: 11

Sonic Interceptor: When a projectile-based ranged attack is conducted against any allied combatant within 5 units of Alto (including Alto herself), she may emit a sonic shriek to destroy it before it can strike. Roll 1d10 for each ranged attack being made that provokes this ability. On a 7+, the attack is intercepted and destroyed before it can hit. After using this ability, Alto is at -1 to Ran and Sonic Interceptor rolls until the end of next round, due to the strain on her vocal chords. Alto may use Sonic Interceptor against both Conventional and K-Scale ranged attacks in a single round, though she will take the appropriate penalties to the K-Scale rolls.

Weapons:
Powerful Jaws
Built-in Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 2
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength+2

Sonic Wail
Built-in Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 2
Damage Type: Ice
Damage Bonus: 1d5+1
Radius: 3
Range: 10/12/-

Sonic Cutter
Built-in Ranged Weapon (Carbine)
Attack Dice: 1d10+2
Armour Penetration: 1d5+2
Damage Type: Edged
Damage Bonus: 2
Range: 10/15/20

Armour:
Black Chitin
Coverage: All
AV: 3/2
Resilience: All
Durability: 10
SE-27-015
Mello
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Mello nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The swiftest of her sisters, Mello is characterised by her athletic build, narrow head, and thinner armour. Her pair of whip-tails flick about, bending and stretching like elastic ribbons.

Stats:
HtH: 4
Ran: 0
Str: 2
Tou: 1
Agi: 4
Dex: 3

Structure:
Dura: 4
Stru: 7

Dance Aside: Mello may attempt to Dodge any non-Radius ranged attacks as a Reaction, as long as she has not passed her Durability. A failed dodge causes the attack to resolve at normal to-hit difficulty. On a critical Dodge, Mello may move up to 2 units instead of 1.
Blitz: Mello only suffers -1 to attacking and moving.

Weapons:
Whip Thrash x2
Built-in Melee/Ranged Weapon (Carbine)
Attack Dice: 1d10
Parry Dice: 1d10
Armour Penetration: 0
Durability: 5
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Dexterity
Range: 1/5/10
Special:
Uses HtH when making Ranged Attacks.
As long as she is not engaged in melee with an enemy, Mello can resolve her Whip Thrash attack against any number of targets within range equal to her Dexterity (3), rolling each attack separately. Mello may not target a single unit multiple times in the same round this way.


Armour:
Black Shell
Coverage: All
AV: 2/1
Resilience: All, +1 Fire
Durability: 8

Neo-Seattle:
Category IV Kaiju killed: +5000 Resources
Category II Kaiju killed: +1500 Resources
Salvage Facility Bonus: +3250 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 50500

Everett:
Manufacturing: +1000 Resources

Total Resources to Spend: 1900

Free Actions (Neo-Seattle):
[ ] Write-In* (requires GM permission)
*e.g. Ashley's treatment options.

Now, it's time for Downtime stuff! You've got lots of resources, a brand new action from good Environment, and lots of stuff to do! So decide!
 
Back
Top