Ominous glowing eyes are a standard on all giant mecha, really. Tacit got his with the Sealed Conpod Mod, Jagdhund has a monoeye but it glows nonetheless (and glows stronger when using either of her Perks) and Phenom's came factory standard.
You'll know shit got real when the gaps in the armor start glowing too. And you'll know to get hype when the whole Mecha starts glowing.
I personally hope one of them blasts something completely unfitting to the situation (Blues Traveler, for example, or AL Stewart) while fighting Kaiju, while the other is listening to metal.
Well, even if one them doesn't do the former, I know someone in LOCCENT will be.
So, I decided to look back to the requirements for unlocking Magic and it seems the only way to do it is to either go to Japan or "turn to a more difficult route" which I assume means "spam Research rolls until a new lead shows up". Researching a way to get to Japan is probably way more efficient anyway.
I also stumbled upon this post, which is just amazing.
(Honestly, it'd probably work more like titan shifting, with the combat body grown around the human form)
While awesome, you'd have several limitations if that somehow happened. One, you'd need a lot of energy, and not just to form the body, but to stabilise it. As human flesh is far less efficient than kaiju flesh at metabolizing, some sort of direct power feed would be needed just to stop the combat body from burning itself up for energy after a minute. Two, you have no idea what such a thing would do psychologically. Three, it'd probably be less efficient than just converting Ronin to a bio-jaeger.
However, I am willing to let you guys explore it, but you'll need that (successful) Magic research from Japan (and some other stuff). Why? Because that actually sounds pretty fricking awesome.
Of course, that'd kinda throw "we're vaguely realistic" out the window entirely, which I would regret a bit. Fortunately, it'd be a very late game thing at the worst.
The funny thing is, I'm not actually thinking of typical tokusatsu heroes and stuff here-- I'm thinking it'd end up as a combination of the titans and Unit 02's Beast Mode (which kinda looks like a Kaizoku/Human hybrid, at least in silhouette).
I have a taste for the incongruous. I'll listen to completely unfitting music while gaming and giggle over it. Also really eclectic taste in music. I will happily follow up something from the Metal Gear Rising: Revengence soundtrack with Journey, or Dragonforce with Blues Traveler's "Run-Around" (which is the only song of theirs we have, at least in digital).
Edit: My little brother's even worse, honestly. He's gotten into experimental rap, somehow, but still likes a lot of the stuff I do.
Nah, that I'd just listen to on my headphones. I'm not a huge Beetles fan (though that may be due to most of the stuff we have in digital being ~2-3 minutes long, with the ending bit being a repeat of the first section, while I usually prefer longer tracks), but that's one of the ones I actually really like. It's better than the chorus makes it seem. Especially when you can hear the details.
I have a taste for the incongruous. I'll listen to completely unfitting music while gaming and giggle over it. Also really eclectic taste in music. I will happily follow up something from the Metal Gear Rising: Revengence soundtrack with Journey, or Dragonforce with Blues Traveler's "Run-Around" (which is the only song of theirs we have, at least in digital).
An ecletic taste is a good thing in my opinion. Most people I know tend to stick with one genre (and most of the songs within that genre seem to be nearly indistinguishable from one another aside from the lyrics) while I'm the kind of guy to listen to Whitesnake and switch to JAM Project after a couple songs, then listen to a couple Tamaonsen tracks and finish it up with either AkikoShikata or something from Yngwie Malmsteen or Marty Robbins.
Finding someone else with a varied taste is always a pleasant surprise.
Nah, that I'd just listen to on my headphones. I'm not a huge Beetles fan (though that may be due to most of the stuff we have in digital being ~2-3 minutes long, with the ending bit being a repeat of the first section, while I usually prefer longer tracks), but that's one of the ones I actually really like. It's better than the chorus makes it seem. Especially when you can hear the details.
Yellow Submarine is actually one of the Beatles songs I really like. It's just fun to listen to. But it's also one of the first ones to come to mind whenever people think "funny seaman's song", so I like seeing some variety.
[] Plan Work no longer in Progress 1.2
-[] Neo-Seattle Actions:
--[] Normal Actions:
---[] Build 2x VX-3 Super Fangblade (-1500 R)
---[] Build 5x Jagdarium Superalloy Composite Plating (-1750 R)
---[] Install a pair of VX-3 Super Fangblades and Super Composite Plating (Right Arm) on Tacit Ronin, Repair Tacit (-400 R)
---[] Repair Jagdhund, install Jagdarium Plating on Left Arm (-3530 R)
---[] Research J-Scale Munitions Factory City Augment
---[] Build 4x M-99 Bakelite Magazines (-400 R)
---[] Build 1x Solid Fuel Thrusters with SFT Cut-off Switch (-1225 R)
---[] Install 1x Solid Fuel Thrusters on Phenom Sable
---[] Build 1 HGE-33 'Skadi' Transonic Deployment Craft. (-5800R)
---[] Contact KRAUN leadership via ANGEL-Net
---[] Reverse-Engineer Euphonium's Siege Cannon as a Defense City Augment (Use Euphonium Token)
--[] Free Actions
---[] Research Grae's method of Teleportation, starting with moving a single target if necessary. (No Token) (B-Tech)
---[] Increase Phenom Sable's Toughness (15 rolls) (-300 R) (J-Tech 1)
---[] Analyze the Jagdgewher and it's ammunition needs. (J-Tech 2)
---[] Research Movement-Enhancing Leg Modifications, based on HVMS. (K-Sci 1)
---[] Research a supercooling system for the Surtr. If necessary, draw inspiration from or study supercold or cold Kaiju we have fought.(C-Tech 1)
---[] Improved the defenses and/or armor on the Tyrs (C-Tech 2)
---[] Upgrade Laser Vulcan technology to UV lasers (C-Tech 3)
---[] Send 16500 Resources and Units to Everett (Comms)
---[] Scan for Kaiju (Kaiju Hunt Scan)
---[] Recycle Ruined Jagdarium Plating (+100 r). (J-Recycling)
---[] Build 2x Autogyros, 1x Type-100 squad, 1x Banshee Squad, 1x Artillery unit (-230 R) (MPFs)
---[] Build 1 Moray-class Submarine (Dockworks)
-[] Everett Actions
--[] Normal Actions
---[] Increase Population from 3 to 6 (-7500 R)
---[] Increase Manufacturing from 2 to 6 (-9000 R)
Total cost: -31535 R
Resources Remaining: 50500-31535=18965 R
Despite now knowing Ashley's... preference for her treatment method, it's decided that they'll wait before trying it, to hopefully give her mind more time to recover.
In the meantime, there's much to do.
First on the list is Breach Tech's new project; figuring out the teleportation ability shown by Grae during his two appearances. Right away, however, they run into difficulties.
The first problem is the lack of data. Grae's only been seen to teleport three times (records show four 'ports, but the first one only picked it up on scanners), and only one of those times showed both the start and finish of the jump. While it's more than can be said for any other kaiju, it's still very little information.
The second problem is the delay. Not in research; in the teleports themselves. Each time Grae had been seen to teleport, there was a delay of several seconds between the "jump" and "landing", which seemed to be roughly the same length over both long and short distances. This means that Grae's method doesn't fit with either of the current teleportation methods known. Were it somehow quantum teleportation, or even disassembly/reassembly, it wouldn't have that long a delay (or give off Breach radiation, for that matter). Were it a Breachgate, however, the longer distance teleports would have had a longer delay than that over short distances (which it didn't, at least not to a long enough duration). It's clearly somewhat related, but in almost all other ways the current data just doesn't match up with that of the Breachgates.
In short, Breach Tech's main stumbling point is figuring out where to begin with this.
Meanwhile, Kaiju Science is given the job to try and reconfigure the Hyper-Vascular Muscle Strands used in Phenom Sable into something that can assist in general mobility. It seems like a fairly simple task-- just replacing the normal muscle strands with the bio-tech ones, right? Unfortunately, their simulations show that half-arsing the job like that would leave some major weak-points, potentially resulting in the legs essentially exploding as the muscle strands rip off on one end and take the armour with them. Given that unpleasant image, it quickly makes sense why Kaiju Science is requesting more time to design leg frames of a more organic configuration, to better accommodate the altered motive systems.
On a more positive note, however, J-Tech's doing excellently. Without damage to worry about, the resilience upgrades for Phenom Sable are finished and installed in no time, improving the jaeger's ability to soak up punishment without impaired functionality. As the Uemuras test out their machine's new improvements, Kanji finds he's able to take advantage of the shock-ablative gel layer, squeezing a little more performance out of his defensive technique, despite it not yet having seen use in the field.
Phenom Sable to Toughness 5! 14/15 Stat Points occupied!
Phenom Sable gains +1 Durability!
Deflective Guard Perk upgraded! When reducing damage before Armour, Tou/2 rounds up, rather than down!
As GM, I am allowed to arbitrarily give your perks improvements. I felt this made sense here. Even though you've not used it yet.
The Jagdgewehr is dragged out of storage, and, with a bit of help from Jagdhund (she needs something to focus on while she's busy being repaired), designs for its ammunition are finally drafted out. While the M-99 series uses battleship shells to fair effect, the Jagdgewehr's rounds are far superior-- the main disadvantage is that they're almost twice the size of said battleship shells, and the anti-kaiju cannon's rectangular magazines don't have nearly as much space as the M-99 drum mags, thus forcing their user to make each shot count. Still, definitely an acceptable trade-off for being able to use the gun now.
New Miscellaneous available for purchase: 420mm Jagdgewehr Magazine! 420mm Jagdgewehr Magazine 100 Resources Provides ammunition for the 420mm Jagdgewehr. Contains 6 AUs.
Of course, the slightly higher cost of the ammunition is almost immediately nullified by the plans for a brand-new munitions factory, designed to lighten the load on a city's primary resource stores by providing the ammunition for J-Scale weaponry using dedicated, more efficient means of production. While specialty rounds require more investment, they can still benefit from it, as can the weapons that use them.
New Manufacturing Augment: Heavy Munitions Factory! Heavy Munitions Factory (Manufacturing) 1300 Resources
As a Free Action each downtime, a Heavy Munitions Factory can do one of the following:
- Construct up to (Manufacturing/2, round up) magazines/units of standard ammunition for a K-Scale weapon, without spending Resources. These units need not all be the same type. (Compatible magazines: M-99 Drum Magazine, M-99 AP Magazine, 420mm Jagdgewehr Magazine)
- Construct up to (Manufacturing/2, round up) magazines/units of complex or specialty ammunition for a K-Scale weapon, at a 50% discount. These units need not all be the same type. (Compatible magazines: M-99 Bakelite Magazine, High Capacity Burst Fuse, High Capacity Fuse Clip)
- Provide a 20% discount off the purchase of any one type of ammunition-based K-Scale ranged weapon (purchasing multiples of the same weapon retain the discount). (Compatible weapons: M-9914 Machine Cannon, JED-2-f Fragmentation "Jaegrenade")
The list of compatible magazines/weapons will increase as you research more stuff, but for now I'll stick with these.
C-Tech starts off their weeks projects with an addressal of the newly-designed Surtr's major flaw; its suboptimal cooling systems. It goes pretty well; less vital sections of armour along the sides of the cannon are swapped out for more heat-sinks, while the magnetic containment field is constricted, reducing the power consumption (and thus electrical resistance) without compromising its ability to fire. Heat will still build up, of course, but the weapon can cool off during the reloading sequence, rather than worrying about it during the firing stage.
IDB-50 "Muspel" Plasma Cannon no longer requires a cooldown round!
Attempts to improve the Tyr's survivability, however, don't go quite as well. Somehow, the focus ends up switched from "functional armour plating" to "conventional warfare electronic defenses", and the whole week ends up being spent on fitting ECM pods and flare launchers onto the Tyr prototype's frame before the researchers realise they've been barking in completely the wrong forest. Hurriedly, they retract their additions-- while such systems may be useful against mechanical foes, they're next to useless in the context of kaiju battles.
Consumable +1 Research Bonus to Anti-Conventional ECM Defenses!
Yes, I did actually give you something despite the nat 1 roll. I just saw "defenses and/or armour" and had this hilarious idea of "accidentally researched the wrong type of defenses". Whether or not it'll actually be useful is for you to decide.
Given the performance of Laidon's UV laser weapons compared to that of the Protectorate's own visible-spectrum beams, C-Tech decides it's time for an upgrade.
Moderate Success!
Micro Laser Vulcan blueprints upgraded to Micro UV Lasers!
60mm Laser Vulcan blueprints upgraded to 60mm UV Laser Vulcan!
All UV Laser weapons gain +1 Damage Bonus and 1 AP!
All future Laser weapons will be constructed as UV Lasers. All current Laser weapons in service may be upgraded during next downtime as a Free Action.
The Kaiju Hunt Scanner continues to be a useful investment. As before, there's a mix of new kaiju and updates on old kaiju-- though mainly the latter this time. First, the newcomers:
To the south is a kaiju that's being tentatively designated a Category II, codename "Bristlethorn". Named for the branching, spiny limbs on its spine and head, the kaiju seems... off, somehow. In most respects it's a normal, standard Cat II kaiju, but the patrol dispatched to observe it have consistently reported a distinctly uncomfortable feeling in the back of their head when they got near it. What actual effects this oddity may have are unknown, but the scouts advise to treat this one with caution,
However, much further south is one that's just as, if not even more worrisome. Codename "Leadhead" has only recently arrived from the Anteverse, and yet already calls the city of Portland, Oregon its home (though to be fair, it's likely that Leadhead simply finished the job there, as opposed to taking the city down in the first place). Deceptively simplistic in its appearance, reports of Leadhead say it doesn't have any spikes, any extra limbs, any horns, any weird powers-- and the readings support that. Its toxicity and radiation levels are very, very low for a kaiju of its size. However, its physical results alone are enough for it to straddle the line between Categories IV and V. Packing more muscle, bone, and armour into one creature than anything previously seen, Leadhead seems like it could shrug off a nuclear bombardment, and deal that same amount of punishment back in return. In other words, not someone Neo-Seattle would want to tangle with soon.
After this comes the updates on the older ones. Boreas finally shows up on the sensor sweep, and it seems to have grown a little bigger since last time. Tara's building project is still going strong, though with only a week since their last check-up there's not much change. Rime is still sulking offshore, but they've actually gotten a glimpse of it on the move-- he's a massive, flattened beast, like some sort of flatfish or ray.
Nothing's changed with Armstrong, but a bit more data has arrived on Smirker and Dissenter's morphology. The former seems more built for cobra-style strikes with its front half, rather than constricting or strangling opponents, though that doesn't mean it won't be able to do so. The cobra comparison continues, as it seems that Smirker actually has a hood around its neck. The latter kaiju, meanwhile, has a very... tokusatsu-esque stance. Essentially, Dissenter's upper body is held vertically, while its hind legs and long tail act as a tripod. It's a very stable stance, hard to knock down or overbear, especially with the sort of size and weight Dissenter's readings are showing.
New Anteverse Activity within Territory!
- SE-27-008-H, "Bristlethorn", Category II. Location: South. Sports spiny antennae on its head and back, and a disquieting aura.
- SE-27-009-H, "Leadhead", Category IV-V. Location: far South. Big, heavy, and extremely well-armoured, with a reinforced skull and core. A recent arrival, who resides in Portland, Oregon.
You may notice that Everett has no "Territory Activity" section, while Neo-Seattle does. This is because Neo-Seattle is the capital/hub of your faction, and thus anything that would be in Everett's territory is also in Neo-Seattle's territory. You can obviously still launch missions or hunt kaiju from Everett, but you'd just refer to Neo-Seattle's Territory Activity section when doing so. In case anyone wanted to know that.
What little of Jagdhund's arm plating remains is salvaged and broken down.
Broken Armour recycled for 100 R!
And as some things are broken down, other things are created-- new vehicles, new armour plates, new ammunition, new weapons, and more are churned out of the auto-jigs to outfit the jaegers and the defense force. Among these, one of the most prominent is the (still very experimental) Skadi, whose flattened shape and massive bulk is plainly obvious. However, there's much, much more besides it.
As the new craft are busy being managed and assigned to pilots, the armour and weapons go straight to the jaegers. Phenom's new boosters are set in place, their designs slightly shortened and doubled up to keep them from getting in the way. An entire new arm frame is fabricated for Jagdhund, and the new plating fitted as soon as the limb is attached. Tacit's right arm receives similar treatment, new parts being built as the armour's planned out-- though unlike Jagdhund, the jaeger's left arm is also temporarily stripped of armour-- in order to remove the other fangblade. Now, Tacit Ronin will sport the newest and best pair of fangblades available to it, and regain its old signature technique.
Super Fangblades installed! Armour installed! Tacit Ronin fully repaired! Armour installed! Arm reconstructed! Jagdhund fully repaired! SFTs installed! All Augment slots filled!
Immediately capitalizing on the breakthroughs provided by Euphonium's corpse, a second mass project is brought underway, focused on developing a positron weapon of the city's own. Though initial prototypes show issues, each iteration improves on the design, focusing on getting a functioning, powerful weapon that won't explode upon firing. And, to the engineers' credit, they manage to fill those requirements, despite having essentially no prior experience with antimatter weapons. Fifth in the line of prototypes, the T-5y Toroidal Accelerator Positron Cannon is physically stable, potent in output, and able to threaten a wide range before its payload disintegrates-- some of the best results a spontaneous project like this could have hoped for. That said, it is in no way a subtle weapon; even without the reinforcing armour or mounting structure, the finished T-5 would be about the same size as a jaeger's torso, and weigh almost as much. As a turret, it'd be pretty much stationary during a fight-- unlike the railgun batteries, moving the T-5 between Sectors and preparing it can take up to twenty minutes-- and armoured enough to shrug off a blow from a kaiju. And that's not even getting into the output of the thing. However, as with many impressive weapons in the Protectorate's arsenal, the T-5 comes with a few obvious flaws. While potentially devastating, the cannon's output is not very consistent, not to mention somewhat slow to recharge, and its awkward design makes external targeting assistance next to useless. Ironically, though, its power supply is not the biggest issue here-- in fact, the city's combined power grid provides more than enough power for the weapons system! No, the problem is that the weapon can't actually handle the amounts of power it's using; each time it fires, the T-5 burns through several vital fuses and internal mechanisms, rendering the cannon inoperable after only four shots, and requiring the replacement of these components after each battle it sees use.
Heavy Positron weapons unlocked! New Defense Augment available: T-5 Heavy Positron Defense Turret! T-5 Heavy Positron Defense Turret (Defense) 4000 Resources - T-5 Toroidal Accelerator Positron Cannon: 1d10 Burst damage. +2d5 Damage. AP /2 (see below). Range 20/-/35. Hits on 5+. Four Shots Only. Does not benefit from Arges. Requires a turn to charge up between shots.
-- This weapon treats the AV of all armour it strikes as halved before applying Resilience.
-- This weapon cannot be reloaded during battle.
- Structure: AV +1/-, Stru 2. Strike Repair costs 75 R/Strike.
- Perimeter Defense: When purchased, the T-5 is assigned to cover a specific Sector of the Defense Perimeter (or other equivalent city limits). When a fight occurs in that Sector, the T-5 may participate.
- Mobile Rail: Provided it has been given adequate warning, the T-5 Heavy Positron Defense Turret may participate in a battle situated in a Sector adjacent to its default one. The T-5 cannot shift Sectors once Combat has begun.
Positron cannons, yay! This took a while to write up, but I'm actually pretty happy with it. It's not as strong as Euphonium's Siege Cannon (well, consistently strong), and you only get a handful of shots with it each battle, but it doesn't take a minute to charge up, and each shot can really hurt, thanks to that /2 AP ability. I think it's a good trade-off, and I'm happy to give this to you guys, what with the increasing difficulty.
Meanwhile, another major project takes place; vast shipments of supplies and manpower are transferred over to Everett, accompanied by a large number of military units-- not to mention the formidable, and now upgraded, Phenom Sable! With the re-founding of the city, it's only a matter of time before kaiju start paying attention to it again, and the place should at least be able to hold its own in a fight.
16500 Resources transferred to Everett!
Military Units transferred to Everett!
1 Elite Tank
4 Regular Tank Squads
1 Elite Artillery Team
1 Normal Artillery Team
3 Mortar Squads
1 Elite Dragonfly Scout Squad
3 Regular Dragonfly Scout Squads
4 Jumphawks.
5 Meganeuras.
3 Hellhound Squadrons.
1 Elite Banshee Squadron.
3 Regular Banshee Squadron.
1 Condor Squadron.
The Murasame Type-RX.
The Heimdal.
Phenom Sable transferred to Everett!
Said resources are immediately put to use improving the city's infrastructure, offering improved production facilities and repairing damaged buildings and streets even more. The city's beginning to return to its old glory.
Everett Population to 6!
Everett Manufacturing to 6!
There's just one thing left for the Council to take care of; KRAUN.
I'll have to keep this brief due to ISP and energy grid related problems, but I'll say this:
The Positron Defense Turret is amazing and I love all the details and implied capabilities of the Kaiju available for Hunting.
Heavy Positron weapons unlocked!
New Defense Augment available: T-5 Heavy Positron Defense Turret! T-5 Heavy Positron Defense Turret (Defense) 4000 Resources - T-5 Toroidal Accelerator Positron Cannon: 1d10 Burst damage. +2d5 Damage. AP /2 (see below). Range 20/-/35. Hits on 5+. Four Shots Only. Does not benefit from Arges. Requires a turn to charge up between shots.
-- This weapon treats the AV of all armour it strikes as halved before applying Resilience.
-- This weapon cannot be reloaded during battle.
- Structure: AV +1/-, Stru 2. Strike Repair costs 75 R/Strike.
- Perimeter Defense: When purchased, the T-5 is assigned to cover a specific Sector of the Defense Perimeter (or other equivalent city limits). When a fight occurs in that Sector, the T-5 may participate.
- Mobile Rail: Provided it has been given adequate warning, the T-5 Heavy Positron Defense Turret may participate in a battle situated in a Sector adjacent to its default one. The T-5 cannot shift Sectors once Combat has begun.
Hoooooooooooooooooooo sweet Mommas I love this thing already. Expensive little dealio, but god damn. There's also some clear upgrade potential if we want to, though I don't think we need to yet.
First on the list is Breach Tech's new project; figuring out the teleportation ability shown by Grae during his two appearances. Right away, however, they run into difficulties.
The first problem is the lack of data. Grae's only been seen to teleport three times (records show four 'ports, but the first one only picked it up on scanners), and only one of those times showed both the start and finish of the jump. While it's more than can be said for any other kaiju, it's still very little information.
The second problem is the delay. Not in research; in the teleports themselves. Each time Grae had been seen to teleport, there was a delay of several seconds between the "jump" and "landing", which seemed to be roughly the same length over both long and short distances. This means that Grae's method doesn't fit with either of the current teleportation methods known. Were it somehow quantum teleportation, or even disassembly/reassembly, it wouldn't have that long a delay (or give off Breach radiation, for that matter). Were it a Breachgate, however, the longer distance teleports would have had a longer delay than that over short distances (which it didn't, at least not to a long enough duration). It's clearly somewhat related, but in almost all other ways the current data just doesn't match up with that of the Breachgates.
In short, Breach Tech's main stumbling point is figuring out where to begin with this.
Meanwhile, Kaiju Science is given the job to try and reconfigure the Hyper-Vascular Muscle Strands used in Phenom Sable into something that can assist in general mobility. It seems like a fairly simple task-- just replacing the normal muscle strands with the bio-tech ones, right? Unfortunately, their simulations show that half-arsing the job like that would leave some major weak-points, potentially resulting in the legs essentially exploding as the muscle strands rip off on one end and take the armour with them. Given that unpleasant image, it quickly makes sense why Kaiju Science is requesting more time to design leg frames of a more organic configuration, to better accommodate the altered motive systems.
However, much further south is one that's just as, if not even more worrisome. Codename "Leadhead" has only recently arrived from the Anteverse, and yet already calls the city of Portland, Oregon its home (though to be fair, it's likely that Leadhead simply finished the job there, as opposed to taking the city down in the first place). Deceptively simplistic in its appearance, reports of Leadhead say it doesn't have any spikes, any extra limbs, any horns, any weird powers-- and the readings support that. Its toxicity and radiation levels are very, very low for a kaiju of its size. However, its physical results alone are enough for it to straddle the line between Categories IV and V. Packing more muscle, bone, and armour into one creature than anything previously seen, Leadhead seems like it could shrug off a nuclear bombardment, and deal that same amount of punishment back in return. In other words, not someone Neo-Seattle would want to tangle with soon.
However, much further south is one that's just as, if not even more worrisome. Codename "Leadhead" has only recently arrived from the Anteverse, and yet already calls the city of Portland, Oregon its home (though to be fair, it's likely that Leadhead simply finished the job there, as opposed to taking the city down in the first place).
Heavy Positron weapons unlocked! New Defense Augment available: T-5 Heavy Positron Defense Turret! T-5 Heavy Positron Defense Turret (Defense) 4000 Resources - T-5 Toroidal Accelerator Positron Cannon: 1d10 Burst damage. +2d5 Damage. AP /2 (see below). Range 20/-/35. Hits on 5+. Four Shots Only. Does not benefit from Arges. Requires a turn to charge up between shots.
-- This weapon treats the AV of all armour it strikes as halved before applying Resilience.
-- This weapon cannot be reloaded during battle.
- Structure: AV +1/-, Stru 2. Strike Repair costs 75 R/Strike.
- Perimeter Defense: When purchased, the T-5 is assigned to cover a specific Sector of the Defense Perimeter (or other equivalent city limits). When a fight occurs in that Sector, the T-5 may participate.
- Mobile Rail: Provided it has been given adequate warning, the T-5 Heavy Positron Defense Turret may participate in a battle situated in a Sector adjacent to its default one. The T-5 cannot shift Sectors once Combat has begun.
Positron cannons, yay! This took a while to write up, but I'm actually pretty happy with it. It's not as strong as Euphonium's Siege Cannon (well, consistently strong), and you only get a handful of shots with it each battle, but it doesn't take a minute to charge up, and each shot can really hurt, thanks to that /2 AP ability. I think it's a good trade-off, and I'm happy to give this to you guys, what with the increasing difficulty.
An ecletic taste is a good thing in my opinion. Most people I know tend to stick with one genre (and most of the songs within that genre seem to be nearly indistinguishable from one another aside from the lyrics) while I'm the kind of guy to listen to Whitesnake and switch to JAM Project after a couple songs, then listen to a couple Tamaonsen tracks and finish it up with either AkikoShikata or something from Yngwie Malmsteen or Marty Robbins.
Finding someone else with a varied taste is always a pleasant surprise.
I usually set things to "shuffle", personally. And I'll even rearrange the shuffled list to make sure I don't get the same artist twice in a row. And yeah, I usually get the impression most people don't have quite as varied taste as I do, too, so it's interesting when someone else does. Luckily, my family also has varied tastes, so we can always suggest things to each other. And share stuff with each other via a family iTunes thing.
Yellow Submarine is actually one of the Beatles songs I really like. It's just fun to listen to. But it's also one of the first ones to come to mind whenever people think "funny seaman's song", so I like seeing some variety.
Wouldn't necessarily call "Hanno the Navigator" "funny". More "really upbeat and fun to listen to". Hence the humor behind using it, instead of one of Al Stewart's slower, less fun songs involving ships. It helps that it's probably my favorite one of his songs on the subject, at least amongst the ones I've heard. Though, given that he's British and often writes songs about historical things or in historical settings, I wouldn't be shocked if there are ones I haven't heard.
Funnily enough, I actually have a playlist for songs focusing on ships, sailors, and sailing. Can't say it's super fun, though. Barring the two previously mentioned, even the higher tempo, more energetic songs like "Down to the Waterline", "Single Handed Sailor" or "Brandy" (yes, the one from Guardians of the Galaxy 2) have a wistful sort of bittersweetness to them, for whatever reason. Could be sampling error, could be something more.
First on the list is Breach Tech's new project; figuring out the teleportation ability shown by Grae during his two appearances. Right away, however, they run into difficulties.
Of course, the slightly higher cost of the ammunition is almost immediately nullified by the plans for a brand-new munitions factory, designed to lighten the load on a city's primary resource stores by providing the ammunition for J-Scale weaponry using dedicated, more efficient means of production. While specialty rounds require more investment
New Manufacturing Augment: Heavy Munitions Factory! Heavy Munitions Factory (Manufacturing) 1300 Resources
As a Free Action each downtime, a Heavy Munitions Factory can do one of the following:
- Construct up to (Manufacturing/2, round up) magazines/units of standard ammunition for a K-Scale weapon, without spending Resources. These units need not all be the same type. (Compatible magazines: M-99 Drum Magazine, M-99 AP Magazine, 420mm Jagdgewehr Magazine)
- Construct up to (Manufacturing/2, round up) magazines/units of complex or specialty ammunition for a K-Scale weapon, at a 50% discount. These units need not all be the same type. (Compatible magazines: M-99 Bakelite Magazine, High Capacity Burst Fuse, High Capacity Fuse Clip)
- Provide a 20% discount off the purchase of any one type of ammunition-based K-Scale ranged weapon (purchasing multiples of the same weapon retain the discount). (Compatible weapons: M-9914 Machine Cannon, JED-2-f Fragmentation "Jaegrenade")
Attempts to improve the Tyr's survivability, however, don't go quite as well. Somehow, the focus ends up switched from "functional armour plating" to "conventional warfare electronic defenses", and the whole week ends up being spent on fitting ECM pods and flare launchers onto the Tyr prototype's frame before the researchers realise they've been barking in completely the wrong forest. Hurriedly, they retract their additions-- while such systems may be useful against mechanical foes, they're next to useless in the context of kaiju battles.
Consumable +1 Research Bonus to Anti-Conventional ECM Defenses!
Yes, I did actually give you something despite the nat 1 roll. I just saw "defenses and/or armour" and had this hilarious idea of "accidentally researched the wrong type of defenses". Whether or not it'll actually be useful is for you to decide.
Given the performance of Laidon's UV laser weapons compared to that of the Protectorate's own visible-spectrum beams, C-Tech decides it's time for an upgrade.
Moderate Success!
Micro Laser Vulcan blueprints upgraded to Micro UV Lasers!
60mm Laser Vulcan blueprints upgraded to 60mm UV Laser Vulcan!
All UV Laser weapons gain +1 Damage Bonus and 1 AP!
All future Laser weapons will be constructed as UV Lasers. All current Laser weapons in service may be upgraded during next downtime as a Free Action.
To the south is a kaiju that's being tentatively designated a Category II, codename "Bristlethorn". Named for the branching, spiny limbs on its spine and head, the kaiju seems... off, somehow. In most respects it's a normal, standard Cat II kaiju, but the patrol dispatched to observe it have consistently reported a distinctly uncomfortable feeling in the back of their head when they got near it. What actual effects this oddity may have are unknown, but the scouts advise to treat this one with caution,
However, much further south is one that's just as, if not even more worrisome. Codename "Leadhead" has only recently arrived from the Anteverse, and yet already calls the city of Portland, Oregon its home (though to be fair, it's likely that Leadhead simply finished the job there, as opposed to taking the city down in the first place). Deceptively simplistic in its appearance, reports of Leadhead say it doesn't have any spikes, any extra limbs, any horns, any weird powers-- and the readings support that. Its toxicity and radiation levels are very, very low for a kaiju of its size. However, its physical results alone are enough for it to straddle the line between Categories IV and V. Packing more muscle, bone, and armour into one creature than anything previously seen, Leadhead seems like it could shrug off a nuclear bombardment, and deal that same amount of punishment back in return. In other words, not someone Neo-Seattle would want to tangle with soon.
After this comes the updates on the older ones. Boreas finally shows up on the sensor sweep, and it seems to have grown a little bigger since last time. Tara's building project is still going strong, though with only a week since their last check-up there's not much change. Rime is still sulking offshore, but they've actually gotten a glimpse of it on the move-- he's a massive, flattened beast, like some sort of flatfish or ray.
Nothing's changed with Armstrong, but a bit more data has arrived on Smirker and Dissenter's morphology. The former seems more built for cobra-style strikes with its front half, rather than constricting or strangling opponents, though that doesn't mean it won't be able to do so. The cobra comparison continues, as it seems that Smirker actually has a hood around its neck. The latter kaiju, meanwhile, has a very... tokusatsu-esque stance. Essentially, Dissenter's upper body is held vertically, while its hind legs and long tail act as a tripod. It's a very stable stance, hard to knock down or overbear, especially with the sort of size and weight Dissenter's readings are showing.
Heavy Positron weapons unlocked! New Defense Augment available: T-5 Heavy Positron Defense Turret! T-5 Heavy Positron Defense Turret (Defense) 4000 Resources - T-5 Toroidal Accelerator Positron Cannon: 1d10 Burst damage. +2d5 Damage. AP /2 (see below). Range 20/-/35. Hits on 5+. Four Shots Only. Does not benefit from Arges. Requires a turn to charge up between shots.
-- This weapon treats the AV of all armour it strikes as halved before applying Resilience.
-- This weapon cannot be reloaded during battle.
- Structure: AV +1/-, Stru 2. Strike Repair costs 75 R/Strike.
- Perimeter Defense: When purchased, the T-5 is assigned to cover a specific Sector of the Defense Perimeter (or other equivalent city limits). When a fight occurs in that Sector, the T-5 may participate.
- Mobile Rail: Provided it has been given adequate warning, the T-5 Heavy Positron Defense Turret may participate in a battle situated in a Sector adjacent to its default one. The T-5 cannot shift Sectors once Combat has begun.
Positron cannons, yay! This took a while to write up, but I'm actually pretty happy with it. It's not as strong as Euphonium's Siege Cannon (well, consistently strong), and you only get a handful of shots with it each battle, but it doesn't take a minute to charge up, and each shot can really hurt, thanks to that /2 AP ability. I think it's a good trade-off, and I'm happy to give this to you guys, what with the increasing difficulty.
Better than I was expecting on the mobility side of things. Damage is maybe slightly worse than I expected, but still pretty good, and the short charge time is helpful. Overall, I think this was a success.
Actually...@Fyrstorm: is the second damage supposed to be "+2d5 Fire Damage"? Because it seems odd to just add damage like that unless it's for a reason.
Unless Iblis has heat-seeking missiles, I doubt it. We might be able to adapt anti-infrared or anti-sonar systems into something to help fight blind Kaiju, though.
It's comparable to a Super-Heavy. Admittedly, it's much less mobile, but that's not too bad. It's 'only' about a turn's worth of Neo-Seattle's pure Manufacturing income.
Actually...@Fyrstorm: is the second damage supposed to be "+2d5 Fire Damage"? Because it seems odd to just add damage like that unless it's for a reason.
Actually...@Fyrstorm: is the second damage supposed to be "+2d5 Fire Damage"? Because it seems odd to just add damage like that unless it's for a reason.
No, it's the Damage Bonus, the Conventional-type stat-line for weapons is just weird. Still, it's not like we haven't had weapons with a die roll for Damage Bonus before-- like the initial version of the Fragmentation Buster Slicer.
Yes, that means you can hit something with up to 15 Burst damage if you roll maximum on all the T-5's die.
It hits on 5s at Short Range, so 5 of that roll would just be going to actually landing the attack, meaning that it's still 15 before that horrifying /2 AP power kicks in.
Makes me glad that Defense Augs can't roll exploding dice.