Yeah, I've got to say I wasn't expecting this thing to last as long as it did-- but I guess that's what happens when you've got lots of ideas and start a quest on stubbornness and willpower.

Though I will say that this sudden burst of activity today and yesterday might be enough to push me back into stuff here. I'll just have to see, I suppose.
Personally, I figured bugging you every few days for the next update would be rude, hence the radio silence on my end. Also, a friend IRL started DMing a 5e game, so some of my RPGing brainpower has been going there. And just been finding I have less time than I'd like for stuff.
 
At this point, there's only two things left for me to do:

1) figure out how many Resources to give you from the salvaged Blue Stars forces (I may just go with my usual "50 R per Class 0/conventional" if I can't come up with anything better) and update your cities with the info.

2) finish a bit of fluff.

And then I'm done, and we'll get our first story/IC post in... what, a month or two?

Edit: I'm going with the 50-per method
 
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I mean we have a giant robot samurai. It's always gonna keep going.

Edit: And a robot waifu. Can't make the robot waifu sad.
 
Week 49: Combat End
Everett:

By the time Tacit gets back to Everett, the backup sensor array's at its limit. The pale jaeger's maneuvering more through radio contact and seismic RADAR than optical data, and eventually just gives up and lets the Carryalls haul it back to the storage hanger. Thankfully, the damage is almost entirely localized to one region, so most of the jaeger just needs the usual cleaning and checks. That said, with no Jagdarium plate on hand, Everett will either have to manufacture the replacement armour on-site, or ship Tacit and its pilots back to Neo-Seattle.

Tacit Ronin will require 280 Resources to repair! If performed in Everett, these repairs will require an Action to perform*! Additionally, Tacit Ronin requires a piece of Armour for its Sensors-- replacing the armour can be rolled into the Repair Action, but Everett will have to manufacture the armour itself if Tacit remains there.

*If moved to Neo-Seattle, the repairs will not require an action.

At the very least, the abundance of surrenders, several mobility kills, and general good luck has granted Everett access to quite a number of Blue Stars conventional forces. Thankfully, the ones from the naval craft are quite cooperative in their incarceration-- a boon for the otherwise overburdened people trying to keep everything under control.

Blue Stars Prisoners obtained!

Even so, despite the enemy forces' failure, the successful nature of the sabotage has shaken the population. Everett's citizens aren't quivering in terror, but there's a clear nervous energy present even as the city recovers.

Morale falls to Unease! No Penalty!

You're
just at the upper edge of Unease here-- it's quite recoverable from, assuming decent luck with the next fight.

Thankfully, with the lack of any kaiju in the field, there's very little outside the city that needs much effort to clean up. Time, yes, but most of what's being secured is just downed vehicles, unexploded munitions, and the numerous plates of armour that Regent Abyss shed before escaping.

CAST-Off Plate samples added to inventory!
Blue Stars Conventional Armament samples added to inventory!


Indeed, despite the worries of its populace, Everett appears to have come out of this fight without too much on its plate to worry about.

===

Neo-Seattle

Unlike Everett, Neo-Seattle's jaegers do not require much in the way of repairs. Their fight, at least, left the two machines relatively undamaged.

Jagdhund's repairs will require 120 Resources, and do not take an Action!
Phenom Sable's repairs will require 120 Resources, and do not take an Action!

Unfortunately, there's quite a few assets that didn't survive the battle intact. Other than the conventional forces who were downed on either side, the most obvious problem is the smoldering pile of acrid metal and ceramic that used to be the southern perimeter's gate. With the best condition that it and the accompanying turret system can be described as is "disabled", the southern perimeter now leaves a massive gap in Neo-Seattle's defenses.

Repairs to the Defense Perimeter will take 1500 Resources and an Action. Doing so will not repair the SE Railgun Battery, but a replacement may be purchased as normal (as a separate Action).

Jagdhund's combat experience is starting to accumulate, and the jaeger's already displaying quite the number of improvements to her techniques.

New Perk gained - Veteran!
- Veteran (ANGEL-11b): Jagdhund may reroll any single dice per battle, adding a +1 bonus to the reroll. The result of this roll must be taken, even if it is worse. Additionally, the jaeger rolls +2 for Ongoing damage.


The northwest skirmish has left Neo-Seattle with quite a few captives in hand-- along with some samples of their tech and vehicles (though a lot of it is rather mangled from the Protectorate's weapons fire).

Blue Stars Prisoners obtained!
Blue Stars Conventional Armament samples added to inventory!


Thankfully, the salvage operations go well enough, capturing most of the fragments of the Ascalon Blade, and containing Jackal Indigo's leftover shell just as they would a normal Blue spill. Much of the latter is completely unusable due to damage, but records are made, samples are taken, and several key areas are simply put into cold storage while the rest is recycled. There's absolutely no way that the city's gonna be able to turn the husk back into a functioning Jaeger after all. As for the former... it's unlikely they can completely reconstruct the weapon, but at least having it on hand could prove helpful.

Ascalon Blade Fragments added to inventory!
Jackal Indigo remnants added to inventory!


Elysium Praetor is also dredged up from Puget Sound, and unceremoniously stuffed into a vacant bay in the Shatterdome for the time being. A bit inelegant, but unlike any of the other things recovered the Jaeger doesn't seem to be dripping toxic chemicals or secretly a kaiju or completely wrecked beyond all repair, so the solution is good enough for the moment.

Elysium Praetor (disabled) added to inventory!

Reactivating Elysium Praetor will require a bit of effort on your part, and several actions. Not all these actions are directly related to getting it back online, but they will greatly assist with it. Unless otherwise stated, assume that each of the following will cost one Action. There is no real time constraints on any of these.
-
Inspect the Conpod and computer core (Mandatory): This is the bare minimum that must be done before Elysium Praetor can be reactivated-- mainly to make sure that it's suitable for pilots, and doesn't have any viruses or programs lying around from its original owners that could bite you in the butt (such as the self-destruct going off). This will also include the replacement of Elysium's escape pods. If this is not performed, Elysium Praetor may not be fielded.
- Repair: Elysium Praetor suffered a fair amount of damage during the fight, and even if cleared for use will require several repairs to function at full capacity. If the damaged parts (Armour for the Conpod, Left Thigh, and Right Hand, and the Right Hand itself) have not been successfully Reverse Engineered (see below) at the time of these repairs, then they will need to be replaced with entirely new components-- otherwise, repairs are conducted as normal.
- Reverse Engineer: Elysium Praetor makes use of numerous components that appear unique to the Blue Stars' forces, and Neo-Seattle currently lacks any blueprints for them. Doing this will therefor allow you to build replacement parts and armour for the jaeger, and repair these components. Unlike other sections, this will require several Actions to completely reverse engineer:
-- Reverse-Engineer Weapons: Including both extremities, ranged armaments, and any ammunition for such.
-- Reverse-Engineer Armour: Including both the ceramic armour and the conpod plating.
-- Reverse-Engineer Augments: Including the Electronic Warfare Suite and Subsurface Maneuvering Fins.

As one final note, the city's starting to come down off its emotional high-- for the first time since the re-founding of the city, intruders have managed to breach its defenses, even if for less than a minute. Add in the fact that their attackers were (or at least seem to be) human, and it makes perfect sense why they'd be concerned.

Morale falls to Steady! No bonus!

Like Everett, you're basically just on the edge here.

===

As for the escapees? Unfortunately, both of them dropped off RADAR before noon-- Jackal vanishing around Mount Olympus, and Regent disappearing somewhere into the hot springs north of there. No real further data is available on their pathing, so if the Protectorate wants to see, they'll have to go and look themselves.

Of course, that may not be the wisest thing to do-- not without planning, at least. Their cities and jaegers need to rest and recover, and there's plenty of things to deal with on their home turf alone. But whatever the case, if these Blue Stars ever show their faces again... They'll be ready.

It is now downtime.

It's a bit basic considering my normal glut of fluff for the giant monsters you kill, but I'm fine with that. You want more info, you can research the jaegers and the tech and stuff.

Kaiju Jaeger Stats (Partially meta knowledge in some cases-- but more so than most normal kaiju stat sheets):
(Neo-Seattle)
Jackal Indigo
Class: Mark III Ryoushi
Pilots: ??? & ???
Faction: Blue Stars

Stats:
HtH: 5
Ran: 2
Str: 3
Tou: ???
Agi: 4
Dex: 2

Structure:
Dura: ???
Stru: ???

Perks:
- ???: When Jackal Indigo ??? with its Plasma Chainsaws, ???
- Residual Reflexes: [DATA UNAVAILABLE]
- Heightened Evasion (+2): For the purposes of Passive Defense and ranged attacks, enemies increase your to-hit number by half your Agility stat (rounding up).
- ??? (Reactor derived): ???
- Enhanced Regeneration (???): Jackal possesses a number of Regen Points equal to twice its base Toughness (???), and ???. As a ??? (its choice), Jackal may expend up to however many Regen Points it has in order to heal its wounds. In a Grapple, Jackal may [FURTHER DATA UNAVAILABLE]
Regen Points may be spent as follows: [DATA UNAVAILABLE]

???: Jackal Indigo is equipped with ???, and gains all related traits.

Augments: (3:3)
> Rear Thrusters (Mark III Derived): Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
> Auto-repair Enhancement System: Much of Jackal's body is infused with kaiju tech, and able to heal itself at a visibly fast rate. Jackal Indigo gains the Enhanced Regeneration perk, as detailed above, and always rolls with a +2 bonus for Ongoing damage.
> Metamorphic Escape System: As long as ???, as a Free Action Jackal Indigo may eject its head and spinal column from the rest of its body as a separate entity, automatically [FURTHER DATA UNAVAILABLE]
> Subsurface Maneuvering Fins: Jackal Indigo may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Weapons:
Anti-Armour LC-Laser Battery (Chest)
Built-in Ranged Weapon (Carbine, F)
Attack Dice: 2x 1d10
Armour Penetration: 2
Damage Type: Fire
Damage Bonus: 2
Range: 5/8/11
Special:
No penalty for moving and shooting.
Deals +2 damage for the purposes of Armour Durability.


CKS-1 Plasma Chainsaws (x2)
Built-in Melee Weapon
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d10
Armour Penetration: 3
Grappling Bonus: -2
Damage Type: Edged, Fire
Damage Bonus: Strength+1d5
Durability: 7
Special:
Cauterises Wounds
A successful Block inflicts the Plasma Chainsaw's Damage Bonus back to the weapon that it blocked (random upper body location if meeting a Slam).


IX-4 Combat Claws (x2)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5+3
Block Dice: 1d10-1
Armour Penetration: 3
Grappling Bonus: +3
Damage Type: Blunt/Edged
Damage Bonus: Strength/Dexterity
Special:
Variable Damage

High-Jump Kick Thrusters (x2)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5+1
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: -4
Damage Type: Blunt
Damage Bonus: Strength+2
Special:
Stabiliser Spikes: A hit to a Prone opponent will Stun them.

Armour:
Laminated Ceramic Plate
AV: 3/2
Coverage: All but Conpod
Resilience: All, +1 Impact, +1 Fire, -1 Blunt, -1 Burst
Durability: 7

???
AV: ???
Coverage: Conpod
Resilience: ???
Durability: ???
Elysium Praetor
Class: Mark II Jaeger
Pilots: ??? & ???
Faction: Blue Stars

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

Structure:
Dura: 4
Stru: 10

Perks:
- Eagle Eye: Elysium Praetor treats any artificial increase to its target's to-hit difficulty as 1 point lower, to a minimum of 0, for the purposes of conducting ranged attacks.
- Gyro-Stabilizers: Elysium Praetor reduces the penalty for moving and firing ranged weapons to -2.

Nuclear Fission Reactor: Elysium Praetor is equipped with a Nuclear Fission Reactor, and gains all related traits.

Augments: (2:2)
> Electronic Warfare Suite: Elysium can generate an ECM/Jamming zone around itself, with a radius of 500 metres. Civilian communications in this area are jammed completely, and conventional military communications that do not have the bypass frequency are only half as effective. Non-electronic means of communication are unaffected. The Electronic Warfare Suite may serve as ECCM, reducing the effects of enemy jamming within its area of effect-- though it must choose between ECCM and ECM when active. Furthermore, any unit attack with [FURTHER DATA UNAVAILABLE]
> Subsurface Maneuvering Fins: Elysium Praetor may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Inventory:
- 2 (1) Ultra Autocannon reloads.

Weapons:
U-10 300mm Ultra Autocannon (Right Shoulder)
Built-in Ranged Weapon (Rifle, M 8)
Attack Dice: 2x 1d10/Special
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: 3
Range: 20/30/40
Capacity: 8 (8)
Reload: 1 Movement, Special
Special:
Ultra Barrage: As a standard action, Elysium may fire the Ultra Autocannon two times on its turn, treating its Ranged stat as halved (rounding down) for the purpose of resolving the second attack. This is treated as making two separate attacks for all purposes, though the Ultra Autocannon will immediately Jam as a Misfire if it would expend more ammo than normal. Reloading or un-Jamming the Ultra Autocannon can be done without the use of any hands.

Anti-Armour LC-Laser Cannon (Left Arm)
Built-in Ranged Weapon (Carbine, F)
Attack Dice: 1d10
Armour Penetration: 2
Damage Type: Fire
Damage Bonus: 2
Range: 5/8/11
Special:
No penalty for moving and shooting.
Deals +2 damage for the purposes of Armour Durability.


Supercavitating HE Missile Tubes (Chest)
Built-in Ranged Weapon (Standard, L 5)
Attack Dice: 3x 1d10
Armour Penetration: 0
Damage Type: Impact, Fire
Damage Bonus: 2
Range: 5/10/25
Capacity: 5 (4)

FC-10 Combat Gauntlet (x2)
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength

Iron Boot (x2)
Built-in Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength+1
Special:
Curbstomp: +3 against Prone opponents when you are not Prone.

Armour:
Laminated Ceramic Plate
AV: 3/2
Coverage: All but Conpod
Resilience: All, +1 Impact, +1 Fire, -1 Blunt, -1 Burst
Durability: 7

Heavy Conpod Plating
AV: 2/1
Coverage: Conpod
Resilience: All, +1 Impact
Durability: 5

Status:
5 Strikes, -1 Universal, Right Hand disabled (-1 all two-handed actions), Disabled (Escape Pods launched)!
(Everett)
Regent Abyss
Class: Mark III Jaeger
Pilots: Charles ??? & ??? ???
Faction: Blue Stars

Stats:
HtH: ???
Ran: ???
Str: ???
Tou: ???
Agi: ???
Dex: ???

Structure:
Dura: ???
Stru: ???

Perks:
- Furious Riposte: Opponents take a -2 penalty on Reactions against your Counter-Attacks. If you ???. Additionally, you ignore the first -1 penalty in a round for making a counter-attack.
- ???: ???
- Shed Bulk: ???
- ???: ???

Supercell Quantum Reactor: Regent Abyss is equipped with a Supercell Quantum Reactor, and gains all related traits.

Augments: (3:3)
> Rear Thrusters (Mark III Derived): Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
> CAST-Off Armour Purge System: This jaeger may eject plates of its armour to gain a momentary advantage. [FURTHER DATA UNAVAILABLE]
- ???: ???
- ???: ???
- ???: ???
- ???: ???
- Metamorph: Discard all excess weight to enable the Raketan LFS. [FURTHER DATA UNAVAILABLE]
> Raketan LFS: [DATA UNAVAILABLE]. Regent Abyss gains the following traits and rules.
- May only be activated once at least half of Regent's CAST-Off Armour has been purged. [FURTHER DATA UNAVAILABLE]
- Aerial Ace: as the standard flight trait.
- Regent Abyss treats its ???
- ???: ???
> Subsurface Maneuvering Fins: Regent Abyss may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Weapons:
Blockade Gauntlet x2
Built-in Melee Weapons
???

High-Grip Treaded Foot x2
Built-in Melee Weapons
???

120mm Quadruple Autocannon x2 (arms)
Built-in Ranged Weapon (Carbine, F)
???

Supercell Plasma Discharge (Presumed)
Built-in Ranged Weapon

Attack Dice: 1d5
Damage Type: Burst
Damage Bonus: 3d5
Armor Penetration: 5
Range: 1/2/3
Special:
After resolving the attack, immediately roll on the Vital Damage table.

Armour:
CAST-Off Laminar Armour
Coverage: All but Conpod
- When Purged (default): ???
AV: 5/3
Resilience: All, +2 Impact, +1 Blunt
Durability: 8
Special:
See "CAST-Off Armour Purge System" and "Shed Bulk"

???
Coverage: ???
AV: ???
Resilience: ???
Durability: ???

Neo-Seattle:
Mark III Ryoushi killed: +1250 Resources
Salvage Facility Bonus: +250 Resources*
Conventional Units destroyed: +1150 Resources
Manufacturing: +4500 Resources

Total Resources to Spend: 27150

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-600 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners**
[ ] Write-In (requires GM permission)

Everett:
Conventional Units destroyed: +800 Resources
Manufacturing: +3000 Resources

Total Resources to Spend: 7310

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-10 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners**
[ ] Write-In (requires GM permission)

*Your Salvage Facilities only activate for Kaiju. Mechanical foes are unaffected. Even Jackal Indigo doesn't get full efficiency, due to its cybernetic composition.

**Interrogating prisoners is a d10 check, with the difficulty modified by what topic you are interrogating about. You may spend a City Action on this to get a second roll attempt.
Everett's Interrogation rolls are at a slightly reduced difficulty, due to their glut of available prisoners.

You know what time it is-- it's time to plan! Also, even if there's no written option for something, don't assume you can't do it-- I just didn't want to spell out every single thing available.
 
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

Woohooo!

This is definitely interesting, though repairing and re-fielding Elysium is more involved than I expected. I need to re-engage my brain on what the eff I was planning a while back.

E: Yeah give me a bit to figure out where my last train of thought was regarding planning and I'll start posting plan stuff.

@Fyrstorm the Crusade ready date we set up with KRAUN is in six weeks right?
 
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AHAH! Thank you @Nixeu for hashing out your plan with me a while back, would you care to post it or do you mind if I do it?

E: I think everyone else is also trying to remember what their plans were too.
 
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Thankfully, the salvage operations go well enough, capturing most of the fragments of the Ascalon Blade, and containing Jackal Indigo's leftover shell just as they would a normal Blue spill. Much of the latter is completely unusable due to damage, but records are made, samples are taken, and several key areas are simply put into cold storage while the rest is recycled. There's absolutely no way that the city's gonna be able to turn the husk back into a functioning Jaeger after all. As for the former... it's unlikely they can completely reconstruct the weapon, but at least having it on hand could prove helpful.

Ascalon Blade Fragments added to inventory!
Jackal Indigo remnants added to inventory!
We will build a new sword, a greater one! With Human technology and Human spirit! With steel*, sweat and blood**!

*Or better materials, if available. Maybe a Jagdarium Blade?
**Preferably the blood of our enemies.
**Interrogating prisoners is a d10 check, with the difficulty modified by what topic you are interrogating about. You may spend a City Action on this to get a second roll attempt.
Everett's Interrogation rolls are at a slightly reduced difficulty, due to their glut of available prisoners.
What sort of questions should we ask? Aside of the basic "Who, where and what", that is.
 
We will build a new sword, a greater one! With Human technology and Human spirit! With steel*, sweat and blood**!

*Or better materials, if available. Maybe a Jagdarium Blade?
**Preferably the blood of our enemies.

What sort of questions should we ask? Aside of the basic "Who, where and what", that is.
A Jagdarium blade would be fun, especially if we could swing it as exploring the features of the metal as a weapon material.

Connection to the Kaiju Masters, contact with Kaiju. Conflict with KRAUN, allies they may have. That's what initially occurs to me.
 
A Jagdarium blade would be fun, especially if we could swing it as exploring the features of the metal as a weapon material.

Connection to the Kaiju Masters, contact with Kaiju. Conflict with KRAUN, allies they may have. That's what initially occurs to me.
The softening while under pressure might be a problem if we make the whole blade from Jagdarium. Maybe a sort of damascus made from Jagdarium and steel or some other more advanced alloy could help?
 
The softening while under pressure might be a problem if we make the whole blade from Jagdarium. Maybe a sort of damascus made from Jagdarium and steel or some other more advanced alloy could help?
Maybe! Might leave that in as a suggestion. Other option is to do it in two steps, the first being "Make a weapon viable alloy from Jagdarium and other metals" followed by "Use Jagdarium-W(weapon) alloy to make a sword".
 
i remember had Opinions about our direction

now i don't anymore

ah boy. Nixeu, Bungie, lead us well
Wait a sec, let me see what's in General Highwind's notebook...

  • Build the Sovereign RWC Link
    • Build some Garnele Fangs.
      • Install them on Jagdhund
Oh yeah, that was definitely part of the plan.
  • Research and build something to help Phenom block stuff.
    • Maybe a Coat of Plates in the form of a cape?
Wait, that was just an idea, and a contentious one at that. I'll shelve it for now.

  • Build an OMEN augment for Tacit and equip it.
Another thing I'm pretty sure was part of the plan.
Seems like this'll be a very expensive plan.

  • Develop Interceptor Aircraft.
    • Figure out how to make jet engines not explode in this atmosphere.
Oh yeah, these two were because of Regent's retreat. They're not that important, really.

  • ADF-11F Ravens. They're cool as fuck.
    • Transformable ADF-11F Raven Mark 0s. Because transforming robots are even cooler as fuck.
    • ADF-11F Raven Fangs. Because those planes are just sweet, dammit!
...That's another one to shelve for now!
For now...

ASCALON BLADE REPLACEMENT
-------------------------------------------

THIS IS IMPORTANT

GATHER THE FRAGMENTS, STUDY THEM, LEARN FROM THEM, IMPROVE ON THEM.
FORGE THE GREATEST BLADE AND SHOVE IT IN JACKAL'S GUT.

Right. This is important. We should do this.
 
Wait a sec, let me see what's in General Highwind's notebook...


Oh yeah, that was definitely part of the plan.

Wait, that was just an idea, and a contentious one at that. I'll shelve it for now.


Another thing I'm pretty sure was part of the plan.
Seems like this'll be a very expensive plan.


Oh yeah, these two were because of Regent's retreat. They're not that important, really.


...That's another one to shelve for now!
For now...



Right. This is important. We should do this.
Yeah the plan me and Nixeu concocted has everything you marked as important in here, on it somewhere. Except the Sovereign and Fang stuff. Regardless I'm just waiting on him out of politeness to see if he wants to post the plan or if I can.
 
Started working on my own plan. I've pretty much decided I want Seattle to ask about their civilian policy, while Everett (which explicitly has a bonus on their rolls) asks about their diplomacy, since I feel that asking them to sell out any allies they may have would have a bigger penalty than asking about how they treat their civilians. Also wanna suggest psychological therapy for Ashley (as a write-in free action); after what she went through there're probably a few issues she's picked up.

I'll need to look up how many actions each city gets again to complete it, though; it's been a while.
 
Okay, got a preliminary plan written up; probably won't be used, but might as well post it anyway (though I apologize for the double-post).

[X]Seattle
-[X] Free:
--[X] Clean it up! (-600 Resources)
--[X] Interrogate prisoners: Blue Stars' Civilian Policy
--[X] Write-in: Suggest psychological therapy to Ashley; try to include resumes for any therapists that may be relevant to her situation (grief counselors, for example)
--[X] Repair Jagd (-120 Resources)
--[X] Repair PS (-120 Resources)
--[X] Idle (Recycle)
--[X] Build 5x Jagdgewehr Magazine (HMR)
--[X] Draw up blueprints for Breach Storage systems (Breach)
--[X] Reverse-engineer EP's weapons systems (J-Tech 1)
--[X] Analyze EP's Conpod and core (J-Tech 2)
--[X] Attempt to isolate and surgically remove hive-mind connections in Texas' Secondary Brain (K-Sci)
--[X] Reverse-engineer recovered naval hulls (Con 1)
--[X] Equip Meganeura with strongest available weapon that does not compromise carry capacity (Con 2)
--[X] Equip Tyr for electronic warfare using disposable +1 bonus (Con 3)
--[X] Exchange Tacit Ronin with Phenom Sable (Comms)
--[X] Scan for Kaiju (KHS)
--[X] Build 2x Drakon Bomber, 2x Drone Laser Tank Squadron, 1x Drone Acoustic Tank Squadron (MPF) (-1788 Resources)
--[X] Build 1x Moray (Dock)
--[X] After TR arrives: Repair TR (-280 Resources) and install Jagdarium Plating for Sensors
-[X] Normal:
--[X] Attempt a more accurate replication of the Ascalon Blade, using its fragments for reference
--[X] Reverse-engineer Jagdgewehr
--[X] Build 3x Jagdarium Plating (-1050 Resources)
--[X] Repair Defenses (-1500 Resources)
--[X] Replace SE Railgun Battery (-2500 Resources)
--[X] Build 1x Sovereign RWC Link (-4000 Resources)
--[X] Build 2x Garnele (-3750 Resources)
--[X] Equip Jagd with Sovereign RWC and 2x Garnele
--[X] Research facility for salvage of conventional assets (partial refund on destroyed conventionals, hopefully bonus Resources from mechanical enemies)
--[X] Build 1x OMEN (-1400)
--[X] Replace Tacit's SFTs with OMEN

-[X]Everett
--[X] Free:
---[X] Clean it up! (-10)
---[X] Interrogate prisoners: Blue Stars' Diplomacy
--[X] Normal:
---[X] Adapt Georgius Blade for usage as a bayonet
---[X] Begin analysis of Blue Stars conventional technology
---[X] Research ablative armor for Jaegers
---[X] Hunt Armstrong
---[X] (reserved for after Armstrong)
---[X] (Locked due to Unstable environment)

-Seattle available Resources: 27150; plan cost: 17108 Resources
-Everett available Resources: 7310; plan cost: 10 Resources + repairs

Not much hunting this turn in my plan, but there're too many actions that need to be used on other things. Trying to start saving up for Tacit's new reactor, at least.
 
Everett:

By the time Tacit gets back to Everett, the backup sensor array's at its limit. The pale jaeger's maneuvering more through radio contact and seismic RADAR than optical data, and eventually just gives up and lets the Carryalls haul it back to the storage hanger. Thankfully, the damage is almost entirely localized to one region, so most of the jaeger just needs the usual cleaning and checks. That said, with no Jagdarium plate on hand, Everett will either have to manufacture the replacement armour on-site, or ship Tacit and its pilots back to Neo-Seattle.

Tacit Ronin will require 280 Resources to repair! If performed in Everett, these repairs will require an Action to perform*! Additionally, Tacit Ronin requires a piece of Armour for its Sensors-- replacing the armour can be rolled into the Repair Action, but Everett will have to manufacture the armour itself if Tacit remains there.

*If moved to Neo-Seattle, the repairs will not require an action.

At the very least, the abundance of surrenders, several mobility kills, and general good luck has granted Everett access to quite a number of Blue Stars conventional forces. Thankfully, the ones from the naval craft are quite cooperative in their incarceration-- a boon for the otherwise overburdened people trying to keep everything under control.

Blue Stars Prisoners obtained!

Even so, despite the enemy forces' failure, the successful nature of the sabotage has shaken the population. Everett's citizens aren't quivering in terror, but there's a clear nervous energy present even as the city recovers.

Morale falls to Unease! No Penalty!

You're
just at the upper edge of Unease here-- it's quite recoverable from, assuming decent luck with the next fight.

Thankfully, with the lack of any kaiju in the field, there's very little outside the city that needs much effort to clean up. Time, yes, but most of what's being secured is just downed vehicles, unexploded munitions, and the numerous plates of armour that Regent Abyss shed before escaping.

CAST-Off Plate samples added to inventory!
Blue Stars Conventional Armament samples added to inventory!


Indeed, despite the worries of its populace, Everett appears to have come out of this fight without too much on its plate to worry about.

===

Neo-Seattle

Unlike Everett, Neo-Seattle's jaegers do not require much in the way of repairs. Their fight, at least, left the two machines relatively undamaged.

Jagdhund's repairs will require 120 Resources, and do not take an Action!
Phenom Sable's repairs will require 120 Resources, and do not take an Action!

Unfortunately, there's quite a few assets that didn't survive the battle intact. Other than the conventional forces who were downed on either side, the most obvious problem is the smoldering pile of acrid metal and ceramic that used to be the southern perimeter's gate. With the best condition that it and the accompanying turret system can be described as is "disabled", the southern perimeter now leaves a massive gap in Neo-Seattle's defenses.

Repairs to the Defense Perimeter will take 1500 Resources and an Action. Doing so will not repair the SE Railgun Battery, but a replacement may be purchased as normal (as a separate Action).

Jagdhund's combat experience is starting to accumulate, and the jaeger's already displaying quite the number of improvements to her techniques.

New Perk gained - Veteran!
- Veteran (ANGEL-11b): Jagdhund may reroll any single dice per battle, adding a +1 bonus to the reroll. The result of this roll must be taken, even if it is worse. Additionally, the jaeger rolls +2 for Ongoing damage.


The northwest skirmish has left Neo-Seattle with quite a few captives in hand-- along with some samples of their tech and vehicles (though a lot of it is rather mangled from the Protectorate's weapons fire).

Blue Stars Prisoners obtained!
Blue Stars Conventional Armament samples added to inventory!


Thankfully, the salvage operations go well enough, capturing most of the fragments of the Ascalon Blade, and containing Jackal Indigo's leftover shell just as they would a normal Blue spill. Much of the latter is completely unusable due to damage, but records are made, samples are taken, and several key areas are simply put into cold storage while the rest is recycled. There's absolutely no way that the city's gonna be able to turn the husk back into a functioning Jaeger after all. As for the former... it's unlikely they can completely reconstruct the weapon, but at least having it on hand could prove helpful.

Ascalon Blade Fragments added to inventory!
Jackal Indigo remnants added to inventory!


Elysium Praetor is also dredged up from Puget Sound, and unceremoniously stuffed into a vacant bay in the Shatterdome for the time being. A bit inelegant, but unlike any of the other things recovered the Jaeger doesn't seem to be dripping toxic chemicals or secretly a kaiju or completely wrecked beyond all repair, so the solution is good enough for the moment.

Elysium Praetor (disabled) added to inventory!

Reactivating Elysium Praetor will require a bit of effort on your part, and several actions. Not all these actions are directly related to getting it back online, but they will greatly assist with it. Unless otherwise stated, assume that each of the following will cost one Action. There is no real time constraints on any of these.
-
Inspect the Conpod and computer core (Mandatory): This is the bare minimum that must be done before Elysium Praetor can be reactivated-- mainly to make sure that it's suitable for pilots, and doesn't have any viruses or programs lying around from its original owners that could bite you in the butt (such as the self-destruct going off). This will also include the replacement of Elysium's escape pods. If this is not performed, Elysium Praetor may not be fielded.
- Repair: Elysium Praetor suffered a fair amount of damage during the fight, and even if cleared for use will require several repairs to function at full capacity. If the damaged parts (Armour for the Conpod, Left Thigh, and Right Hand, and the Right Hand itself) have not been successfully Reverse Engineered (see below) at the time of these repairs, then they will need to be replaced with entirely new components-- otherwise, repairs are conducted as normal.
- Reverse Engineer: Elysium Praetor makes use of numerous components that appear unique to the Blue Stars' forces, and Neo-Seattle currently lacks any blueprints for them. Doing this will therefor allow you to build replacement parts and armour for the jaeger, and repair these components. Unlike other sections, this will require several Actions to completely reverse engineer:
-- Reverse-Engineer Weapons: Including both extremities, ranged armaments, and any ammunition for such.
-- Reverse-Engineer Armour: Including both the ceramic armour and the conpod plating.
-- Reverse-Engineer Augments: Including the Electronic Warfare Suite and Subsurface Maneuvering Fins.

As one final note, the city's starting to come down off its emotional high-- for the first time since the re-founding of the city, intruders have managed to breach its defenses, even if for less than a minute. Add in the fact that their attackers were (or at least seem to be) human, and it makes perfect sense why they'd be concerned.

Morale falls to Steady! No bonus!

Like Everett, you're basically just on the edge here.

===

As for the escapees? Unfortunately, both of them dropped off RADAR before noon-- Jackal vanishing around Mount Olympus, and Regent disappearing somewhere into the hot springs north of there. No real further data is available on their pathing, so if the Protectorate wants to see, they'll have to go and look themselves.

Of course, that may not be the wisest thing to do-- not without planning, at least. Their cities and jaegers need to rest and recover, and there's plenty of things to deal with on their home turf alone. But whatever the case, if these Blue Stars ever show their faces again... They'll be ready.

It is now downtime.

It's a bit basic considering my normal glut of fluff for the giant monsters you kill, but I'm fine with that. You want more info, you can research the jaegers and the tech and stuff.

Kaiju Jaeger Stats (Partially meta knowledge in some cases-- but more so than most normal kaiju stat sheets):
(Neo-Seattle)
Jackal Indigo
Class: Mark III Ryoushi
Pilots: ??? & ???
Faction: Blue Stars

Stats:
HtH: 5
Ran: 2
Str: 3
Tou: ???
Agi: 4
Dex: 2

Structure:
Dura: ???
Stru: ???

Perks:
- ???: When Jackal Indigo ??? with its Plasma Chainsaws, ???
- Residual Reflexes: [DATA UNAVAILABLE]
- Heightened Evasion (+2): For the purposes of Passive Defense and ranged attacks, enemies increase your to-hit number by half your Agility stat (rounding up).
- ??? (Reactor derived): ???
- Enhanced Regeneration (???): Jackal possesses a number of Regen Points equal to twice its base Toughness (???), and ???. As a ??? (its choice), Jackal may expend up to however many Regen Points it has in order to heal its wounds. In a Grapple, Jackal may [FURTHER DATA UNAVAILABLE]
Regen Points may be spent as follows: [DATA UNAVAILABLE]

???: Jackal Indigo is equipped with ???, and gains all related traits.

Augments: (3:3)
> Rear Thrusters (Mark III Derived): Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
> Auto-repair Enhancement System: Much of Jackal's body is infused with kaiju tech, and able to heal itself at a visibly fast rate. Jackal Indigo gains the Enhanced Regeneration perk, as detailed above, and always rolls with a +2 bonus for Ongoing damage.
> Metamorphic Escape System: As long as ???, as a Free Action Jackal Indigo may eject its head and spinal column from the rest of its body as a separate entity, automatically [FURTHER DATA UNAVAILABLE]
> Subsurface Maneuvering Fins: Jackal Indigo may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Weapons:
Anti-Armour LC-Laser Battery (Chest)
Built-in Ranged Weapon (Carbine, F)
Attack Dice: 2x 1d10
Armour Penetration: 2
Damage Type: Fire
Damage Bonus: 2
Range: 5/8/11
Special:
No penalty for moving and shooting.
Deals +2 damage for the purposes of Armour Durability.


CKS-1 Plasma Chainsaws (x2)
Built-in Melee Weapon
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d10
Armour Penetration: 3
Grappling Bonus: -2
Damage Type: Edged, Fire
Damage Bonus: Strength+1d5
Durability: 7
Special:
Cauterises Wounds
A successful Block inflicts the Plasma Chainsaw's Damage Bonus back to the weapon that it blocked (random upper body location if meeting a Slam).


IX-4 Combat Claws (x2)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5+3
Block Dice: 1d10-1
Armour Penetration: 3
Grappling Bonus: +3
Damage Type: Blunt/Edged
Damage Bonus: Strength/Dexterity
Special:
Variable Damage

High-Jump Kick Thrusters (x2)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5+1
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: -4
Damage Type: Blunt
Damage Bonus: Strength+2
Special:
Stabiliser Spikes: A hit to a Prone opponent will Stun them.

Armour:
Laminated Ceramic Plate
AV: 3/2
Coverage: All but Conpod
Resilience: All, +1 Impact, +1 Fire, -1 Blunt, -1 Burst
Durability: 7

???
AV: ???
Coverage: Conpod
Resilience: ???
Durability: ???
Elysium Praetor
Class: Mark II Jaeger
Pilots: ??? & ???
Faction: Blue Stars

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

Structure:
Dura: 4
Stru: 10

Perks:
- Eagle Eye: Elysium Praetor treats any artificial increase to its target's to-hit difficulty as 1 point lower, to a minimum of 0, for the purposes of conducting ranged attacks.
- Gyro-Stabilizers: Elysium Praetor reduces the penalty for moving and firing ranged weapons to -2.

Nuclear Fission Reactor: Elysium Praetor is equipped with a Nuclear Fission Reactor, and gains all related traits.

Augments: (2:2)
> Electronic Warfare Suite: Elysium can generate an ECM/Jamming zone around itself, with a radius of 500 metres. Civilian communications in this area are jammed completely, and conventional military communications that do not have the bypass frequency are only half as effective. Non-electronic means of communication are unaffected. The Electronic Warfare Suite may serve as ECCM, reducing the effects of enemy jamming within its area of effect-- though it must choose between ECCM and ECM when active. Furthermore, any unit attack with [FURTHER DATA UNAVAILABLE]
> Subsurface Maneuvering Fins: Elysium Praetor may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Inventory:
- 2 (1) Ultra Autocannon reloads.

Weapons:
U-10 300mm Ultra Autocannon (Right Shoulder)
Built-in Ranged Weapon (Rifle, M 8)
Attack Dice: 2x 1d10/Special
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: 3
Range: 20/30/40
Capacity: 8 (8)
Reload: 1 Movement, Special
Special:
Ultra Barrage: As a standard action, Elysium may fire the Ultra Autocannon two times on its turn, treating its Ranged stat as halved (rounding down) for the purpose of resolving the second attack. This is treated as making two separate attacks for all purposes, though the Ultra Autocannon will immediately Jam as a Misfire if it would expend more ammo than normal. Reloading or un-Jamming the Ultra Autocannon can be done without the use of any hands.

Anti-Armour LC-Laser Cannon (Left Arm)
Built-in Ranged Weapon (Carbine, F)
Attack Dice: 1d10
Armour Penetration: 2
Damage Type: Fire
Damage Bonus: 2
Range: 5/8/11
Special:
No penalty for moving and shooting.
Deals +2 damage for the purposes of Armour Durability.


Supercavitating HE Missile Tubes (Chest)
Built-in Ranged Weapon (Standard, L 5)
Attack Dice: 3x 1d10
Armour Penetration: 0
Damage Type: Impact, Fire
Damage Bonus: 2
Range: 5/10/25
Capacity: 5 (4)

FC-10 Combat Gauntlet (x2)
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength

Iron Boot (x2)
Built-in Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength+1
Special:
Curbstomp: +3 against Prone opponents when you are not Prone.

Armour:
Laminated Ceramic Plate
AV: 3/2
Coverage: All but Conpod
Resilience: All, +1 Impact, +1 Fire, -1 Blunt, -1 Burst
Durability: 7

Heavy Conpod Plating
AV: 2/1
Coverage: Conpod
Resilience: All, +1 Impact
Durability: 5

Status:
5 Strikes, -1 Universal, Right Hand disabled (-1 all two-handed actions), Disabled (Escape Pods launched)!
(Everett)
Regent Abyss
Class: Mark III Jaeger
Pilots: Charles ??? & ??? ???
Faction: Blue Stars

Stats:
HtH: ???
Ran: ???
Str: ???
Tou: ???
Agi: ???
Dex: ???

Structure:
Dura: ???
Stru: ???

Perks:
- Furious Riposte: Opponents take a -2 penalty on Reactions against your Counter-Attacks. If you ???. Additionally, you ignore the first -1 penalty in a round for making a counter-attack.
- ???: ???
- Shed Bulk: ???
- ???: ???

Supercell Quantum Reactor: Regent Abyss is equipped with a Supercell Quantum Reactor, and gains all related traits.

Augments: (3:3)
> Rear Thrusters (Mark III Derived): Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
> CAST-Off Armour Purge System: This jaeger may eject plates of its armour to gain a momentary advantage. [FURTHER DATA UNAVAILABLE]
- ???: ???
- ???: ???
- ???: ???
- ???: ???
- Metamorph: Discard all excess weight to enable the Raketan LFS. [FURTHER DATA UNAVAILABLE]
> Raketan LFS: [DATA UNAVAILABLE]. Regent Abyss gains the following traits and rules.
- May only be activated once at least half of Regent's CAST-Off Armour has been purged. [FURTHER DATA UNAVAILABLE]
- Aerial Ace: as the standard flight trait.
- Regent Abyss treats its ???
- ???: ???
> Subsurface Maneuvering Fins: Regent Abyss may move through water as it does on land, and does not change its Depth unless it does so intentionally. Additionally, the Jaeger halves all Falling Damage it would take thanks to the fins' large surface area.
> ???: ???

Weapons:
Blockade Gauntlet x2
Built-in Melee Weapons
???

High-Grip Treaded Foot x2
Built-in Melee Weapons
???

120mm Quadruple Autocannon x2 (arms)
Built-in Ranged Weapon (Carbine, F)
???

Supercell Plasma Discharge (Presumed)
Built-in Ranged Weapon

Attack Dice: 1d5
Damage Type: Burst
Damage Bonus: 3d5
Armor Penetration: 5
Range: 1/2/3
Special:
After resolving the attack, immediately roll on the Vital Damage table.

Armour:
CAST-Off Laminar Armour
Coverage: All but Conpod
- When Purged (default): ???
AV: 5/3
Resilience: All, +2 Impact, +1 Blunt
Durability: 8
Special:
See "CAST-Off Armour Purge System" and "Shed Bulk"

???
Coverage: ???
AV: ???
Resilience: ???
Durability: ???

Neo-Seattle:
Mark III Ryoushi killed: +1250 Resources
Salvage Facility Bonus: +250 Resources*
Conventional Units destroyed: +1150 Resources
Manufacturing: +4500 Resources

Total Resources to Spend: 27150

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-600 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners**
[ ] Write-In (requires GM permission)

Everett:
Conventional Units destroyed: +800 Resources
Manufacturing: +3000 Resources

Total Resources to Spend: 7310

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-10 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners**
[ ] Write-In (requires GM permission)

*Your Salvage Facilities only activate for Kaiju. Mechanical foes are unaffected. Even Jackal Indigo doesn't get full efficiency, due to its cybernetic composition.

**Interrogating prisoners is a d10 check, with the difficulty modified by what topic you are interrogating about. You may spend a City Action on this to get a second roll attempt.
Everett's Interrogation rolls are at a slightly reduced difficulty, due to their glut of available prisoners.

You know what time it is-- it's time to plan! Also, even if there's no written option for something, don't assume you can't do it-- I just didn't want to spell out every single thing available.
Could have sworn we captured some of their Cons nearly or entirely intact. Though I guess I can see why you'd just include them in with all the other salvage we acquired.

Seems like bringing Elysium online should be about as labour intensive as expected (two Actions, three if we want to save on parts), though I would like to analyze his gear before we deploy him. Its current weaponry looks decent, but worth improving. That Eagle Eye Perk is definitely interesting, though. Wondering how it got that, exactly, since it seems built-in.
AHAH! Thank you @Nixeu for hashing out your plan with me a while back, would you care to post it or do you mind if I do it?

E: I think everyone else is also trying to remember what their plans were too.
I'll post it, though we may need to do some modifying of said plan, based on new data.
What sort of questions should we ask? Aside of the basic "Who, where and what", that is.
Those cover most of the possible focuses of our questioning.
Jackal's pilots already semi-answered that one, but more detail might be useful.

[] Plan Crusade Build Up: Phase 3, Draft 3.5
-[x] Neo Seattle
--[x] Normal Actions
---[x] Build 2x Georgius Blades, 1 for Jagdhund, 1 for storage (1000 R)
---[x] Build x Drakon Bombers. (1400*x R)
---[x] Build (and install?) OMEN for Tacit. (5000 R)
---[x] Repair Walls and civilian grid (1500 R)
---[x] Research full Shatterdome for Everett.
---[x] Research a permanent Defense Aug derived from the makeshift EMP weapon from the last combat, but more effective and less destructive to our own equipment.
---[x] Finalize Breach Storage Aug (Thigh?)
---[x] Build x Railgun Batteries (x R)
---[x] JR: Parts Homogenization (Use Token)
---[x] JR: EW Tyr Variant (Use Improved Computers Token and relevant Blue Stars Conventional Samples)
---[x] Contact KRAUN.
--[x] Free Actions
---[x] Clean Up
---[x] Repair Tacit and Jagdhund
---[x] Transfer Tacit Ronin and Combat Sling to Seattle, transfer Phenom Sable to Everett (Comms)
---[x] Continue the experiments done last week (Breach)
---[x] Improve the bonus to Kaiju Research rolls gained from Kaiju Containment. (K-Sci)
---[x] Research Electric shells for 150 mm cannons, using piezoelectric shock rounds, Thunderspray Grenades, or both as inspiration if needed. (Con Tech 1)
---[x] Draw up plans to repair/refit all recovered Navy vessels (Con Tech 2)
---[x] Research improved Micromissile range (Con Tech 3)
---[x] Reverse engineer Elysium Augments. (J-Tech 1)
---[x] More durable Georgius Blade, using inspiration and data from Ascalon Blade fragments and Berserker Fangs as needed. (J-Tech 2)
---[x] (Munitions) (-x R)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build one Banshee Drone x1, and four Dragonfly Drones (MPFs) (-198) R)
---[x] Build Murasame-RX (Dockworks)
(Total cost: R)
-[x] Everett
--[x] Actions
---[x] Clean-up (Free)
---[x] Build 2x J-Tech Augs (-2000 R)
---[x] Phenom Repairs?
---[x] JR: Parts Homogenization
---[x] JR: EW Tyr variant

So, this is roughly where Bungie and me ended our last plan. Munitions is blank because I kinda forgot that it doesn't grant an Action when making grenades, but just uses the action to reduce their price, and squeezing that in was looking...tricky.

It looks like the repairs to the civilian power-grid from our EMP trick are rolled into the other repairs, whereas I had an action set aside for that, so that means we have an extra action free to build a new Railgun battery, or more than one, if we want to. Looks like transfering Tacit to Neo-Seattle and repairing him there is probably our best move, since Everett lacks the armor plating. They should be able to handle Phenom's minor repairs. And I already was planning on researching Elysium's swimming mod by itself, though that might change to Weapons, since that's helpful for repairs...

Note that this plan still needs some changes to update it based on new data, this is just the best adaptation of what me and Bungie agreed on already. I have a few priority tweaks to make, some input I want from you guys, and a lot of math to get done on R costs, but I didn't want to post something too far from what me and Bungie discussed, so that's for another post. Not sure if Everett would need an action to repair Phenom (@Fyrstorm?), but I'll leave it like that for the moment.

If anyone has any comments or suggestions, or wants to know why I'm suggesting any of this stuff (much of which I discussed in the thread, but I'm willing to repeat myself, given how long it's been), just let me know.
 
Could have sworn we captured some of their Cons nearly or entirely intact. Though I guess I can see why you'd just include them in with all the other salvage we acquired.

Seems like bringing Elysium online should be about as labour intensive as expected (two Actions, three if we want to save on parts), though I would like to analyze his gear before we deploy him. Its current weaponry looks decent, but worth improving. That Eagle Eye Perk is definitely interesting, though. Wondering how it got that, exactly, since it seems built-in.

I'll post it, though we may need to do some modifying of said plan, based on new data.

Those cover most of the possible focuses of our questioning.

Jackal's pilots already semi-answered that one, but more detail might be useful.

[] Plan Crusade Build Up: Phase 3, Draft 3.5
-[x] Neo Seattle
--[x] Normal Actions
---[x] Build 2x Georgius Blades, 1 for Jagdhund, 1 for storage (1000 R)
---[x] Build x Drakon Bombers. (1400*x R)
---[x] Build (and install?) OMEN for Tacit. (5000 R)
---[x] Repair Walls and civilian grid (1500 R)
---[x] Research full Shatterdome for Everett.
---[x] Research a permanent Defense Aug derived from the makeshift EMP weapon from the last combat, but more effective and less destructive to our own equipment.
---[x] Finalize Breach Storage Aug (Thigh?)
---[x] Build x Railgun Batteries (x R)
---[x] JR: Parts Homogenization (Use Token)
---[x] JR: EW Tyr Variant (Use Improved Computers Token and relevant Blue Stars Conventional Samples)
---[x] Contact KRAUN.
--[x] Free Actions
---[x] Clean Up
---[x] Repair Tacit and Jagdhund
---[x] Transfer Tacit Ronin and Combat Sling to Seattle, transfer Phenom Sable to Everett (Comms)
---[x] Continue the experiments done last week (Breach)
---[x] Improve the bonus to Kaiju Research rolls gained from Kaiju Containment. (K-Sci)
---[x] Research Electric shells for 150 mm cannons, using piezoelectric shock rounds, Thunderspray Grenades, or both as inspiration if needed. (Con Tech 1)
---[x] Draw up plans to repair/refit all recovered Navy vessels (Con Tech 2)
---[x] Research improved Micromissile range (Con Tech 3)
---[x] Reverse engineer Elysium Augments. (J-Tech 1)
---[x] More durable Georgius Blade, using inspiration and data from Ascalon Blade fragments and Berserker Fangs as needed. (J-Tech 2)
---[x] (Munitions) (-x R)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build one Banshee Drone x1, and four Dragonfly Drones (MPFs) (-198) R)
---[x] Build Murasame-RX (Dockworks)
(Total cost: R)
-[x] Everett
--[x] Actions
---[x] Clean-up (Free)
---[x] Build 2x J-Tech Augs (-2000 R)
---[x] Phenom Repairs?
---[x] JR: Parts Homogenization
---[x] JR: EW Tyr variant

So, this is roughly where Bungie and me ended our last plan. Munitions is blank because I kinda forgot that it doesn't grant an Action when making grenades, but just uses the action to reduce their price, and squeezing that in was looking...tricky.

It looks like the repairs to the civilian power-grid from our EMP trick are rolled into the other repairs, whereas I had an action set aside for that, so that means we have an extra action free to build a new Railgun battery, or more than one, if we want to. Looks like transfering Tacit to Neo-Seattle and repairing him there is probably our best move, since Everett lacks the armor plating. They should be able to handle Phenom's minor repairs. And I already was planning on researching Elysium's swimming mod by itself, though that might change to Weapons, since that's helpful for repairs...

Note that this plan still needs some changes to update it based on new data, this is just the best adaptation of what me and Bungie agreed on already. I have a few priority tweaks to make, some input I want from you guys, and a lot of math to get done on R costs, but I didn't want to post something too far from what me and Bungie discussed, so that's for another post. Not sure if Everett would need an action to repair Phenom (@Fyrstorm?), but I'll leave it like that for the moment.

If anyone has any comments or suggestions, or wants to know why I'm suggesting any of this stuff (much of which I discussed in the thread, but I'm willing to repeat myself, given how long it's been), just let me know.
I don't remember why we ended up deciding that a Breach Storage Aug was what we wanted, I mostly remember us both going "It's just Hammerspace we want, a Mod should suffice" pretty much. Regardless I would definitely say we need that Railgun. It helped in the defense versus the Blue Stars, and while its really rare to have a Kaiju in range of them recently, this last incident sort of showed why they're useful to have.

My current headcanon on the Eagle Eye perk is something in the targeting mainframe and software since it isn't attached to pilots at all. It has to be a function of the Jaeger itself somehow.
 
I feel like the Breach Storage thing can just use our Breach Free Action; it's just drawing up the blueprints left, which probably isn't nearly as hard as figuring out how to do it in the first place.
 
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