So. It's been a while since I last posted here. Kind of a combination of too much else to work on, and too little progress in ideas. But now, I think I've finally finished it.
[x] Plan Crusade Build Up, Phase 3, Final Draft: Swords, Bombs, and Armor
-[x] Neo Seattle
--[x] Normal Actions
---[x] Build 2x Georgius Blades, 1 for Jagdhund, 1 for storage. (1000 R)
---[x] Build 4 Dragonfly Drones (720 R)
---[x] Build OMEN for Tacit. (5000 R)
---[x] Repair Walls and civilian grid (1500 R)
---[x] Research full Shatterdome for Everett.
---[x] Build 5 Jagdarium Superalloy Composite Plating (1750 R)
---[x] Finalize Breach Storage Mod (Thigh)
---[x] Build 1 Railgun Battery (2500 R)
---[x] JR: Parts Homogenization (Use Token)
---[x] JR: EW Tyr Variant (Use Improved Computers Token, data from Elysium's EW suite, and relevant Blue Stars Conventional Samples)
---[x] Contact KRAUN (subjects: Blue Stars, setting up trade between us and Outpost Michael)
--[x] Free Actions
---[x] Clean Up (-600)
---[x] Repair Tacit and Jagdhund (-400 R)
---[x] Transfer Tacit Ronin and Combat Sling to Seattle, transfer Phenom Sable to Everett (Comms)
---[x] Continue the (previously unauthorized) Breach experiments done last week, with an AKB on stand-by for safety. (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] Finish drawing up plans to repair/refit all recovered Navy vessels (Con Tech 2)
---[x] Research improved Micromissile range. (Con Tech 3)
---[x] Reverse engineer Elysium's Weaponry. (J-Tech 1)
---[x] Research a new sword in the style of the Ascalon and Georgius blades, using all available samples, such as the Berserker Fangs and the Ascalon fragments, as well as using whatever materials would work best. (J-Tech 2)
---[x] Make 5x 420mm Jagdgewehr Magazines (Munitions)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build 5x Drakon Bombers (MPFs) (4200) R)
---[x] Recycle 2x Supercomposite Helm-I, 1x Conpod Platting (+??? R)
---[x] Build Murasame-RX (Dockworks)
---[x] Interrogate Prisoners: "What are your organization's overall aims?" (Free)
(Total cost: -17670? R, Final R Total: 9480?)
-[x] Everett
--[x] Actions
---[x] Clean-up (-10 R) (Free)
---[x] Build 2x J-Tech Augs (-2000 R)
---[x] Phenom Repairs (-120 R)
---[x] JR: Parts Homogenization
---[x] JR: EW Tyr variant
---[x] Interrogate Prisoners: "What is the size and composition of the Blue Stars' forces?" (Free)
(Total Cost: -2130 R, Final R Total: 5180)
With the aftermath of the battle, Neo-Seattle throws its best efforts into repair and reconstruction. Mass cleanup operations are organized, with the southeast breach in the perimeter temporarily quarantined off to make sure none of the Blue Stars' biotech gets somewhere it shouldn't. By the end of the week, however, the perimeter should be back to full functionality, and a dozen replacement railgun turrets should be installed.
Defenses to 7!
Railgun Battery Constructed! Assigned to SE sector!
With Phenom Sable sent off to Everett, it's not long after that Tacit Ronin and its pilots return (along with the Nanotube sling). With its sensors effectively useless, the pale jaeger is rolled into its bay on a crawler and lifted into place by Jagdhund and some maintenance cranes-- it may be slow, but it's better than Tacit Ronin tripping over its own feet and accidentally impaling something that really shouldn't be impaled. With Neo-Seattle's main jaeger back, repairs are brought underway, patching up the more minor scuffs and scars while also attending to the more serious damage Tacit's sustained. Some of the old, obsolete conpod armour is also taken out of storage, and broken down in the recycler-- while a new batch of Jagdarium is fabricated.
Tacit Ronin now stationed at Neo-Seattle!
Nanotube Combat Sling transferred to inventory!
Spare armour recycled! +75 Resources!
5 Jagdarium Superalloy Composite Plating constructed! 4 Jagdarium Plating transferred to inventory.
Tacit Ronin fully repaired! Jagdhund fully repaired!
In happier news, Noah's gotten back just in time, as the prostheses for Ashley are finished! She'll still need a couple weeks to get used to the mechanical limbs, but after that she'll be fit for Ranger duties once more-- at least, physically fit for it.
2 weeks until Ashley has physically recovered!
Meanwhile, a mix of new units and new equipment is churned out, trying to compensate for the losses sustained in the battle, as well as amplify Neo-Seattle's offensive forces further. Over a dozen new drone autogyros, an anti-kaiju destroyer, and nearly twenty new bombers reinforce the SDF. For the jaegers, almost a hundred rounds of ammunition are newly fabricated for the Jagdgewehr, finally making the gun usable, while the circuitry and advanced materials for an OMEN array are prepared for use, and a Georgius Blade is constructed to offer Jagdhund at least a passable replacement melee weapon, alongside a spare.
4 Type-D Dragonfly Squadrons constructed!
1 Murasame Type-RX constructed!
5 PB-20 Drakon Bomber Squadrons constructed!
5 420mm Jagdgewehr Magazines constructed!
2 Georgius Blades constructed! 1 transferred to inventory! Jagdhund equipped with Georgius Blade! OMEN system constructed!
From there, work begins on research. First off, the Shatterdome situation. While the current design for independent cells is technically functional, it's still an imperfect solution to the problem. But constructing a full-scale Shatterdome is difficult, and even with the aid of several plans salvaged from other PPDC facilities and intense examination of the modifications made in the construction of Neo-Seattle's own Shatterdome, there's only so much that can be done to streamline the process. Still, the resulting plans are better than nothing.
New City Augment available: Compact Shatterdome! Compact Shatterdome 10000 Resources
One per city. Cannot be constructed in a city that already has a Shatterdome. Constructing a Shatterdome takes 2 City Actions.
A city with a Shatterdome may repair a Jaeger's Major and Destruction wounds on their own, and may construct Jaegers as long as they have at least one empty Jaeger slot.
A Compact Shatterdome can support up to three Jaegers at a time.
Other than the smaller number of Jaegers you can store in it, it's basically the same thing you already have in Neo-Seattle. I don't expect you'll require more than three Jaegers per city anyways, given how the Skadi basically lets you reinforce anything in range within minutes.
With Breach Storage all figured out, all that's left is to design a proper blueprint for the array-- and so one is. The Dimension-TIDE Tactical Inventory Direct Extension array is a rather extensive collection of multidimensional projectors, miniaturized Breach Gate systems, and integrated sensors to monitor the pocket Breach it generates, which make it take up a fair deal of space and power on a jaeger (unfortunately making the current form of the array incompatible with both of the Protectorate's jaeger flight systems). Of course, being the first generation of the technology, it's not completely perfect-- the array can only handle so much activity at a time, and storing equipment takes longer than ejecting it (as the sensors have to record the addition's dimensions and mass to properly accommodate for it). Still, as long as the system is able to draw power, and there's someone at the controls, the Dimension-TIDE offers an augmented mecha immense flexibility in its arsenal, vastly increasing how much it can carry without impacting its performance (since it needn't register the weight of anything in the cache), letting it draw forth anything from the cache in an instant, and even allowing the Breach to be projected a distance away from the jaeger!
New Jaeger Augment available for Purchase: Dimension-TIDE Tactical Inventory Direct Extension array! Dimension-TIDE Tactical Inventory Direct Extension array (Thigh) 7500 Resources
May be used by Mark IV+ Jaegers only.
The Dimension-TIDE takes up the equipment slot on a Thigh and an Augment slot when installed, specified during installation.
The jaeger gains the "Dimensional Cache" trait, along with the following rules.
- Dimensional Cache: The jaeger may store items in Breach Storage, rather than have to carry them itself (items such stored do not count towards its encumbrance). Once per turn per action, as an Action requiring no hands, the jaeger may place as a Standard Action and/or remove as a Free Action up to its base Dexterity in items from Breach Storage. Only items that are unattended or belong to willing allies (including itself), and are within at most 200 metres (2 units) of the jaeger may be placed into Storage. When removing an item from Breach Storage, it must be placed in an unobstructed region within at most 200 metres of the jaeger. The jaeger may Draw an item directly into its hand when retrieving it from Breach Storage if it so desires (though this requires an available hand). Any items remaining in Breach Storage upon the jaeger's destruction are immediately ejected into interdimensional space.
And at long last, you have Breach Storage. Yes, I'm limiting it a bit to Mark IV and up, and it's not super fast (though you are able to draw or store multiple items at once), but I really haven't had much tests with it yet, and upgrading the equipment is more than possible in time. Hell, I expect you to do so.
With the curious results of Breach Tech's previous... whatever they did, command decides to commit to the test, and sets them to repeat it under more secure circumstances. A full brigade of exoskeleton-enhanced troopers is lent as a safety net, just in case something happens.
Instead, however, nothing happens. Not the sort of "nothing happens" that costs several thousand rounds of ammunition, mind-- actually nothing. Whatever experiment Breach Tech's trying to repeat, it simply and completely fails. After a few hours of non-response, Breach Tech calls it quits, shuts everything down, makes sure it's shut down, and releases the AKB from security detail.
K-Tech, meanwhile, focuses on something much safer; enhancing the gains they can make from a living kaiju specimen. They've been at this for quite some time, and with a bit of work it's easy enough to figure out better ways to make use of a contained kaiju. Said methods are promptly recorded, saved to hard copies, and shared with Everett's K-Science division.
All Kaiju Research and Containment Facilities now provides a +2 bonus to K-Science research when occupied!
Irritatingly for C-Tech, their first project goes rather poorly. In theory, shock-capable munitions for the tank cannons should be at least somewhat feasible, but for whatever reason none of the prototypes are working. Shells that would deliver enough of a shock to a kaiju have a tendency to split apart or shatter prematurely when fired, those that are reinforced enough to withstand the stress of firing have hideously short ranges and poor accuracy, and those that reduce the electrical component in order to match the durability and aerodynamics of standard shells really aren't making themselves much more effective than said shells either. With nothing but a bunch of irrelevant or nigh-useless results, the project is shelved before the week is done. Maybe it's just not going to work, or maybe they just need to wait and try again later. Whatever the case, they're not getting anything good enough out of it yet.
Far more effective, however, are the efforts to design refits for all the recovered Navy vessels, and soon every one of the vessels has an option lined up for it.
New Conventional Units available for purchase/refit: PT-AK1 'Zephyr' Patrol Boat Team, Tristan-Class Guided Missile Frigate, Seawolf II-Class Anti-Kaiju Fast Attack Submarine! PT-AK1 'Zephyr' Patrol Boat Team 250 Resources (125 Resources for Repair/Refit)
Based off preexisting PT boats, the Zephyr, while capable of more traditional patrol duties, is specifically equipped to aid in anti-kaiju operations. During combat deployment, Zephyrs are arranged into teams of three, allowing them to better coordinate their equipment and armaments for maximum effectiveness. Along with a bow-mounted 30mm autocannon-- meant mainly for point defense and dealing with Class 0 or smaller threats-- each vessel carries an Arges laser targeting array and several Brontes sonobuoys.
- Move up to 8 units a turn on water only.
- 30mm Vulcan Gun: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
- Arges Laser-Targeting Array: 1d10 attack. Hits on 5+. Range 10/15/-. On a successful hit, guided munitions are treated as having gained 1 Ranged against the target. This point of Ranged may be used for accuracy, or Called Shots. Stacks to a bonus of 2 (1 against underwater targets). All bonuses are removed at the end of the round.
- Brontes Sonobuoy: Three Uses Only. May be dropped at any one point along the squadron's movement this turn. Until the end of the battle, that coordinate contains a Sonobuoy, which may be targeted and destroyed as a separate Conventional Unit. As long as one or more Sonobuoys exist on the battlefield, Brontes is active. Sonobuoys cannot move once deployed.
-- Brontes Acoustic-Targeting Network: 1d10 attack vs. aquatic targets only. Hits on 4s. Radius 10/-/-. Roll separately against all enemies in radius, ignoring cover. On a successful hit, friendly units receive a cumulative +1 bonus for checks to locate/detect the enemy, to a maximum of +3. Additionally, all guided amphibious or aquatic attacks gain a bonus to their roll equal to the number of Brontes hits beyond the first, to a maximum of +2. Unlike Arges, this does not count as bonus Ranged. All bonuses are removed at the end of the round.
This one's a bit of an abstraction/retcon, as you technically had 5 individual PT Boats, but anything capable of hurting a kaiju is gonna need a lot of numbers and/or high rate of fire, so technically the refits are gonna triple the number of PT boats you have, but keep the number of conventional units represented the same.
Tristan-Class Guided Missile Frigate 3000 Resources (1500 Resources for Repair/Refit)
Reconstructed and heavily modified from frigates found at Kitsap, the Tristan-Class scrapes the limits of what the Protectorate can consider "conventional" forces. Armed with an array of missile pods and tubes, and capable of synchronized volley fire for even greater firepower, the Tristan-Class makes for a truly potent asset.
- Move up to 4 units a turn on water only.
- Advanced Fire Control System: As long as it does not move on its turn, a Tristan may make an additional attack with any of its weapons that still have ammunition, resolved after the first against any legal target the unit desires. If this second attack uses a weapon that the Tristan has already fired this turn, the attack resolves at +1 Difficulty.
- 'K-Buster' Enhanced Micro-Missiles: 1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges.
- Variable-Warhead Missile Racks: 3x 1d10 damage, Hits on 5+, Benefits from Arges. May choose from the following missile types each time it fires.
-- Super Hellfire Missile
-- Cracker Missile
-- Dragon's Blood Missile
- Heavy Missile Battery: Up to Two Shots Only. Choose missile type(s) on deployment.
-- Sunfire Area Bombardment Missile: 3x 1d10 Fire damage. -2 Damage. Range 15/-20. Hits on 6+. Radius 4. Cauterises Wounds. Benefits from Arges.
I don't really have any good, other options for your Heavy Missiles, so that'll be something to figure out yourselves.
Seawolf II-Class Anti-Kaiju Fast Attack Submarine (Superheavy Unit) 4000 Resources (2000 Resources for Repair/Refit)
Built as a successor to the original Seawolf-class, most of the upgrades made to the Seawolf II variant integrate anti-kaiju weapons technology, alongside other structural advances developed by the Jaeger Program such as a stronger, more compact nuclear power plant. Though by far one of the largest and most expensive naval assets available, the Seawolf II-class is just as valuable an asset underwater as other superheavy platforms are on land, thanks to a large array of launcher tubes that can fire a variety of torpedoes and even amphibious missiles.
Ran: 1
Tou: 0 (AV 2/1)
Agi: 1, Special (Moves 4 Units per round, or Runs 8, see below)
Dex: 1
Durability: 0
Structure: 2 Moves in/underwater only. May make use of the Depth System. Weapons:
- Neptune-43 Torpedo Launcher: 2x 1d10 Impact damage. -1 Damage. Range 15/25/-, Hits on 5+. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Oceanus-44 Au-Cav Torpedo: 2x 1d10 Fire/Ice damage. +1 Damage. Range 15/-/25, Hits on 5+. Radius 1. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Supercavitating HE Missile: 3x 1d10 Impact/Fire damage. +2 Damage. Range 5/10/25, Hits on 5+. Five Shots Only. Cauterizes Wounds. Amphibious weapon. Abilities: Advanced Sensors: May make a Dexterity (perception) test as a Free Action once per round. By spending its Action, a Seawolf II-Class may grant this test a +1 bonus.
Unlike your other naval units, with this one you don't have explicitly limited ammunition for the Oceanus torpedoes, making the only issue with them their effective accuracy past 15 units. Meanwhile, I am limiting your access to the missiles, because they're not the main focus, and they're on the strong side.
And finally, just for the hell of it, C-Tech decides to fix an issue that's plagued the SDF from day one-- the five hundred metre effective combat range on any of their (relatively) man-portable missiles. New casings are drawn up and tested, new propellants examined, engine designs compared from the various other rocket systems in production, until finally a conclusion can be reached. In addition, a minor issue in the supply lines for said missiles is corrected, consolidating a previously unseen number of unnecessary differences in the casings and control systems between several different unit types.
Weapon profiles upgraded:
- 'K-Buster' Micro-Missiles: 1d10 Impact/Fire damage. -2 Damage. Range 5/10/-. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:Mechanized Anti-Kaiju Brigade, AG-60 Dragonfly, A-KA-77 Hellhound - 'K-Buster' Enhanced Micro-Missiles:1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:PL-160 Quetzalcoatl, Tristan-Class Guided Missile Cruiser - Hellfire+ Missile renamed to Super Hellfire Missile
For whatever reason, I had like three or four names for the micro-missiles lying around for no good reason (beyond the enhanced micros that your planes use). This has now been rectified. Also, "Super Hellfire" is just a bit more convenient of a name than "Hellfire+".
With a brand new jaeger in their possession, J-Tech is practically clambering over themselves to get a look at its arsenal. This isn't necessarily a bad thing, as they'll need to be able to make replacement parts if they ever want to field Elysium Praetor in its current configuration, and soon there's reports and blueprints of the mech's armaments waiting on the council's desks.
Elysium's primary weapon, a massive cannon labelled as a "U-10 Ultra Autocannon", is a curious thing. While on the surface it would seem to just be a fairly typical artillery weapon scaled up for jaeger use, on closer examination the gun is actually more like a mid-point between a coilgun and high rate-of-fire weapons such as the M-9914-- making use of a magnetic loading system and magnetically responsive shells to achieve a dramatically consistent rate of fire and high velocity with no loss in warhead yield or effective range. The shells themselves are also somewhere in-between, using a fairly common ferromagnetic material for the shell casing while retaining the explosive warhead and propellant typical of these sort of ballistics. While on their own, either component wouldn't really stand out-- the magnetic loader wouldn't speed up rate of fire with the sort of shells Neo-Seattle's other cannons use, and the ferromagnetic casing on the shells offers no advantages in conventional ballistics-- when used together the system is practically on the same level as the Jagdgewehr! If that weren't enough, by increasing the power feed an operator can effectively double the cannon's rate of fire, emptying its entire magazine into a target in half a minute.
That said, the system's not without its flaws; even ignoring the way it chews through ammunition (especially at its full rate of fire), the weapon produces equally great recoil and waste heat, and repeated use at doubled fire can easily cause a shell to expand and jam up the mechanism, rendering the weapon temporarily useless. Thankfully, Elysium Praetor seems to have been built with this in mind, as the cannon uses segmented cassettes to carry the shells, and has several coolant tubes encircling the main workings for quick cooling of the firing chamber and ammunition. Thus, recovering from a jam is as simple as flushing spare coolant through the tubes, and ejecting the fouled sections of the current magazine.
As a side note, I've just realised that the U-10 and the Jagdgewehr both outperform your existing railguns in range and rate of fire. Admittedly, your railguns are based off a weapon you found growing out of a Cat I, and you haven't actually made any improvements to the weapon, but it's still a little surprising.
Next up is an addition already seen on Jackal Indigo, but evidently shared with Elysium Praetor as well. Hidden in the jaeger's left arm is a compact, blocky structure, capped with a hardened lens-- a laser beam emitter, as anyone remotely knowledgeable about jaegers or modern weapons tech could guess. However, while Neo-Seattle's rapid-fire laser vulcans use a crystalline medium, the Blue Stars' lasers appear to rely on a liquid core instead. Though this reduces the effective range in atmosphere or water below what UV Lasers can reach, and reduces rate of fire due to the longer charge times, these Liquid Core Lasers can penetrate harder armours (not necessarily thicker ones, though) and deliver far more heat, making them more likely to melt open a hole in the target's defenses that can be further exploited. Of course, as shown by Jackal, these lasers can also be twin-linked much like Neo-Seattle's own, somewhat making up for their low rate of fire.
In Battletech terms, Laser Vulcans are Pulse Lasers, while LC-Lasers are Heavy Lasers-- less range and a lower rate of fire in exchange for a higher output.
Last of the jaeger's ranged weapons is a fairly normal sort of missile rack, similar to those used by previous Mark I and Mark II jaegers. The missiles themselves are large and definitely powerful, but what stands out the most is their amphibious propulsion, allowing them to be used above and below water without the necessity of swapping out engines or casings. Definitely something that could be useful-- though as the design is meant to be guided by the launcher's own targeting systems, they're currently incompatible with both Neo-Seattle's guidance assist systems.
As you'll notice from the Seawolf II-Class, the Supercavitating missiles don't benefit from Arges or Brontes at all. While there's obviously fluff reasons for why this is (they weren't designed by or for you originally, after all), but the other reason is balance. These things have long range, lots of dice, and a solid damage bonus, so an extra attack bonus just makes them ludicrously scary on conventional units.
As for melee weapons, the hands and feet are pretty standard hands and feet-- the latter of which are rather basic, firmly inferior to Neo-Seattle's own foot designs, and only really recorded for posterity. However, the fists are somewhat notable, with simple, durable control tendons, and reinforced knuckles. Though simulations suggest rather poor traction and the sort of flexibility typical of the early Mark I designs, these gauntlets do make for solid weapons all by themselves, able to deal, catch, and deflect blows with an ease that matches the results of some of the Protectorate's current designs.
And now you finally have a semi-superior hand design, which can easily be used to upgrade your other fist designs if you wish. On the plus side, this means I can stop burdening both sides of the conflict with silly built-in penalties to Block and Parry reactions, so hopefully those'll start to see more use.
The Iron Boots are actually inferior to both your existing "basic foot" designs. Honestly, I'm considering consolidating them all into the Combat Sabaton's profile and just abstracting it out a little, as there's no real reason for several slight variants on the same thing to stick around. Remind me later.
New Jaeger Weapons available for purchase: U-10 300mm Ultra Autocannon, Anti-Armour LC-Laser Cannon/Battery, Supercavitating HE Missile Tubes, FC-10 Combat Gauntlet, Iron Boot! U-10 300mm Ultra Autocannon Built-in Ranged Weapon (Rifle, M 8)
1200 Resources
Attack Dice: 2x 1d10/Special
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: 3
Range: 20/30/40
Capacity: 8
Reload: 1 Movement, Special
Special: Ultra Barrage: As a standard action, the jaeger 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.
Ultra Autocannons have no real mounting restrictions, though typical places for one would be the arms, shoulders, or torso (mainly the latter two, as it is quite bulky).
Anti-Armour LC-Laser Cannon/Battery Built-in Ranged Weapon (Carbine, F)
300 Resources
Attack Dice: 1d10, Special
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. The Chest or Torso may support up to two LC-Laser Cannons at once, treating them as one weapon (LC-Laser Battery) for the purposes of equipment slots. An LC-Laser Battery has Attack Dice: 2/d10, but otherwise functions identically to an LC-Laser Cannon.
Iron Boot Built-in Melee Weapons
100 Resources
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.
New Miscellaneous available for purchase: 300mm Ultra Autocannon Reload! 300mm Ultra Autocannon Reload (8) 100 Resources
Provides ammunition for 300mm Ultra Autocannons. Contains 8 AUs.
UAC reloads may be made by a Heavy Munitions Factory without Resource cost.
With the loss of the Ascalon Blade, J-Tech is called to action, with the goal of constructing a replacement sword for Jagdhund-- or any other jaegers-- to use. The Georgius Blade is unfortunately the closest current 'replica' of the weapon possible, but by studying the Berserker Sword and remaining fragments, J-Tech hopes to be able to retain some of its improved armour-penetration abilities without compromising integrity or combat flexibility. The resulting weapon is not quite a mimic of either weapon, but a solid compromise between attack and defense-- a simple, reliable weapon that should stand up to plenty of punishment while dishing out a healthy helping itself.
New Jaeger Weapon available for purchase: Garm Blade! Garm Blade Carried One-Handed Melee Weapon
3000 Resources
Attack Dice: 1d10
Parry Dice: 1d10/2d5
Block Dice: 1d10
Armour Penetration: 4+Special
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Strength+2
Durability: 8
Special: Cleaving (5): Armour Penetration receives a bonus, equivalent to 1 for every 5 points the wielder beats the opponent's reaction by.
Masterful Parry: If the Garm Blade rolls double natural 5s on its parry, it may roll a d10 exploding dice.
The Wielder may choose which Parry Dice to use whenever they Parry with this weapon. This does not alter the penalty for multiple reactions in a round.
Requires 3+ Dex to wield.
I am… very satisfied with this weapon. It's not something that constantly scales off Dex for everything, but even with Jagdhund's Strength she'll still be doing solid damage with it, and Cleaving's always handy. The alternate Parry modes mean that you're not dependent on rolling double 5s just to match an exploding dice roll (though you can do that if you want), but still let you have that safety net if you've been building up the penalties.
Oh, and speaking of Cleaving, that's another thing I've now completely cleared up. Just fixes some bookkeeping.
The weekly scan results reveal absolutely nothing new about any of the kaiju in the area, nor any new arrivals.
Interrogation attempts fair poorly, and Neo-Seattle gets nothing out of their prisoners beyond a few flowery, cryptic remarks that don't really mean anything. With that non-result, it's decided to come back to this later-- after all, it's not like the prisoners are going anywhere*.
*I'm serious about this bit. Your Defense stat is high enough that you can assume any escape attempts from people you have under surveillance are gonna fail.
Beyond that, the only things left to get done are the joint research projects, and contacting KRAUN to set up trade agreements-- and discuss their newest opposition.
===
Everett:
As the broken remains of the enemy forces are hauled into storage, Tacit Ronin is hauled away. Without the proper facilities established to construct large amounts of Jagdarium, the pale jaeger will need to have its damage seen to by Neo-Seattle. In its place, though, comes Phenom Sable, armour gleaming a liquid black in the cloud-grayed sunlight. With only a couple tears in its plate, the mecha is easily serviced by Everett's more limited jaeger infrastructure-- and in any case, the Uemuras are happy to be back.
Phenom Sable now stationed at Everett!
Phenom Sable fully repaired!
Hoping to enhance said infrastructure, the city organizes construction of dedicated R&D areas for jaeger technology. Once they're properly staffed and set up, the new facilities should bring Everett a little more up to par with Neo-Seattle's divisions.
2 J-Tech Laboratories constructed!
Meanwhile, it's decided to interrogate the prisoners captured in the fight, to try and get an idea of what the Blue Stars have up their sleeves. Unfortunately, there's very little progress, and it's eventually decided just to try again later-- maybe it's just too soon after the fight.
The rest of the available time is spent in collaboration with Neo-Seattle on the two joint research projects.
===
Joint Research:
Unlike last time, there are only two shared projects going on. However, that doesn't mean that the teams are trying any less to accomplish them-- even if Neo-Seattle's access to more technologies means that they're shouldering more of the work than Everett.
First on the list is a massive rework of the processes of repair and construction of spare parts for the jaegers. With aid from KRAUN's data and a lot of hard work, the project is showing results. Soon, the incorporation of more common components, use of streamlined protocols, and other numerous adaptations will make repairing the jaegers faster, easier, and even cheaper!
Repair Action rules updated for all cities! Repair Jaeger! Fix up Strikes, Minor and Major Wounds, and install equipment! Costs may vary. By default, a Strike or Ongoing Wound costs 50 R, a Minor Wound costs 100 R, a Major Wound costs 1000 R, and a Destruction Wound costs 3000 R. Major and Destruction Wounds require their own Repair Actions to be healed. Homogeneous Parts: When healing Strikes, every fourth Strike repaired costs 0 Resources instead of its normal value. This discount applies to Strikes only. Additionally, as long as they have only suffered Minor or lower Wounds, a single Repair Action may be used to repair up to two Jaegers at once.
I also moved the "at Manufacturing 5+, repairing only Strikes does not cost an Action, only Resources" thing to the "Other" section on the city sheet.
The EWAC project goes pretty smoothly. Full analysis hasn't come back yet on Elysium's array, but with a little examination of some of the smaller ECM suites that the Blue Stars were using, and plenty of use of the computer systems taken a while ago, the Protectorate manages to hammer out a fairly solid and flexible Electronic Warfare system to stick in the Tyr.
New Superheavy Unit Variant: EWAC Tyr! EWAC Tyr: Costs 5000 Resources, or +1000 Resources to upgrade a pre-existing Tyr.
Operates as a standard TCC-4 Tyr, with the addition of the Electronic Warfare Suite ability, as below. Electronic Warfare Suite: As a Free Action on its turn, the EWAC Tyr can engage or disengage its EWS, or switch it between Aggressive and Passive modes. In Passive mode, attacks against any allied units within 5 units of the Tyr do not benefit from targeting assists, and tests to detect such units are made at +1 Difficulty.
In Aggressive mode, the Tyr may select a single hostile unit within 15 units of it and attempt to disrupt its sensors. A disrupted unit cannot receive electronic targeting assists from other units, has +1 Difficulty on all tests to detect other units with electronic means, and makes all attacks with guided weapons at +2 Difficulty. As long as the Tyr does not change targets, and the target starts its turn within disruption range, this penalty affects it for the whole round. The Tyr may switch its disruption target as a Free Action on its turn, but only once per round.
It's a bit wordy, but hopefully the basic info is still intact and decipherable. You can either protect all the units around you, or debuff a single unit further away with much harsher penalties.
With that done, there's only the conversation with KRAUN to manage-- and boy, does the Protectorate have stuff to talk about.
While there's obviously the stuff to talk about and all the trading and whatnot to decide on… honestly, that's more on you guys to decide. The economic angle of things is just a whole bunch of stuff I never really pictured myself having to hammer out when I started running a Pacific Rim game (though that can be said for a lot of things that have happened in this game), so I really don't have any ideas on how to get it working.
Still, I'll give you some time to take all the progress in and stuff.
New City Augment available: Compact Shatterdome! Compact Shatterdome 10000 Resources
One per city. Cannot be constructed in a city that already has a Shatterdome. Constructing a Shatterdome takes 2 City Actions.
A city with a Shatterdome may repair a Jaeger's Major and Destruction wounds on their own, and may construct Jaegers as long as they have at least one empty Jaeger slot.
A Compact Shatterdome can support up to three Jaegers at a time.
New Jaeger Augment available for Purchase: Dimension-TIDE Tactical Inventory Direct Extension array! Dimension-TIDE Tactical Inventory Direct Extension array (Thigh) 7500 Resources
May be used by Mark IV+ Jaegers only.
The Dimension-TIDE takes up the equipment slot on a Thigh and an Augment slot when installed, specified during installation.
The jaeger gains the "Dimensional Cache" trait, along with the following rules.
- Dimensional Cache: The jaeger may store items in Breach Storage, rather than have to carry them itself (items such stored do not count towards its encumbrance). Once per turn per action, as an Action requiring no hands, the jaeger may place as a Standard Action and/or remove as a Free Action up to its base Dexterity in items from Breach Storage. Only items that are unattended or belong to willing allies (including itself), and are within at most 200 metres (2 units) of the jaeger may be placed into Storage. When removing an item from Breach Storage, it must be placed in an unobstructed region within at most 200 metres of the jaeger. The jaeger may Draw an item directly into its hand when retrieving it from Breach Storage if it so desires (though this requires an available hand). Any items remaining in Breach Storage upon the jaeger's destruction are immediately ejected into interdimensional space.
All Kaiju Research and Containment Facilities now provides a +2 bonus to K-Science research when occupied!
New Conventional Units available for purchase/refit: PT-AK1 'Zephyr' Patrol Boat Team, Tristan-Class Guided Missile Frigate, Seawolf II-Class Anti-Kaiju Fast Attack Submarine! PT-AK1 'Zephyr' Patrol Boat Team 250 Resources (125 Resources for Repair/Refit)
Based off preexisting PT boats, the Zephyr, while capable of more traditional patrol duties, is specifically equipped to aid in anti-kaiju operations. During combat deployment, Zephyrs are arranged into teams of three, allowing them to better coordinate their equipment and armaments for maximum effectiveness. Along with a bow-mounted 30mm autocannon-- meant mainly for point defense and dealing with Class 0 or smaller threats-- each vessel carries an Arges laser targeting array and several Brontes sonobuoys.
- Move up to 8 units a turn on water only.
- 30mm Vulcan Gun: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
- Arges Laser-Targeting Array: 1d10 attack. Hits on 5+. Range 10/15/-. On a successful hit, guided munitions are treated as having gained 1 Ranged against the target. This point of Ranged may be used for accuracy, or Called Shots. Stacks to a bonus of 2 (1 against underwater targets). All bonuses are removed at the end of the round.
- Brontes Sonobuoy: Three Uses Only. May be dropped at any one point along the squadron's movement this turn. Until the end of the battle, that coordinate contains a Sonobuoy, which may be targeted and destroyed as a separate Conventional Unit. As long as one or more Sonobuoys exist on the battlefield, Brontes is active. Sonobuoys cannot move once deployed.
-- Brontes Acoustic-Targeting Network: 1d10 attack vs. aquatic targets only. Hits on 4s. Radius 10/-/-. Roll separately against all enemies in radius, ignoring cover. On a successful hit, friendly units receive a cumulative +1 bonus for checks to locate/detect the enemy, to a maximum of +3. Additionally, all guided amphibious or aquatic attacks gain a bonus to their roll equal to the number of Brontes hits beyond the first, to a maximum of +2. Unlike Arges, this does not count as bonus Ranged. All bonuses are removed at the end of the round.
Tristan-Class Guided Missile Frigate 3000 Resources (1500 Resources for Repair/Refit)
Reconstructed and heavily modified from frigates found at Kitsap, the Tristan-Class scrapes the limits of what the Protectorate can consider "conventional" forces. Armed with an array of missile pods and tubes, and capable of synchronized volley fire for even greater firepower, the Tristan-Class makes for a truly potent asset.
- Move up to 4 units a turn on water only.
- Advanced Fire Control System: As long as it does not move on its turn, a Tristan may make an additional attack with any of its weapons that still have ammunition, resolved after the first against any legal target the unit desires. If this second attack uses a weapon that the Tristan has already fired this turn, the attack resolves at +1 Difficulty.
- 'K-Buster' Enhanced Micro-Missiles: 1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges.
- Variable-Warhead Missile Racks: 3x 1d10 damage, Hits on 5+, Benefits from Arges. May choose from the following missile types each time it fires.
-- Super Hellfire Missile
-- Cracker Missile
-- Dragon's Blood Missile
- Heavy Missile Battery: Up to Two Shots Only. Choose missile type(s) on deployment.
-- Sunfire Area Bombardment Missile: 3x 1d10 Fire damage. -2 Damage. Range 15/-20. Hits on 6+. Radius 4. Cauterises Wounds. Benefits from Arges.
Seawolf II-Class Anti-Kaiju Fast Attack Submarine (Superheavy Unit) 4000 Resources (2000 Resources for Repair/Refit)
Built as a successor to the original Seawolf-class, most of the upgrades made to the Seawolf II variant integrate anti-kaiju weapons technology, alongside other structural advances developed by the Jaeger Program such as a stronger, more compact nuclear power plant. Though by far one of the largest and most expensive naval assets available, the Seawolf II-class is just as valuable an asset underwater as other superheavy platforms are on land, thanks to a large array of launcher tubes that can fire a variety of torpedoes and even amphibious missiles.
Ran: 1
Tou: 0 (AV 2/1)
Agi: 1, Special (Moves 4 Units per round, or Runs 8, see below)
Dex: 1
Durability: 0
Structure: 2 Moves in/underwater only. May make use of the Depth System. Weapons:
- Neptune-43 Torpedo Launcher: 2x 1d10 Impact damage. -1 Damage. Range 15/25/-, Hits on 5+. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Oceanus-44 Au-Cav Torpedo: 2x 1d10 Fire/Ice damage. +1 Damage. Range 15/-/25, Hits on 5+. Radius 1. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Supercavitating HE Missile: 3x 1d10 Impact/Fire damage. +2 Damage. Range 5/10/25, Hits on 5+. Five Shots Only. Cauterizes Wounds. Amphibious weapon. Abilities: Advanced Sensors: May make a Dexterity (perception) test as a Free Action once per round. By spending its Action, a Seawolf II-Class may grant this test a +1 bonus.
Weapon profiles upgraded:
- 'K-Buster' Micro-Missiles: 1d10 Impact/Fire damage. -2 Damage. Range 5/10/-. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:Mechanized Anti-Kaiju Brigade, AG-60 Dragonfly, A-KA-77 Hellhound - 'K-Buster' Enhanced Micro-Missiles:1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:PL-160 Quetzalcoatl, Tristan-Class Guided Missile Cruiser - Hellfire+ Missile renamed to Super Hellfire Missile
New Jaeger Weapons available for purchase: U-10 300mm Ultra Autocannon, Anti-Armour LC-Laser Cannon/Battery, Supercavitating HE Missile Tubes, FC-10 Combat Gauntlet, Iron Boot! U-10 300mm Ultra Autocannon Built-in Ranged Weapon (Rifle, M 8)
1200 Resources
Attack Dice: 2x 1d10/Special
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: 3
Range: 20/30/40
Capacity: 8
Reload: 1 Movement, Special
Special: Ultra Barrage: As a standard action, the jaeger 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/Battery Built-in Ranged Weapon (Carbine, F)
300 Resources
Attack Dice: 1d10, Special
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. The Chest or Torso may support up to two LC-Laser Cannons at once, treating them as one weapon (LC-Laser Battery) for the purposes of equipment slots. An LC-Laser Battery has Attack Dice: 2/d10, but otherwise functions identically to an LC-Laser Cannon.
Iron Boot Built-in Melee Weapons
100 Resources
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.
New Miscellaneous available for purchase: 300mm Ultra Autocannon Reload! 300mm Ultra Autocannon Reload (8) 100 Resources
Provides ammunition for 300mm Ultra Autocannons. Contains 8 AUs.
New Jaeger Weapon available for purchase: Garm Blade! Garm Blade Carried One-Handed Melee Weapon
3000 Resources
Attack Dice: 1d10
Parry Dice: 1d10/2d5
Block Dice: 1d10
Armour Penetration: 4+Special
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Strength+2
Durability: 8
Special: Cleaving (5): Armour Penetration receives a bonus, equivalent to 1 for every 5 points the wielder beats the opponent's reaction by.
Masterful Parry: If the Garm Blade rolls double natural 5s on its parry, it may roll a d10 exploding dice.
The Wielder may choose which Parry Dice to use whenever they Parry with this weapon. This does not alter the penalty for multiple reactions in a round.
Requires 3+ Dex to wield.
===
Repair Action rules updated for all cities! Repair Jaeger! Fix up Strikes, Minor and Major Wounds, and install equipment! Costs may vary. By default, a Strike or Ongoing Wound costs 50 R, a Minor Wound costs 100 R, a Major Wound costs 1000 R, and a Destruction Wound costs 3000 R. Major and Destruction Wounds require their own Repair Actions to be healed. Homogeneous Parts: When healing Strikes, every fourth Strike repaired costs 0 Resources instead of its normal value. This discount applies to Strikes only. Additionally, as long as they have only suffered Minor or lower Wounds, a single Repair Action may be used to repair up to two Jaegers at once.
New Superheavy Unit Variant: EWAC Tyr! EWAC Tyr: Costs 5000 Resources, or +1000 Resources to upgrade a pre-existing Tyr.
Operates as a standard TCC-4 Tyr, with the addition of the Electronic Warfare Suite ability, as below. Electronic Warfare Suite: As a Free Action on its turn, the EWAC Tyr can engage or disengage its EWS, or switch it between Aggressive and Passive modes. In Passive mode, attacks against any allied units within 5 units of the Tyr do not benefit from targeting assists, and tests to detect such units are made at +1 Difficulty.
In Aggressive mode, the Tyr may select a single hostile unit within 15 units of it and attempt to disrupt its sensors. A disrupted unit cannot receive electronic targeting assists from other units, has +1 Difficulty on all tests to detect other units with electronic means, and makes all attacks with guided weapons at +2 Difficulty. As long as the Tyr does not change targets, and the target starts its turn within disruption range, this penalty affects it for the whole round. The Tyr may switch its disruption target as a Free Action on its turn, but only once per round.
Good to be back indeed. Anyway, as to our new stuff...
The Compact Shatterdome is pretty damn expensive, but beyond that gives us basically everything we'll need for long-term Jaeger operations. I'd suggest an action or two aimed at making it a bit more affordable, personally, but it'll work well enough. If the Compact version is any indication, I'd expect a full-scale Shatterdome to cost something like 30000+ initially, so I doubt we'll aim any research that way (completely aside from the fact that we don't really need it).
Breach Storage is nice. I'd like to add a failsafe to let us retrieve anything in there in the event of the host Jaeger's defeat, but it'll be good for our Dex builds anyway.
Bigger research bonuses are good, I'm sure all the players can agree.
The Patrol Boats are pretty much perfect for their job - cheap, Arges-equipped, Brontes-equipped, and capable of helping with Cat 0 (or BS conventional, as the case may be) targets if it proves necessary, without needing to stop with their support duties. This calls to mind one question, though: Can we fit a vulcan on our Autogyro without compromising its existing loadouts?
I like the Missile Frigate; sure, it's slow, but it can fire two weapons in the same turn if we want it to. Should serve as a pretty good template for any future designs we want to apply that feature to, as well. Hell, we might be able to upgrade that feature if we try hard enough; either "fire two weapons every turn regardless of movement" or "fire three weapons if you haven't moved" (though almost certainly not "fire three weapons every turn regardless of movement" I expect). Either way, I expect them to be good for our DPS. Just... try to limit their production so we don't give Fyr too much of a headache from our conventionals mulching Kaiju effortlessly again, I guess?
As for alternate missile types for the Heavy Missile Batteries, they might be usable as a Bakelite delivery system, or we could adapt the Thunderspray into missile form, or someone else could come up with different payloads... Yeah, there're definitely possibilities there, and we should explore them.
The Seawolf is surprisingly cheap for a superheavy, I think, so I'm guessing that size-wise it's kind of on the lower end of the scale. It seems like it'll be highly lethal to aquatic targets, though, so building a couple more might be a worthwhile investment.
Upgraded missile ranges means we can use them more often, which means (hypothetically) more damage from our missile-shooters per battle, which means more dead enemies. Basically: Definitely A Good Thing.
Elysium's weapons seem pretty interesting, aside from those useless shoes that need to be swapped out ASAP. The Gauntlet, in particular, seems highly useful, both as a reference for upgrading our other options and in its own right. I mean, it's even slightly superior to our Fulgor; sure, it has a bit less damage bonus, but it more than compensates by converting it into an accuracy bonus (functionally identical beyond the fact that it hits a little bit more easily), AND it doesn't have any defensive penalties! ...In fact I can see us using the FC-10 as the basis for all our future (non-grappler) hand designs. Just slap a few spikes on the knuckles (since I don't remember it being mentioned that they had spikes), maybe electrify or superheat them for a secondary damage type, and they'll be perfect.
I'm not surprised that the Factory can make the Autocannon's ammo for free; it's probably just basic slugs. Seems kinda messy, but still useful. Should help with the coil gun suggestion in the research doc, too, due to the magnetic propulsion component. And as Fyr noted, we should really get around to upgrading the railguns sometime; they kinda suck.
I, personally, am fairly satisfied with their lethality (though not their range- that 5 Short thing, in particular, seems like it'll really hurt its effectiveness), but I'm sure someone's gonna suggest researching target-assistance compatibility for the Supercav Missiles at some point. At least they prove that we don't have to pay to supply ammo to Jaeger-equipped conventional weapons (I probably could've worded that more coherently...), should we ever feel the need to make them.
The Garm Blade isn't up to the late Ascalon Blade in effectiveness, I don't think, but it's still good. I think we can give it a few upgrades, too; maybe electrify the blade for cauterization and Electric secondary damage? We've got more than enough Fire damage (as proven by the fact that Fire-resistant enemies are showing up fairly consistently, IIRC), and Electric seems like it'll be easier to apply...
Repair upgrades will really help, both in action economy and in saving a few Resources on larger repairs.
EWAC will really help against the Blue Stars, I'm sure; kinda doubt Kaiju are susceptible, for obvious reasons, but now that we have confirmed human enemies electronic warfare has jumped up in priority by quite a bit.
Oh, oh hell yes. Soooo many ideas: Telebombs, robotic conventionals with very little mobility that can be deployed via jager, a jager built just large enough to house this system specialized to use the above, specialized ammo or other weapons just became so much more viable now that we just got a video game inventory system. I was not paying this thread much attention. That has changed
Now, we have very good power generation tech and various types of laser systems in use... what about a superheavy designed around a large laser system designed to shoot out the sensory organs of Kaiju?
Also, I think I found something that we might want to look into related to the Ekranoplan idea...
So... an acuracy based long range jager designed around called shots? Now that we have an actual group instaid of one jager ideas like this seem more viable
EDIT: not a jager a superheavy... long range units with low mobility have a hard time staying at long range, so we would have to solve that issue.
Now, we have very good power generation tech and various types of laser systems in use... what about a superheavy designed around a large laser system designed to shoot out the sensory organs of Kaiju?
Also, I think I found something that we might want to look into related to the Ekranoplan idea...
Anyway, now that the downtime's actually been posted, I should mention that I've updated the research doc (removing what we just did, adding most of the suggestions mentioned in my previous post...).
Quick question: Would researching improved missile stability improve their Short and Medium range brackets without changing Long, or would it just increase their range across the board? Or am I completely on the wrong track when it comes to fixing the Supercav Missiles' weakness?
And it just occurred to me that Jackal's pilots (or whoever was in charge of the Blue Star forces) are probably gonna get punished for how badly they botched this operation. I mean, the complete annihilation of their conventional forces was bad enough, the destruction of a J-scale combatant was worse, but allowing a fully-functional Jaeger to be captured? Their bosses will be LIVID!
Quick question: Would researching improved missile stability improve their Short and Medium range brackets without changing Long, or would it just increase their range across the board? Or am I completely on the wrong track when it comes to fixing the Supercav Missiles' weakness?
Pretty much what I expected. Fuel efficiency would be what to look into for Long range, I think, but the Supercavs already have a workable maximum range; it's just their other ranges that're garbage and need improvement.
Follow-up questions: Would upgrading the Conventional version of the Supercavs also apply to the Jaeger version (and vice versa)? And if so, can we research upgrades to them with both C-Tech and J-Tech?
New City Augment available: Compact Shatterdome! Compact Shatterdome 10000 Resources
One per city. Cannot be constructed in a city that already has a Shatterdome. Constructing a Shatterdome takes 2 City Actions.
A city with a Shatterdome may repair a Jaeger's Major and Destruction wounds on their own, and may construct Jaegers as long as they have at least one empty Jaeger slot.
A Compact Shatterdome can support up to three Jaegers at a time.
New Jaeger Augment available for Purchase: Dimension-TIDE Tactical Inventory Direct Extension array! Dimension-TIDE Tactical Inventory Direct Extension array (Thigh) 7500 Resources
May be used by Mark IV+ Jaegers only.
The Dimension-TIDE takes up the equipment slot on a Thigh and an Augment slot when installed, specified during installation.
The jaeger gains the "Dimensional Cache" trait, along with the following rules.
- Dimensional Cache: The jaeger may store items in Breach Storage, rather than have to carry them itself (items such stored do not count towards its encumbrance). Once per turn per action, as an Action requiring no hands, the jaeger may place as a Standard Action and/or remove as a Free Action up to its base Dexterity in items from Breach Storage. Only items that are unattended or belong to willing allies (including itself), and are within at most 200 metres (2 units) of the jaeger may be placed into Storage. When removing an item from Breach Storage, it must be placed in an unobstructed region within at most 200 metres of the jaeger. The jaeger may Draw an item directly into its hand when retrieving it from Breach Storage if it so desires (though this requires an available hand). Any items remaining in Breach Storage upon the jaeger's destruction are immediately ejected into interdimensional space.
This is...actually way better than I was expecting. I'm not entirely sure how many units 200 meters is, but this should allow for rapid reloads (eject mag, warp new one into gun), and for any Jaeger using this to, potentially, drop rocks on something's head. I was expecting significantly less range. The prerequisites are a bit rough, but this is still much more versatile than I was expecting. Faster at unloading, too.
Irritatingly for C-Tech, their first project goes rather poorly. In theory, shock-capable munitions for the tank cannons should be at least somewhat feasible, but for whatever reason none of the prototypes are working. Shells that would deliver enough of a shock to a kaiju have a tendency to split apart or shatter prematurely when fired, those that are reinforced enough to withstand the stress of firing have hideously short ranges and poor accuracy, and those that reduce the electrical component in order to match the durability and aerodynamics of standard shells really aren't making themselves much more effective than said shells either. With nothing but a bunch of irrelevant or nigh-useless results, the project is shelved before the week is done. Maybe it's just not going to work, or maybe they just need to wait and try again later. Whatever the case, they're not getting anything good enough out of it yet.
Not a vital project, but definitely one I want to try again next downtime. Having non-lethal takedown options may be very handy in future scraps against Seijin or enemy Jaegers.
Far more effective, however, are the efforts to design refits for all the recovered Navy vessels, and soon every one of the vessels has an option lined up for it.
New Conventional Units available for purchase/refit: PT-AK1 'Zephyr' Patrol Boat Team, Tristan-Class Guided Missile Frigate, Seawolf II-Class Anti-Kaiju Fast Attack Submarine! PT-AK1 'Zephyr' Patrol Boat Team 250 Resources (125 Resources for Repair/Refit)
Based off preexisting PT boats, the Zephyr, while capable of more traditional patrol duties, is specifically equipped to aid in anti-kaiju operations. During combat deployment, Zephyrs are arranged into teams of three, allowing them to better coordinate their equipment and armaments for maximum effectiveness. Along with a bow-mounted 30mm autocannon-- meant mainly for point defense and dealing with Class 0 or smaller threats-- each vessel carries an Arges laser targeting array and several Brontes sonobuoys.
- Move up to 8 units a turn on water only.
- 30mm Vulcan Gun: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
- Arges Laser-Targeting Array: 1d10 attack. Hits on 5+. Range 10/15/-. On a successful hit, guided munitions are treated as having gained 1 Ranged against the target. This point of Ranged may be used for accuracy, or Called Shots. Stacks to a bonus of 2 (1 against underwater targets). All bonuses are removed at the end of the round.
- Brontes Sonobuoy: Three Uses Only. May be dropped at any one point along the squadron's movement this turn. Until the end of the battle, that coordinate contains a Sonobuoy, which may be targeted and destroyed as a separate Conventional Unit. As long as one or more Sonobuoys exist on the battlefield, Brontes is active. Sonobuoys cannot move once deployed.
-- Brontes Acoustic-Targeting Network: 1d10 attack vs. aquatic targets only. Hits on 4s. Radius 10/-/-. Roll separately against all enemies in radius, ignoring cover. On a successful hit, friendly units receive a cumulative +1 bonus for checks to locate/detect the enemy, to a maximum of +3. Additionally, all guided amphibious or aquatic attacks gain a bonus to their roll equal to the number of Brontes hits beyond the first, to a maximum of +2. Unlike Arges, this does not count as bonus Ranged. All bonuses are removed at the end of the round.
Tristan-Class Guided Missile Frigate 3000 Resources (1500 Resources for Repair/Refit)
Reconstructed and heavily modified from frigates found at Kitsap, the Tristan-Class scrapes the limits of what the Protectorate can consider "conventional" forces. Armed with an array of missile pods and tubes, and capable of synchronized volley fire for even greater firepower, the Tristan-Class makes for a truly potent asset.
- Move up to 4 units a turn on water only.
- Advanced Fire Control System: As long as it does not move on its turn, a Tristan may make an additional attack with any of its weapons that still have ammunition, resolved after the first against any legal target the unit desires. If this second attack uses a weapon that the Tristan has already fired this turn, the attack resolves at +1 Difficulty.
- 'K-Buster' Enhanced Micro-Missiles: 1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges.
- Variable-Warhead Missile Racks: 3x 1d10 damage, Hits on 5+, Benefits from Arges. May choose from the following missile types each time it fires.
-- Super Hellfire Missile
-- Cracker Missile
-- Dragon's Blood Missile
- Heavy Missile Battery: Up to Two Shots Only. Choose missile type(s) on deployment.
-- Sunfire Area Bombardment Missile: 3x 1d10 Fire damage. -2 Damage. Range 15/-20. Hits on 6+. Radius 4. Cauterises Wounds. Benefits from Arges.
Not bad at all. Could maybe stand to design something like those fancy missile-torpedos (or was it mines?) that got brought up in Mammoth Quest, though, since it's not really all that well equiped for fighting foes below the waterline. Still, it's rather nice. I don't even mind only having Sunfuries, though we should probably figure out another warhead for single-targets.
Seawolf II-Class Anti-Kaiju Fast Attack Submarine (Superheavy Unit) 4000 Resources (2000 Resources for Repair/Refit)
Built as a successor to the original Seawolf-class, most of the upgrades made to the Seawolf II variant integrate anti-kaiju weapons technology, alongside other structural advances developed by the Jaeger Program such as a stronger, more compact nuclear power plant. Though by far one of the largest and most expensive naval assets available, the Seawolf II-class is just as valuable an asset underwater as other superheavy platforms are on land, thanks to a large array of launcher tubes that can fire a variety of torpedoes and even amphibious missiles.
Ran: 1
Tou: 0 (AV 2/1)
Agi: 1, Special (Moves 4 Units per round, or Runs 8, see below)
Dex: 1
Durability: 0
Structure: 2 Moves in/underwater only. May make use of the Depth System. Weapons:
- Neptune-43 Torpedo Launcher: 2x 1d10 Impact damage. -1 Damage. Range 15/25/-, Hits on 5+. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Oceanus-44 Au-Cav Torpedo: 2x 1d10 Fire/Ice damage. +1 Damage. Range 15/-/25, Hits on 5+. Radius 1. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.
- Supercavitating HE Missile: 3x 1d10 Impact/Fire damage. +2 Damage. Range 5/10/25, Hits on 5+. Five Shots Only. Cauterizes Wounds. Amphibious weapon. Abilities: Advanced Sensors: May make a Dexterity (perception) test as a Free Action once per round. By spending its Action, a Seawolf II-Class may grant this test a +1 bonus.
Looks excellent. Wasn't really expecting the Missiles, but they look powerful. I'm assuming we could, hypothetically, broaden the array of torpedos it might fire, if we come up with any new types? Overall, a very solid addition to our Navy. With a couple of these to handle things below the surface, ships like the Tristan-Class ships lacking torpedos should be much less of an issue.
And finally, just for the hell of it, C-Tech decides to fix an issue that's plagued the SDF from day one-- the five hundred metre effective combat range on any of their (relatively) man-portable missiles. New casings are drawn up and tested, new propellants examined, engine designs compared from the various other rocket systems in production, until finally a conclusion can be reached. In addition, a minor issue in the supply lines for said missiles is corrected, consolidating a previously unseen number of unnecessary differences in the casings and control systems between several different unit types.
Weapon profiles upgraded:
- 'K-Buster' Micro-Missiles: 1d10 Impact/Fire damage. -2 Damage. Range 5/10/-. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:Mechanized Anti-Kaiju Brigade, AG-60 Dragonfly, A-KA-77 Hellhound - 'K-Buster' Enhanced Micro-Missiles:1d10 Impact/Fire damage. -1 Damage. Range 5/10/15. Hits on 4+. Cauterises Wounds. Benefits from Arges. -- Units equipped:PL-160 Quetzalcoatl, Tristan-Class Guided Missile Cruiser - Hellfire+ Missile renamed to Super Hellfire Missile
For whatever reason, I had like three or four names for the micro-missiles lying around for no good reason (beyond the enhanced micros that your planes use). This has now been rectified. Also, "Super Hellfire" is just a bit more convenient of a name than "Hellfire+".
With a brand new jaeger in their possession, J-Tech is practically clambering over themselves to get a look at its arsenal. This isn't necessarily a bad thing, as they'll need to be able to make replacement parts if they ever want to field Elysium Praetor in its current configuration, and soon there's reports and blueprints of the mech's armaments waiting on the council's desks.
Elysium's primary weapon, a massive cannon labelled as a "U-10 Ultra Autocannon", is a curious thing. While on the surface it would seem to just be a fairly typical artillery weapon scaled up for jaeger use, on closer examination the gun is actually more like a mid-point between a coilgun and high rate-of-fire weapons such as the M-9914-- making use of a magnetic loading system and magnetically responsive shells to achieve a dramatically consistent rate of fire and high velocity with no loss in warhead yield or effective range. The shells themselves are also somewhere in-between, using a fairly common ferromagnetic material for the shell casing while retaining the explosive warhead and propellant typical of these sort of ballistics. While on their own, either component wouldn't really stand out-- the magnetic loader wouldn't speed up rate of fire with the sort of shells Neo-Seattle's other cannons use, and the ferromagnetic casing on the shells offers no advantages in conventional ballistics-- when used together the system is practically on the same level as the Jagdgewehr! If that weren't enough, by increasing the power feed an operator can effectively double the cannon's rate of fire, emptying its entire magazine into a target in half a minute.
That said, the system's not without its flaws; even ignoring the way it chews through ammunition (especially at its full rate of fire), the weapon produces equally great recoil and waste heat, and repeated use at doubled fire can easily cause a shell to expand and jam up the mechanism, rendering the weapon temporarily useless. Thankfully, Elysium Praetor seems to have been built with this in mind, as the cannon uses segmented cassettes to carry the shells, and has several coolant tubes encircling the main workings for quick cooling of the firing chamber and ammunition. Thus, recovering from a jam is as simple as flushing spare coolant through the tubes, and ejecting the fouled sections of the current magazine.
U-10 300mm Ultra Autocannon Built-in Ranged Weapon (Rifle, M 8)
1200 Resources
Attack Dice: 2x 1d10/Special
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: 3
Range: 20/30/40
Capacity: 8
Reload: 1 Movement, Special
Special: Ultra Barrage: As a standard action, the jaeger 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.
Ultra Autocannons have no real mounting restrictions, though typical places for one would be the arms, shoulders, or torso (mainly the latter two, as it is quite bulky).
...Is it just me, or is this somewhat cheap for what it can do? Like, this is thing can do quite a bit of damage, and 1200 is comparable to Phenom's bigger, scarier hands. Like, it's not exotic in the forms of damage it can do, but, by my reading, we could easily give this specialty rounds. The entire fluff section is full of rather interesting ideas that might be applied to other projects. The idea of a rapid magentic loading system, and a semi-coil gun, are both really damn neat. Overall, a very solid and affordable weapon system.
Next up is an addition already seen on Jackal Indigo, but evidently shared with Elysium Praetor as well. Hidden in the jaeger's left arm is a compact, blocky structure, capped with a hardened lens-- a laser beam emitter, as anyone remotely knowledgeable about jaegers or modern weapons tech could guess. However, while Neo-Seattle's rapid-fire laser vulcans use a crystalline medium, the Blue Stars' lasers appear to rely on a liquid core instead. Though this reduces the effective range in atmosphere or water below what UV Lasers can reach, and reduces rate of fire due to the longer charge times, these Liquid Core Lasers can penetrate harder armours (not necessarily thicker ones, though) and deliver far more heat, making them more likely to melt open a hole in the target's defenses that can be further exploited. Of course, as shown by Jackal, these lasers can also be twin-linked much like Neo-Seattle's own, somewhat making up for their low rate of fire.
In Battletech terms, Laser Vulcans are Pulse Lasers, while LC-Lasers are Heavy Lasers-- less range and a lower rate of fire in exchange for a higher output.
Anti-Armour LC-Laser Cannon/Battery Built-in Ranged Weapon (Carbine, F)
300 Resources
Attack Dice: 1d10, Special
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. The Chest or Torso may support up to two LC-Laser Cannons at once, treating them as one weapon (LC-Laser Battery) for the purposes of equipment slots. An LC-Laser Battery has Attack Dice: 2/d10, but otherwise functions identically to an LC-Laser Cannon.
Well now, that's a bit of luck. Elysium also mounted some of those. Saves us a bit of bother.
So, our Laser Vulcans, but with a touch more base damage and AP, plus anti-armor properties, in exchange for range and the ability to fire tons of them at once. Not hugely impressed, but we might be able to switch them over to UV, which might improve them. Still, that extra armor damage is neat. Even en-mass, our Vulcans tend not to do much. However, making the enemy's armor break more easily instead of going for mass fire...there's merit to that idea, I think. Even if aspects of the system work against it, I.E. called shots and damage locs.
Last of the jaeger's ranged weapons is a fairly normal sort of missile rack, similar to those used by previous Mark I and Mark II jaegers. The missiles themselves are large and definitely powerful, but what stands out the most is their amphibious propulsion, allowing them to be used above and below water without the necessity of swapping out engines or casings. Definitely something that could be useful-- though as the design is meant to be guided by the launcher's own targeting systems, they're currently incompatible with both Neo-Seattle's guidance assist systems.
As you'll notice from the Seawolf II-Class, the Supercavitating missiles don't benefit from Arges or Brontes at all. While there's obviously fluff reasons for why this is (they weren't designed by or for you originally, after all), but the other reason is balance. These things have long range, lots of dice, and a solid damage bonus, so an extra attack bonus just makes them ludicrously scary on conventional units.
Okay, this definitely feels a bit underpriced. The shots per engagment might be kinda limited, but this is excellent for the price-point, IMO. Vixen Gold might end up being cheaper to outfit than expected, if we use these tubes as the base for her more versatile ones.
As for melee weapons, the hands and feet are pretty standard hands and feet-- the latter of which are rather basic, firmly inferior to Neo-Seattle's own foot designs, and only really recorded for posterity. However, the fists are somewhat notable, with simple, durable control tendons, and reinforced knuckles. Though simulations suggest rather poor traction and the sort of flexibility typical of the early Mark I designs, these gauntlets do make for solid weapons all by themselves, able to deal, catch, and deflect blows with an ease that matches the results of some of the Protectorate's current designs.
And now you finally have a semi-superior hand design, which can easily be used to upgrade your other fist designs if you wish. On the plus side, this means I can stop burdening both sides of the conflict with silly built-in penalties to Block and Parry reactions, so hopefully those'll start to see more use.
The Iron Boots are actually inferior to both your existing "basic foot" designs. Honestly, I'm considering consolidating them all into the Combat Sabaton's profile and just abstracting it out a little, as there's no real reason for several slight variants on the same thing to stick around. Remind me later.
As a side note, I've just realised that the U-10 and the Jagdgewehr both outperform your existing railguns in range and rate of fire. Admittedly, your railguns are based off a weapon you found growing out of a Cat I, and you haven't actually made any improvements to the weapon, but it's still a little surprising.
That's.,,actually a damn good point. Improved railguns sound like a really good thing to research a some point in the near future. Alternatively, we could start using Autocannons, instead.
With the loss of the Ascalon Blade, J-Tech is called to action, with the goal of constructing a replacement sword for Jagdhund-- or any other jaegers-- to use. The Georgius Blade is unfortunately the closest current 'replica' of the weapon possible, but by studying the Berserker Sword and remaining fragments, J-Tech hopes to be able to retain some of its improved armour-penetration abilities without compromising integrity or combat flexibility. The resulting weapon is not quite a mimic of either weapon, but a solid compromise between attack and defense-- a simple, reliable weapon that should stand up to plenty of punishment while dishing out a healthy helping itself.
New Jaeger Weapon available for purchase: Garm Blade! Garm Blade Carried One-Handed Melee Weapon
3000 Resources
Attack Dice: 1d10
Parry Dice: 1d10/2d5
Block Dice: 1d10
Armour Penetration: 4+Special
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Strength+2
Durability: 8
Special: Cleaving (5): Armour Penetration receives a bonus, equivalent to 1 for every 5 points the wielder beats the opponent's reaction by.
Masterful Parry: If the Garm Blade rolls double natural 5s on its parry, it may roll a d10 exploding dice.
The Wielder may choose which Parry Dice to use whenever they Parry with this weapon. This does not alter the penalty for multiple reactions in a round.
Requires 3+ Dex to wield.
Interesting. So, going off the Ascalon Blade as first introduced, the differences are: no alternative damage, damage bonus off Str instead of Dex, and worse Cleaving, but with a neat, though not super amazing, bonus if we crit on the 2d5 Parry? That's not bad. Biggest problem I have is with the Cleaving hit, follow by it keying off Str.
Interrogation attempts fair poorly, and Neo-Seattle gets nothing out of their prisoners beyond a few flowery, cryptic remarks that don't really mean anything. With that non-result, it's decided to come back to this later-- after all, it's not like the prisoners are going anywhere*.
*I'm serious about this bit. Your Defense stat is high enough that you can assume any escape attempts from people you have under surveillance are gonna fail.
First on the list is a massive rework of the processes of repair and construction of spare parts for the jaegers. With aid from KRAUN's data and a lot of hard work, the project is showing results. Soon, the incorporation of more common components, use of streamlined protocols, and other numerous adaptations will make repairing the jaegers faster, easier, and even cheaper!
Repair Action rules updated for all cities! Repair Jaeger! Fix up Strikes, Minor and Major Wounds, and install equipment! Costs may vary. By default, a Strike or Ongoing Wound costs 50 R, a Minor Wound costs 100 R, a Major Wound costs 1000 R, and a Destruction Wound costs 3000 R. Major and Destruction Wounds require their own Repair Actions to be healed. Homogeneous Parts: When healing Strikes, every fourth Strike repaired costs 0 Resources instead of its normal value. This discount applies to Strikes only. Additionally, as long as they have only suffered Minor or lower Wounds, a single Repair Action may be used to repair up to two Jaegers at once.
I also moved the "at Manufacturing 5+, repairing only Strikes does not cost an Action, only Resources" thing to the "Other" section on the city sheet.
Huh. Not exactly what I was expecting, but still pretty good. Having more standardized repair costs does seem like an obvious result of Homogenized Parts. I'm guessing they're also cheaper than they were before, but I don't know for certain. A psuedo 75% reduction in Strike repairs is nice, if not exceptional. No reduction in Frame costs, but that was always more of a side thing.
New Superheavy Unit Variant: EWAC Tyr! EWAC Tyr: Costs 5000 Resources, or +1000 Resources to upgrade a pre-existing Tyr.
Operates as a standard TCC-4 Tyr, with the addition of the Electronic Warfare Suite ability, as below. Electronic Warfare Suite: As a Free Action on its turn, the EWAC Tyr can engage or disengage its EWS, or switch it between Aggressive and Passive modes. In Passive mode, attacks against any allied units within 5 units of the Tyr do not benefit from targeting assists, and tests to detect such units are made at +1 Difficulty.
In Aggressive mode, the Tyr may select a single hostile unit within 15 units of it and attempt to disrupt its sensors. A disrupted unit cannot receive electronic targeting assists from other units, has +1 Difficulty on all tests to detect other units with electronic means, and makes all attacks with guided weapons at +2 Difficulty. As long as the Tyr does not change targets, and the target starts its turn within disruption range, this penalty affects it for the whole round. The Tyr may switch its disruption target as a Free Action on its turn, but only once per round.
It's a bit wordy, but hopefully the basic info is still intact and decipherable. You can either protect all the units around you, or debuff a single unit further away with much harsher penalties.
Looks good enough to me. Maybe some upgrades could be done if needed, but we're not going to be fighting humans on the regular. This is good enough, for our purposes.
While there's obviously the stuff to talk about and all the trading and whatnot to decide on… honestly, that's more on you guys to decide. The economic angle of things is just a whole bunch of stuff I never really pictured myself having to hammer out when I started running a Pacific Rim game (though that can be said for a lot of things that have happened in this game), so I really don't have any ideas on how to get it working.
I was planning on just trading purely between us and KRAUN. As in, we make and ship them things like ammo or Cons, they pay us some (likely set) amount of R in return. If you really want to be lazy, we could just have a flat markup, say 1.50x or 2x the list price.
Of course, we can obviously use things like the Munitions Factory or MPFs to make some items at well below list price. Still, using them on that means we can't use their output for ourselves, and our uses of those are limited. We'd also be using up an action on shipping the stuff there, and possibly on protection from Kaiju attacks. So I don't think it'll break the game or anything. Trading Actions for R is already something we can do if we want to. This would just be more reliable in-terms of payout, and broaden our sources for Actions.
If you really wanted to get fancy, KRAUN might also occasionslly ask for specific items, possibly with a set increased "commission" price. Say, an extra 20% of the base, or something. The benefit to them is not using up vital Actions to get gear for their Jaegers, and possibly getting much better gear than they might otherwise get. Stuff like Jagdarium plates or Bakelite rounds could make for useful upgrades for their veteran or elite Jaegers. You could also put upper limits on how many of each item they might buy, in a given period of time, should you be worried about game balance.
Any buying we might do from KRAUN would probably follow a similar format, though I could see us requesting way more commission work than they might with us. In case you couldn't tell, I'm really not expecting anything too complex here. D&D-level abstracted economics would work nicely for me.
I like the Missile Frigate; sure, it's slow, but it can fire two weapons in the same turn if we want it to. Should serve as a pretty good template for any future designs we want to apply that feature to, as well. Hell, we might be able to upgrade that feature if we try hard enough; either "fire two weapons every turn regardless of movement" or "fire three weapons if you haven't moved" (though almost certainly not "fire three weapons every turn regardless of movement" I expect). Either way, I expect them to be good for our DPS. Just... try to limit their production so we don't give Fyr too much of a headache from our conventionals mulching Kaiju effortlessly again, I guess?
Given that 3000 R price tag? That's unlikely to be an issue. Plus, they have a rather blatant weakness: they can't do much to anything coming at them from below. Any submerged Kaiju is going to really decrease their DPS potential.
As for alternate missile types for the Heavy Missile Batteries, they might be usable as a Bakelite delivery system, or we could adapt the Thunderspray into missile form, or someone else could come up with different payloads... Yeah, there're definitely possibilities there, and we should explore them.
While I'm certainly not against more diverse payloads, especially since they'll likely also be useable by the Drakon bombers, how about a relatively basic, single-target warhead, first? Though, now that I think about it...I'm more than half-tempted to make it a Slashing damage warhead, ala the relatively revealed, high-precision target blade warhead for the Tomahawk missile.
The Seawolf is surprisingly cheap for a superheavy, I think, so I'm guessing that size-wise it's kind of on the lower end of the scale. It seems like it'll be highly lethal to aquatic targets, though, so building a couple more might be a worthwhile investment.
I certainly think so. It's good to have eyes and torpedos below the water to keep your surface Navy from getting sunk. These are pretty good eyes, and carry a huge number of torpedos.
The Garm Blade isn't up to the late Ascalon Blade in effectiveness, I don't think, but it's still good. I think we can give it a few upgrades, too; maybe electrify the blade for cauterization and Electric secondary damage? We've got more than enough Fire damage (as proven by the fact that Fire-resistant enemies are showing up fairly consistently, IIRC), and Electric seems like it'll be easier to apply...
"Easier" doesn't necessarily equate to "easy". The blades we based the Garm on probably didn't conduct electricity well. I'd really rather work to improve the Cleave value or switch over to Dex for the damage bonus.
Now, we have very good power generation tech and various types of laser systems in use... what about a superheavy designed around a large laser system designed to shoot out the sensory organs of Kaiju?
Called shots in this game suck balls and don't work all that well, and a Superheavy dedicated to debuffing would probably be a bit too expensive, compared to the benefit it might provide. As a side function, it works well. As a dedicated unit, though, smaller and cheaper units is the best option for that role.
And it just occurred to me that Jackal's pilots (or whoever was in charge of the Blue Star forces) are probably gonna get punished for how badly they botched this operation. I mean, the complete annihilation of their conventional forces was bad enough, the destruction of a J-scale combatant was worse, but allowing a fully-functional Jaeger to be captured? Their bosses will be LIVID!
Well, minus the Conpod, and with a bit of battle damage. But yeah, I can't imagine they're not going to get seriously chewed out over their job performance in the near future, if not have their command rank taken away.
It would certainly save us some R, in converting Elysium into Revolver (which I think is the plan?). But that's entirely up to you. I will say that getting too attached to the ideal form of your Jaeger is probably not the best plan, as we'll inevitably end up coming up with unexpected and unanticipated upgrades and equipment ideas, as the game progresses, and our needs change, or we find weaknesses that need patching. Likely nothing too off base, mind, but still. I don't think we were originally planning to strap rockets to Phenom, but we kinda did anyway, because he need the extra speed.
It would certainly save us some R, in converting Elysium into Revolver (which I think is the plan?). But that's entirely up to you. I will say that getting too attached to the ideal form of your Jaeger is probably not the best plan, as we'll inevitably end up coming up with unexpected and unanticipated upgrades and equipment ideas, as the game progresses, and our needs change, or we find weaknesses that need patching. Likely nothing too off base, mind, but still. I don't think we were originally planning to strap rockets to Phenom, but we kinda did anyway, because he need the extra speed
Mostly I'm conflicted because the autocanon doesn't seem like it would twin very well, and six guns was one of the fundamental design concepts for Revolver.
This is...actually way better than I was expecting. I'm not entirely sure how many units 200 meters is, but this should allow for rapid reloads (eject mag, warp new one into gun), and for any Jaeger using this to, potentially, drop rocks on something's head. I was expecting significantly less range. The prerequisites are a bit rough, but this is still much more versatile than I was expecting. Faster at unloading, too.
While I'm certainly not against more diverse payloads, especially since they'll likely also be useable by the Drakon bombers, how about a relatively basic, single-target warhead, first? Though, now that I think about it...I'm more than half-tempted to make it a Slashing damage warhead, ala the relatively revealed, high-precision target blade warhead for the Tomahawk missile.
"Easier" doesn't necessarily equate to "easy". The blades we based the Garm on probably didn't conduct electricity well. I'd really rather work to improve the Cleave value or switch over to Dex for the damage bonus.
I was under the impression that the Garm (and Georgius before it) is metallic, and thus decently effective at conducting electricity. I could be mistaken, of course.
It would certainly save us some R, in converting Elysium into Revolver (which I think is the plan?). But that's entirely up to you. I will say that getting too attached to the ideal form of your Jaeger is probably not the best plan, as we'll inevitably end up coming up with unexpected and unanticipated upgrades and equipment ideas, as the game progresses, and our needs change, or we find weaknesses that need patching. Likely nothing too off base, mind, but still. I don't think we were originally planning to strap rockets to Phenom, but we kinda did anyway, because he need the extra speed.
I, for one, don't see any particular need to convert Elysium at all, at least not at this point in time. Of course, that's just me; I'm sure you guys have your own opinions on the subject.
This is...actually way better than I was expecting. I'm not entirely sure how many units 200 meters is, but this should allow for rapid reloads (eject mag, warp new one into gun), and for any Jaeger using this to, potentially, drop rocks on something's head. I was expecting significantly less range. The prerequisites are a bit rough, but this is still much more versatile than I was expecting. Faster at unloading, too.
I don't remember for sure, but I think it was either 2 or 20 units?
If you can think of any warheads, please add them to the research doc. That's what it's there for, after all.
I was under the impression that the Garm (and Georgius before it) is metallic, and thus decently effective at conducting electricity. I could be mistaken, of course.
I, for one, don't see any particular need to convert Elysium at all, at least not at this point in time. Of course, that's just me; I'm sure you guys have your own opinions on the subject.
Follow-up questions: Would upgrading the Conventional version of the Supercavs also apply to the Jaeger version (and vice versa)? And if so, can we research upgrades to them with both C-Tech and J-Tech?
Interesting. So, going off the Ascalon Blade as first introduced, the differences are: no alternative damage, damage bonus off Str instead of Dex, and worse Cleaving, but with a neat, though not super amazing, bonus if we crit on the 2d5 Parry? That's not bad. Biggest problem I have is with the Cleaving hit, follow by it keying off Str.
I'm not sure what you mean by "alternate damage"-- unless you mean alternate Attack Dice, and I've just completely forgotten that the Blade could do that. And technically both the Ascalon and the Garm have Masterful Parry-- the Garm's improvement is being able to swap its parry dice on the fly (2d5 is safer, but less likely to score crit Parries, while 1d10 can more easily crit at the risk of having a lower minimum result), and a better Block Dice. Cleaving took a hit because the focus was more on a solid weapon than a replica-- keep in mind you rolled a 14 for the weapon.
I was under the impression that the Garm (and Georgius before it) is metallic, and thus decently effective at conducting electricity. I could be mistaken, of course.
The Georgius is actually more of a ceramic or artificial chitin with a nonmetallic crystalline core; very hard, but very brittle. By contrast, the Garm Blade uses a metallic core within its ceramic blade, which makes it heavier and less rigid, but also allows it to take repeated blows without risk of shattering. Electrifying it would be possible, but you'd have to make a few more modifications. Making it Progressive/oscillatory, however, is also a possibility.
Quick question is this system move shoot move or just move shoot? I am compiling ideas and a few of them (e.g. deploy jager scale caltrops) are a lot less workable under the later system.
Quick question is this system move shoot move or just move shoot? I am compiling ideas and a few of them (e.g. deploy jager scale caltrops) are a lot less workable under the later system.
Hardboiled works on "Move Action, then Standard Action", but certain units/weapons have precedence for occurring during a move action instead of afterwards (such as dropping bombs). Thus, it's totally possible to have something like an automated caltrop/mine dispenser or whatever, as long as you make sure I'm aware of it.
Could maybe stand to design something like those fancy missile-torpedos (or was it mines?) that got brought up in Mammoth Quest, though, since it's not really all that well equipped for fighting foes below the waterline.
Would that be the : Whitecap Triton's
Mk.46 S.F.T. torpedo/missile batteries(2 Chest, 2 Torso)
3 salvos each
Built-in Ranged Weapon
Attack Dice: 2x 1d10 single battery / 8x 1d10 Alpha-ALL 4
Armor Penetration: 0
Damage Type: Fire (White Phosphorus)
Damage Bonus: 0
Range: -/-/60 (aquatic use) 5/10/15 (land use)
600 r per battery
Special:
May move and fire at only a -1 penalty.
(Fluff: These torpedoes utilize the solid fuel thruster to generate a supercavitating effect underwater; land bound they make mediocre missiles.)
or the:
Mark 60 CAPTOR AK-Naval Minefield self fires (1x swarm) a swarm = 3 captor mines that can individually target Conventionals or Cat-Zeros
Mk. 46 torpedo Swarm 1d10, rng -/-/60 , no cauterize,
Mostly I'm conflicted because the autocanon doesn't seem like it would twin very well, and six guns was one of the fundamental design concepts for Revolver.
...Wait, is it not already twinned? I got that impression. Might be thinking of Abyssal, though...Anyway. I think it would twin alright. It's a middle-cost piece of Jaeger kit, so buying another one won't break the bank or anything. I guess the increased odds of jamming might be an issue, but not, I think, a complete dealbreaker.
I was under the impression that the Garm (and Georgius before it) is metallic, and thus decently effective at conducting electricity. I could be mistaken, of course.
The two are related, but not entirely synonymous. Iron has pretty high electrical resistance and low conductivity, for instance. Running electricity through iron mostly just makes it hot.
I, for one, don't see any particular need to convert Elysium at all, at least not at this point in time. Of course, that's just me; I'm sure you guys have your own opinions on the subject.
Wasn't planning on doing it "at this point in time". We have too much sh*t to make and do, and too little of Revolver's kit researched. After the raid on the Bay, though? Yeah, I'm thinking we refit him to one of our other Jaeger specs, and Revolver is probably the easiest, or at least a serious contender for the spot. If we don't rework captured or salvaged frames into our proposed designs, it'll take forever to get to field any of them, if we ever do.
I'm not sure what you mean by "alternate damage"-- unless you mean alternate Attack Dice, and I've just completely forgotten that the Blade could do that. And technically both the Ascalon and the Garm have Masterful Parry-- the Garm's improvement is being able to swap its parry dice on the fly (2d5 is safer, but less likely to score crit Parries, while 1d10 can more easily crit at the risk of having a lower minimum result), and a better Block Dice. Cleaving took a hit because the focus was more on a solid weapon than a replica-- keep in mind you rolled a 14 for the weapon.
Ascalon Blade
Carried Melee Weapon
Attack Dice: 1d10+1/2x 1d10-1
Parry Dice: 2d5/1d10
Block Dice: 1d10-1
Armour Penetration: 4+Special
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Dexterity+2
Durability: 8
Special:
Requires 3+ Dex to use by all other than Ascalon
Armour Penetration receives a bonus, equivalent to 1 for every 3 points the wielder beats the opponent's reaction by.
Would that be the : Whitecap Triton's
Mk.46 S.F.T. torpedo/missile batteries(2 Chest, 2 Torso)
3 salvos each
Built-in Ranged Weapon
Attack Dice: 2x 1d10 single battery / 8x 1d10 Alpha-ALL 4
Armor Penetration: 0
Damage Type: Fire (White Phosphorus)
Damage Bonus: 0
Range: -/-/60 (aquatic use) 5/10/15 (land use)
600 r per battery
Special:
May move and fire at only a -1 penalty.
(Fluff: These torpedoes utilize the solid fuel thruster to generate a supercavitating effect underwater; land bound they make mediocre missiles.)
or the:
Mark 60 CAPTOR AK-Naval Minefield self fires (1x swarm) a swarm = 3 captor mines that can individually target Conventionals or Cat-Zeros
Mk. 46 torpedo Swarm 1d10, rng -/-/60 , no cauterize,
Nah, the ones Highwind linked articles to some time back. The smart ones that let you precisely set up a minefield from a distance, and through missiles on planes. IRL designs, not game ones (though the two are often the same in Mammoth Quest).