[X] Submission hold

Standard attack might take him out slightly faster, but this is fine, especially since we can maintain it across multiple rounds.
 
Well then. More happened while I was asleep than I expected. Barricade's probably feeling frustrated that we beat its crit without a crit of our own... Phenom's kinda bullshit, isn't he?

That said, a nice benefit to using a submission hold is that we can just maintain it if we get a slight win next turn instead of wasting time continuing the grapple.

And Barricade is definitely living up to its name; we don't see many kaiju THAT tanky, I don't think, and certainly not Cat II kaiju. I feel like it's got a perk that increases how many strikes it can take somehow; it's more likely than just having that much Toughness, though I'm also expecting a lot of that.
 
With a blare of his horn, Phenom slams Barricade into the dirt, one forearm pressed against its throat, the other clenched into a pummeling fist.

"Just! Go! Down! Already!" Phenom's pilots yell at the kaiju, punching it in the face with each word.

Submission Hold! 6 Temporary Strikes!
Barricade has been Incapacitated!


Finally, after taking nearly half a dozen blows to its head, and having its circulation cut off, Barricade gives in. With a low groan, the kaiju's eyes roll up into its head, its movements slowing to a halt as unconsciousness claims it.

With a pneumatic sigh, Phenom stands up, brushes a bit of Kaiju Blue off his armour, and throws a thumbs up to the military. Victory is theirs.

EV-27-005 "Barricade" defeated!

"Finally."

Yeah, Barricade didn't have many Strikes left at that point. Neither kaiju really did anything this fight, but... honestly, I can't be too disappointed in them. Barricade just would not let you do your big moves, after all, and really showed off how durable I can make a low level kaiju, while Culverin... Okay, yeah, Culverin kinda just got KO'd instantly. The Heimdal is really solid. Culverin's had about three rounds of Ongoing damage now, so I guess I'll be seeing if he's bled out yet or if you've got two new captive kaiju available.

Anyways, I'll get to setting up the combat end post, and that'll be that!
 
Well. Now seems like a good time to post my plan for the upcoming Downtime and get some input.

A couple of variables are still kinda unknown. For example, repairing Jagdhund may not be necessary this turn, if she's going to out of the fight for a while. Also, still need to talk to @Fyrstorm about the viability of a cross-discipline Joint Research. Since K-Sci Actions can replicate Kaiju stuff, but only to a certain point, them working with J-Tech or ConWar to replicate something might work quite nicely.

[] Plan Crusade Build Up, Phase 4: Merchandising, Merchandising, Merchandsing, First Draft
-[x] Neo Seattle
--[x] Normal Actions
---[x] Remove Tacit's SFTs, replace with OMEN
---[x] Repair Tacit and Elysium (-600 R, -3x Jagdarium plates)
---[x] Repair Jagdhund (-3600 R, -1x Jagdarium Plate)
---[x] Inspect Elysium's Computers and Conpod.
---[x] Reserved for after checking Elysium's systems.
---[x] Research Combat Analytics Center (Defense or Comms?)
---[x] Build 2x? Buster Launchers (4500 R each)
---[x] Improve Kaiju Containment to accommodate Cat III Kaiju?
---[x] Build Garm Blade or Jagdarium Armor (Some for us, some for Trade)
---[x] JR: Research Iblis Particles/Particulates.
---[x] Repair Seawolf II? Or 2x Tristan-Class Missile Frigates? (2000 or 3000 R)
--[x] Free Actions
---[x] Clean Up (- R)
---[x] Transfer
---[x] Trade with KRAUN: Sell (Comms)
---[x] Continue the Breach experiments, with an AKB on stand-by for safety? (Breach)
---[x] JR: Research a [thing] derived from [insert Kaiju things here]. (K-Sci)
---[x] Research Aerial Barrier Superheavy based on the Hlin, the Meganura, and possibly incorporating some nuclear engine tech for improved speed. (Con Tech 1)
---[x] Research Improved Railguns (Con Tech 2)
---[x] Research Thunderspray-derived Electric bombs/missile warheads. (Con Tech 3)
---[x] Reverse engineer Elysium's Augments. (J-Tech 1)
---[x] JR: Research Plasma Rounds for the Jagdgewher, based on Inko's Superheated Plasma, and other plasma weapons, (J-Tech 2)
---[x] Make 5x Burst Fuse Clips (-1750 R) (Munitions)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] 2x Dragonflies, 2x Banshees, 1x ???, all Type-D (MPFs) ( R)
---[x] Recycle 2x Damaged Laminated Ceramic Plate (+??? R)
---[x] Interrogate Prisoners: (Free)
(Total cost: R, Final Total: R)
-[x] Everett
--[x] Actions
---[x] Clean-up (- R) (Free)
---[x] Build 3x MPFs (2000 R)
---[x] Build K-Sci Research Aug?
---[x] Improve a City Stat?
---[x] JR: Research Iblis Particles/Particulate.
---[x] JR: Research Plasma Rounds for the Jagdgewher, based on Inko's Superheated Plasma, and other plasma weapons. (J-Tech 1)
---[x] JR: Research a [things] derived from [insert Kaiju things here]. (J-Tech 2)
---[x] Interrogate Prisoners: (Free)
(Total Cost: R, Final Total:)

So, I could use two questions for our Prisoners, and some input on what we're doing/researching. I'd like to repair at least some of our recovered ships this turn, though I'm torn between the Seawolf and the Missile Frigates. Same with whether to make more armor plates (some of which we'll sell to KRAUN) or some Garm Blades. Would like you guys to be the tie breakers, as it were. Same with going hard on bringing Elysium online. Don't see a reason to keep its current armor around, it's worse than Jagdarium. Keeping one damaged plate around as a sample seems like a fine idea to me. Also, we should probably take stock of all the stuff we recovered from the Blue Stars/Jackal at some point, but we have too much to do this round to do it now.

I'll admit some bias in my choices. Like the Combat Analytic Center. The plasma rounds for the Jagdgewher are at least partially meant as possible trade goods, partially because why the f*ck not? I feel like we really need the MPFs, our Everett forces are way too small right now, IMO. While we can now Transfer stuff between Cities as a Free Action each turn, and we could try rebalancing our forces between our cities consistently, that would be a pain.

Also, if we rebuild Elysium, and Jagdhund is still active, we may want to spend two Actions on building a Compact Shatterdome instead, so we can transfer Elysium over. Probably nix the K-Sci and the Stat improvement.
Did we ever update the blueprints so that we could make more of them that preform well?
Could work on that instead of improving all our Railguns. Will take that under advisement. Would like more input first though.
 
I would rebuild the seawolf and build armor rather than blades.

Edit: Also, I had a thought: Using the acid blades from Culverin, and the acid teeth from Flugel, we could probably make a decent acid melee weapon
 
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I would rebuild the seawolf and build armor rather than blades.
Seawolf is definitely the cheaper option, which leaves more money for Trade, but the missile frigates are pretty damn powerful units. Armor is more granular, letting us potentially use a bit more cash on trade, but also more likely to saturate the market. Though, admittedly, you do need a bunch of armor to fully equip a Jaeger. Not entirely sure how much. Garm Blade would be nice to have, though, even if it eats into our trade budget.
 
Seawolf is definitely the cheaper option, which leaves more money for Trade, but the missile frigates are pretty damn powerful units. Armor is more granular, letting us potentially use a bit more cash on trade, but also more likely to saturate the market. Though, admittedly, you do need a bunch of armor to fully equip a Jaeger. Not entirely sure how much. Garm Blade would be nice to have, though, even if it eats into our trade budget.
The reason I want the Seawolf is the area that we would be weakest in is underwater combat, and the seawolf helps mitigate that, while still having supercavitating missiles to help with targets above the water.
Also, I forgot we haven't built a Garm Blade. Nvm, I want a Garm blade more than I want armor for trade.
 
Week 50: Combat End
(Week 50: Combat End)

Neo-Seattle

As their forces return to base, the city's mood is one of clear concern-- and for good reason. This fight has been… costly. Jagdhund's chassis has suffered massive damage, Tacit is thoroughly beat up, and the SDF's air division has had its nose bloodied yet again. It's only the rapid takedown of Arkon and the fact that losses weren't more severe that keeps morale from dropping further.

Tacit Ronin will require 220 Resources and an Action to repair. Any basic repairs done to Elysium Praetor can be rolled into this as well.
Jagdhund will require 3420 Resources and two Actions to repair. She will also require a new piece of armour for her shoulder, which may be installed as part of one Action. Installation or replacement of integrated equipment on Jagdhund this downtime will require a separate action from these two.
Jagdhund's IE-10 may be Recycled for 195 Resources, but cannot be repaired.


Of course, post-mortem examination of the kaiju shows quite a lot of things to be concerned about. Viceroy's body sports multiple organs that are notably younger than the rest of it, confirming the expectations that the Precursors have refitted older kaiju to enhance their performance. These new organs seem to be responsible for its cavitation weapon, but even without them the kaiju's body was almost perfectly designed for close quarters, with jaws that can shred armour, high-speed muscle fibres in its arms, and layers of redundant tissues and structures to let it shrug off anything that wasn't thrown at it by a jaeger. If Tacit hadn't managed to cripple its melee effectiveness, this fight could have gone horribly wrong-- and in some ways, it already did.

Arkon is by far the weirdest one of the three. Even though most of its innards have melted into toxic sludge, enough has survived to explain at least some of what it did. The composition of its armour is utterly bizarre-- there's multiple interwoven layers of nanotubes, reinforced by a natural magnetic field that separate layers produce, the whole thing can maintain a perfect mirror finish even when broken up, and-- well, suffice to say, the material science team's kinda shocked at the engineering behind it. Resistance to direct impacts and high temperatures is astonishingly high, but the structure of all recovered samples seems to rapidly lose cohesion when exposed to concussive, resonant, or abnormal electrical effects. This does seem to tie into Arkon's other ability, however, as its nervous and respiratory systems feature unique structures that could generate such effects. Based on the footage and sensor readings of the fight, it likely shed the outermost layers of its armour, using the innumerable mirrored particles to refract light on its command, blurring its own form while projecting multiple copies of itself into the vicinity. On the other hand, if that was really all it did, then the other copies should have mirrored its actions perfectly-- which they clearly did not. Any further explanations are currently unavailable, but it's likely that there were a few additional factors to Arkon's ability...

And finally, Corbel. In many ways the simplest, Corbel is a breath of fresh air for those K-Science researchers who prefer more straightforward giant monsters. There's nothing fancy about it-- it's heavily armoured, with stripped down nerve endings, substantially reinforced organs and musculature, and a juiced-up adrenal gland (equivalent-- kaiju don't produce adrenaline, of course) that can send it into a pain-ignoring frenzy for a minute or two before the damage to its body catches up. Not much to say, and even less that'd be useful to assist in reverse-engineering.

There's lots of material here that could be useful to research-- Viceroy's ranged weapon or melee prowess, Arkon's cloak or a way to defeat it-- yet at the same time, it only drives further home just what the Kaiju's creators are capable of doing.

New Research Tokens!
- Viceroy (Cavitation Shockwaves, CQC Supremacy)
- Arkon (Mirage Cloak, True Sight)


On a simpler, more positive note, though, Ashley's physical therapy has been going well. The ranger's adjusting nicely to her prosthetics, and should be fully adapted in a matter of weeks.

Ashley will be physically fit to pilot by the end of Week 51's Downtime!

With plenty of things to do, it's time for Neo-Seattle to get to work, and hope that next week goes better...

===

Everett

Phenom stomps back to the city, both pilots satisfied with the fight. The fact that Phenom didn't take a hint of damage beyond some burnt paint and not a single military unit was lost only help with this.

No repairs needed!

With the most recent kaiju incursion handily defeated, the city's civilian populace starts to feel a bit safer. The attack of the previous week still weighs on their minds, but it's obvious that Phenom Sable and the city's SDF are truly potent defenders.

Morale rises to Steady! No bonuses!

While Barricade still lives-- if barely-- the unexpected length of Phenom's battle has proven fatal to Culverin, with the kaiju expiring shortly after the brawl ends, its body leaking toxic blood into the ground. Unfortunate, but not a catastrophic turn of events by any means.

Culverin takes 5 Strikes from Ongoing damage! +1 Ongoing Wound! Structure limit exceeded! Culverin bleeds out!

K-Science moves in for their examinations, though they do their best to keep things short-- after all, one kaiju's swiftly turning into a poisonous mess, and the other's only unconscious, rather than dead.

The report on Culverin shares several interesting things from the start. The kaiju's armour is very good at diffusing wide-area impacts, as was shown, making it exceptionally effective against the usual large-scale bombardments utilised by conventional anti-kaiju forces, but providing no advantage against precise attacks like the Heimdal's railgun. Culverin's shoulder sacks were apparently filled with hundreds of miniature organic missiles, and could likely fire massive barrages of them-- though such barrages would be quite inaccurate. Its hand-blades, meanwhile, appear to be semi-permeable and activate based on pressure; while they'd remain solid when held normally, if impacted against a solid object, the Kaiju Blue contained within them would be released, eating away at the target's armour the longer or harder the contact was. Despite the rapid decay of their bearer, K-Science thinks they can save one of the two weapons systems for further examination, though any work into the other will have to be done based on data alone.

New Research Token: Culverin (Spray Missile Launchers, Contact-Release Weaponry)!

Barricade, meanwhile, is still a living kaiju, and thus could easily be contained to provide further research material-- though the city would probably need a new containment facility built if they didn't want to get rid of Castor first. The kaiju is incredibly tough, with redundancies and reinforcements galore that would make it almost impossible to take down on attrition alone-- as shown even when Phenom ripped two of its four arms off. The laminate layer is identical to that seen on other kaiju, but the main carapace seems to be rather weak against cutting edges. Barricade's claws were very well developed for blocking and defending, while also able to inflict a lot of pressure, so it's a good thing that it never had the chance to lay a pincer on Phenom.

Barricade may be captured if desired! (see below)

There's not much else for Everett to worry about, beyond that.

===

It is now downtime.

Kaiju Stats:
(Neo-Seattle)
SE-27-020
Viceroy
Class: Category IV Kaiju
Viceroy is massive, a broad and stocky creature seemingly crossed between dinosaur and bull. Thick carapace covers most of its vitals, though not enough to impede the flexibility of its tail or four clawed arms. Its skull is absurdly ossified, and a pair of curved, triangular horns sit on either side of its stalked eyes, functioning as both battering rams and defense for the organs. Viceroy's armour is the greenish-brownish grey seen on many kaiju, but the hide is broken up by intricate patterns of green luminescence.

Stats:
HtH: 5
Ran: 2
Str: 5
Tou: 7
Agi: 3
Dex: 3

Structure:
Dura: 15
Stru: 21

Category IV: Has all the following rules:
- Flat stun immunity. A stun instead inflicts a -1 penalty for one round.
- Universal, unbreakable AV of 1 on all locations
- +5 to all the instant death thresholds
Tis But a Scratch!: Every time Viceroy would suffer 1 or more Strikes from a source he cannot make Reactions against (e.g. ranged attacks, lingering damage, Ongoing wounds), roll 1d10 before damage is applied. On a 5+, reduce the Strikes taken by 1, to a minimum of zero. Tis But a Scratch! is disabled when Viceroy is Incapacitated.
By the Horns: Slams inflict Edged. Add any excess Charge distance as bonus damage on a Slam.
Furious Charge: Rolls 4d5 for Charges, choosing the highest two. Persistent +3 bonus on Charges.
Veteran: Viceroy may reroll any single dice per battle, adding a +1 bonus to the reroll. The result of this roll must be taken, even if it is worse. Additionally, the kaiju rolls +2 for Ongoing damage.
Not Dead Yet: Viceroy may choose to ignore the damage, Wound effects, and Ongoing of a single Minor or Major Wound of its choice as soon as it would be applied, chosen after knowing the result of the Wound. After Viceroy burns Not Dead Yet, it gains a +1 bonus to all Attack Actions for the rest of the battle.

Weapons:
Crushing Teeth
Built-in Melee Weapons
Attack Dice: 1d10+2
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Edged
Damage Bonus: Strength
Special:
Armour Cracker: inflicts +4 damage to Armour. A Major+ Wound automatically destroys any Armour on the location.

Tearing Claws (x2)
Built-in Melee Weapons
Attack Dice: 2/d10+1
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 2
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength

Skull Ram
Built-in Melee Weapons
Attack Dice: 1d10-2
Parry Dice: 1d10+1
Armour Penetration: 6
Grappling Bonus: -3
Damage Type: Impact
Damage Bonus: Strength+1
Special:
If Viceroy succeeds on a Skull Ram attack, it may immediately Slam the opponent. A Critical Hit will automatically succeed on the Slam.

Cavitation Shockwave
Built-in Ranged Weapon (Carbine)
Attack Dice: 1d10+2/1d10+1/1d10
Armour Penetration: 0
Damage Type: Blunt, Blast
Damage Bonus: 5/2/0
Range: 15/20/35
Radius: 1
Special:
Decay: Attack Dice and Damage Bonus change depending on the range bracket the weapon fires within. Point Blank is treated as Short Range for the purposes of this.
A struck K-Scale target is knocked Off-Balance, and suffers a -2 penalty for one round.
Cannot inflict Destruction Wounds.


Armour:
Kaiju Hide
Coverage: All but Eyes
AV: 4/2
Resilience: All, +1 Conventional
Durability: 9

Armoured Lids
Coverage: Eyes
AV: 2/1
Resilience: All, +1 Impact
Durability: 10
Special:
Eye Damage never causes extra Brain Damage.

Laminated Ceramic Carapace
Coverage: Shoulders, Head, Neck, Chest, Shoulders, Spine
AV: 3/-
Resilience: All, +2 Impact, +2 Blunt, +1 Edged
Durability: 7
SE-27-021
Arkon
Class: Category IV Kaiju
Bipedal, with a hardened carapace and compacted build, Arkon practically spasms with energy. It sports a quartet of radiator fins on its back, almost knife-like lower legs, and a skull like an arrowhead, all clad in a shimmering chrome plating. However, most obvious, and clearly its main weapons, are the pair of giant, saw-toothed pincers it has for hands.

Stats:
HtH: 6
Ran: 1
Str: 4
Tou: 3
Agi: 6
Dex: 5

Structure:
Dura: 7
Stru: 12

Category IV: Has all the following rules:
- Flat stun immunity. A stun instead inflicts a -1 penalty for one round.
- Universal, unbreakable AV of 1 on all locations
- +5 to all the instant death thresholds
Double Team: As a Move Action on its turn, Arkon can shed the outer layers of its shell like chaff, using the electroacoustic signals of its dorsal fins and its own chrome-like armour to project a series of translucent mirror images around it. While Double Team is active, all non-radius attacks (melee or ranged) against Arkon are at an additional +2 difficulty to-hit, and all Reactions against Arkon's melee attacks suffer a -2 penalty until the start of Arkon's next turn. A combatant may attempt a Difficulty 10 Dexterity Test as an Action to find the real Arkon, ignoring the effects of Double Team until the end of their next turn. Arkon may move on the same turn it uses Double Team, as per Superior Action, but cannot Charge and maintain Double Team at the same time.
Superior Action: Arkon automatically ignores 1 point of Agility Penalty it would take from any wound. Arkon may choose to take two separate Move actions if it wishes.
Heightened Evasion (+3): For the purposes of Passive Defense and ranged attacks, enemies increase your to-hit number by half your Agility stat (rounding up).
Relentless: Arkon cannot have a stat reduced below -3 by Wound effects.

Weapons:
Tyrant Claws x2
Built-in Melee Weapons
Attack Dice: 1d10+2
Armour Penetration: Dexterity
Grappling Bonus: +3
Damage Type: Edged
Damage Bonus: Strength

X-Scissor
Built-in Melee Weapon
Attack Dice: 2x 1d10-2
Armour Penetration: Dexterity
Damage Type: Impact, Electric
Damage Bonus: Strength x2
Special:
Roll once for hit location, and apply both attacks to that location.
X-Scissor cannot be used in a Grapple.


Blade Kick x2
Built-in Melee Weapons
Attack Dice: 1d10
Armour Penetration: Dexterity
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Dexterity

Armour:
Mirrored Carapace
Coverage: All but Pincers, Arms
AV: 4/1
Resilience: All, +2 Impact, +2 Fire, +2 Burst, -1 Electric, -1 Blunt, -2 Ice
Durability: 9
Special:
Laser targeting assists offers no bonuses to hit Arkon.

Superhardened Claws
Coverage: Pincers, Arms
AV: 6/1
Resilience: All, +2 Impact, +2 Fire, +2 Burst, -1 Electric, -1 Blunt, -2 Ice
Durability: 8
SE-27-022
Corbel
Class: Category III Kaiju
Covered in thick segments of plate armour and hunched over as it walks, Corbel is an utter brute of a kaiju, and was clearly built with far more brawn than brains. Half the fingers on either hand are fused together into a massive, hooked claw, while its clearly ossified jaw carries dozens of bullet-shaped teeth for crushing and shattering. The kaiju's eyes are orange and slitted, hidden by an armoured brow they can just barely peek out from underneath.

Stats:
HtH: 3 (5)
Ran: 0
Str: 5 (7)
Tou: 7
Agi: 2 (4)
Dex: 0

Structure:
Dura: 8
Stru: 15

Lumbering Brute: Never add Agi to Dodge rolls. Corbel ignores the first two Minor Wounds it takes in a battle.
When Everything Looks Like a Nail…: Corbel's Str cannot be reduced below its base level by any effect or penalty.
Berserker: Once Corbel passes its Durability threshold, it gains +2 HtH, Str, and Agi for 1d5+1 rounds, and ignores all Ongoing Wounds and Durability penalties for the duration of this effect.
Heavily Armoured (2): Corbel has a universal, unbreakable AV of 2 on all locations. This replaces any universal AV it may already have from its Category.

Weapons:
Fused Talons x2
Built-in Melee Weapons
Attack Dice: 1d10+1/2x 1d10+1
Armour Penetration: 4/2
Grappling Bonus: +2/+0
Damage Type: Edged
Damage Bonus: Strength

Shatter Bite
Built-in Melee Weapons
Attack Dice: 1d10-2
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Burst
Damage Bonus: Strength+1

Armour:
Heavy Plate
Coverage: All but Eyes
AV: 5/-
Resilience: All, +1 Impact, -2 Blunt
Durability: 7

Bony Brow
Coverage: Eyes
AV: 3/2
Resilience: All
Durability: 10
Special:
-2 to Eye damage rolls

(Everett)
EV-27-004
Culverin
Class: Category III Kaiju
A bipedal kaiju with an otherwise reptilian build, the main features that distinguish Culverin from its predecessors are the multi-barreled organic missile launchers sprouting from its shoulders, and the translucent knife blades it has for hands, their insides full of glowing blue fluid.

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

Structure:
Dura: 8
Stru: 13

Steady Aim: Culverin only takes a -2 penalty for moving and shooting.

Weapons:
KB Hand Blades
Built-in Melee Weapons
Attack Dice: 1d10/ 2x 1d10-1
Armour Penetration: 4+Special
Grappling Bonus: -2
Damage Type: Edged, Ice
Damage Bonus: Strength
Special:
Cleaving (4): Armour Penetration receives a bonus, equivalent to 1 for every 4 points the attacker beats the opponent's reaction by.

Spray Missile Launchers
Built-in Ranged Weapons (Scatter)
Attack Dice: 4x 1d10-1
Armour Penetration: 0
Damage Type: Impact
Damage Bonus: 1
Range: 10/15/20
Radius: 2
Special:
Broadside: If Culverin does not move on its round, it may fire a second attack with its Spray Missile Launchers, resolving with a -1 penalty against any legal target of its choice. This second attack temporarily drains its stocks, and may only be used once every two rounds. During this time, Culverin takes a -1 to attacks with its Spray Missile Launchers

Armour:
Layered Scale Plate
Coverage: All but Eyes
AV: 3/2
Resilience: All, +1 Conventional
Durability: 10

Optic Shield
Coverage: Eyes
AV: 1/1
Resilience: All, +1 Conventional
Durability: 5
EV-27-005
Barricade
Class: Category II Kaiju
A six-legged kaiju covered in broad plates of armour, with a quartet of pincers that serve as both weapons and shields.

Stats:
HtH: 2
Ran: 0
Str: 4
Tou: 7
Agi: 2
Dex: 1

Structure:
Dura: 18
Stru: 10

Relentless: Barricade cannot have a stat reduced below -3 by Wound effects.

Weapons:
Grabby Crab Hands
Built-in Melee Weapons
Attack Dice: 2/d10
Parry Dice: 1d10
Block Dice: 1d10+2
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength+2

Armour:
Thick Shell
Coverage: All but Eyes
AV: 4/1
Resilience: All, -1 Edged
Durability: 7

Ablative Laminate
Coverage: All (outermost layer)
AV: 2/2
Resilience: All, -2 Burst, -1 Electric
Durability: 2

Neo-Seattle:
Mark IV Kaiju killed: +10000 Resources
Category III Kaiju killed: +1000 Resources
Quick Kill Bonus: +100 Resources
Salvage Facility Bonus: +5500 Resources
Manufacturing: +4500 Resources

Total Resources to Spend: 32405

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-655 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners*
[ ] Write-In (requires GM permission)

Everett:
Category III Kaiju killed: +1000 Resources
Quick Kill Bonus: +100 Resources
Salvage Facility Bonus: +400 Resources
Manufacturing: +3000 Resources

Total Resources to Spend: 9680

Free Actions:
[ ] Post-Fight Cleanup
-[ ] Clean it up! (-630 Resources)
-[ ] Leave it be!
[ ] Interrogate Prisoners*
[ ] What to do with Barricade?
-[ ] Kill Barricade! (-1 Barricade, +700 Resources)
-[ ] Keep Barricade! (+1 Barricade, will require a new containment facility)
-[ ] Keep Barricade, and kill Castor! (+1 Barricade, +500 Resources, -Geminus persistent research buff**, no new facility needed)
-[ ] Extract Barricade's secondary brain, and process the rest! (-1 Barricade, +1 Barricade Secondary Brain, +350 Resources)
[ ] Write-In (requires GM permission)

*Interrogating prisoners is a d10 check, with the difficulty modified by what topic you are interrogating about. You may spend a City Action on this to get a second roll attempt.
Everett's Interrogation rolls are at a slightly reduced difficulty, due to their glut of available prisoners.
**While Castor remains in Everett, the difficulty of Everett's K-Science research regarding Geminus stuff will be reduced, even after spending the Geminus token.

I should probably ease up on the research tokens a bit, but I felt Viceroy deserved to give one, Arkon obviously
had to (given how weird it is), and Culverin could probably provide something to make up for the whole "bleeding out" thing. I'm probably gonna hold off on crazy nonsense kaiju that'd provide such things for a while, since you guys have a decent stockpile now. Also, yes, "CQC Supremacy" is a kinda indistinct option for research, but A) I couldn't think of anything else unique to give Viceroy, and B) I do accept arguments for alternative uses of tokens, if you make a good case.

In any case, I expect you'll probably need to adjust your plans a little.
 
So, I came up with a new Jaeger design, inspired by the idea of warrior monks
Righteous Fist
Class: III
Motivation: Beat up Kaiju
Starting Stats ([Mk. 1: 10/15, Mk. 2: 12/15, Mk. 3: 15/20, probably shouldn't go higher than that])
HtH: 4
Ran: 1
Str: 3
Tou: 3
Agi: 3
Dex: 1

Archetype/Theme: Warrior Monk
Preferred Defense Action: Parry or dodge
Primary Weapon/Method of Attack: Main weapon is armored fists/gauntlets,
General Aesthetics: Sleek build, orange colored, with seemingly oversized red gauntlets

Stat Priorities: HtH>Agi>Str>Tou>Dex

Gear Breakdown:
Weapons, Gadgets, and Armor:
- Righteous Fist has two heavy parrying gauntlets, which are very tough and decent at parrying.
- In the chest is an Anti-Armour LC-Laser Battery, or maybe a missile launcher
- Armor is Jadgarium, maybe with additional ablative armor on the fists

Mods, Perks and Augments:
-The upper body of Righteous Fist has Hyper-Vascular Strands that are optimized for speed and precision instead of strength, allowing Righteous Fist to use the HtH stat to parry instead of dexterity
- Mod: Guardian Sensor Array: A Torso mounted array of powerful sensors and computers track the movements of opponents to analyze movements and predict strikes - Provides a bonus to parrying, maybe a bonus to scanning - Will need to be researched
- Perk: Flurry of Blows: Righteous Fist may take a penalty to reactions and use both his move and normal action in order to attack twice
- Perk: Deflective Parry: Phenom's Deflective Guard, but works for parrying instead

Gear Priorities:
Critical: Heavy Parry Gauntlets, Precision Hyper Vascular Strands
High: Laser Battery or Supercavitating Missiles, GAPAS, Guardian Sensor Array
Medium: High-Mobility Hyper-Vascular Strands, TN-0 Rapid Clotting Factor
Low: Faraday Cage, Electric Fists

@Nixeu what do you think?

Also I think we should just kill barricade, its just tanky, not much else interesting about it.
 
Tacit Ronin will require 220 Resources and an Action to repair. Any basic repairs done to Elysium Praetor can be rolled into this as well.
Jagdhund will require 3420 Resources and two Actions to repair. She will also require a new piece of armour for her shoulder, which may be installed as part of one Action. Installation or replacement of integrated equipment on Jagdhund this downtime will require a separate action from these two.
Jagdhund's IE-10 may be Recycled for 195 Resources, but cannot be repaired.
...Did I botch my math? That's cheaper than I would have expected based on the new Repair rules we got last Downtime. Not complaining, but I wouldn't mind knowing where my error might have been. Probably gonna need to nix something from the Downtime Plan. Luckily, there's something I can easily nix, based on the fact that Corbel died.
Of course, post-mortem examination of the kaiju shows quite a lot of things to be concerned about. Viceroy's body sports multiple organs that are notably younger than the rest of it, confirming the expectations that the Precursors have refitted older kaiju to enhance their performance. These new organs seem to be responsible for its cavitation weapon, but even without them the kaiju's body was almost perfectly designed for close quarters, with jaws that can shred armour, high-speed muscle fibres in its arms, and layers of redundant tissues and structures to let it shrug off anything that wasn't thrown at it by a jaeger. If Tacit hadn't managed to cripple its melee effectiveness, this fight could have gone horribly wrong-- and in some ways, it already did.
About what I expected. Could be nice to replicate that sonic weapon. Or some of his other stuff. I dunno. Looking at the sheet, the Cavitation Shockwave weapon is pretty friggin' nice. Some of his other stuff is pretty nice too. That Furious Charge, though, that's bloody awesome. Would love to have that for Tacit or one of our other Charge builds, and By the Horns is also pretty nice, though I expect replicating the effects would involve different stuff than what Viceroy here uses.
Arkon is by far the weirdest one of the three. Even though most of its innards have melted into toxic sludge, enough has survived to explain at least some of what it did. The composition of its armour is utterly bizarre-- there's multiple interwoven layers of nanotubes, reinforced by a natural magnetic field that separate layers produce, the whole thing can maintain a perfect mirror finish even when broken up, and-- well, suffice to say, the material science team's kinda shocked at the engineering behind it. Resistance to direct impacts and high temperatures is astonishingly high, but the structure of all recovered samples seems to rapidly lose cohesion when exposed to concussive, resonant, or abnormal electrical effects. This does seem to tie into Arkon's other ability, however, as its nervous and respiratory systems feature unique structures that could generate such effects. Based on the footage and sensor readings of the fight, it likely shed the outermost layers of its armour, using the innumerable mirrored particles to refract light on its command, blurring its own form while projecting multiple copies of itself into the vicinity. On the other hand, if that was really all it did, then the other copies should have mirrored its actions perfectly-- which they clearly did not. Any further explanations are currently unavailable, but it's likely that there were a few additional factors to Arkon's ability...
Best guess is magic or quantum BS. Looking at the sheet, those Perks are all pretty sweet. Heightened Evasion is a neat idea for reducing the odds of being hit at Range without granting Reactions, and Double Team is awesome...though I am kicking myself for not thinking to make Sensor Rolls to figure out where it was. Those X-Scissor weapons are also interesting looking. Worth adding to the sheet.
And finally, Corbel. In many ways the simplest, Corbel is a breath of fresh air for those K-Science researchers who prefer more straightforward giant monsters. There's nothing fancy about it-- it's heavily armoured, with stripped down nerve endings, substantially reinforced organs and musculature, and a juiced-up adrenal gland (equivalent-- kaiju don't produce adrenaline, of course) that can send it into a pain-ignoring frenzy for a minute or two before the damage to its body catches up. Not much to say, and even less that'd be useful to assist in reverse-engineering.
Again, about as expected. Surprised it didn't survive, though. Some interesting little bits in the Sheet, some interesting immunities and armor ideas. Will have to see about adding them to Research Ideas list.
There's lots of material here that could be useful to research-- Viceroy's ranged weapon or melee prowess, Arkon's cloak or a way to defeat it-- yet at the same time, it only drives further home just what the Kaiju's creators are capable of doing.

New Research Tokens!
- Viceroy (Cavitation Shockwaves, CQC Supremacy)
- Arkon (Mirage Cloak, True Sight)
Interesting that Arkon might help us with seeing through similar effects.
While Barricade still lives-- if barely-- the unexpected length of Phenom's battle has proven fatal to Culverin, with the kaiju expiring shortly after the brawl ends, its body leaking toxic blood into the ground. Unfortunate, but not a catastrophic turn of events by any means.

Culverin takes 5 Strikes from Ongoing damage! +1 Ongoing Wound! Structure limit exceeded! Culverin bleeds out!
Ah well. I like having Castor around anyway.
The report on Culverin shares several interesting things from the start. The kaiju's armour is very good at diffusing wide-area impacts, as was shown, making it exceptionally effective against the usual large-scale bombardments utilised by conventional anti-kaiju forces, but providing no advantage against precise attacks like the Heimdal's railgun. Culverin's shoulder sacks were apparently filled with hundreds of miniature organic missiles, and could likely fire massive barrages of them-- though such barrages would be quite inaccurate. Its hand-blades, meanwhile, appear to be semi-permeable and activate based on pressure; while they'd remain solid when held normally, if impacted against a solid object, the Kaiju Blue contained within them would be released, eating away at the target's armour the longer or harder the contact was. Despite the rapid decay of their bearer, K-Science thinks they can save one of the two weapons systems for further examination, though any work into the other will have to be done based on data alone.

New Research Token: Culverin (Spray Missile Launchers, Contact-Release Weaponry)!
Interesting. Not what I expected. Contact release weaponry could be pretty damn nice for that Ninja Jaeger idea we had a while back, and the Spray Missile launchers could be good for Vixen Gold. Not a whole lot of other uses for it I can think of though. Sheet is interesting, the Cleaving on the KB Blades probably comes from the acid, I'm guessing.
Barricade, meanwhile, is still a living kaiju, and thus could easily be contained to provide further research material-- though the city would probably need a new containment facility built if they didn't want to get rid of Castor first. The kaiju is incredibly tough, with redundancies and reinforcements galore that would make it almost impossible to take down on attrition alone-- as shown even when Phenom ripped two of its four arms off. The laminate layer is identical to that seen on other kaiju, but the main carapace seems to be rather weak against cutting edges. Barricade's claws were very well developed for blocking and defending, while also able to inflict a lot of pressure, so it's a good thing that it never had the chance to lay a pincer on Phenom.

Barricade may be captured if desired! (see below)
Yeah, not going to go for that, I think. Blocking claws just aren't really worth building another Containment facility.
Neo-Seattle:
Mark IV Kaiju killed: +10000 Resources
Category III Kaiju killed: +1000 Resources
Quick Kill Bonus: +100 Resources
Salvage Facility Bonus: +5500 Resources
Manufacturing: +4500 Resources

Total Resources to Spend: 32405
Just to make sure, you did add the R off Capitializing Flourish, yeah? Otherwise, this is amount the amount of R I estimated we'd have to work with. I'm thinking like 20k for Trade, 10-12k for Repairs and building stuff for us is a good split. Repairs and replacement units should run us about 4k, leaving us another 6-8K for other uses. New Garm Blade will run us about 3k. I think I'm coming down on the side of fixing the Seawolf, which is 2k.
Everett:
Category III Kaiju killed: +1000 Resources
Quick Kill Bonus: +100 Resources
Salvage Facility Bonus: +400 Resources
Manufacturing: +3000 Resources

Total Resources to Spend: 9680
Hm. Should be enough to build the Compact Shatterdome with the R off Barricade thrown in. Might need a transfer from N-S to build anything else though. About 2k for the MPFs, so that will run us 7k from our non-trade funds, total, in expenses from N-S.
I should probably ease up on the research tokens a bit, but I felt Viceroy deserved to give one, Arkon obviously had to (given how weird it is), and Culverin could probably provide something to make up for the whole "bleeding out" thing. I'm probably gonna hold off on crazy nonsense kaiju that'd provide such things for a while, since you guys have a decent stockpile now. Also, yes, "CQC Supremacy" is a kinda indistinct option for research, but A) I couldn't think of anything else unique to give Viceroy, and B) I do accept arguments for alternative uses of tokens, if you make a good case.
...Charge Attack Enhancement?
In any case, I expect you'll probably need to adjust your plans a little.
Just a bit, yes. Updated plan incoming, plus math...eventually. I smell cookies downstairs. Also, other gaming addictions to feed.
-The upper body of Righteous Fist has Hyper-Vascular Strands that are optimized for speed and precision instead of strength, allowing Righteous Fist to use the HtH stat to parry instead of dexterity
...Gonna have to break that one down for me. I could very easily see this being, like, a way to boost HtH or Dex, but I'm not seeing why it should enable you to use a different stat for it. Generally, with mechanic-altering Mods or Augs, it's best to let the GM do most of the leg-work for explaining how it works, and maybe only present, like, a vague guideline for it. Otherwise, looks fine. But we kinda already have a similar build, @Highwind's Swift Wanderer.

Edit: It occurs to me that an incapacitated Kaiju should probably yield more R, since we can bring it in alive, and avoid a lot of the decay issues. But it's up to @Fyrstorm if that's reasonable.
 
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Those are some incresibly juicy research tokens.

I would love to see what sorts of things we can get out of the CQC Supremacy option on Viceroy's. The mention of high-speed muscle fibres in its autopsy is very interesting for that, but if we could get ourselves a version of 'Tis But A Scratch, I'd take it in a heartbeat.

For Arkon's, I'm interested in the Mirage Cloak but the True Sight option is enticing, if only so we can bypass future effects like Double Team.

Finally, the Contact Release Weaponry option on Culverin's token sounds like just the thing to create strong Acid or Ice melee weapons. The Spray Missile option is nice, but we can get good Spread-type weapons without and the one advantage I can think of for a Spray Missile would be having elemental damage types.
 
...Did I botch my math? That's cheaper than I would have expected based on the new Repair rules we got last Downtime. Not complaining, but I wouldn't mind knowing where my error might have been. Probably gonna need to nix something from the Downtime Plan. Luckily, there's something I can easily nix, based on the fact that Corbel died.
Every fourth Strike is free, so Jagdhund only had Seven Strikes to pay for, plus the Destruction Wound, or something like that. I dunno, might have messed something up.

Just to make sure, you did add the R off Capitializing Flourish, yeah? Otherwise, this is amount the amount of R I estimated we'd have to work with. I'm thinking like 20k for Trade, 10-12k for Repairs and building stuff for us is a good split. Repairs and replacement units should run us about 4k, leaving us another 6-8K for other uses. New Garm Blade will run us about 3k. I think I'm coming down on the side of fixing the Seawolf, which is 2k.
Yep, added it in as soon as you set the thing off.
 
Every fourth Strike is free, so Jagdhund only had Seven Strikes to pay for, plus the Destruction Wound, or something like that. I dunno, might have messed something up.
I accounted for that, though. I think maybe I accounted for Ongoing wrong, because I could have sworn Jagdhund took 8 Strikes. But those should produce the same numbers. So I really don't know. I'm cool with it.
Yep, added it in as soon as you set the thing off.
Just checking. Also, I added an Edit with a query about getting more R off Incapacitated Kaiju if we drag them in alive, and then cut them up for R.
 
...Gonna have to break that one down for me. I could very easily see this being, like, a way to boost HtH or Dex, but I'm not seeing why it should enable you to use a different stat for it. Generally, with mechanic-altering Mods or Augs, it's best to let the GM do most of the leg-work for explaining how it works, and maybe only present, like, a vague guideline for it.
I wanted Righteous Fist to have giant fists, but it occurred to me that giant fists and the sort of precise movements presumably needed for parrying didn't sound like they would mix well. So I figured, hey, we have a system for better Jaeger Muscles, maybe a modified version could allow the fists to be moved quickly and accurately enough to parry with giant fists. Ideally it would also boost HtH, but I wasn't sure if that would be too powerful a mod
That was my train of thought anyway
 
@Fyrstorm If we did a joint research project on ablative laminate armor, could we use both the Goryo token and the Bulwark token for a bigger bonus to researching it?
 
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