The Augment assumption is correct, and yes, I'd let you do that (since the Shrike Coating is a coating, and its functionality is closely tied to the Cloak's).
As for the other two points... first off, yes, a simple notice of use is sufficient.
Second off, Jagdhund can currently mount three Garneles without adversely affecting her performance-- up to five, if she's willing to suffer -2 Agility and Over-encumber herself. Due to the presence of the Jaeger Sheath, the position of these Fangs would be set to the default available slots; two on the rear skirt (Pelvis), and one on the Right Thigh. That said, her current loadout would mean these three Fangs would be the absolute limit to what she could currently carry-- since she's already hauling around four or so guns (plus a sword), and each Garnele is an entire weapon on its own. Eight weapons plus ammo is pretty heavy and Strength 3 only gets you so far. Again, she could haul up to three Garneles on top of her current loadout, but after that she'd need either more Strength or some other way to enhance carrying capacity if you wanted to pile on anything more.
Right. I was only planning on giving her two anyways, since I that was what I remembered the limit being. I guess I could always sell one less to KRAUN and redo the math, but f*ck that noise. Should someone want it enough, they can modify my vote and do the math themselves.
[x] Plan Crusade Build Up, Phase 5: Siege Time 3.0
-[x] Neo Seattle
--[x] Normal Actions
---[x] Build 14x Garnele Autonomous Rifles (-26,250 R)
---[x] Build 4x Sovereign Links (-16,000 R)
---[x] Trade: Sell to KRAUN: 12x Garnele Autonomous Rifles, 3x Sovereign Links (+60,350 R)
---[x] Build 4x Thunderspray Jaegrenades. (-2080 R)
---[x] Remove GAPAS, Install Sovereign Link (Spine) and 2x Garnele Autonomous Rifles (Location: Pelvis) onto Jagdhund
---[x] Install 1 Mirage Cloak and 8x pieces of Shrike Mirror Coat into Jagdhund (Armor Locs: Chest, Torso, Spine, Pelvis, Neck, Conpod, Right Shoulder, Left Shoulder)
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better, etc) (Use Viceroy Token)
---[x] Build 1x Mirage Cloak (-4000 R)
---[x] Research an improved Anti-Armor Laser Cannon using UV lasers.
---[x] Salvage Naval Base Kitsap, Bangor section (Trident Submarine base), focusing on computers/data/blueprints, fissile materials, intact facilities/gear, repairable hulls, and scrap, in that order.
---[x] Salvage Naval Base Kitsap, Bremerton section (Nuclear Aircraft Carrier Shipyard and Inactive Ship Storage), focusing on anything useful for creating our own aircraft carriers (useable hulls, informative/useful hull fragments, blueprints, data, equipment, etc), fissile materials, repairable non-carrier hulls, misc gear, and scrap, in that order.
--[x] Free Actions
---[x] Transfer 5000 R, two Gyroscopic Stabiliser Feet, one GAPAS, and one Tristan-class Frigate to Everett.
---[x] Trade: Buy 2x Targeting Arrays and 2x CMP-7s from KRAUN (-1400 R) (Comms)
---[x] JR: Perfect the XMST, with more control over the destination and better range. (Use Grae Token) (Breach)
---[x] Research and adapt Terrornook's mixture of coagulants and painkillers for medical use. (K-Sci)
---[x] Research Impact/Electric-damage bombs/missile warheads, using Vortex's Arc Bombs and the Thunderspray Jaegrenades for reference as needed (Con Tech 1)
---[x] Improve the 150mm AAR-02 Corrosion Shell, focusing on stickier acid and greater armor corrosion once stuck. (Con Tech 2)
---[x] Research a way to increase the range of our UV laser weapons (focusing the Micro UV Laser Vulcans). (Con Tech 3)
---[x] Fix the misfiring issues with the 420mm Plasma Charge Magazines. (J-Tech 1)
---[x] Research to improve our Kinetic Guillotine's range, and add the capability to switch between Edged and Impact damage (J-Tech 2)
---[x] Discount Thunderspray Jaegrenades (Munitions)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build 5x Type-D Mortar Carrier Teams, (-180 R) (MPFs)
---[x] Build a Tristan-Class Missile Frigate (Dockworks)
---[x] Recycle nothing
---[x] Interrogate Prisoners: Call in experts to conduct subtle psych evaluations disguised as interrogations, looking for signs of mental and emotional manipulation, intense indoctrination, etc. (Free)
Total cost before Trade: -42,250 R, Income from Trade: 60,350 R, Post-Trade Expenses: -12660, Final Total: 48,326
-[x] Everett
--[x] Actions
---[x] Improve Population to 8 (-8500 R)
---[x] JR: Perfect the XMST, with more control over the destination and better range.
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better)
---[x] Research Trade Center Comms Augment
---[x] Uninstall the EW Suite, Install GAPAS.
--[x] Free Actions
---[x] Improve Phenom's HtH (20 rolls) (J-Tech 1 and 2) (800 R)
---[x] Build 3x AG-60 Dragonfly (Type D) Squadrons (-108 R) (MPFs)
---[x] Interrogate Prisoners: What sort of government/command structure do the Blue Stars have?(Free)
(Total Cost: -13408 Final Total: 392 R)
I can already hear the Logistics teams crying at the number of balls in the air this week. I might make a modification to the vote after I ask one more question, but I've delayed posting this for long enough. Those more perceptive amongst you might notice I've had to nix rebuilding the Frigates and PT boats. Those were first on the chopping block because I don't think they're going to be relevant in the Siege, and most of the rest of our Actions are in one way or another. I guess if I really wanted to worsen the juggling act I could probably transfer the wrecks and a bit more R over to Everett and have the Frigates fixed up there, instead of researching a Trade Aug...but I'm probably already giving Fyr a headache with all of this craziness. No need to make it worse.
Question is "can we install the Gyroscopic Stabilizer Feet alongside the GAPAS?" I'm guessing not, but I found some just lying around Neo-Seattle's inventory, and I think Revolver could probably use them. Can't squeeze it into this turn, but I'm sure I'll be able to next turn, once Everett has more flipping actions to work with.