As further discussion does not appear to be incoming, I'll post a reworked V that incorporates giving Revolver the Mirage Cloak+Shrike Coating in key areas, and also gives Jagdhund a Sovereign Link and two Garneles, amongst other changes discussed, tonight. Need to redo the math from scratch, since I reworked our Trade in order to pull that off.
 
As further discussion does not appear to be incoming, I'll post a reworked V that incorporates giving Revolver the Mirage Cloak+Shrike Coating in key areas, and also gives Jagdhund a Sovereign Link and two Garneles, amongst other changes discussed, tonight. Need to redo the math from scratch, since I reworked our Trade in order to pull that off.
I was, actually, semi-serious about the color thing. Silver-chrome is not one of Revolver's colors, and since the coating we currently have is literally just stuff cannibalized from a kaiju corpse and not something we made ourselves, it's locked to the default color.

It's probably a minor issue, tbh, but it's there.
 
I was, actually, semi-serious about the color thing. Silver-chrome is not one of Revolver's colors, and since the coating we currently have is literally just stuff cannibalized from a kaiju corpse and not something we made ourselves, it's locked to the default color.

It's probably a minor issue, tbh, but it's there.
I know, I know. But it's also probably the best defensive Aug we can equip right now. Especially for a siege. Maybe we can recolor it to gold for free? It's not like we had to do anything to change Revolver/Elysium's armor colors before. Or have we had this discussion already, and that's not an option? I guess one alternative would be to equip Jagdhund with it, and give Revolver her GAPAS. Honestly, it might fit her build better, if only because she can make use of the melee advantage as well.
 
I know, I know. But it's also probably the best defensive Aug we can equip right now. Especially for a siege. Maybe we can recolor it to gold for free? It's not like we had to do anything to change Revolver/Elysium's armor colors before. Or have we had this discussion already, and that's not an option? I guess one alternative would be to equip Jagdhund with it, and give Revolver her GAPAS. Honestly, it might fit her build better, if only because she can make use of the melee advantage as well.
Originally it was going to be hard locked to chrome color in all cases, until someone (I think me?) pointed out that you can totally mirror polis colors other than silver. So Fyr said that if we make our own, we can make it whatever color, but the free set we got off the kaiju (I forget its name) is silver because that's the color the kaiju was.
 
Originally it was going to be hard locked to chrome color in all cases, until someone (I think me?) pointed out that you can totally mirror polis colors other than silver. So Fyr said that if we make our own, we can make it whatever color, but the free set we got off the kaiju (I forget its name) is silver because that's the color the kaiju was.
Right, fair enough. Thoughts on doing the hand-me-down GAPAS idea? I've got the math finished up, but reworking those bits of the vote would be easy. I am also considering other, possibly financially impactful reworks, hence why I haven't posted yet.
 
Right, fair enough. Thoughts on doing the hand-me-down GAPAS idea? I've got the math finished up, but reworking those bits of the vote would be easy. I am also considering other, possibly financially impactful reworks, hence why I haven't posted yet.
sounds good to me. Dodge was always meant to be Revolver's main defense anyway.
 
Purple and silver wouldn't be a bad mix, but it's totally understandable why you wouldn't want to repaint Revolver, especially not this early. On the other hand, Phenom already has a black-and-silver scheme going on (though you do already have the Barrier on him), and Jagdhund's grey-and-purple wouldn't be too broken up with some silver.

*shrug*
 
sounds good to me. Dodge was always meant to be Revolver's main defense anyway.
I'm aware. I'm just not crazy about GAPAS for Ranged combatants, mostly due to the movement requirement.

@Fyrstorm, would I be right to assume that installing multiple Augs into a Jaeger in a single turn would require multiple Actions? And, in similar vein, could we roll installing the Shrike Coating into the same Action as installing the Mirage Cloak?

Two other random points. As I recall, we just need to call out in the deployment vote if we're adding Weapon Modifications to our guns, correct? Also, I recall Jagdhund only being able to carry something like two Garneles. Would we have to call out where those are attached in the deployment vote, or do something else?
 
I'm aware. I'm just not crazy about GAPAS for Ranged combatants, mostly due to the movement requirement.

@Fyrstorm, would I be right to assume that installing multiple Augs into a Jaeger in a single turn would require multiple Actions? And, in similar vein, could we roll installing the Shrike Coating into the same Action as installing the Mirage Cloak?

Two other random points. As I recall, we just need to call out in the deployment vote if we're adding Weapon Modifications to our guns, correct? Also, I recall Jagdhund only being able to carry something like two Garneles. Would we have to call out where those are attached in the deployment vote, or do something else?
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.
 
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.
 
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Might need to edit your plan a little, then, since it seems you're equipping her with three. Not a big deal, though.
...Argh. Right. Fixed. I was trying to fix other typos in that area of the vote, and I edited the wrong numeral. That would explain why I had to fix it twice...I was rushing, since I really prefer to finish those edits within the first minute of posting.
 
The Murasame is not actually a superheavy, it's a still a "normal" conventional unit. Which means that with the new dockworks augment we can pump them out for free. Not very fast, admittedly, but free battleships are free battleships. :D
I retract this statement btw.

Two weeks instead of two years is very fast.
 
Quick question: what sort of action is being used for Salvaging Kitsap? Communications?

Edit: and... remind me what the Trade Centre Aug's meant to do? Gives a Free Trade Action, right?
 
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Quick question: what sort of action is being used for Salvaging Kitsap? Communications?

Edit: and... remind me what the Trade Centre Aug's meant to do? Gives a Free Trade Action, right?
1. Yeah, that would be the stat used for the roll. If you're asking if it's a Free Action, though, it's not.
2. Exactly that, yes.
 
[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'm gonna need rolls for:

Neo-Seattle:
Actions:
- Combo Lasers - 1d10+10
- Sub Base Salvage - 1d10+6
- Ship Base Salvage - 1d10+6
Free:
- K-Sci - 1d10+8
-- Terrornook Painkillers
- C-Tech - 1d10+9 each
-- Arc Bomb
-- Better Acid Shells
-- Longer Lasers
- J-Tech - 1d10+7 each
-- No Plasma Misfire
-- Improved Guillotine
- Kaiju Scans - 1d10+7
- Interrogation - 1d10
Joint Research:
- Biggerer, Scarierer Hands - 2x 1d10+13
- Better Teleport - 2x 1d10+14

===

Everett:
Actions:
- Trade Centre - 1d10+5
Free:
- Phenom Punch! - 20 x 1d10+5 (success on 12+)
- Interrogation - 1d10
Joint Research:
- Biggerer, Scarierer Hands - 1d10+10
- Better Teleport - 1d10+10
 
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