Well thank you, It's been a while.Jagdhund hit all 3 machine gun shots, since she has a +5 to ranged attacks (5-1 = 4 to account for firing a burst). Additionally, both Garneles benefit from Jagdhund's +5 to ranged, (so it would be a +4 once you account for a 3 shot burst reducing accuracy by 1). As such, Garnele 1 also hit with the 2nd shot, unless the roll of one means its gun misfired first.
As Tara and Phenom clash, another gout of blood erupts from the kaiju's broken arm, and the limb buckles. Tara shrieks and stumbles, her stance falling apart in an instant. Phenom Sable wastes no time, and clamps down once more, claws squealing off Tara's armour.[X] Plan Hit the Glowing Thing for Massive Damage ver. 1.0
-[x] Revolver Shogun fires an Ultra Barrage with the Ultra Autocannons, targetting Clawface.
-[x] Jagdhund commands the Garneles to fire at Clawface, in bursts.
-[x] Jagdhund herself equips the Machine Cannon from her SEER and fires a burst at Clawface.
-[x] Phenom continues to Grapple Tara.
-[x] Tacit moves to the entrance of the monolith and starts slashing a way through.
We have 14 grapple advantage points. Enough for two breaks and a Free Attack, but we really don't want to kill Tara so we can finally harvest those gametes.On the topic of what to do next, I think we have Phenom keep grappling, Jagdhund and Garneles overwatch in case Clawface pokes it's face up again, and Revolver should move to help Tacit batter down the gate, since it's not like Revolver's lasers and missiles are very powerful.
While we get started on the grapple plans, I'd like to show you all a small project I've been working on for the past couple days. I recently downloaded a Game called M.A.S.S. Builder, that lets you design your own giant robot with a surprising degree of freedom. And naturally, I couldn't NOT attempt to recreate one of our beloved Jaegers.
Ladies and gentlemen, I present you Jagdhund, in 3D!
View: https://imgur.com/a/3tXvpdv
I plan to make Phenom next, followed by probably Revolver Shogun, and Tacit unfortunately comes last because his proportions and weapons are a bit awkward to do in the game, and I'd rather have as much know-how as possible to do our star justice.
Well, some of it will be resolved once we have Revolver kitted out properly.This fight is showcasing some of Revolver Shogun's weaknesses though, she's a Gambler bot no doubt about it, research needs to be done to mitigate or eliminate the worse effects of a natural one on their attacks.
What is planned for Revolver?Well, some of it will be resolved once we have Revolver kitted out properly.
Set of grenade launchers, pair of kinetic guillotines, and a set of actual literal revolvers. Six guns in total.
Well...that's definitely a lot to work with.As Tara and Phenom clash, another gout of blood erupts from the kaiju's broken arm, and the limb buckles. Tara shrieks and stumbles, her stance falling apart in an instant. Phenom Sable wastes no time, and clamps down once more, claws squealing off Tara's armour.
(22)
(8)
Phenom Sable wins the Grapple! 14 Advantage Points!
Makes sense. The more intact the Kaiju, the better off we are when it comes to harvesting and studying it.My sole comment here is a recommendation to be careful with taking out Tara. Kaiju biology doesn't really like staying intact after death, and messy disembowelment isn't gonna slow that process down.
Unfortunate jam aside, that was an extremely successful barrage. Especially with Bakelite loaded in Jagdhund's case. While the debuffs aren't super relevant for the purposes of Ranged combat, they may still end up screwing Clawface over in terms of reactions.Hit to Neck! Glancing Hit!
Hit to Left Shoulder! Glancing Hit!
Hit to Right Shoulder! Minor Wound! -1 HtH, -1 Dex!
Hit to Pelvis! Tissue Destruction! Legs Disabled! -1 Agility for 5 Rounds!
Hit to Chest! Chemical Burn! -1 Strength for 2 Rounds!
Clawface takes 9 Strikes! +1 Ongoing!
Most of the shots score little in the way of damage, chipping away scales and sending shards of red polymer through flesh-- but then Clawface stumbles in agony, a plume of red and cyan erupting from its gut as a few of Jagdhund's rounds punch through the skin and detonate, the Special Bakelite ripping open the kaiju's secondary brain and cutting control to its legs!
Should have packed more ammo. I'll make a note.Unfortunately, due to Jamming forcing you to eject the magazine and stick a new one in, Revolver's just run out of ammo for the U-10, as you don't have any spare reloads left over-- so they're kinda stuck with their missiles and the arm laser for the rest of this fight. Further unfortunately, Revolver doesn't have the manual dexterity to use any of Jagdhund's guns.
While we get started on the grapple plans, I'd like to show you all a small project I've been working on for the past couple days. I recently downloaded a Game called M.A.S.S. Builder, that lets you design your own giant robot with a surprising degree of freedom. And naturally, I couldn't NOT attempt to recreate one of our beloved Jaegers.
Ladies and gentlemen, I present you Jagdhund, in 3D!
View: https://imgur.com/a/3tXvpdv
I plan to make Phenom next, followed by probably Revolver Shogun, and Tacit unfortunately comes last because his proportions and weapons are a bit awkward to do in the game, and I'd rather have as much know-how as possible to do our star justice.
Revolver's Missiles are actually pretty decent. With 3 shots per use instead of the U-10's default of 2, and only one point less damage bonus, they're comparable to the U-10 in damage output. What they're not, though, is long-ranged. They're also lacking with regards to AP, which may be an issue for breaking the doors in. Then again, the quantity of damage might be superior. I'd have to give it a little thought.since it's not like Revolver's lasers and missiles are very powerful.
Happy to have you, especially given your excellent taste in usernames and avatars.Amazing.
Lurked on this thread and its precursors, somewhat off and on, for a long time, figured I'd join after another quest made me decide to make an account.
This fight is showcasing some of Revolver Shogun's weaknesses though, she's a Gambler bot no doubt about it, research needs to be done to mitigate or eliminate the worse effects of a natural one on their attacks.
I have several of Revolver's planned improvements marked down as candidates for research next turn. The Kinetic Guillotines are fairly high on the list, and are a candidate for a Token+Joint Research combo, if we really want to go all in to make sure Revolver's long-distance weapons are top-quality. I don't recall what area(s) precisely they're lacking in, though I want to say it's the range, comparing the stat-blocks. It's much less jamming prone, and doesn't need ammo. Which does means 1s burn them out.Set of grenade launchers, pair of kinetic guillotines, and a set of actual literal revolvers. Six guns in total.
The BRRRRT gun is a holdover from Revolver's original frame before he was rebuilt and renamed, which we're keeping until it comes time to install the guillotines.
I believe one of the things we wanted them to be able to do was toggle damage types between edged and... I don't recall if it was impact or puncture. But the way they actually work lore-wise that's a very simple difference of beam geometry, so should definitely be doable if the dice don't hard flub like last time.Well...that's definitely a lot to work with.
Makes sense. The more intact the Kaiju, the better off we are when it comes to harvesting and studying it.
Unfortunate jam aside, that was an extremely successful barrage. Especially with Bakelite loaded in Jagdhund's case. While the debuffs aren't super relevant for the purposes of Ranged combat, they may still end up screwing Clawface over in terms of reactions.
Should have packed more ammo. I'll make a note.
That's freaking fantastic. Seriously, nice work.
Revolver's Missiles are actually pretty decent. With 3 shots per use instead of the U-10's default of 2, and only one point less damage bonus, they're comparable to the U-10 in damage output. What they're not, though, is long-ranged. They're also lacking with regards to AP, which may be an issue for breaking the doors in. Then again, the quantity of damage might be superior. I'd have to give it a little thought.
Happy to have you, especially given your excellent taste in usernames and avatars.
I have several of Revolver's planned improvements marked down as candidates for research next turn. The Kinetic Guillotines are fairly high on the list, and are a candidate for a Token+Joint Research combo, if we really want to go all in to make sure Revolver's long-distance weapons are top-quality. I don't recall what area(s) precisely they're lacking in, though I want to say it's the range, comparing the stat-blocks. It's much less jamming prone, and doesn't need ammo. Which does means 1s burn them out.
Current model of Kinetic Guillotines and U-10 stat blocks for comparison:
SRSE-1 Kinetic Guillotine
2000 Resources
Built-in Ranged Weapon (F)
Attack Dice: 1d10 (pairs)
Armour Penetration: 2
Damage Type: Edged
Damage Bonus: 3
Range: 15/20/25
Special:
Kinetic Shatter: deals +2 AP and +3 Damage for the purpose of a Barrier's Power and Integrity.
Supercharge: Instead of firing the Kinetic Guillotine(s), the wielder may spend their Standard Action to charge the weapon(s). Each round that the Kinetic Guillotine is charged, increase the AP and Damage Bonus of its next attack by 1, to a maximum of 5 AP/ 6 Damage Bonus (3 rounds of charging). If the wielder suffers damage while charging the weapon, or performs a standard action other than charging, aiming, or firing the weapon, they must pass a Toughness (7) test, with a penalty equal to the number of Strikes taken, or lose one level of charge.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. Internal Ammo Feeds: Reloading or un-Jamming the Ultra Autocannon can be done without the use of any hands.
Obviously, they're extremely different weapons, and thus hard to compare, but the range difference is definitely sizable. It is worth noting that you need a lot more damage to hit each new Wound level with Edged, with the exception of Edged's extremely low bar for Destruction Wounds (15+), second only to Burst's 10+. Which actually makes the Supercharge really tempting tactically. If consistency is a concern, we could aim to decrease the Supercharge penalties along with increasing the range.
The shotguns are also on the list, albeit at lower priority. While they will probably be Revolver's most iconic and versatile weapons, long distance is definitely where we do most of our fighting. They're also just simpler and easier to research than weapons built onspace magicexotic physics. But I could move those up as well, if people want. They're probably going to be a lot cheaper than the KGs, and thus an easier improvement to squeeze into the budget.Honestly, while quite serviceable, most of Revolver's current armament isn't really up to our rather high standards. Their entire weapon load-out costs less than Jagdhund's Dolch Gewher alone.
On a complete tangent, since Fyr plans on changing to a new thread after this fight, we'll be bringing Tacit up to Mark IV at the very start of thread IV. Because yeah, that's at the top of the to-do list.Possibly after trade shenanigans, but still.(E: Trade is being handled in-line, so yeah, same turn we start on.) Probably won't take us too long after that to give him wings.