I guess now would be the time to... talk to the MICHAEL forces? I'll be honest, I haven't actually figured this part out much. Really, I'd be fine with you just throwing out a well-wishes and farewell, and then leaving.
I'd really like to ask them if they know what they did to warrant this big a hit-squad. Because, if they've gotten their hands on some sort of Precursor Artifact or something, that sh*t needs to get moved somewhere more secure, ASAP. I'd rather not be doing this again because we/they failed to move the Kaiju bait somewhere better able to handle a threat of this size, thanks.

Come to think of it, if they don't know what prompted this, we could take the opportunity to mention the ruined naval base next-door to us. After all, if they set up shop in the ruins of Kitsap, we can provide mutual support for one another. They could also move into Redmond, if that's more to their tastes. I mean, this city is pretty trashed, and Redmond is nice and intact...

Anyway, I wouldn't mind doing more diplomatic stuff with KRAUN. Especially now that I know they actually have nearby bases in the state. Which we should probably get locations for, come to think of it. If we get them as neighbors, we can potentially unload some of the work on them when the Kaiju hit, as well engage in trade, of ideas and goods, have much easier access to data on KRAUN things (alerts, Kaiju data for the ones that got away, Seijin sightings, etc), and maybe even get Kitsap's naval yard, or Redmond's...whatever, up and running, without spending the effort ourselves.
 
IIRC you look at how much damage each attack dealt, then roll a d10. The Fire and/or Acid effect sticks if the dice rolls below the damage number.

For example:
Attack 1: deals 5 damage. D10 result is 4. Effect sticks.
Attack 2: deals 9 damage. D10 result is 10. Doesn't stick.

Very nice, thank you...

And what is the effect of sticking and how long does the effect stick?

----Edit
I have seen the "is on fire" QM messages but not sure of the mechanical side of it, and how fire differs from acid.
 
Last edited:
Fire Sticking: inflict an automatic 1d10 Fire damage to that location.
Acid Sticking: -1 AV to that location. Upon dropping it to 0 AV, destroy the Armour completely.

I don't know for certain about if Fire can spread (though it'd probably be on a nat 10), and I don't think Acid can.

Fire lasts until it's extinguished (water or Dex check) or until it rolls a nat 1 on damage. Acid lasts until it's extinguished (same as Fire) or the armour is torn off (standard action on the stick-ee's part).
 
Fire Sticking: inflict an automatic 1d10 Fire damage to that location.
Acid Sticking: -1 AV to that location. Upon dropping it to 0 AV, destroy the Armour completely.

I don't know for certain about if Fire can spread (though it'd probably be on a nat 10), and I don't think Acid can.

Fire lasts until it's extinguished (water or Dex check) or until it rolls a nat 1 on damage. Acid lasts until it's extinguished (same as Fire) or the armour is torn off (standard action on the stick-ee's part).

Many thanks Fyr!!!
 
Come to think of it, if they don't know what prompted this, we could take the opportunity to mention the ruined naval base next-door to us. After all, if they set up shop in the ruins of Kitsap, we can provide mutual support for one another. They could also move into Redmond, if that's more to their tastes. I mean, this city is pretty trashed, and Redmond is nice and intact...
I don't really see the point in this. Like, why?
 
I don't really see the point in this. Like, why?

I believe Nixeu is attempting to strengthen relations with KRAUN and possibly get some good out of properties he has repeatedly attempted to get the readership to move on with no success. Getting -some- good beats the hell out of seeing a potential goldmine across the harbor from Seattle go untapped.

If you review his posts on Kitsap it was a major submarine base, with a massive drydock and has the 'potential' of fissionable materials as well.

---Edit

I say we either crap or get off the pot; Investigate in detail, and either use the goodies or rob the place blind, barring interest in those prospects then I see no harm in strengthening KRAUN ties with shit we apparently don't care about.
 
Last edited:
Fire Sticking: inflict an automatic 1d10 Fire damage to that location.
Acid Sticking: -1 AV to that location. Upon dropping it to 0 AV, destroy the Armour completely.

I don't know for certain about if Fire can spread (though it'd probably be on a nat 10), and I don't think Acid can.

Fire lasts until it's extinguished (water or Dex check) or until it rolls a nat 1 on damage. Acid lasts until it's extinguished (same as Fire) or the armour is torn off (standard action on the stick-ee's part).
Which is why we use acid shells/missiles for anti-armor purposes on our Cons. -1 AV isn't an amazing debuff, but it can be significant. I don't see us getting really high AP on our Cons for balance reasons, so this seems like a workable alternative.
I don't really see the point in this. Like, why?
...
If we get them as neighbors, we can potentially unload some of the work on them when the Kaiju hit, as well engage in trade, of ideas and goods, have much easier access to data on KRAUN things (alerts, Kaiju data for the ones that got away, Seijin sightings, etc), and maybe even get Kitsap's naval yard, or Redmond's...whatever, up and running, without spending the effort ourselves.
Literally in the same post. To extend the reasoning, neither Kitsap nor Redmond is far enough away from Seattle to qualify as a setttement location. While we could try and set up outposts or extend our walls to cover Redmond, that seems like more trouble than I'd like to go through.

As such, it seems to me the best uses for either one is as a way to give an allied force like KRAUN a base nearby us. Particularly Redmond. Them moving in costs us very little, could give us, at the least, more bodies to throw at Kaiju, and brings KRAUN closer to us, metaphorically and geographically.
I believe Nixeu is attempting to strengthen relations with KRAUN and possibly get some good out of properties he has repeatedly attempted to get the readership to move on with no success. Getting -some- good beats the hell out of seeing a potential goldmine across the harbor from Seattle go untapped.

If you review his posts on Kitsap it was a major submarine base, with a massive drydock and has the 'potential' of fissionable materials as well.
Yep. I've been considering trying to make repairing it a joint venture between us and KRAUN, maybe set up a joint military base, or something. It's not like there's not space for us both to have detachments to guard the yards. Damn thing is two bases combined for bookkeeping purposes. And doing that would be easier with them having a presence in Redmond.

Edit: Redmond is probably an easier sell than Kitsap right now. Redmond's apparently notably intact. Less effort, much quicker to rebuild and set up shop than Kitsap. Whereas Kitsap got wrecked, hard-core.
 
Last edited:
So I've been thinking for a bit about Vixen Gold since we wrapped up the Wrecking Crew and I've been considering our missile suite since Vixen is supposed to be a Missile Girl.


These are our current missiles:

- Hellfire+ Missile: 3x 1d10 Fire damage. +0 Damage. Range 20/-/-. Hits on 5+. Cauterises Wounds. Benefits from Arges.
- Cracker Missile: 3x 1d10 Impact damage. +0 Damage. AP 2. Range 15/20/-. Hits on 5+. Does Not Cauterise Wounds. Benefits from Arges.
- Dragon's Blood Missile: 3x 1d10 Fire/Acid damage. +1 Damage. Range 15/20/-. Hits on 5+. One Shot Only. Cauterises Wounds. Benefits from Arges. Treat Sticking/Igniting as a single effect and roll for the purposes of application and removal.

- Neptune-43 Torpedo Launcher: 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: 1d10 Fire/Ice damage. +1 Damage. Range 15/-/25, Hits on 5+. Radius 1. Two Shots Only. Cauterizes Wounds. Benefits from Arges to +1, Benefits from Brontes. May only be fired against targets in the water.

- 'Kaiju-Buster' Super Micro-Missiles: 1d10 Impact/Fire damage. -3 Damage. Range 5/-/-. Hits on 4+. Fire only when dismounted. Cauterises Wounds. Benefits from Arges.
- 'Kaiju-Buster'-H Super Micro-Missiles: 1d10 Impact/Fire damage. -2 Damage. Range 5/-/-. Hits on 4+. Four Shots Only. Cauterises Wounds. Benefits from Arges.
- 'Kaiju-Buster'-G Ultra Micro-Missiles: 1d10 Impact/Fire damage. -1 Damage. Range 5/10/-. Hits on 4+. Cauterises Wounds. Benefits from Arges.

Looking at this I have some desires for missile research to stick on the shelf of ideas to dust off at some point.

The first missile idea is simply a missile from either the Kaiju Buster or Dragon series which has a range bracket greater than 25, a spread of 15/20/25 would be ideal, or alternatively 15/25/-. This is a pretty simple research action I would figure and is completely standard tech, no crazy Breach stuff or wacky chemicals required.

The second missile idea is a super long range flechette missile. I was thinking of it as -/-/40, edged damage at first. The reason for it being Edge is that flechettes are cool and I want some balancing factors by limiting its ability to get Major Wounds to pay for its extreme range.

The third and fourth missile ideas are Electric and Ice variations of the Hellfire+ missile we already have. 3x 1d10 20/-/- Electric or Ice sounds useful to have on hand if needed when using Vixen.

So @Fyrstorm, how difficult would you judge these four missile projects to be?
 
The first missile idea is simply a missile from either the Kaiju Buster or Dragon series which has a range bracket greater than 25, a spread of 15/20/25 would be ideal, or alternatively 15/25/-. This is a pretty simple research action I would figure and is completely standard tech, no crazy Breach stuff or wacky chemicals required.

The second missile idea is a super long range flechette missile. I was thinking of it as -/-/40, edged damage at first. The reason for it being Edge is that flechettes are cool and I want some balancing factors by limiting its ability to get Major Wounds to pay for its extreme range.

The third and fourth missile ideas are Electric and Ice variations of the Hellfire+ missile we already have. 3x 1d10 20/-/- Electric or Ice sounds useful to have on hand if needed when using Vixen.

So @Fyrstorm, how difficult would you judge these four missile projects to be?
First one is... well, it's probably simple, I'm just not 100% certain what you're asking (the mentions of the K-Busters and "Dragon series" are throwing me off a bit). If it's just a long range standard sort of missile you want, that should be pretty easy to do.

Second one's pretty straightforward, and fairly doable. Making it its own missile type is also reasonable.

Electric warheads are a little iffier, but should be doable.

Ice damage can be accomplished pretty well, as you already have the Au-Cav warheads. It'd be a little less potent in the air, but you'd get that same sort of effect.

So, all in all, they're straightforward and easy to accomplish. The hardest would probably be that electric warhead.

On a side note, the 3/d10 attack dice are only for the Destroyers-- though a jaeger would definitely be able to mount a similar supply, which is... probably why you listed it like that in the first place.
 
First one is... well, it's probably simple, I'm just not 100% certain what you're asking (the mentions of the K-Busters and "Dragon series" are throwing me off a bit). If it's just a long range standard sort of missile you want, that should be pretty easy to do.

Second one's pretty straightforward, and fairly doable. Making it its own missile type is also reasonable.

Electric warheads are a little iffier, but should be doable.

Ice damage can be accomplished pretty well, as you already have the Au-Cav warheads. It'd be a little less potent in the air, but you'd get that same sort of effect.

So, all in all, they're straightforward and easy to accomplish. The hardest would probably be that electric warhead.

On a side note, the 3/d10 attack dice are only for the Destroyers-- though a jaeger would definitely be able to mount a similar supply, which is... probably why you listed it like that in the first place.
I was just pulling it off the destroyers sheet, but yeah in Vixen it'd probably be more than one. I'd be shooting for something like 4x 1d10 and higher in her core, Torso/Chest/Shoulders.

By K-Busters I mean the "Kaiju Buster" group of missiles, and "Dragon series" means the Hellfire+ and Dragon missiles, which were derived from Hellfire+ if I remember correctly. The first missile research idea was to give a Hellfire+, Dragon, or one of the Kaiju Buster missile types a 25 in their long range bracket. Though honestly thinking about it some more what I would really want would be making the Hellfire+ or Dragons 15/20/25 for that first missile idea.
 
Electric warheads are a little iffier, but should be doable.
Actually, there's a kind of long-range Taser that fires a bullet containing a battery that sticks to the target and delivers the shock. Apparently, there's also an experimental design that fires a bullet that uses piezoelectricity to generate the charge using the force of the impact, then discharges it into the target.

The first one, at least, should be relatively easy to scale up and implement.
 
I was just pulling it off the destroyers sheet, but yeah in Vixen it'd probably be more than one. I'd be shooting for something like 4x 1d10 and higher in her core, Torso/Chest/Shoulders.

By K-Busters I mean the "Kaiju Buster" group of missiles, and "Dragon series" means the Hellfire+ and Dragon missiles, which were derived from Hellfire+ if I remember correctly. The first missile research idea was to give a Hellfire+, Dragon, or one of the Kaiju Buster missile types a 25 in their long range bracket. Though honestly thinking about it some more what I would really want would be making the Hellfire+ or Dragons 15/20/25 for that first missile idea.
Dragon's Blood was derived from the tar-like substance produced by Inko and Endo, referred to as "Burning Spit" on their sheets. Not sure if experience with Hellfire missiles was applied, or if the warheads are similar in any way, but I do know they weren't the focus of the vote that made Dragon's Blood missiles.
Actually, there's a kind of long-range Taser that fires a bullet containing a battery that sticks to the target and delivers the shock. Apparently, there's also an experimental design that fires a bullet that uses piezoelectricity to generate the charge using the force of the impact, then discharges it into the target.

The first one, at least, should be relatively easy to scale up and implement.
That's actually a really cool application of piezoelectricity. I'd be interested to know what material they're proposing for that, IRL.
 
Hiya everyone!

Just caught up fully, originally followed this quest back before the 1st thread going down (as a filthy LURKER) and upon learning it was alive and well like yesterday, I was really glad!

Is there something I should get caught up on in particular?
 
Welcome aboard! While Cherno train had no brakes, Tacit has air brakes (Allegorica) we haven't researched a reactor powerful enough to operate yet... :V
 
Welcome aboard! While Cherno train had no brakes, Tacit has air brakes (Allegorica) we haven't researched a reactor powerful enough to operate yet... :V
Wouldn't the current tagline be "This Rocket Booster Has No Brakes!"?

Or was that invalidated when you researched the emergency shut down purge for the SRB?
 
Greetings, newcomer! Welcome (back) to TRvTW, where diplomacy is a thing and the kaiju masters are going full anime! Enjoy your stay, and please don't like-bomb the old threads (it's super annoying to be constantly notified of such).

Anyways, everyone, votes! Still need votes for the decision!
 
Greetings, newcomer! Welcome (back) to TRvTW, where diplomacy is a thing and the kaiju masters are going full anime! Enjoy your stay, and please don't like-bomb the old threads (it's super annoying to be constantly notified of such).

Anyways, everyone, votes! Still need votes for the decision!
brb have to go likebomb the old threads :V
 
[X] Highwind

Aka [X] Greet the forces of the Outpost, ask if there's any matter that requires immediate attention and if our forces can assist in any way.
 
Fyrstorm (or anyone with access) I'm trying to compile a list of shinies from all the VtW quests, as well as a complete a set of rules as I can find for Jaegerbroiled and realize I'm missing a chart. I am looking specifically for the Jaeger head hit location chart because O-s had this in cherno:

Advanced Conn-Pod Armour [Cherno Alpha]
Coverage: Conn-Pod
Armour Value: 2
Resilience: All
Durability: 6
Special: Rolls 2 dice and picks the lowest for Conn-Pod hits. Critical Conn-pod hit results downgraded to "roll twice on head damage table".
2000 Resources

Kaiju head chart results in a ton of funky non-Jaeger appropriate rolls.

If anyone has a more complete copy I would be eternally grateful
 
Back
Top