Hey Highwind, I miss anything in my list of hot topics?
Off the top of my head I can think of upgrading the Allegorica and further researching Gleipner Reactor. Plus there's the techs that'll require Everett's help to be completed like Mark 0s and Breach Storage. Mostly stuff that's further in the future, but not nearly as far as before.

I'll see if I cam remember anything else tomorrow.
 
Off the top of my head I can think of upgrading the Allegorica and further researching Gleipner Reactor. Plus there's the techs that'll require Everett's help to be completed like Mark 0s and Breach Storage. Mostly stuff that's further in the future, but not nearly as far as before.

I'll see if I cam remember anything else tomorrow.
Right, thanks!
 
Just a reminder, but we need to specify how many rolls we're buying when upgrading Jaeger stats. Each roll costs 20 resources, with a maximum of 20 rolls and a total cost of 400R.
Roll is...what, 1d10+1/2 Research bonus? So, 1d10+5, target 10 or more? Twice. Uh...f*ck. So, I can calculate that...maybe. But it's not as easy...I can do the odds for getting one more easily than two. But I really need to hit the sack.

I'd say 10-15 should be fine. We have a 60% chance to succeed with each roll.
 
Week 46: Combat End
[X] Thank them for answering our questions and make any necessary preparations to return.
-[x] Take all the corpses to Neo-Seattle.
There's not much else to say. The Protectorate's forces offer a simple thanks for the answers, and prepares to return as soon as the second wave arrives to pick up the kaiju.


Arrival back in Neo-Seattle comes with somewhat mixed responses. There's a notably smaller number of aircraft in the force from before, and the damage to two of the three jaegers is plain as day. However, just as plain are the four dead kaiju, hanging heavy in their impromptu harnesses, and the un-scarred form of Phenom Sable. While they've taken some hits, the Protectorate's forces have been victorious as always.

The situation changes a little bit once the jaegers reach the Shatterdome. Jagdhund's right arm is almost completely unsalvageable-- everything from the shoulder joint down to just before the wrist is going to need a brand new frame, and most of the Jagdarium armour's been ripped open like soggy cardboard. That said, the wrist and gauntlet assembly's still usable, though it'll need some work to rewire it into the new forearm. Tacit Ronin's damage is about as tricky, though the fact that the inner frame's still in good shape makes it less of a hassle resource-wise. They're lucky it only took a glancing wound-- most of the damage is just from the thermal wash melting the armour and shorting out the circuits.

Phenom, of course, is in tip top shape. All it needs is a minor checkup and a good wash, and it'll be good to go again.

Tacit Ronin requires an action and 400 R to repair. You'll also need new armour and a new Fangblade for the arm.
Jagdhund requires an action and 3530 R to repair, as well as a new piece of armour. See below for further explanation.
Phenom Sable requires no repairs!

Salvage/Recycling (Jagdhund):
- The arm frame cannot be recycled, due to structural damage.
- The Jagdarium armour can be recycled at a maximum of 100 R, due to structural damage.
- The CMP-5 gauntlet can be salvaged and reused after 50 R repair. This Resource cost is factored into Jagdhund's repairs, and requires no extra actions.


Fortunately, beyond that, there's more than enough good things to go around. The admirable performance of the Air Force during combat, despite certain unforeseen developments and heavy losses, is a crowning herald of their abilities, and several squadrons receive promotion!

AG-60 'Dragonfly' Autogyro Scout Squadron promoted to Elite!
AG-60 'Dragonfly' Autogyro Scout Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!
A-KA-78-L 'Banshee' Assault Helicopter Squadron promoted to Elite!


Additionally, it seems that this far-away fight was just the relief that the city's local ecosystem required! Already, efficiency is increasing, and dramatic cleanup operations aren't required this week, freeing up more time for projects and planning!

Environment to Growing!
New bonus: 1 Free Downtime Action!


Meanwhile, Kaiju Science goes absolutely nuts as soon as they get their hands on Euphonium and the Cat IIs. The latter are definitely interesting-- their reaction speed, structural alterations, and offensive abilities are all well-integrated, plus they've got very well developed neural centres for monsters of their scale, and yet have no localised hivemind or pheromone-based communications like those of previous teamwork-oriented kaiju. Very interesting to see, and there's potentially a lot of bits that could have their properties or functions applied in other manners (such as Mello's elastic tails, or Flugel's flip-up frill). All in all, they're just really neat finds.

It's Euphonium, however, that draws the most maniacal cackling and excited squeals from those nerds. The kaiju's entire biology was constructed around a beam weapon completely unlike any previously observed in kaiju. Whereas previous energy weapons have been based around bioelectric strikes, lasers, or superheated ions, Euphonium's Siege Cannon appears to have involved the use of an accelerator array in its tail to produce what is confirmed to be a focused beam of positrons suspended in a lingering electromagnetic field. This This explains a lot of the kaiju's curious biological traits-- its light weight is because much of the kaiju was actually hollow or devoted to power generation, while the "lightning fins" could adjust the weapon's aim and bolster its containment field during firing. Such complex electrical systems would have strained its homeostatic limits, requiring a cooldown sequence almost as long as the charge-up did in order to keep it from shorting itself out the next time it tried to charge an attack, which would obviously have had disastrous consequences for Euphonium. Yet even so, the kaiju was sturdy enough and strong enough that it would have been able to brawl without too much fear of malfunctioning. The only real chinks in its armour were the literal ones it had to expose when preparing the weapon, and the lack of prehensile digits on its anchoring feet. But then again, that would have been what the Cat IIs were for.

Overall, they're just... amazed by the work put into this. Enemies of humanity the kaiju masters may be, but their expertise at bio-engineering is unquestionable. In fact, despite the normal unfeasibility of positron weapons, Kaiju Science thinks that the data from Euphonium could actually make such a thing viable-- though it almost certainly wouldn't be able to get very small.

New Research Token: Euphonium (Heavy Positron Weaponry)!

Yep, the Siege Cannon's a positron gun. How does it work? Because giant goddamn robots, that's how.

Anyways, as with Laidon, I'm
not giving you tokens for the Cat IIs, but if you do perform research related to their abilities, I'll lower the difficulty as appropriate.

Oh, and one last thing comes in-- Noah's report from Ashley. The young woman hadn't given much in reply to the question of which treatment option she'd prefer to take, though her reaction to A.R.T. was less favourable than that to the Cyber-Prosthetics. However, she's made clear mention of... well, wanting limbs again, and mechanized prosthetics are far less permanent than regrowing appendages wholesale, so they're the safer option to go for. Ranger Williams deigned not to reveal anything further about their conversation.

Yeah, you're gonna get your Bonus Chapter later. I don't really have good ideas how to write it right now, but I still plan on doing it.

It is now Downtime.

Kaiju Stats:
SE-27-012
Euphonium
Class: Category IV Kaiju
Resembling a living fortress of pitch black chitin and slate grey scales, and standing on four conical legs, Euphonium is massive to the point of absurdity. The front of the kaiju is mostly mouth, clamped shut in a glowing, blue-toothed grin of teeth as big as freight train cars, while a spiny, almost peacock-like tail plumes out from its other end.
Even as is, the kaiju's combat abilities are prodigious-- its sheer mass makes it deadly in melee, while folding blades in its shoulders can unleash an arcing bolt of electricity to strike at range. But when even that is insufficient, Euphonium can lock itself down, unfolding its tail into a toroidal accelerator and transforming the front of its body into a giant particle beam cannon. Though it's nearly immobile in this state, and exposes its delicate innards, this is the only way it can access its most powerful weapon.

Stats:
HtH: 4
Ran: 5
Str: 6
Tou: 7
Agi: 2
Dex: 1

Structure:
Dura: 16
Stru: 19

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
Tough Stuff: Immune to Scratch Damage.
Siege Mode: In order to fire its Siege Cannon, Euphonium must enter a dedicated firing sequence, so as to charge the weapon and brace itself for the stresses of firing. Euphonium activates Siege Mode as a Full Round Action, and follows the rules set out below. During Siege Mode, Euphonium cannot be Stunned, but may not move beyond Shifting, or add its Stats to any Reaction it is called to make, among other things. Thus, it is quite vulnerable in this state, and depends on Flugel, Alto, and Mello to defend it. However, Euphonium is still capable attacking with its other weapons (though at a -3 penalty). As long as it has not reached Round 3 of charging, Euphonium can choose to exit Siege Mode at will.
- Round 1: Euphonium designates a target location to attack, and activates Siege Mode as a Full Round Action. It braces against the ground, and expands its tail into a toroidal accelerator.
- Round 2: Euphonium continues to maintain Siege Mode. Its tail accelerator is spinning up, and it now opens its mouth to expose the cannon. The armour on its Eyes, Head, and Neck changes from Superheavy Carapace to Biocannon Flesh, and remains so until after it has fired (see Cooldown). At this point, it cannot attack with Skull Ram until after firing.
- Round 3: The Siege Cannon is charged. At the end of the round, unless its weapon has been disabled, Euphonium fires its Siege Cannon, resolving the attack as normal.
After the Siege Cannon has been fired, and everything has been resolved, Euphonium switches into Cooldown.
For Massive Damage: If Euphonium suffers damage to its Biocannon Flesh during Round 2 or Round 3 of its Siege Mode firing sequence, it must make a Difficulty 13 Toughness test, with a roll penalty equal to the amount of Strikes the Biocannon Flesh took that round. If all prompted tests are beaten, it continues and resolves Siege Mode as normal. If a test is failed, then it must roll on the Misfire Table as well. If Euphonium has failed the test twice, it rolls two times on the Misfire Table, taking the worse result.
Cooldown: After resolving the third round of Siege Mode, Euphonium must vent the prodigious heat and excess energy of its main weapon, and so enters Cooldown. Cooldown has all the restrictions of Siege Mode (cannot be stunned, no movement beyond Shifting, cannot add Stats to Reaction rolls, -3 attack), requiring the further aid of Flugel, Alto, and Mello-- however, it lasts a shorter amount of time. Cooldown is structured as below, as though it were a continuation of Siege Mode:
- Round 4: The Siege Cannon has been fired. Euphonium will stand still unless provoked, venting the heat through its tail. Parts of it that are not needed for cooling begin to retract.
- Round 5: Euphonium seals its mouth again. The armour on its Eyes, Head, and Neck changes back to Superheavy Carapace, and Skull Ram may be used again. At the end of the round, its tail collapses in, and Euphonium concludes its Cooldown. It may now engage normally in combat once more.
Cooldown must be resolved after each firing of the Siege Cannon.

Weapons:
Skull Ram
Built-in Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10+1
Armour Penetration: 4
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength+2

Arc Lightning
Built-in Ranged Weapon (Scatter)
Attack Dice: 2/1d10-1
Armour Penetration: 4/2
Damage Type: Electric
Damage Bonus: 2/1
Range: 18/27
Special:
Arc: Jumps to another target within 5 units on a 5+. For each additional target, arcing and attacking rolls take a cumulative -1 penalty. A negative roll on an arcing bolt will not trigger a misfire.

Siege Cannon (Siege Mode only)
Built-in Ranged Weapon (Scatter)
Attack Dice: 1d10-1
Armour Penetration: Ignores Armour (see Overwhelming Force)
Damage Type: Burst
Damage Bonus: Ranged
Radius: 0/1/2
Range: 20/35/50
Special:
See Siege Mode for firing sequence details.
Never makes Called Shots.
Beam: Roll once with this weapon, and apply the result with full bonuses against all targets intersected by the Siege Cannon's central line of effect, half bonuses against all targets within the Radius but not the central line, and no bonuses against Clustered targets outside the Radius. If the attack would hit normally against a non-Clustered unit (i.e. one within the beam), but the target has sufficient evasive ability to avoid it, they are still struck as though they lacked that ability, but the attack halves the total damage it would deal (rounding down) for the purposes of Wounding or Strike damage (weapon/armour durability is still resolved).
Overwhelming Force: This weapon treats the AV of any armour it strikes as zero, before resolving damage or Burst Resilience. Against the Defenses stat, it instead halves the provided AV. If this weapon hits any city infrastructure, it automatically destroys 1 point of Defenses after being resolved, alongside any other effects it would deal, even if it would otherwise deal no damage.


Armour:
Superheavy Carapace
Coverage: All/Special (see Siege Mode)
AV: 5/1
Resilience: All
Durability: 9

Biocannon Flesh
Coverage: Eyes, Head, Neck (see Siege Mode)
AV: 1/-
Resilience: All, +1 Fire
Durability: 7
Special:
Euphonium's "Tough Stuff" trait is not in effect on these locations when Biocannon Flesh is active.
SE-27-013
Flugel
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Flugel nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The toughest of her sisters, Flugel is characterised by a short tail, thick proportions, and an armoured, expandable frill around her neck. Her toothy jaws drip with acid.

Stats:
HtH: 2
Ran: 1
Str: 3
Tou: 4
Agi: 2
Dex: 3

Structure:
Dura: 11
Stru: 13

Bodyguard: As long as she is not Stunned or Paralyzed, Flugel is considered clustered with all allied combatants within 2 units of her, for all purposes that would benefit said allies. If Flugel is considered clustered or is engaged with a friendly combatant, she may Shift 2 units as a Free Action when they move, but only in order to maintain engagement/clustering with them. When Flugel is Clustered in front of an ally, she provides Light Cover from that facing and both immediately adjacent facings (e.g. if Flugel is Clustered North of Euphonium, she provides Light Cover against attacks from the North, Northwest, and Northeast), as long as her Armoured Frill is intact.

Weapons:
Corrosive Teeth
Built-in Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d10
Block Dice: 1d5+1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt, Acid
Damage Bonus: Strength

Acid Spray
Built-in Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 1d5+1
Damage Type: Acid
Damage Bonus: 1d5
Range: 10/15/-

Armour:
Armoured Frill
Coverage: Head, Neck, Eyes, Spine
AV: 4/3
Resilience: All, +1 Impact
Durability: 11
Special:
Flare: instead of moving, Flugel can flare out her frill, shielding the rest of her body, and anybody nearby. Flugel may still Shift while Flare is active. All locations not protected by Armoured Frill on Flugel, any allied combatant engaged with her, or any allied combatant Flugel is vertically clustered with (i.e. in front of), gain the benefits of Frill Overlay as long as Flare is maintained.

Frill Overlay (special)
Coverage: special (see Armoured Frill)
AV: 2/-
Resilience: All
Durability: 6
Special:
Once five sections have been destroyed, Frill Overlay collapses until it can be repaired.

Black Chitin
Coverage: All but Head, Neck, Eyes, Spine
AV: 3/2
Resilience: All
Durability: 10
SE-27-014
Alto
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Alto nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The most versatile of her sisters, Alto is characterised by her squared-off proportions, defined jaw, and developed throat. She tends to be very vocal, and her roars are notably high-pitched.

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

Structure:
Dura: 7
Stru: 11

Sonic Interceptor: When a projectile-based ranged attack is conducted against any allied combatant within 5 units of Alto (including Alto herself), she may emit a sonic shriek to destroy it before it can strike. Roll 1d10 for each ranged attack being made that provokes this ability. On a 7+, the attack is intercepted and destroyed before it can hit. After using this ability, Alto is at -1 to Ran and Sonic Interceptor rolls until the end of next round, due to the strain on her vocal chords. Alto may use Sonic Interceptor against both Conventional and K-Scale ranged attacks in a single round, though she will take the appropriate penalties to the K-Scale rolls.

Weapons:
Powerful Jaws
Built-in Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 2
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength+2

Sonic Wail
Built-in Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 2
Damage Type: Ice
Damage Bonus: 1d5+1
Radius: 3
Range: 10/12/-

Sonic Cutter
Built-in Ranged Weapon (Carbine)
Attack Dice: 1d10+2
Armour Penetration: 1d5+2
Damage Type: Edged
Damage Bonus: 2
Range: 10/15/20

Armour:
Black Chitin
Coverage: All
AV: 3/2
Resilience: All
Durability: 10
SE-27-015
Mello
Class: Category II Kaiju
Considerably smaller than Euphonium, and sporting a more lupine appearance, Mello nonetheless displays some similar physiology; a quadrupedal body, pitch black armour, and glowing blue musculature. The swiftest of her sisters, Mello is characterised by her athletic build, narrow head, and thinner armour. Her pair of whip-tails flick about, bending and stretching like elastic ribbons.

Stats:
HtH: 4
Ran: 0
Str: 2
Tou: 1
Agi: 4
Dex: 3

Structure:
Dura: 4
Stru: 7

Dance Aside: Mello may attempt to Dodge any non-Radius ranged attacks as a Reaction, as long as she has not passed her Durability. A failed dodge causes the attack to resolve at normal to-hit difficulty. On a critical Dodge, Mello may move up to 2 units instead of 1.
Blitz: Mello only suffers -1 to attacking and moving.

Weapons:
Whip Thrash x2
Built-in Melee/Ranged Weapon (Carbine)
Attack Dice: 1d10
Parry Dice: 1d10
Armour Penetration: 0
Durability: 5
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Dexterity
Range: 1/5/10
Special:
Uses HtH when making Ranged Attacks.
As long as she is not engaged in melee with an enemy, Mello can resolve her Whip Thrash attack against any number of targets within range equal to her Dexterity (3), rolling each attack separately. Mello may not target a single unit multiple times in the same round this way.


Armour:
Black Shell
Coverage: All
AV: 2/1
Resilience: All, +1 Fire
Durability: 8

Neo-Seattle:
Category IV Kaiju killed: +5000 Resources
Category II Kaiju killed: +1500 Resources
Salvage Facility Bonus: +3250 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 50500

Everett:
Manufacturing: +1000 Resources

Total Resources to Spend: 1900

Free Actions (Neo-Seattle):
[ ] Write-In* (requires GM permission)
*e.g. Ashley's treatment options.

Now, it's time for Downtime stuff! You've got lots of resources, a brand new action from good Environment, and lots of stuff to do! So decide!
 
Hot sweaty crab cakes Ishmael. Euphonium is a beautiful beast.

Hot damn.
 
Hello! I'm new here, can I post an idea for a new jaeger once we get magic?
It's not much but I kinda want a jaeger version of Weiss Schnee from RWBY. And if it gets summoning it'll be OP as fuck. If it doesn't get nerfed to hell and back. Also want a bio jaeger with tentacles for days. Sharp tentacles that is. And sorry for the text wall
 
Hello! I'm new here, can I post an idea for a new jaeger once we get magic?
It's not much but I kinda want a jaeger version of Weiss Schnee from RWBY. And if it gets summoning it'll be OP as fuck. If it doesn't get nerfed to hell and back. Also want a bio jaeger with tentacles for days. Sharp tentacles that is. And sorry for the text wall
No worries, if you're posting from mobile and it looks like a text wall it actually looks way better on desktop. Feel free to suggest a Jaeger concept when we get magic. Or at any other time.
 
Yay! I feel like we need to upgrade the Arges if possible
It is a common feeling for a lot of us. The issue we face with that is a tendency to forget stuff, a lot of stuff, and often not being entirely certain how we can upgrade it. I think the most common idea right now is to make it compatible with more stuff, which may not entail actually directly upgrading ARGES itself.
 
Well, it's a start at least. And how long until we can give Asukaaa I mean Ashley a power fist?
 
And have we ever researched combat applications of Kaiju Blood beyond the Dragon's blood Missiles? If it gets the same properties in uprising I think we have a new projectile propellant other than gunpowder
 
And have we ever researched combat applications of Kaiju Blood beyond the Dragon's blood Missiles? If it gets the same properties in uprising I think we have a new projectile propellant other than gunpowder
I don't recall it very well right now, it's late, but I'm pretty sure Fyr has said Kaiju blood isn't explosive in the presence of Lathinides for the purposes of TRvTW. Instead we use it and platinum if I recall correctly to form Breach reactions.

The Fragmentation Fangblades are a Breach based Fangblade model for Tacit which uses a Breach as a cutting blade, with their main limiting factor being that they require Tacit to be Mk IV I think.
 
Well, I can't think of anything else other than a sword-gun jaeger and researching a weapon that reaches 3265 degrees celcius(the boiling point of silicon)
 
Hmmmmmm... :thonk: I can dig it. Might be fun for Phenom's partner since it would most likely be a hand held, and thus Dex, weapon. With a bit of ranged thrown in. Hmm, yes that could go quite well.

Semi-related question, you like Macross and Macross Missile Massacres?


E: We might technically have the 3265 C weapon covered in a hypothetical missile war head called the Sunfire which we are slowly looking into.
 
Well I don't know what a macross is. I do know what a macross missle massacre is and they seem fun. But I'm paranoid it'll give Fyr more incentive to give us hyper armored kaiju
 
Well I don't know what a macross is. I do know what a macross missle massacre is and they seem fun. But I'm paranoid it'll give Fyr more incentive to give us hyper armored kaiju
Well damn, you need to go watch Super Dimension Fortress Macross at some point. Great example of late 80s and early 90s anime. In fact you might enjoy watching everything related to the Macross series.

Reason I asked is that I cooked up a Jaeger concept on page 57. If you want an idea of what some of our Jaeger concepts have looked like that's an okay start. The better ones can be found in threads one and two, look for Phenom Sable and Paladin Victor in the search bar.

Paranoia is also a good thing, though in this case the Kaiju are simply escalating their armor in response to our entire battle plan, which missiles are already a part of. It's a fact of life we've been adapting around for some time now, with Phenom Sable and the Fracture Blades(those Breach Fangblades I mentioned) and exotic weapon choices. As of right now we just got done fighting a Cat IV Kaiju with 5/1 armor, which is almost equivalent to the insanity which is our Jadgarium armor. I'd rate that particular consideration as handled for the moment, and we have options in the pipe which make armor utterly and totally irrelevant, those Breach Fangblades again.
 
Is there any holes in our jaeger squad right now? I feel like we need to give Phenom a shield composite physical and force field
 
Is there any holes in our jaeger squad right now? I feel like we need to give Phenom a shield composite physical and force field
Not yet. There might be if Kaiju attacks against Everett, Phenom's new post, escalate too far and we don't give him a buddy fast enough but we have quite a bit of time for that yet.

As for the shield thing Paladin Victor is a knight like Jaeger who in concepts that I can remember had a shield like you talk about and rocket hammer. Phenom himself already has a force field for defense against ranged attacks and is actually pretty tough when it comes to Jaegers since he isn't designed like Tacit to dodge blows, or like Jagdhund to do either of dodging or parrying. Though she is mainly dodge as well.

One of the more common ideas for a partner to Phenom is a Raubtier(Bio-Jaeger) Hand Held Weapon user, so swords and other super fun stuff, who is Dex focused. Other concepts include a minion master or my missile lady Jaeger. The reason for this is that if you apply some thought/meta cognition to how we approach battle a common thread which runs through our approach is exalted in the partnership of Jagd and Tacit. Ranged and Melee, one Jaeger in their grill while another stays back in the initial rounds to soften enemies before charging forward to assist.

If you go back all the way to when it was just Tacit and the Conventionals, we built our style around having Kaiju threatening fire support in massive numbers behind Tacit. And the reason we set it up like this is that we found that it not only worked, but has continued to work in most cases up to this point except for a few very special fights. Danslief and Kaizoku come to mind. There's a lot more to this, but I don't want to be the only one talking about this subject since it's actually really important and you need a comprehensive view point on it which I can't confidently give without bias.

Getting back to Phenom, giving him a shield would get in the way of his main thing which makes him Phenom and what we've built him around. He's a toughness/block tank grappler meant to get up in Kaiju's faces and break them over his knee, which he has done admirably so far. Another problem is that such a shield, if it was carried, would require him to have Dex and he doesn't. Same with ranged. All of his stats are in Hand to Hand, Strength, Toughness, and Agility. If it was built in, it'd give him pretty huge grapple penalties for minimal actual defensive value against stuff like what we just went up against.

In my personal opinion the partner Phenom would do best with is a Minion Master Bio Jaeger or a Missile Jaeger, to fill in for his lack of ranged combat and ability to deal with large masses of Category 0s as well as softening the enemy from range.


E: If it is starting to sound like a litany of "We thought of that, or something like it" don't worry, we've just had a looooot of time on our hands to come up with ideas.
 
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So what's the ideas for Phenom's wife?
The missile jaeger
Minion master Seijin
Sword-gun build Jaeger
And my idea of Seijin with tentacles for days.
 
So what's the ideas for Phenom's wife?
The missile jaeger
Minion master Seijin
Sword-gun build Jaeger
And my idea of Seijin with tentacles for days.
Paladin Victor also counts I'd say even though I don't prefer it myself since I'd rather stick PV as the first Jaeger for our third city.

What would these tentacles for days have attached/do/shoot?
 
Well for one if we can make it sharp, we will and if it is that sharp than we can potentially burrow into kaiju to search for brain/ secondary brain and stab the fuck out of it. Also fun stuff is is deployable stingers and all of this also doubles with it being a ranged grappler
 
Well for one if we can make it sharp, we will and if it is that sharp than we can potentially burrow into kaiju to search for brain/ secondary brain and stab the fuck out of it. Also fun stuff is is deployable stingers and all of this also doubles with it being a ranged grappler
Stabby tentacles you say? I approve. Mightily.

But stabby tentacles that inject venoms? Consider me interested.

We could have lots of fun stuff with a Jaeger/Raubtier armed with those, though we'd want her/it to have actual hands still since the penalty for not having them suuuucks.

Ranged grappling is a thing we've been working actively on giving to Phenom, based on the finger tentacles the Kaiju Grae had(he was a bitch to fight). I'm thus not sure how much we need to give it to his partner, when we make her, but it is something to think about.

For that matter just to get you up to speed on our current desires as a thread, I'd suggest looking at the downtime plan Nixeu cooked up most recently. We're in the middle of "modernizing" our Jaegers, in particular Tacit, with our most advanced tech which we developed recently. It is not the first time we've done this, but it is the most recent. We are also prepping for Mk IV advancement for Tacit at least in the next handful of weeks.
 
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