Tacit Ronin vs. The World Grand Archive

Week 41 Downtime
[X] Not Quite Phenom Sable but Only 'Cus We're Too Poor Right Now (V2.0)
-[X] Clean up the contamination (-225 Resources)
-[X] Continue with conventional treatment for Ashley (no bonus, no malus)
-[X] Research improved design for Supercell Quantum Reaction Plant for decreased cost and improved power (SAFE RESEARCH MODE!)(Free Breach Research)
-[X] Research Fuel/Thrust management for Solid Fuel Thrusters in order to control power applied to system, at the very least try and get some kind of Emergency Shutoff System (J-Tech 1)
-[X] Research Bio-Jaeger control system (And maybe see if said system could be used to hijack and brainwash captured Kaiju, too?) (J-Tech 2)
-[X] Research upgrade to Dockworks to allow them to provide free construction of Naval units similar to bonus provided by Military Production Facility(C-Tech 1)
-[X] Research Allegorica Flight Unit, see if any of the benefits of the technology can be applied to conventional military units (likely on a far smaller scale) (C-Tech 2)
-[X] Research Acid-Payload for conventional weaponry (C-Tech 3)
-[X] Send another Recon team out to contact the Great Lakes Alliance again; send plans for ANGEL-Net with in order to make future contact with them easier, as well as data packet containing all Kaiju-related data we currently have. (Free Comms)
-[X] Build 5*Banshee Squadron (Free CONstruction)
-[X] Construct a Sealed Piloting Chamber (-7500R)
-[X] Research safe use of ART technology with widespread use on "minor" injuries (e.g. fragility periods) among general population.
-[X] Manufacture 10*M-99 AP Magazine (-750R)
-[X] Research increased power for Neural Distruptor to affect higher levels of Kaiju.
-[X] Build 2*AH-2 Advanced Conpod Plating (-1500R)
-[X] Research Downscaled, Mobile Neural Disruptor that can be mounted either on a Jaeger or a support vehicle, ideally with plans to better protect anyone inside said Jaeger or vehicle carrying said Disruptor.
-[X] Research incorporation Barrier Shield technology into a Jaeger Power generator for increased power generation.
-[X] Repair Jagdhund, Install replacement Jagdarium armor on shoulder (-1420R)
-[X] Repair Tacit Ronin, Install replacement Jagdarium armor on shoulder (-400R)
-[X] Install Sealed Piloting Chamber in Tacit Ronin

(11795 Resources Spent, 1330 Resources Remain)
Cleanup is cleanup. Nothing more to say.

A stroke of good luck from the start, as Ashley's finally confirmed as stable. With any luck, she should be fine-- though that only means she's no longer in danger of dying from her injuries. As is, she's still comatose and missing multiple limbs.

But it's a start.

Ashley is in stable condition. Low rolls will not threaten her health, save natural 1s. However, she's still unable to pilot. You'll have to figure out a solution for that.

Work begins on improving the design of the stationary supercell plant-- or at least, making it cheaper. Given that its original design was built with a massive factor of safety in mind, there's a number of redundancies that can just be straight up removed. The initial cooling system is replaced with water cooling as well, giving it a cruder but more easily fixed way of regulating temperature. After all, it's not in a jaeger, so weight isn't as much of an issue!

Supercell Quantum Reaction Plant VI-Ub to 17000 Resources!

Distressingly, little to no work is done on either the "Raubtier" Biomechanical Operating System, or on the rocket booster controls. The reason for this is simple; most of J-tech has actually come down with colds. After all, it's still the middle of winter, and with everyone staying indoors more, accidents are bound to happen. It's nothing serious, but they can't actually work on the assignments for a while.

Still, at least the interns managed to organise some things.

If the Military Production Facilities can make a bunch of units, the council thinks, why can't the Dockworks? Work is put into applying the same sort of automation to the Dockworks

Dockworks may construct a single naval Military unit every other turn for free.

Attempts to replicate the Allegorica system on a smaller scale fall flat. The system uses the output of a nuclear reactor to create an expanding electromagnetic plasma, directed out of the thrusters. It's not exactly something that can be miniaturized easily.

However, it does offer some insight into improving pre-existing designs for nuclear engines. A superheavy vehicle would be able to mount a strong enough reactor for such an engine-- though it's probably better to use it in transportation aircraft or rockets, due to the fact that a combat vehicle would risk spreading fallout if it took a hit to the reactor.

With the observed increases in kaiju armour, and AP ammunition only going so far, the military decides to try their luck at designing a round that eats away at a kaiju's armour, allowing their weaker AP weapons to get through. But while designing the rounds is simple enough-- it's just a modification of pre-existing incendiary warheads to carry a different payload, plus an internal protective coat-- figuring out the actual payload is significantly more difficult. Kaiju armour is primarily a mix of silicon and carbon, neither of which are particularly soluble, which helps to contain their own destructive blood. This makes creating a fast-acting, artificial solvent for it... tough, to say the least. Making things more annoying is the fact that not many kaiju have shown acidic weaponry, which could otherwise help with development.

In an attempt to come up with something effective, a sample of Kaizoku's freezing venom is taken, synthesized, and put through rigorous testing-- its anti-armour abilities are their best lead at developing something. By the end of the week, however, all they've got is the first draft of the solvent they wanted. Unfortunately, it's definitely far from perfect. The heat of firing is found to partially denatures the solvent, weakening its effects, and even without denaturation the draft solvent can't eat away armour very quickly. Still, it's better than nothing, and the new shell, designated the Anti-Armour Reduction Model-01 Prototype, is put into limited production.

New rounds available for use with 120mm Cannons: 120mm AAR-01y Prototype Corrosion Shell!
- 120mm AAR-01y Prototype Corrosion Shell: 1d10 Acid damage. -1 Damage. Range 10/20/-, Hits on 5+. Benefits from Arges. When rolling for effect, Acid only ever Sticks on a Natural 1.

Yeah... when I really thought about the science behind it, corrosion rounds are actually kinda tough to make. I had to pull a bit of sciency nonsense out to get you something, and they're still kinda cruddy. Obviously, however, they do Cauterize wounds-- I just didn't feel like writing it in.

An explanation on Sticking, by the way. It's the same mechanism that's used to determine whether something Ignites or not. Basically, when you deal damage with an Acid or Fire weapon, you roll a d10 alongside it. If the result of the d10 is less than the damage you dealt after Armour, then the Acid Sticks/Fire Ignites, and starts its secondary effect (-1 AP/turn for Acid, 1d10 Fire/turn for Fire, both can be removed with checks or by being underwater).


An unforeseen electrical storm interrupts the planned launch of the second GLA-contact mission, knocking out long-range communications for a while. Due to the weather the flight has to be cancelled-- they'll have to try again at a later date.

The MPFs churn out a few replacement Banshees... though this time, there's a bit of understandable reluctance for anyone to volunteer as a pilot. While the dangers are known, they've never really been this obvious before. Still, they should have someone in the squadrons before the next kaiju.

5 Banshee squadrons constructed!

With the benefits of A.R.T clear, but its consequences still a mixed bag, work is done to see if its safer applications can be brought into widespread use. Now, since actually handing out the complete cell packages would be overly difficult and entirely likely to result in misuse of them, an alternate solution is devised in two parts. First, to set up a genetic library of the populace, and a centralized distribution method for A.R.T.-based parts genetically tailored to fit their recipients. In this way, rapidly-grown artificial tissue can be provided to heal moderate injuries, such as burns and muscle or tendon damage. Second, to provide 'limited' regeneration cells, capable of boosting the user's health to their normal level before burning out afterwards. It'll take some time to distribute everything, but it's probably the safest method to fulfill the goal. All that's needed is the council's approval.

Modification to Advanced Regeneration Treatment
- Public A.R.T: When Morale provides a bonus to Manufacturing, that bonus is increased by an extra +5%. Additionally, if a City Stat derived from the main populace suffers 1 or more damage, roll 1d10 for it at the start of downtime. On a 10, it regains 1 level after downtime is resolved.

As I mentioned before... I wasn't entirely sure what to give you here. Hope this is somewhat satisfying.

The disruptor research team sets off to improve the initial design of their transmission system, so that it's capable of affecting higher-category kaiju. Unfortunately, such an upgrade isn't going to be cheap. The neural structures of Category IVs and up haven't been mapped as cleanly as the lower categories, so jamming them will require the use of brute force and increased energy projection. It's still something that the conventional forces can handle with proper shielding, though, so that's a relief.

While trying to amplify it, the research team finds another possibility of increasing its output-- essentially re-purposing the system as an EMP pulse tuned to neural frequencies. However, that's far beyond what they're supposed to do, so this idea is firmly shelved. They're not trying to do anything fancy here-- just get the thing to work as ordered. They can add another thing to the WMD list some other time.

New Augment upgrade available: Hyper-Neural Disruptor!
Hyper-Neural Disruptor (Upgrades Neural Disruptor)
+750 Resources
- Enhanced Jamming: Hyper-Neural Disruptors may affect Kaiju of Cat IV and higher, but additional Disruptors only increase test difficulty for these Kaiju if they too are Hyper-Neural.


With that done, they move onto the next project in disruptor technology.

Unfortunately, attempts at making the disruptor system mobile go... less than well. Initial prototypes seem somewhat promising, until they're actually tested-- and at that point, the arrays malfunctioned, and half the research team ended up getting a full on blast of electromagnetic disruption. Good thing that the ART can fix nerve damage. As for those who aren't affected? It's a wake-up call, to say the least. In light of this disaster, all further work on this technology has to be called off for the moment, while safety is reassessed and improved.

Disruptor research cannot be attempted next turn.

Thankfully, the same misfortune does not befall the-- arguably just as dangerous-- compression engine project. Despite earlier research showing vast inefficiencies in initial designs, the team refuses to give up entirely. There has to be some way of making it useful! Unfortunately, the only way they can figure something out is with a large and frustratingly bulky two-chamber design.
The basic shape of the Gleipnir can be summed up as a horizontally-oriented wagon wheel, on top of an upside down cone and several vertically-oriented rods, both embedded into a vertically-squashed spheroid-- each of which has its own function.

The spheroid at the bottom contains the 'actual' reactor, along with its own coolant systems. Reactor containment is split between conventional shielding on the outer layer, and Barrier-based compression shielding on the inner layer. The reactor would provide power in its normal method, without the requirement of a steam-based turbine system as neither Stellarator nor Supercell use that method to make electricity.

The rods connecting the cone and the spheroid are coolant pipes that run through the barrier shielding, carrying their heat into the cone.

The cone itself is mostly filled with water. At the bottom of it, right above the reactor, is the Barrier Generator. The generator and its Barriers both dump their heat into the water-coolant, heating it up. The hot water travels up from the bottom of the cone to the top, where it boils into steam.

From here, the steam is forced into the 'wagon wheel'-- really a radial set of turbines and condensation systems to maintain the coolant. In this way, the Barrier Generator acts somewhat like a nuclear power reactor, while also adding an extra layer of containment on the main reactor.
Unfortunately, while it does succeed in incorporating the Barrier Generator into the power generation system, the "Gleipnir" setup (as it's being called) has lots of issues. Its upper layers take up more space than the comparatively compact Supercells and Stellarators would-- and when combined with the banks of capacitors and batteries that would surround the entire thing to actually hold this output, the entire system is far too large to fit inside a jaeger's body. Thus, to be used, it would either need to be shrunken, supplied with a larger frame to be mounted in, or perhaps attached to a jaeger by a power cable or something. Additionally, while it's relatively minor in comparison to that problem, Gleipnir needs gravity to function. Without heat rising, the Barrier Generator would just boil itself in the coolant after a while.

As such, the Gleipnir design, while reaching the goals set by the team, is still pretty useless.

Gleipnir Power Plants will require more research to yield any sort of usable model. However, it is still a working Barrier Compression Engine.

Meanwhile, various other things are being built, most for immediate use.

Sealed Piloting Chamber constructed! 10 M-99 AP Magazines constructed (3 loaded on Jagdhund)! 2 AH-2 Advanced Conpod Plating constructed!

The new SPC is swiftly integrated into Tacit's conpod, while new armour is brought in for both units' damaged arms.

Tacit Ronin completely repaired! SPC installed!
Jagdhund completely repaired!

All in all, it's an... interesting week. Unfortunately, quite a few projects went rather poorly, or even resulted in accidents, but what has been achieved is at least somewhat useful in furthering the city's goals.

The next attack comes at four o'clock in the afternoon.
 
Week 42 Combat (Grae, Kay, Vortex and Zenic Spawn)
The next attack comes at four o'clock in the afternoon.

<WARNING! INCOMING KAIJU SIGNATURES DETECTED!>
<MULTIPLE EVENT - CLASSIFICATIONS: CATEGORY III, CATEGORY III, MULTIPLE CATEGORY ZEROES>
<INBOUND FROM MULTIPLE SECTORS>
<ALERT! PAST SIGNATURE RECOGNISED - KAIJU SE-26-046>


And it looks like an old enemy's back with them.

Roll for scanners!


Spurred on by the sudden appearance of a previously recognised kaiju, Neo-Seattle hurtles into combat mode.

First off is the obvious concern-- Grae. As before, it's appeared far too close to the city, though this time it's known to be a result of its teleportation abilities. That said, it's not just an old monster with no new tricks. Active scanning reveals lightweight masses around the kaiju's spine, extra armour around the torso and shoulders, and no sign of a Barrier shield. Clearly, there's been some changes.

The other kaiju, SE-27-006, is swiftly designated "Kay" and analysed as best as it can. It's hexapedal, with a distinct mouth and spinal crest, along with a noticeable electromagnetic field. Unlike other such fields, however, Kay's doesn't seem to reach lethal voltages-- so it's probably not a weapon.

Then there's the Category Zeroes, of which there are two different teams. The western team appears to be the same "Vortex-class" Spawn as have been seen before-- a mix of overgrown maggots and squid, with ripping tentacles and caustic acid spit-- but the southern team, which is following alongside Kay, is something new. Visual reports suggest something more reptilian, with very long, narrow snouts. The archive computers dub these newcomers the "Zenic-class" Spawn. Exact numbers in either type haven't been nailed down, but unlike before its definitely a fixed number.

Annoyingly, they're all coming from different directions as well.

Maximum deployment range is as follows:
- Shoreline/20 km vs Vortex Spawn (West)
- 30 km vs Kay and Zenic Spawn (South)
- 13 km vs Grae (Northwest)


You know, I should probably do something with those transformation rules sometime...
Eh, maybe I'll do that for Arondight.


Combat Deployment
[X] Deployment Plan Ver. 2: "Burninate in Hellfire+."
[X] West - Vortex Spawn:
-[x] Murasame.
-[x] 2 Missile Boats.
-[x] 7 Mortar teams.
-[x] 3 AKBs.
-[x] 3 Quetzalcoatl Gunships.

[X] East - Kay & Zenic Spawn:
-[x] Tacit Ronin.
-[x] 9 Tank Squads, including the Elites.
-[x] 5 Artillery Teams.
-[x] 6 Hellhounds Attack Helicopters
-[x] 3 Scout Autogyros
-[x] 2 Railguns (SE & NE).
-[x] The Hlin.

[X] Northwest - Grae:
-[x] Jagdhund.
-[x] 2 Railguns (NW & SW)
-[x] The Heimdal.
-[x] 5 Banshees.
-[x] 4 Scout Autogyros.

[x] Range plan Alpha
-[x] Deploy the Murasame and Quetzs 200 units off the west wall
-[x] Deploy the Missiles boats 48 units off the west wall.

-[x] Jagdhund deploys 5 units off the Northwest wall
-[x] Hemidal locks down on the northwest wall, scouts and banshees assigned there loiter above the wall

-[x] Tacit deploys 14 units off the south wall
-[x] All vehicles assigned to the south deploy 12 units off the south wall
-[x] Arty is deployed on the wall.

Also, acclimation for the disruptors?
[x]Activate the disruptors now.

- West

The Navy and heavy Air-Force units deploy to face the swarm. Though in far larger numbers than they'd been the first time, the fact remains that these monsters are far from deadly, compared to the firepower that the self-defense force possesses.

Off in the sound, the ocean churns from the energy of hundreds of thrashing tentacles and snapping beaks. It looks like a patch of white, boiling water approaching-- though it's not the water that's white, but the grub-like bodies of the Category Zeros.

[---]

- South

Tacit Ronin stands with arms crossed a few hundred meters before its mobile support, who in turn wait far before the DP. The Neural Disruptors have been running for a good couple minutes, allowing for the troops' nervous systems to acclimate to the anti-kaiju interference. Fortunately, the kaiju don't have the same advantage-- though Kay doesn't seem remotely concerned about it, far away as it is.

The Cat III is imposingly built, with its six-limbed body looking somewhere between those of a crocodilian and a bear. A mix of glossy black and brown scales overlap its entire body, save one part; the flange on its back, which glows from within with an electrical blue light. Curiously, it lacks any sort of neck, face, or even eyes-- its head is simply a long, bullet-shaped mouth that sprouts straight from the top of its body. Kay stomps forwards on all sixes, though the shape of its torso suggests that it will have little trouble getting up on its hind legs to fight.

Scampering around Kay's feet are dozens of lithe, little creatures about the size of an IFV-- the Zenic Spawn. Like initial reports suggested, their heads are long and narrow, almost horse-like in some ways. Their flesh is a dull blue-grey, and their limbs are clearly built for speed, though they seem to be massing themselves around Kay.

[---]

- Northeast

Now, it comes down to Jagdhund and her support to face the last kaiju. The grey jaeger waits at the ready, a multitude of railguns bristling out from the wall behind her. It's quite the imposing sight-- or would be, for a kaiju.

Four kilometres out, the air splits open. Grae's orange-gold silhouette flares into existence, eerie blue light bleeding from its edges, and solidifies into flesh. The kaiju stands with limbs bent and back hunched, before it rises up to its full height, and inhales.

For the most part, Grae looks the same as it did last time-- humanoid figure, pale grey skin, and an eyeless head reminiscent of a toothed whale's-- but there are some very clear differences. Chitinous armour like Anaklusmos' seems to be fused to its upper body, covering its chest and stomach in a set of segmented plates, while two narrow fins sprout from its shoulders. There's no symbiote hump on its back either; instead, two triangular masses are folded up, their details hard to make out from the Jaeger's viewing angle.

Grae leers back at the forces assembled before it, its bluish tongue tasting the air-- tasting the scent of something it hasn't fought before. There's no snarling, no hissing, no other bestial noises of challenge. Grae just stands there, with its mouthful of peg-like teeth set in a lazy grin.

Western Sector:
Murasame and Quetzals at 200 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 32 units away (no spacing).
Current number of VS: 72 (Initial 72)

Southern Sector:
Tacit is 14 from DP, all vehicles 12 from DP, all stationary units on DP.
Kay is 45 from DP, ZS closest point 43 from DP.
Current number of ZS: 26 (Initial 26)
(ZS are arranged on either side in equal groups, ~5 units from Kay at furthest, spaced with 1 unit between every
other one)

Northwestern Sector:
Jagdhund is 5 from DP, all other friendlies on the DP. Grae is 40 from DP.

All forces are acclimatized to disruptors. It is, as always, your turn.


Combat Round 1
[X] Western Front:
-[x] All units remain on overwatch for the spawn and fire as soon as they're in range of their weapons.
--[x] Once the targets are in range, units are to retreat at the same speed the enemies advances and bombard them until they're all dead.

[X] Northwestern Front:
-[x] Jagdhund advances five units.
-[x] Banshees advance to Jagdhund's position.

[X] Southern Front:
-[x] All units remain on standby to see if the Kaiju advance.

- West

As the swarm approaches, the crew of the vessels make their final checks, loading cannons, activating targeting systems, and watching the tactical readouts intensely. Just a bit longer, and the kaiju will be in range...

[---]

- South

The only thing that happens on the defensive front is the readying of weapons. Beyond that, no one moves-- not until the kaiju show their hand.

Kay, still on all sixes, pauses momentarily. It opens its mouth, taking in a breath that makes its back flare a brighter blue, before pushing off. The kaiju gallops forwards, its six limbs contacting the ground in a wave-like motion.

"Field strength increasing! We're getting localised interference in our targeting systems!"

"Anything else?"

"Unknown, sir. None of our other equipment has shown issues, but that thing's putting out one darned peculiar field."


Behind it, the Zenics quiver, almost seeming to stagger after the kaiju before they too join it in advancing. The agile creatures spring and sprint across the ground, almost seeming to glide across its surface as they catch up with Kay. The black scaled kaiju roars, exposing the glowing insides of its mouth.

All your ranged attacks against anything within 5 units of Kay will be at +1 difficulty. This condition may change, depending on the battlefield situation.

[---]

- Northwest

Cautiously, Jagdhund steps forwards, the Banshees following alongside her.

Grae scuffs its foot back, shifting its balance lower to the ground in a distinctly evasive stance. Its arms splay out a little, barbed grappling claws extending from the tips of its fingers. The triangular masses shift a little-- from this angle, they seem to be covered in some sort of membrane-- adjusting its balance further. But it does not move. Not yet.

Western Sector:
Murasame and Quetzals at 200 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 26 units away from nearest forces (no spacing).
Current number of VS: 72 (Initial 72)

Southern Sector:
Tacit is 14 from DP, all vehicles 12 from DP, all stationary units on DP.
Kay is 35 from DP, ZS closest point 34 from DP.
Current number of ZS: 26 (Initial 26)
(ZS are arranged on either side in equal groups, ~5 units from Kay at furthest)

Northwestern Sector:
Jagdhund and Banshees are 10 from DP, all other friendlies on the DP. Grae is 40 from DP.


Combat Round 2
[X] Western Sector
-[x] Maintain overwatch, move back six units upon firing, immediately open fire again next turn.

[X] Southern Sector
-[x] Tacit maintains his position. The Hellhounds and scouts split into two groups, spaced with one unit between each squad, move around him and try to pincer Kay before they Arges and fire missiles on it.

[X] Northwestern Sector
-[x] Jagdhund fires a Machine Cannon burst at Grae with her rifle, to bait it. Everyone else maintains position.

- West:

Slowly, constantly, the horde advances forwards... closer and closer, until they're--

"Targets in range! Forward craft, open fire!"

--right inside the SDF's killzone.

Overwatch activated!
3x 1d10 Murasame Hellfires
3x 1d10 Quetzal UMMs
3x 1d10 Quetzal Vulcans
Everything hits on 5s. Hit locs as appropriate.
(Since fixed-wing craft have a minimum move distance, they're able to scoot around a little during Overwatch attacks, which is the only reason the Quetzals' UMMs are able to hit stuff this round)


[---]

- South:

While Tacit remains in its place, some of the air force swoops forwards, encircling the approaching Kay, and firing off both targeting lasers and weapons!

3 Arges hits!

Their shots are dead on, with only a couple of missiles finding trouble with the magnetic field and failing to detonate. The rest catch Kay across its front and left side, launching their heavy armour piercing warheads into its flesh! While the head-on shots fail to pierce its armour, the ones fired into its left leg penetrate properly, leaving bloody holes in the limb!

Minor Wound to Left Foot and Thigh! Glancing Wound to Left Ankle! 7 Strikes, +2 Ongoing! -3 Agility!

Kay stumbles in its run, and its magnetic field flickers.

Ranged attacks against all within 5 units of Kay no longer suffer additional +1 Difficulty.

In response, the Zenics come to a stop, six of them planting their claws in the ground to lock themselves down as their heads swivel up towards the bulkier attack helicopters. At the tip of each elongated snout, a hole opens in the flesh, displaying a glowing, toothless interior. Though masked by Kay's own field, the highly responsive sensor suite onboard Tacit Ronin is able to pick up six minute spikes in electromagnetic radiation.

(3,3,4,9,4,8)

2 Hellhound squadrons destroyed!

With no sound but a hiss of ionized air, the organic cannons of the Zenic Spawn fire, driving several bony flechettes straight through the hulls of six unlucky choppers. As the impaled vessels plummet to earth, Kay pushes itself back up. Its faceless maw opens in a low growl, as the kaiju adopts a more reserved stance. Slowly but surely, the stream of blood from its wounds dries up. In just seconds, the wounds have almost completely clotted shut-- though the actual damage remains.

(12, 10)

No damage from ongoing! All ongoing healed!

With this comes another issue; Kay's magnetic field, despite its previous faltering, seems to be regaining its strength as Kay's wounds clot up! The interference hasn't returned yet, but the area around the wounded kaiju is charged with a distinctly intense shell of polarizing force.

[---]

- Northwest:

Enough is enough. Nobody feels like playing mind games with the kaiju. Despite the long range, Jagdhund takes up her rifle, and opens fire!

Immediately, Grae dodges forwards, forcing the grey jaeger to readjust her aim to keep on target. The action's a little less than her usual efficiency, however, and only really manages to clip the monster's side with a couple rounds.

No damage!

...A few rounds which don't even penetrate the kaiju's armour. Grae's knees bend on landing, building up energy like a spring before pushing off. The kaiju's leap takes it closer still-- close enough for it to bring its weapons to bear! A second after touching down, Grae throws up an arm and fires off its infamous grapnel claws at the jaeger!

(7)

With her GAPAS lacking momentum, Jagdhund is unable to evade the hooked talons-- but instead of herself, the cables wrap themselves around the jaeger's gun, and pull taut!

Grapnel Claws hit! Jagdhund must make an Opposed Strength Test (1d10+Str) to retain possession of her Machine Cannon!

Western Sector:
Murasame and Quetzals at 200 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 20 units away from nearest forces (no spacing).
Current number of VS: 72 (Initial 72)

Southern Sector:
Tacit is 14 from DP, Hellhounds/Scouts at 22/25 from DP (grouped around Kay and spaced), all other vehicles 12 from DP, all stationary units on DP.
Kay is 35 from DP, ZS closest point 34 from DP.
Current number of ZS: 26 (Initial 26)
(ZS are arranged on either side in equal groups, ~5 units from Kay at furthest)

Northwestern Sector:
Jagdhund and Banshees are 10 from DP, all other friendlies on the DP. Grae is 33 from DP.


Combat Round 2 Overwatch

[---]

- West:

Even just with four craft, the volley of fire is still quite decent. The Murasame's missiles are the main damage dealers here, as one of the Quetzalcoatls finds its micro-missile pod unexpectedly jammed, and the sprays of water and fire make it difficult to hit weak-points with the vulcan guns. Still, by the time the first volley is over, a good number of Vortex Spawn won't be attacking any cities ever again.

10 Vortex Spawn destroyed!
Quetzal UMMs jammed!

Vortex Spawn are down to 62.

[---]

- Northwest:

(8)
(9)

Though Jagdhund resists the kaiju's efforts very well, it's not quite enough. Grae jerks the cables back, wrenching the gun from the grey jaeger's hands. Like a tape measure collapsing, the grapnels zip back to Grae's fingertips, depositing the weapon straight into its hand. The kaiju bares its teeth in a vicious grin, brandishing its new acquisition tauntingly.

Successful disarmament! Grae gains access to the M-9914 Machine Cannon (AP Ammo)!


It is now your turn.

Combat Turn 3
[X] West:
-[x] Continue firing at the horde and advancing backwards.

[X] Northwest:
-[x] Jagdhund and the Banshees retreat five units
-[x] All railguns (and the Heimdal) stay on overwatch, to fire the moment Grae enters their range.

[X] South:
-[x] All available units sans Tacit are to shoot at the Zenic Spawn.
-[x] All units out of range are to dash in to try and get in on the action.
-[x] Tacit is to walk closer so he can get the enemy in Laser range.

- West:

As the squealing, writhing mass of kaiju flesh continues to approach, the four vehicles open fire again.

15 Vortex Spawn destroyed!

Once more, a wave of fire cuts through the kaiju's masses, reducing them to cinders. In a fit of zealous destruction, however, the Murasame has temporarily drained its missile banks of Hellfires. Assistance from an on-site resupply team comes quickly.

Ammo loss prevented!
7 units may have their ammo restored!


Now, the Quetzals turn, and the mighty ship reverses its engines, retreating from the Vortex Spawn.

By this point, the whole front row of the monsters have been decimated, and the remaining creatures are just too far away to hit. The forty-odd tentacled kaiju spread out a little, due to the sheer amount of space opened in their ranks as they advance, but they're not quick enough.

Meanwhile, the anti-kaiju brigades and mortar crews wait at the shoreline, watching the repeated explosions occurring really far away from them.

[---]

- South:

"All conventional forces, target the Zenics!" Tacit relays to the SDF. "We're taking the big guy!"

As Tacit Ronin charges forwards, their laser weaponry already starting to tap into the power of the mecha's reactor, the scout forces turn their painting systems on the closest Zenic Spawn.

2 Arges hits!

Wheeling closer to get into weapon range, the remaining twelve Hellhounds open up with their K-Buster pods, each team aiming at one of the long-nosed sharpshooters. Before the Zenics can unlock their claws from the ground, they're hit by the equivalent of an entire squad's worth of anti-tank weaponry. However, one team reports guidance errors, and is force to abort their attack, giving the kaiju enough time to begin a proper response-- before a tank barrage hits it hard enough to blow apart the Category Zero behind it. The Type-100s rumble forwards, supplementing their shots with the enhanced guidance Arges provides, and vapourizing several more kaiju with excellent accuracy.

11 Zenic Spawn destroyed!

The remaining Zenics abandon their previous tactic, and rush forwards towards the line of tanks. Now partially outside the limits of Kay's magnetic field, the bursts of electromagnetism that accompany the firing of their flechette guns are obvious.

Dice Roller • Orokos.com
(0,9,9,4,1,2,0,5,2)

Without the stability of locking down, they Zenic Spawn clearly at a disadvantage when firing. Most of those who're shooting don't even come close to hitting the tanks, and more than one of the lanky kaiju ends up accidentally shooting their own fellows in their efforts. However, two individuals manage to land potent hits, impaling the drive motors of a couple tanks in such a way that they spin and crash into others. It's not a lethal hit by any means, but the collisions are going to knock two whole teams out of action-- especially when the Zenics' followup attacks tear through the tanks' twin cannons.

2 Type-100 teams destroyed!
2 Zenics destroyed by misfiring!
1 Zenic has drained its ammunition reserves!


Meanwhile, Kay just rises up onto its hind legs, using its tail to support its body. It's clearly favouring its wounded leg, and doesn't look capable of moving very quickly anymore, but the density of its field shows that it's not completely defenseless just yet.

All attacks against Kay that originate from 10 or more units away will resolve at +1 Difficulty. Other effects may apply.

[---]

- Northwest:

"There's no way that kaiju knows how to use a gun, right?"
"Jagdhund literally just used it, and the safety's still off. I don't think it's that hard for it to figure out."
"Yeah, but it doesn't have any eyes! How's it supposed to see without eyes?"
"Don't kaiju have a hivemind? It could just remember how operations looked based on what the ones with eyes had--"
"Be quiet, and retreat half a kilometre,"
the artificial intelligence interjects into the Banshee pilots' conversation. "I will be doing the same."

True to her own words, Jagdhund starts to back up. At this range, even if the kaiju knows how to operate a weapon it'll be having some difficulties hitting them-- retreating should exacerbate those issues, and force it closer.

Grae seems... conflicted. The kaiju's head glances a little to its right, and tilts, before turning back to the jaeger. A blue-grey tongue slides out of its mouth, runs across its 'lips', and retracts again. Then it grins.

Dice Roller • Orokos.com
(26)
(6)

The kaiju's body flashes translucent gold, before it springs into the air, and vanishes with a thunderous crack!

Mass Teleport!

Instants later, another crack draws the defenders' attention. Heads and guns snap up, just in time to see Grae solidify in midair-- and unfurl a pair of wings. Its seemingly feathered pinions spread in a crescent curve, the last flickers of blue-gold Breach-fire burning along its outline, for a moment Grae floats there like some sort of celestial being.

Until Jagdhund's orders break the lull.

"Now! Open fire!"

Overwatch activated!
6x 1d10+1 for Railgun Batteries
1d10+3 for Heimdal
All hits on 9s, include hit locations.

Western Sector:
Murasame and Quetzals at 194 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 22 units away from nearest forces (no spacing).
Current number of VS: 47 (Initial 72)

Southern Sector:
Tacit is 25 from DP, Hellhounds/Scouts at 29/25 from DP (grouped around Kay and spaced), all tanks 16 from DP, all stationary units on DP.
Kay is 35 from DP, ZS closest point 29 from DP.
Current number of ZS: 13 (Initial 26)
(ZS are arranged on either side in equal groups, ~13 units from Kay at furthest)

Northwestern Sector:
Jagdhund and Banshees are 5 from DP, all other friendlies on the DP. Grae is 17 units from DP, and 10 units up (A02).

Go!

Actually, an addendum to my last story post:


- South:

Two Zenics fire off a pair of accurate shots-- only for the flechettes to splinter off the barrier that suddenly pops into existence before the tanks. Following just behind the armoured vehicles, the mighty Hlin has at last shown its true strength; a shield for its more fragile comrades.

2 Type 100 teams not destroyed!

I can't believe I forgot about Hlin.

Combat Round 3 Overwatch

Might as well do this thing.

[---]

In their haste to follow orders, the railgun batteries all fire before their software can guarantee a lock on, causing the uncalibrated weapons to do... poorly. Tungsten carbide tipped penetrator rounds fly past Grae, leaving plasma trails in their wake. The white kaiju leers down at them as it weaves around the poorly aimed shots.

But the HEEM-2 has been operating for a long time. It may not be the most accurate weapon on the field, but there's no doubt that it's one of the most powerful ones. And when it gets lucky...

Two seconds after the last rail battery fires, there's a seventh thunderous boom. A railgun round, perfectly placed by its shooter, punches straight through the top of the kaiju's under-armoured pelvis in a spray of blood and fire.

Hit to the Pelvis! Destruction Wound!

With a meaty thump, Grae's lower body crashes to the ground. Moments later, the kaiju's wings crumple, and its upper half follows suit.

Instant Death!

SE-26-046 "Grae" defeated!

The subsequent silence is broken by the Heimdal commander letting out a whoop of jubilation.

Now, onto your turn.

Combat Round 4
[x]Plan Time to Clean Up
-[x] Banshees move to Western Sector
-[x] NW railgun battery moves to Western Sector
-[x] Mura and the Quezts keep shooting as they have the past few turns.
-[x] Jagdhund recovers her machine cannon
-[x] South conventionals keep shooting at Zenics
--[x] Scouts provide ARGES on the Zenics
-[x] Tacit Charges Kay, with MkIII rear thrusters and Solid Fuel Thrusters
--[x]Noah calls a flourish
- Northwest:

"Orders are to head West," relays the Banshee flight leader to their fellows. "Let's go." Their work in this area done, the helicopters turn, and peel off. Behind them, the northwest railgun battery unlocks, and begins to slide sideways along the transportation tracks-- leaving the southeast battery, Heimdal, and Jagdhund behind.

The jaeger's joints shift, and a sigh-like rumble escapes her Supercell. Jagdhund stomps over to Grae's corpse, and picks up her machine cannon.

"...how's the gun?" The Heimdal asks nonchalantly. Jagdhund hefts the weapon in her hands, and brushes it off, before glancing over her shoulder at the superheavy vehicle.

"Minor damage to external casing, with negligible impairment of weapon functionality."

The jaeger's head tilts a little.

"...There is a non-zero chance of this unit requesting a new M-99 weapon in the future. Current weapon may be approaching the limit of its service life, given its periodic, intensive use."

"Eh, sounds fair enough."


[---]

- West:

Slowing their retreat, the Quetzalcoatls swoop forwards again to launch another rocket barrage, while the Murasame waits for the enemy to simply draw closer. Two of the three aircraft unleash their Ultra-K-Busters, but the third-- having issues with the weapon again-- is forced to abort their attack and wait for the launcher to unjam again. Clearly, there's some sort of QC issue with the ammunition or something. At least the vulcan guns still work, as proven when the gunships strafe the tentacled beasts with 30mm rounds.

11 Vortex Spawn Destroyed!

Of course, it's moments later that the seemingly mindless kaiju get in range of the Murasame's missile launchers.

12 Vortex Spawn Destroyed!

Even if they can't fire every weapon they have, the vessel's crew is still feeling pretty good right now. Honestly, they might run out of kaiju before the reinforcements arrive.

8 Rounds until railgun shift completed.
5 Rounds until Banshee arrival.


[---]

South:

With victory seeming close at hand, the military forces continue their fight! The scout choppers flash their laser lights-- but an unforeseen error in the lock-on process prevents this from assisting properly.

No Arges hits!

Despite this, the air and ground forces don't give up. The Hellhounds fire again, all for squadrons managing to down two more Zenic Spawn despite several firing errors. Now even closer, the tanks launch their attacks again, but the agile kaiju are starting to show their speed, and many tanks are simply unable to land their shots! Even so, four more Zenics go down, leaving them with just over half the number they had before the last barrage.

6 Zenic Spawn destroyed!

In response, the last remaining Category Zeroes unleash one last, desperate attack! Seven high-power flechettes fire into the same spot in rapid succession, hammering against the hexagonal Barrier that appears until it shatters! A steaming hiss comes from the projector on top of the Hlin-- the shield's cooling systems have given out, and vital components have melted under the immense heat. Fortunately, the molten circuitry has been contained by the rest of the generator, and the rest of the vehicle's systems are just fine. Unfortunately, the next volley of flechettes is hammered through the motive systems and guns of a couple tanks, crippling them but thankfully inflicting no casualties.

Surround Barrier Shield Collapses! No Vital Damage to Hlin!
1 Type 100-C Tank Squadron destroyed!


Meanwhile, instead of firing its lasers, Tacit Ronin has sprung into action! Propelling itself with a leap and a burst of rocket boosters, the jaeger lashes out in a flashy, choreographed swing!

(9)
(10,13)

As its claws shoot up to bat the blades away, Kay is forced to step back, and something in its damaged leg gives way with a wet pop. The kaiju stumbles just before its defensive maneuver finishes, letting Tacit carve a shallow but painful cut down its chest!

Hit to Left Ankle and Chest! One Glancing Wound! One Minor Wound! Kay takes 4 Strikes, +1 Ongoing! No Vital damage!
Successful Flourish! +175 Resources!

Snarling and flaring its magnetic field, Kay strikes back, using all four of its limbs!

Reaction!
[ ] Block (+4)
[ ] Dodge (+6)
[ ] Parry (+3)

(Also, the artificial difficulty increase is gone. Again.)

Western Sector:
Murasame and Quetzals at 190 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 20 units away from nearest forces (no spacing).
Current number of VS: 24 (Initial 72)

Southern Sector:
Tacit is 35 from DP, Hellhounds/Scouts at 29/25 from DP (grouped around Kay and spaced), all ground mobiles 20 from DP, all stationary units on DP.
Kay is 35 from DP, ZS closest point 29 from DP.
Current number of ZS: 7 (Initial 26)


Combat Round 4 Reaction

Guess we're rectifying, then.

(12)
(8,16)
(5)

Tacit Ronin does its best to pivot away-- using the emergency rectifiers in the process-- but Kay manages to land a glancing blow on the jaeger's torso nonetheless. The punch does little more than shake them up and scratch off paint, so Tacit recovers in no time.

Glancing Hit to Torso! Tacit Ronin takes 1 Strike!

The jaeger's pilots are readying their counter attack, when a flashing display catches their eyes. Apparently, the contact with Kay while inside its field has set up some... magnetic resonance in Tacit's systems, and it's screwing with their manual dexterity a little. The resonance doesn't seem to be lasting long, but...

-1 Dexterity for 1 turn!

Noah blinks.

"...huh. That's new."

Magnets, am I right?

Combat Round 5
[X] South:
-[x] Conventionals keep shooting the Zenics.
-[x] Tacit slashes Kay again.

[X] Everyone else:
-[x] Keep doing what you're doing.

- West:

Unfortunately, the Murasame's crew finds that they've used up their missiles again. The sailors scramble to respond, assisted by the on-board resupply crew in their job of refilling the magazines a second time. In the meanwhile, the ship starts to back up, while the Quetzals unleash another strafing spray of K-Busters from their side-mounted launcher turrets.

10 Vortex Spawn destroyed!
Murasame out of Hellfire Missiles! Reloading - 4 uses left of resupply squads!

7 Rounds until railgun shift completed.
4 Rounds until Banshee arrival.


[---]

- South:

2 Arges hits!

Unlike before, this time the targeting link-up is complete, and everything shooting receives the extra accuracy. Thus assisted, the Hellhounds are far better shots this time, though they're nearly out of K-Busters. The tanks too are running out of ammo-- though they make the most of what they have left. In a rapid drumbeat of gunfire, the literally laser-guided shots of the Type-100s soar across the battlefield, and blow the last remaining Category Zeroes into pieces!

All Zenic Spawn Destroyed!

Meanwhile, Tacit Ronin continues to fight with Kay.

(8)
(13,7)

The jaeger strikes out with a pair of consecutive slashes, aimed one after the other towards the kaiju's stomach. Kay smashes one aside with its arms-- the edge of the weapon searing a line into the scales-- but the other fangblade hits its vulnerable underbelly dead centre!

Hit to the Torso! Minor Wound! Kay takes 4 Strikes, +5 Ongoing! Kay is losing Stamina!


Toxic blood leaking from the hissing wound in its gut, Kay stumbles back a few steps. The four-armed monster's mouth splits open to draw in a breath-- but the action flexes open its wound, releasing another, far more violent spurt of Blue. Losing so much blood so quickly does not help Kay in the slightest, and the kaiju collapses to the ground, unconscious and bleeding out.

4 Strikes from Ongoing!

Not long after, Tacit Ronin drives its fangblade through the kaiju's brain stem.

SE-27-006 "Kay" Defeated!

Western Sector:
Murasame and Quetzals at 184 from DP, gunboats 48 from DP, land units on shoreline (20 from DP).
Leading edge of VS 20 units away from nearest forces (no spacing).
Current number of VS: 14 (Initial 72)

Southern Sector:
Tacit is 35 from DP, Hellhounds/Scouts at 29/25 from DP (grouped around Kay and spaced), all ground mobiles 20 from DP, all stationary units on DP.
ZS closest point 29 from DP.
Current number of ZS: 0 (Initial 26)

Now, it's just the West to deal with.



Combat Round 6
[X] Plan ugly fish in a big barrel
-[x] West:
--[x] Just keep shootin' and scootin', my friends.

- West:

With only a few kaiju left to go, the Murasame and Quetzals fire off their missiles again. More and more of the monsters die, burning and cooking under the barrage, until nothing is left moving.

All Vortex Spawn destroyed!


And just like that, it's over.

And we're done. Good job, everybody, let's pack up and let the clean-up crews do their thing.

Week 42 Combat End
Clearly victorious, the jaegers and SDF head back to Seattle, to the cheers of the masses. Though the battle was not without loss-- those six helicopters and their airmen who were downed by the Zenic Spawn-- far more people have lived today, and their actions helped draw the fight to a swift conclusion. Those that did survive, meanwhile, are rewarded with praise from their peers and the public. The Heimdal's crew in particular are in a very good mood, and opt to paint Grae's winged silhouette onto their main gun alongside the standard kaiju kill-marker, just to show it off that much more.

Morale to Enthusiastic! +55% Manufacturing!

Tacit Ronin barely needs any repairs-- Kay basically just left it a love tap. The magnetic resonance is completely gone anyways, with little extra side effects than the normal wear on the jaeger's systems.

Tacit's repairs will cost 60 Resources, but will be a Free Action.

The Hlin, meanwhile, needs several of its internal components replaced in order to render its Barrier usable once more. It's not that much work, but it will take a bit.

Repairs to the Hlin's Barrier generator will require an action and 100 Resources.

Still, these should be small fry, given the massive influx of resources provided both from harvesting the kaiju and from showing off the fights themselves (among the more popular videos is an overly dramatic clip of Grae appearing in the sky and dancing around the railgun shots before the Heimdal just shoots it out of the sky).

A quick examination of the battlefield reports that cleaning up the land-based fights is going to be the easy part-- but Kay's bloody death and the numerous Vortex Spawn that were taken down are going to need serious work to clean up.

Kaiju science certainly doesn't waste their chance to examine two very interesting kaiju, alongside the more intact Cat Zero remains, and sends in a very extensive report. However, as it's really quite long, things can be summarized as:

Grae shows a lot of changes and upgrades, all of which seem rather... unnatural. The wings, the extra armour, the enhanced reflex arcs, all of it's clearly new tissue with obvious joins to the old flesh and bone. Regarding its original physiology, the grapnel claw system is very well developed, and displays the ability to replace broken cables with extra ones over time, while its jaws contain a debilitating venom. The jaws seem to have been reinforced to better punch through armour. Grae's blindsight appears identical to previously seen blindsight abilities. Its new shoulder fins seem to have contained weapons-- an almost reflexive spike launcher in the right shoulder, and a semi-organic combat knife in the left, the latter of which seems more like the sort of weapon a Seijin would wield-- though these are now ruined by the kaiju's toxic bodily fluids.

Basically, it's a good thing that the Heimdal nailed Grae before it could do anything of consequence.

Grae's teleportation ability is still somewhat unknown, but close records of all its physiological aspects and combat data are being made, in hopes of it proving useful at some point.

New Research Token!
- Grae Token (Teleportation)


Note that this isn't quite as game breaking as it might seem at first. Teleportation is one of those very hard things to successfully research.

Meanwhile, Kay shows a generally standard body for a kaiju, save the blindsight-- until its circulatory system and dorsal flange are addressed. A high concentration of metallic material in the bloodstream allowed for its natural cardiovascular activity to generate a magnetic field, which its flange combined with signals from the secondary brain to express in the kaiju's variable field. Certain aspects of the field seem keyed to certain activities or statuses, letting it switch abilities on the fly by acting differently. In any case, it's a very unique and versatile ability.

As for the Category Zeroes, the Vortex Spawn are identical to previous iterations, while the Zenic Spawn seem... somewhat similar to the Cat II "Zeno" that attacked a while ago. Not identical, of course, but the lithe form and electromagnetically propelled flechette weapon both match up. However, their smaller size made the recoil worse, so they had to stay still to fire optimally.

Kaiju Stats:
SE-26-046
Grae
Class: Category III Kaiju
Despite some differences, this is clearly still the same kaiju as before, with its pale grey skin, humanoid build, and a head like an eyeless cetacean. However, unlike its first appearance, Grae no longer possesses its armoured symbiote; instead, a pair of avian wings sprout from the kaiju's spine, with fins in place of feathers. Its entire upper torso has been reinforced with segmented armour plating, and each of its shoulders sports a narrow fin, like those on Anaklusmos.

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

Structure:
Dura: 10
Stru: 16

Eyeless: Immune to Eye damage. All attacks that would hit the Eyes instead hit the Head.
Enhanced Mass Teleport: As a Half Action, Grae may yank all friendly units in a 6 unit radius (including itself) up to 5d10 units in any direction it pleases. This automatically disengages any grapples, and stuns all participants besides Grae, who is treated as having Moved for all practical purposes. Afterwards, Grae must wait 1d5+2 rounds before it can use this power again. Alternately, Grae may opt to disengage from the fight entirely, teleporting itself and all others occupying its space 5d10 x100 units away as a Reaction. This burns out Grae's Mass Teleport ability for 1d5/2 days, to a minimum of half a day.
Master Wrestler: If you win the first round of the Grapple, you gain a non-cumulative +1 bonus to Grappling rolls until you lose a roll. Additionally, you may make an extra action each time you win a Grappling round.
Indomitable (Grapple): May never drop below a permanent -1 Penalty for Grappling rolls, even if universal penalties would apply.
Heightened Evasion: For the purposes of Passive Defense and ranged attacks, enemies increase your to-hit number by half your Agility stat (rounding up). This is not increased by Flying.
Aerial Ace: Grae can fly under its own power, and follows the rules for Flying characters when doing so.

Inventory:
- Biometal Combat Knife

Weapons:
Dexterous Claws x2
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d10
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: +4
Damage Type: Blunt
Damage Bonus: Dexterity

Grapnel Claws x2
Built-In Ranged Weapons (Hands, Carbine)
Attack Dice: 1d10+4
Armour Penetration: 1
Damage Type: Impact
Damage Bonus: -3
Range: 10/25/-
Special:
Lash: A successful attack, regardless of damage dealt (if any), grapples the opponent. If the opponent wins the grapple, they may break free and can act as normal if it is their turn (other rules may apply based on successes). If Grae wins on its turn, it drags the opponent closer to it by (1d10+Str-Opponent's Str) Units.
If the opponent is dragged adjacent to the shooter (or vice versa) Grae can resolve a standard melee attack, slam or grapple as a free action after the attack is fully resolved. Any reactions to an attack of this nature are made at a -1 penalty.
On a result of 0 the victim breaks free and can act as normal. On a negative result, roll a 1d10 and consult the Lash Misfire Table below:
Roll: Effect
1: Critical misfire. The weapon catastrophically fails, inflicting 1d10 Burst to the location the weapon is mounted, and destroying the weapon.
2-4: The mechanisms of the weapon break, and the weapon can no longer fire until it is regenerated (see Spare Hooks). Discard the current attack dice.
5-7: Grae is yanked off its feet as the opponent pulls hard! Grae is moved a number of units closer to the opponent equal to the negative result (e.g. a result of -2 moves Grae 2 units closer), and is knocked Prone.
8-10: Grae skids forwards as the opponent overcomes the pull, and yanks back! Grae moves 1d5+1-Str Units directly towards its opponent. If the result is negative, Grae may attempt to regain control of the attack, and another grapple check is made as if the weapon had just been fired.
Spare Hooks: If the Grapnels are broken (2-4), Grae regenerates a new set in 1d5 rounds. If they are destroyed by a roll of a 1, they do not regenerate.
By default, this attack uses both hands. Grae may fire one-handed, but if it does so the roll suffers a -3 penalty. Grae may grapple two opponents at the same time in this method.
May not make called shots, unless attempting to target a carried weapon (-3). If Grae succeeds on the attack, and an opposed Strength check, it immediately gains the weapon for itself, and may use it if it has enough Dexterity to do so. Grae does not suffer a -3 penalty for one-handed firing when attempting to steal a weapon, only the called shot penalty.


Venomous Fangs
Built-In Melee Weapon
Attack Dice: 1d10-2
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Blunt, Ice
Damage Bonus: Strength
Special:
Anti-Armour (2): Treats all armoured locations as having -2 AV (to a minimum of 0) for the purposes of overcoming Armour.

Linear Needle Gun
Built-in Ranged Weapon (scatter, Right Shoulder)
Attack Dice: 2/1d10
Armour Penetration: 2+1d5
Damage Type: Blunt/Edged
Damage Bonus: 2
Range: 4/7
Special:
Hair Trigger: May be fired as a Reaction, even if Grae has already attacked already.
Slow: May only be used once per round (e.g; if fired as an attack, cannot fire as a Reaction. May not be used multiple times in a grapple)


Biometal Combat Knife
Carried One-Handed Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 2d5-1
Block Dice: 1d5+2
Armour Penetration: 3+1d5/2
Grappling Bonus: +0
Damage Type: Edged/Acid
Damage Bonus: 2
Special:
May be drawn or sheathed as a Free Action, as long as Grae has not taken a Wound to its Left Shoulder, and is not engaged in a Grapple.
The first time the Biometal Combat Knife is drawn in a battle, it gains +2 to any Defensive Reactions it is called to make during that round.
Bio-Linked: Only a kaiju can use this weapon at its fullest potential. When wielded by inorganic characters, the Biometal Knife has only AP 3 , and does not deal Acid damage.


Armour:
Sleek Hide
Coverage: All but Shoulders, Chest, Torso, and Spine
Armor Value: 3/2
Resilience: All, +1 Conventional
Durability: 12

Tough Spinal Cord
Coverage: Neck, Spine
Armor Value: 2/-
Resilience: All, +1 Impact
Durability: 8

Laminated Biometal Plate
Coverage: Shoulders, Chest, Torso, and Spine
Armor Value: 4/1
Resilience: All, +1 Conventional
Durability: 9
SE-27-006
Kay
Class: Category III Kaiju
Kay is an imposing semi-humanoid kaiju, with a body between crocodilian and ursine, and three thick pairs of limbs. Its body is covered in a layer of glossy black and brown scales, except for an crackling, electric blue flange that runs along its spine. Its head is long and bullet-shaped, with a mouth of formidable teeth sprouts straight from its body. The kaiju doesn't have any visible eyes.

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

Structure:
Dura: 14
Stru: 18

Eyeless: Immune to Eye damage. All attacks that would hit the Eyes instead hit the Head.
Power Tackle: Slams inflict a flat 1d5+Str Blunt on a successful hit. If the Slam rolls a natural 5 on damage, the target is automatically Stunned, and Kay falls Prone as well.
Hardened Nerves: Immune to Electric-based Stuns. Non-Electrical Stuns still operate as normal.
Polarizing: You naturally emit a powerful magnetic field, but its utility fluctuates between several options, depending on your behaviour and physical condition. Each option for Polarizing describes its activation condition and effect, and lasts until you no longer meet the activation condition. You may only benefit from up to two Polarizing options at any one time. If more would be available, select the two you wish to use.
- Shocking: As long as you are engaged in a Grapple with at least one other character, you inflict 1d5 Electric damage to all other members at the start of your turn.
- Induction: As long as you use the Run or Charge Action on your turn, all friendly units within 5 Units of your starting location gain +1 Agility until the start of your next turn. If they normally have 0 Agility, they are still unable to Run.
- Meissner: As long as you do not Move any amount of Units on your turn, you and you alone gain AV 2/- against the first attack (or massed attack if the opponent is Conventional) that targets you on the enemy's turn.
- Interference: As long as you are not suffering from any Ongoing Wounds, all Ranged Attacks originating from 10 or more Units away treat their To-Hit Difficulty against anything within 5 Units of you as 1 higher than normal. This affects allied attacks as well.
- Foucault: As long as you have inflicted damage on an opponent (that has not been negated by a Reaction or Armour, and is not a result of Shocking) on your turn, the damaged opponent suffers a -1 penalty to a random (not Toughness) stat (1d5 chooses) for the duration of their following turn. This cannot stack with itself.

Weapons:
Armoured Claws x4
Built-In Melee Weapons
Attack Dice: 2/1d10
Parry Dice: 2d5-1
Block Dice: 1d10
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Vice Jaws
Built-In Melee Weapon
Attack Dice: 1d10-2
Armour Penetration: 1d5+2
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Strength+2

Armour:
Thick Scales
Coverage: All
Armor Value: 3/2
Resilience: All, +1 Fire, +1 Electric, -1 Acid
Durability: 10
Vortex Spawn
Class: Category 0 Kaiju
Larger than a Type-100, these creatures are pale, grub-like creatures with several tentacles and beaks that cover most of their head.
- Moves 6 Units a turn (amphibious)
- Tentacles: 1d10 Blunt, +0 Damage, Melee Range, hits on 5s
- Acid Spit: 1d10 Acid, -1 Damage, 5/-/10, hits on 5s. Acid never sticks.
- Latch On: Melee Range, only against Cat/Mark Is or higher. Roll a 1d10, to-hit number is the target's HtH or Dex, whichever is higher. If the attack succeeds, this unit attaches to the target, and inflicts one Ongoing Strike as long as it is attached. A Dex/HtH Check by the target kills a number of attached Spawn equal to the flat number rolled.


Zenic Spawn
Class: Category 0 Kaiju
Around the size of a typical IFV, these creatures are characterised by their lithe bodies and long, cannon-shaped heads.
- Moves 8 Units a turn
- Flechette Gun: 1d10+1 Impact, +0 Damage, 10/-/20, hits on 5s. -2 Attack Dice if fired after moving.

Category III Kaiju killed: +2000 Resources
Category 0 Kaiju killed: +5000 Resources
Salvage Facility Bonus: +2100 Resources
Quick Kill Bonus: +100 Resources
Achievement - Recurring Rival Refusal: +1000 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 18680

Free Actions:
[ ] Kaiju:
-[ ] Clean up the contamination (-1520 Resources)
-[ ] Don't clean up the contamination
[ ] Ashley's recovery:
-[ ] Continue with conventional treatment (no bonus, no malus)
-[ ] Use the experimental A.R.T (+1 bonus, hybridisation and other possible side effects)
[ ] Other (requires GM permission)

I skipped a bit on some stuff, but you guys can totally ask questions and stuff anyways. In the meantime, I am open to downtime plans.
 
Week 42 Downtime (Phenom Sable Activated)
[x] Plan Jho
-[x] Normal Actions:
--[x] Build x15 Supercomposite Plate (-1875 R)
--[x] Build x2 Destroyer Talons (-2300 R)
--[X] Build x2 CMP-5 Combat Gauntlet (-320 R)
--[x] Build 1 HVMS limb mod (-4000 R)
--[x] Install HVMS mods (new one + one-time freebie) in left and right arms.
--[x] Equip Phenom Sable. Finalize Jaeger Creation.
--[x] Repair the Hlin (-100 R)
--[x] Research Synthetic generation of Silicon-based biomass as groundwork for the "Bio-Jaeger" project.
--[x] Research an upgrade to the Murasame to allow it to fire multiple weapons-systems simultaneously.
--[x] Research improved corrosion shells for conventionals (perhaps the venom contained in Kraken's tail would be useful?)
-[x] Free Actions
--[x] Kaiju:
---[x] Clean up the contamination (-1520 R)
--[x] Ashley's recovery:
---[x] Continue with conventional treatment (no bonus, no malus)
--[x] Repairs:
---[x] Repair Tacit (-60 R)
--[x] Research Fuel/Thrust management for Solid Fuel Thrusters in order to control power applied to system, at the very least try and get some kind of Emergency Shutoff System (J-Tech 1)
--[x] Reverse engineer Jagdhund's Machine Cannon so we can build her a replacement if needed, have an easier time designing a better rifle if said replacement becomes needed, and making it easier to research augments and ammo for the weapon design. (J-Tech 2)
--[x] Research potential ways to improve the existing breachgate technology beyond "more power" (SAFE RESEARCH MODE) (B-tech)
--[x] Research Replaceable Shield Components for the Hlin (cooling fins or something. Give it an ammo reserve higher than 1, basically) (C-Tech 1)
--[x] Research "sonic torpedoes" for underwater combat (C-Tech 2)
--[x] Research an alternative to the arges system for use in underwater combat (C-Tech 3)
--[x] Send Condors north to attempt to scout out a safe overland route to Alaska.
--[x] Build 2 Hellhound squadrons, 3 T-100 Tank Squads, 1 Murasame Type-RX Anti-Kaiju Destroyer

10,175 Resources spent, 8,505 remain.
Part One:

As usual, cleanup operations have the council's full support. There's little to report here besides the annoyance of dredging up seventy-odd kaiju corpses from Puget Sound.

Tacit's repairs are, as assessed previously, very low maintenance. By comparison, the Hlin's generator is a lot more work. Still, both of them are fairly easy to deal with, and it's not long at all before both are in peak condition once again.

Tacit Ronin fully repaired!
Hlin Barrier generator repaired!


Though the ART has been cleared for (minor) use by the public, NPPDC staff are still wary of the effects its hybridisation could have on Ashley, and continue with standard medical treatment instead. In a stroke of good luck, she's continuing to recover-- but, as the doctors continue to repeat, there's still next to no way she's going to get back in a jaeger anytime soon, even when she inevitably wakes up. And they're certain that she will wake up eventually.

Ashley's doing well, but keep in mind she's still in a coma, and has, like, one and a half limbs rather than the usual four. You'll need some sort of replacement, be they cloned limbs (freaky kaiju hybridisation optional), mechanical prostheses, or a combination of the two.

Meanwhile, the J-tech labs set to work on two different projects. First of these is some sort of control system for Tacit Ronin's Solid Fuel Boosters. Somehow, something goes wrong with this, and the result is an emergency cutoff system that can be described as "shoddy" at best. Sure, it'll blow off the fuel tanks-- but it's just as likely to blow them up instead.

Upgrade available for Augment (Solid-Fuel Thrusters): SFT Prototype Cutoff Switch
+200 Resources
-- SFT Prototype Cutoff Switch (Shoddy): When Sound Breaker is active, you may shut it down before their normal deactivation point as a Free Action. In addition, roll a 1d10. On a 7 or lower, the Thrusters explode, inflicting 3d5 Fire to a random Body location.

It didn't make sense for you to not get a result here-- not without your research teams looking unusually incompetent-- so I gave you something that explodes! Yay!

Though the results of the first project have... questionable usefulness, J-tech tries to continue onto the second. This one-- the goal of which is reverse-engineering Jagdhund's Machine Cannon, so that a replacement or upgraded version could be later produced-- actually goes surprisingly well! Of course, this is mainly due to the fact that Jagdhund wholeheartedly agrees to participate, and figuratively shoves all her data on the gun into their hands. The M-9914, also known as the M-99 Model 14 Large Scale Machine-Operated Variable/Rapid-Fire Cannon is a basic but reliable gun, with very few moving parts for its size and a tough casing to protect from trauma. The weapon is capable of using multiple firing modes, and uses a simple 100-round drum magazine mounted on the top to provide ammunition. Overall, it's both a versatile and relatively inexpensive firearm, thanks to its basic design. Blueprints are available shortly.

New Jaeger Weapon available: M-9914 Machine Cannon!
M-9914 Machine Cannon
875 Resources
Carried Two-handed Ranged Weapon
(Rifle, Magazine)

Attack Dice: 1d10+1/2x 1d10/3x 1d10-1
Armour Penetration: 0
Damage Type: Impact
Damage Bonus: 2
Range: 15/25/30
Reload: 1
Special:
Any time the M-9914 is fired, chose the firing mode: Semi-Auto, Burst, or Fully Automatic. The M-9914 may be loaded with specialty ammunition:
- Assault Rounds: As above.
- AP Rounds: Damage Bonus to 1, Armour Penetration to 2. Deals +1 Damage for the purposes of Armour Durability.
Requires 3+ Dex


With the issue of power seemingly ever-present, Breach Research looks for ways to improve the Breachgate without just upping the energy input. Through intense examination of their data, and several experiments, they come up with a report detailing some possibilities for enhancements that shouldn't use that much extra power.

Possible Breachgate Enhancement Options:
- Distance efficiency could be increased with the addition of "rest-stops"-- sections where the Breach reconnects to reality along the journey. It seems part of the energy drain comes from the strain of long-distance travel outside of normal space-time, and a point where it's allowed to intersect could reduce some of the strain.
- While we don't know how the kaiju masters have done it, a genetic lock to only allow entry/exit of earth life could be useful, especially if the rest-stop idea is used (kaiju can't break in).
- Breach interior seems very hostile - no atmosphere, high radiation/temperature. Kaiju resist with their natural armour, our tech with protective shielding/life support. For unshielded entry, an artificial tunnel could be inserted into one of the Breachgates. Wormhole environment would be repulsed by the tunnel's systems, allows safe passage without protective gear.
- RE: tunnels. Some sort of airlock system at regular points in case of unexpected system shutoff/tunnel breach? Wormhole lifeboat may be possible - uncertain.
- Electromagnetic field used in Breachgate can make 'floor' already-- explore? EM walls/roof could be less expensive, but higher risk in result of shutoff/failure.


First up on the conventional research teams' plate is the Hlin. As this battle has shown, it's a very useful machine, but its shield needs some better endurance in the field. A set of replacement parts for the high-temperature sections and an increase in coolant seem to be some promising ways to do this.

New Upgrade/Variant available for Hlin!
- Enhanced Hlin:
Costs 7000 Resources, or +1000 Resources to upgrade a pre-existing Hlin.
Increase Barrier Shield Dispersal to 4, and Integrity to 12.
The first time the Barrier Shield Collapses, it may be raised again after 2 rounds, activating anew. During these two rounds, the Hlin may not move at all, but is still capable of using its Emergency PD Guns. After this first replacement, any further collapses of the shield cannot be reactivated until it is repaired as normal.


By 'costs 7000 Resources', that's for a Hlin that starts with these things. And having Dispersal=Power isn't quite as over-powered as you might think, since it means that the Hlin can only bleed off one attack a turn, and-- as we saw-- it'll easily be facing multiple attacks during its operation. But it's still good.

Next on the conventional research team's list is a new torpedo variant-- a 'sonic torpedo', as it's called. Now, the fact is that something like this kind of already exists; ultrasonic vibrations can be used to cut through metal via cavitation. All the team needs to do is scale this up, and the end result is rather nasty for anything on the receiving end-- or within about a hundred metres of the impact. About the only disadvantage is that the advanced mechanisms of the new weapons limits them to limited production, and priority's given to naval vessels.

New weapon available to Aquatic Conventional Units: Oceanus-44 Au-Cav Torpedo!
- 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.

These can be used by the Gunboats, Murasames, Morays (if you ever build any Morays), or anything else you build for water use alone. Au-Cav stands for Aural Cavitation.

Acting in conjuncture with this is hopes for an underwater equivalent to the Arges system-- which is not very effective in this area, due to being a laser targeting system designed for above-ground use. Thanks to a collaboration between three of the council members, a solution is devised; a group of large, powerful sonobuoys that can triangulate a kaiju's location and allow more accurate firing. With this basic concept set up, the engineers and researchers set to work making a functional version. The end result is termed the Brontes Acoustic-Targeting Network, and fills the role rather nicely. However, that's not to say it's without flaws. For one, the buoys that Brontes relies on are incapable of moving after deployment, and a limited number can be carried into battle. They're rather large, and so require the scout autogyros to remove most of their other equipment to carry them. Finally, the Brontes buoys are... not the longest-ranged in the area they cover. But with a little improvement, they'll be worth it.

New System for Scout Autogyros: Brontes Acoustic-Targeting Network!
Scouts must choose deployment options on launch: K-Busters and Arges, or Brontes
-- Brontes Sonobuoy: One Use Only. May be dropped at any one point along the squadron's movement this turn, as long as that movement was over water. Until the end of the battle, that coordinate contains a Sonobuoy, which may be targeted and destroyed as a separate Conventional Unit. As long as one or more Sonobuoys exist on the battlefield, Brontes is active. Sonobuoys cannot move once deployed.

--- Brontes Acoustic-Targeting Network: 1d10 attack vs. aquatic targets only. Hits on 4s. Radius 10/-/-. Roll separately against all enemies in radius, ignoring cover. On a successful hit, friendly units receive a cumulative +1 bonus for checks to locate/detect the enemy, to a maximum of +3. Additionally, all guided amphibious or aquatic attacks gain a bonus to their roll equal to the number of Brontes hits beyond the first, to a maximum of +2. Unlike Arges, this does not count as bonus Ranged. All bonuses are removed at the end of the round.

Ta da! Arges means 'Bright', so naturally I went with 'Thunderer' for the sonar-based equivalent. Credit and my thanks to @Highwind for the inspiration regarding this system!


In order to continue Metathaumic Experimental research, Neo-Seattle's going to need to get to Japan. And the best way to do that, sans using a rocket, is to go through Alaska, and come down through Russia. However, with the abundance of kaiju, that won't be easy. Thus, Condor Flight's mission is to find a safe route to take up through Alaska.

Detailed results will arrive during the next "Combat End". However, I will say it involves something close to your current Seattle-to-Anchorage route.

The Military Production Facilities churn out their usual units-- though two of the tank squadrons aren't for new tankers, but the old crews who just lost their tanks. Alongside them is the first vessel built by the Dockworks; a second Murasame, this time equipped with the RX-11 railgun!

2 Hellhound Squadrons constructed! 3 Type 100-C squadrons constructed!
1 Murasame-class Type-RX Anti-Kaiju Destroyer constructed!


With little luck at a bio-jaeger control system, the focus switches to getting the flesh down. Unfortunately, that's also hard, but a couple sketches are drawn up-- showing some sort of large nutrient tank and a taffy-puller-like mechanism (presumably for exercising the silicon flesh). There's also lots of questions on the sheet as well, such as 'what does silicon flesh eat/nutrient composition?', 'what use as gene base?', 'shaping musculature?' It's... not much, but it's not nothing at least.

After its showing in the battle, an idea's being thrown around to allow the Murasame-class to use more of its weapons systems at once. However, a inspection of the vessel's current layout and technical specs suggests that it'd need improvements to both its sensors and weapon targeting in order to pull something like that off. However, not much else is done besides that.

Displeased by the poor design of the corrosion shells, more work is done into them, drawing specifically from the venom shown in Kraken's tail. While it doesn't wholly fix the denaturation issue, it does allow the solvent to properly act, and melt away at the silicon-based flesh of kaiju (or the silicon internals of a jaeger). To prevent the warhead from just dissolving itself, a carbon-based ceramic is used in the container.

AAR-01y Prototype Corrosion Shell upgraded to AAR-02 Corrosion Shell!
- 120mm AAR-02 Corrosion Shell: 1d10 Acid damage. -1 Damage. Range 10/20/-, Hits on 5+. Benefits from Arges.

Basically, you've got normal sticky Acid that's actually useful. The damage penalty's still there, though.


All the meanwhile, the city's forges and manufacturing rigs are hard at work, churning out plates of superalloy armour, jointing systems, and intricate electrical components-- enough to arm and armour a jaeger.

15 Jagdarium Superalloy plating constructed! 2 CMP-5 Combat Gauntlets constructed! 2 Destroyer Talons constructed! HVMS limb mod constructed-- +1 free set!

With all the new equipment available, it's time for Neo-Seattle's third and newest jaeger to come to life.

Next up, Phenom Sable's construction! I'll give you guys a bit of space to react/comment/inquire things before we start, but then it'll be giant robot time.

Part Two:
(confirmation links; 1, 2, and 3)

I'm giving another shot at writing fluff here. Hope you guys like it.

[---]

They'd been waiting for this. All their training, all their fighting, all their efforts... all of it was leading up to this day. Now, they had their chance-- the chance to be the ultimate star, to fight the ultimate foe.

Dressed in their shiny black drivesuits, the Uemura siblings waited giddily at the gate to the entry catwalk.

"It's almost time," Kanji pointed out, glancing at the clock behind them. Shiori grinned, the expression disturbingly wolfish for anyone but her brother.

"I know," she replied. "I almost can't wait to get our first taste of it."

"You two do know that it's not the time until startup, right?" Another voice asked. The two turned, to see another man, dressed in a red and orange drivesuit, resting against the frame of the door beneath the clock. "It's just the time until they let you into the jaeger. After that, there's going to be... let's say five more minutes of checks and stuff before you can try it out."

"Williams-san," Shiori remarked. "I didn't expect to see you this early."

"We thought you and the others would contact us from LOCCENT once we'd gotten in," Kanji explained. "Give us one last pep talk then."

Noah shrugged.

"Eh, seemed better to send you off proper. Plus, you've already head more than enough from us already-- so if that hasn't stuck, I don't think anything will. Besides, Alec and the others are a bit busy with preparations right now, Jagdhund's off doing AI things, and my current co-pilot doesn't have enough experience to advise you here. Ergo, it's just me."

"Then what did you want to say?"

"Not too much," Noah replied. "Mostly just wishing you guys luck on your first go at a Drift in an actual jaeger, reminding you to know where the ejection switch is... that sort of jazz."

"Well, thanks for the luck, though I'm pretty sure we know where the eject is," Kanji replied. "Still, it's appreciated--"

Before either side can continue, an alarm sounds from the PA system, and the catwalk gate rattles opens.

"That'd be us then," Shiori says, standing up alongside her brother. "See you soon, Williams."

"See you soon, guys."

As the two head off along the catwalk to their jaeger, Noah speaks up again.

"Oh, and one last thing. Don't get too carried away out there, you two. It's just a launch sequence."

The Uemura siblings stop, and turn sideways to look at him. With rough simultaneity, brother and sister smirk through their helmets.

"Of course we won't-- what the hell sort of people do you take us for?"

[---]

- Five minutes later.

The first time a jaeger starts up, something happens. Between the electric crackle of the computers, and the blending minds of the pilots, something unique sparks into being. Is it the first signs of life? Maybe, or maybe it's just a natural reaction to the process. But with something as vast and astonishingly powerful as a Jaeger... anything could happen.

Even at rest, Phenom Sable looks ready to step into action at a moment's notice. The Mark II's stance exudes confidence and energy, matching its bulky but flexible frame. Its armour is a mix of thick, blocky shapes with smoothed-over edges, designed to make cutting strikes hard to land precisely while not colliding with other parts. Even the equipment taken from the usually slender Mark VI designs has been thickened and enlarged somewhat, though it's hardly a hindrance to their use. The jaeger's signature Destroyer Talons lay folded up on its forearms, appearing deceptively small in their compacted state, while the gaps in the limbs' armour offer a peak at the almost organic-looking Hyper-Vascular Muscle Strands.

Though most of its body is the deep, dark brown-black of pitch, Phenom's surface sports more than a few highlights and markings of gleaming chrome silver-- including the claw-shaped insignia on either shoulder pad.

"Launch sequence initiated," a LOCCENT officer announces over the Shatterdome's PA system. Seconds later, the reactor in Phenom's chest growls, and the exhaust vents flutter open. As the doors to the massive complex slide open, bathing the front of the mighty machine in the light of the noon sky, the four 'eyes' around Phenom Sable's visor blaze to life.

It's showtime.

PHENOM SABLE ACTIVATED!

Class: Mark II Jaeger
Pilots: Shiori Uemura (Right) & Kanji Uemura (Left)
Motivation: Chokeslam The Apocalypse!
Stats: (12/15)
HtH: 4 (0/25)
Ran: 0 (0/5)
Str: 3 (0/20)
Tou: 4 (0/25)
Agi: 1 (0/10)
Dex: 0 (0/5)
Structure:
Dura: 7
Stru: 13
Perks:
- Clamshell Grab (Shiori): On a successful Block with its Destroyer Talons, Phenom Sable may attempt to initiate a Grapple as a counterattack. May be used in conjunction with Deflective Guard.
- Deflective Guard (Kanji): Phenom Sable may choose to take -1 to all Reactions for one round. If a successful Block is made during this time, reduce the base damage of the attack by half of Phenom's Toughness (rounding down) before applying Armour. May be used in conjunction with Clamshell Grab.
Modifications:
- Sealed Piloting Chamber (Conpod, Integrated)
Phenom Sable's Conpod is a double-layered design; an armoured external section carrying sensors, mechanisms, and secondary processing units, and a smaller internal section containing the piloting interfaces and AI core. This internal layer can be easily ejected from the back of Sable's skull frame, instantly removing the pilots from any immediate danger, and features a layer of armour to defend against more penetrative hits.
Phenom Sable has the following traits:
-- Chamber Ejection: As a Reaction, the Jaeger may attempt to eject its Chamber. Roll a 1d10. On a 6+, the Chamber ejects safely, landing 1d5+5 units away. On an 3-5, the Chamber ejects at suboptimal thrust, and lands 1d5 units away. On a 2 or lower, the ejection command fails, and the Jaeger must wait for 5 rounds before it can attempt to eject again.
-- Safety Plate: The Conpod gains an unbreakable +1/1 AV.
- Hyper-Vascular Muscle Strands (Both Arms, Integrated)
Instead of the usual muscle strands and hydraulics, Phenom Sable's arms make use of an advanced, high-pressure fluid motive system. Based off of the designs of Kaiju and Seijin musculature, the hypervascular bundles dramatically improve a jaeger's CQC, wrestling, and weight-carrying abilities. However, the massive amount of pressure concentrated the artificial muscles use for their immense strength can be easily lost if the vascular system is damaged.
- Hyper-Vascular System: Phenom Sable gains a +3 bonus when Grappling, as long as it is conducting the Grapple using its Hyper-Vascular limbs. Each Ongoing Wound inflicted on a Hyper-Vascular limb will reduce the Grapple bonus by 1, until these Ongoing Wounds are healed. Additionally, the Jaeger is treated as if its Strength was 1 higher for the purposes of Grappling moves, encumbrance, and other prerequisites.
Nuclear Fission Reactor: Phenom Sable is equipped with a Nuclear Fission Reactor, and gains all related traits.
Weapons:
VN-09 Destroyer Talons x2 (Arms)
Built-In Melee Weapons
Attack Dice: 1d10+2
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 3
Grappling Bonus: +4
Damage Type: Edged
Damage Bonus: Strength+1
Special:
Cauterizes wounds.
Stance Change: Phenom Sable has two 'hands' on each arm, and can activate or deactivate this extra pair almost instantly. Sable may extend or retract its Destroyer Talons as a Free Action, but no more than once per round. When extended, the Jaeger suffers -1 Dex, and is unable to properly wield handheld weapons, but gains the attack profile and special abilities of the Destroyer Talons in turn. The Jaeger may still carry things in its hands, but all carried weapons count as Improvised instead of their normal profile. When retracted, the Jaeger cannot use the Talons, but otherwise operates as normal.
Progressive Vice: Inflicts 1d10 Edged to the opponent each round the Jaeger wins a Grapple. On a roll of a 10, inflict 1 extra Edged.

CMP-5 Combat Gauntlets x2
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength
Combat Sabaton x2
Built-In Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 1
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength x2
Special:
Curb-stomp: +3 against any Prone opponents when the user is not Prone.
Armour:
Jagdarium Superalloy Composite Plating
AV: 5/2
Coverage: All but Conpod
Resilience: +1 Impact, +1 Edged, -1 Ice
Durability: 9
Special:
Pressure Intolerant: When submerged in liquid or another high-pressure environment, gain -1 Blunt for the duration of the time spent there.
Strike Repair on armoured locations costs 60 R per Strike.

AH-2 Advanced Conpod Plating
AV: 2/1
Coverage: Conpod
Resilience: All
Durability: 4
Special: Treat AV and Durability as double against the first attack that strikes a location protected by this.


Kaiju will come in a little while.
 
Week 43 Combat (Umpo, Inko, Endo)
<WARNING! INCOMING KAIJU SIGNATURES DETECTED!>
<TRIPLE EVENT - CLASSIFICATIONS: CATEGORY III, CATEGORY III, CATEGORY III>
<INBOUND FROM SOUTHERN SECTOR>


Roll for scanners!

The scanners set to work as soon as the signal's picked up, and the approaching kaiju are analysed. Interestingly, they all share very similar physiological plans--large, bulky humanoids of flesh and bone, covered in a thick exoskeleton-- though they're not identical by any means. One interesting thing, however, is that the designation generator seems to have developed a fault, as the trio are given... well, nonsense names.

First off is SE-27-007, "Umpo". Biggest and heaviest of the three, Umpo sports a large cranial horn, and conical forearms.

SE-27-008 "Inko" is the most different in its physiology from the others, as it has four arms and overall thinner armour. There's a high temperature area at its core.

Finally, SE-27-009 "Endo" is curious. It possesses highly developed arms, with some sort of physical shield on each one. Like Inko, Endo has a high temperature area at its core, though it is cooler than the former's.

The kaiju aren't approaching in any particular pattern, though they tend to stay within about a kilometre of each other.

Umpo, Inko, and Endo are all approaching from the South. Your maximum intercept distance is 5 kilometres (50 units).

Combat Deployment
[X] Deploy at roughly 25 units from the DP.
-[x] Tanks deploy at the 25 unit line along with the Hlin.
-[x] Artillery, Mortars and the Heimdal are right behind them, at 23 units.
-[x] The Air Force loiters above them, spread out so as to remain unclustered.
-[x] The Jaegers deploy at 20 units from the DP, with Tacit in the middle, Jagdhund to the left and Phenom to the right.
--[jk] Posing as a team optional, but encouraged.
The troops roll out quickly, forming a defensive wall in front of the city. Behind them are the trio of jaegers, standing imposingly together.

Off in the distance, three creatures move through the fog.

As the scans suggested, the trio of kaiju are very similar. Each one's a thick, hunched crustaceal mass, with a seemingly unpolished design (compared to how some other kaiju have looked). Their body plan is equally simple; a barrel-shaped body with a protruding chest, a small head with a pair of beady black eyes and a snapping maw, and vaguely cylindrical limbs-- all plated in thick chitinous armour. It's from there that they diverge.

Umpo, taking up one of the closer positions, is clearly the largest-- with thicker limbs, a broader chest, and a thicker neck than its two comrades. Umpo's arms terminate in spearhead points instead of hands, and seem designed for precise, powerful hits, though the rounded tips suggest that the anti-edge resilience of Jagdarium isn't going to be as useful here. The reason for the thicker neck is also clear, as a massive, crescent-moon-shaped blade the size of one of its forearms sprouts from its forehead, curving up like a rhino's horn. Umpo's armour is rust red, but darkens to a black-brown on its extremities and horn.

Though Inko is further away than the others, it's still quite clear. Though still matching Jagdhund in terms of bulk, the kaiju's clearly the slimmest and most agile of the three, and its unarmoured joints only add to this impression. A second pair of arms sprout above and behind the first, mounted on flexible, segmented shoulder joints. All four limbs have some sort of armoured bracer on their forearms, though-- like Umpo-- Inko lacks any sort of conventional hand. Instead, a short, wide-bore cannon barrel protrudes from each wrist, glowing with inner light. Inko's chitin is pale white, but stained black in places by the steaming, tarry fluid that regularly drips from its mouth.

Endo, meanwhile, looks... cunning. Its black eyes glitter with animalistic intelligence, and the nimble dexterity of its movements further adds to this impression. Its armour is purple-grey, and segmented far beyond those of its brethren, affording it great flexibility. Unlike the others, Endo actually has hands-- a set of narrow, dexterous pincers. Its arms are long and double-jointed, with either one of the furthest sections sporting a broad shield plate. Like Inko, Endo's mouth is stained black with a steaming substance, though it's not dribbled all over itself quite as much.

The trio of kaiju advance as one, staying a little closer to each-other. Umpo and Endo are in front, using their bulk to shield the lighter Inko, but still affording it an open firing arc.

Kaiju: 55 units from DP, 3-unit spacing Umpo-Inko-Endo, with Umpo and Endo closest to DP (Inko is ~2 units further).
Jaegers: 20 units from DP, 3 units spacing PS***TR***JH (west to east)
SDF: Tanks/Hlin are 25 from DP, Arty/Mortar/Heimdal 23, Air Force 23.


Combat Round 1
[X] All non-Jaeger ground units advance four units, keep under the Hlin's shield.
-[X] The Jaegers move forward as well, closing their distance with the Hlin.
-[X] The Air-Force loiters where they are.
Slowly, the ground force units begin to advance, rumbling forwards alongside the mighty Hlin. Even the Heimdal follows behind them, though its sheer weight and poorly adapted motor systems mean that it's going to fall behind eventually.

The jaegers advance as well, their natural stride allowing them to close the distance easily, even with Phenom's slower pace forcing it to put more effort into keeping up.

Umpo and Endo continue their advance unhindered, while Inko steps a little bit towards the latter alongside its normal steps. The kaijus' eyes flicker in their sockets, scanning the approaching threats.

Kaiju: 50 units from DP, spacing Umpo****Inko**Endo, with Umpo and Endo (3 apart) closest to DP (Inko is ~2 units further).
Jaegers: 25 units from DP, 3 units spacing PS***TR***JH (west to east)
SDF: Tanks/Hlin are 29 from DP, Mortar 27, Heimdal 26, Arty/Air Force 23.

Not too much here-- don't know why this took so long.

Also, the Research Ideas List is not something to just plug parts in from as is-- most of the items there are made of multiple parts, and performing such actions (multiple goals) is very difficult. Plus, they're not really phrased as well as they could in some parts, and a good deal are unfinished.


Combat Round 2
[X] Plan "Hit 'em Fast"
-[x] The Air Force splits into two groups to pincer Inko. The Scouts lock the target with the Arges, the Helicopters fire Cracker missiles and the Quetzals fire their Hellfire+s.
-[x] Tanks and Hlin move to 33 units from the DP and fire at Inko with normal shells.
-[x] Tacit and Phenom move to 33 units as well.
-[x] Jagdhund fires a burst at Inko.
-[x] The Heimdal moves forward as far as possible and locks down to fire.
With Inko as the obvious target, the air force speeds into action! Dragonfly-class autogyros split into prongs, leading the eleven squadrons of attack and assault helis behind them, going over and around the frontal kaiju to get at the ranged monster in the rear!

4 Arges hits! +2 Ranged achieved!

(Evasive Maneuvers: 7)

As soon as the lasers paint its pale armour, Inko starts to move. Though it's far from some of the more ridiculous evasive abilities seen before, it's enough to throw off the missile tracking a little-- turning what would have been a solid hit to the torso from the Hellhounds into a scratch. However, another squadron manages to correct the error, and lands their missiles right on one of Inko's vulnerable shoulder joints!

Hit to Torso! Glancing Wound!
Hit to Right Shoulder! Minor Wound!
Inko takes 4 Strikes, +1 Ongoing!


Moments later, the Banshees' Cracker missiles scream in-- but Inko's already trying to get out of the way of them. Unfortunately for it, while it does manage to evade a hit to the legs, along with several others, a decisive strike to one of its left limbs hits deep, tearing out the delicate innards of the cannon and snuffing out the glow in the barrel. Blue blood leaking from its wounds, armour burnt black in several places, Inko just barely manages to step back-- letting another couple missiles detonate meters from its face instead of punching into its cranium.

(Evasive Maneuvers: 8)

Hit to Left Arms! Minor Wound!
Hit to Head! Glancing Wound!
Inko takes 4 Strikes, +1 Ongoing! Inko is losing stamina!


As the kaiju stumbles, the Quetzalcoatls swoop in, firing off their hellfires in an attack aimed at Inko's chest-- one almost certain to bring down the monster-

Guardian Interrupt!

-But with unbelievable speed, Endo springs into the missiles' path, allowing the warheads to burst against the front of its body!

Glancing Wound! Endo takes 1 Strike!

As the smoke clears, the only sign of damage is a scorch mark on Endo's chest. In response, the kaiju narrows its beady eyes, and lets out a furious scream, spraying its surroundings with flecks of boiling tar!

Undeterred, the ground forces open up-- after all, they've already locked in the targeting data for that location, and Endo's just one kaiju!

Of course, that doesn't mean it won't try its best.

As it interposes itself before Inko, Endo's left arm whips up, shield covering the kaiju's neck and shoulder before the rounds can hit. Some of the tanks manage to punch through the thinner edges of the shell, and even strike the segmented points of its armour-- particularly on the arm, where several rounds penetrate properly-- but most of the ordnance ricochets away harmlessly. Similarly, the right arm flicks in, protecting the kaiju's gut and hips with the other shield. As the tanks fire over and over, Endo simply stands there, weathering the storm of bullets.

Hits to Left Shoulder, Neck, and Pelvis! 4 Glancing Wounds!
Hit to Left Arm! Minor Wound!
Endo takes 7 Strikes, +1 Ongoing! Endo is Stunned and cannot act!


"Jagdhund! Our rounds aren't cutting it! Take the thing out!"

"Affirmative."


Lining up her sights, the autonomous jaeger lets loose with a burst from her machine cannon. Though the first shells bounce off its shielded chest, a quick readjustment away from the vitals sends the remaining rounds punching a quartet of bloody holes through the front of Endo's foot! The kaiju's arms promptly drop, pressing against the blood-stained ground to support its body.

Hit to Left Foot! Minor Wound!
Endo takes 3 Strikes, +1 Ongoing! Endo is losing Stamina!


The two kaiju are badly beaten up, with Endo far more badly damaged, but Inko seeming far more hurt by comparison. Even so, neither one are bleeding from their wounds that much.

Inko takes no damage from Ongoing!
Endo takes no damage from Ongoing!


Inquisitively, the Dragonflies tilt a few metres closer, trying to get a better view of the damage. As they do, Inko huddles down behind its more armoured comrade, lifting its two intact arms up at the ready. There's no firing, but it's clear that Inko's waiting on a hair trigger. Similarly, Endo continues to show signs of mobility-- despite how dazed it is.

An angry shriek draws everyone's attention, reminding them that they've forgotten about one very important thing-- Umpo is still unscathed.

The rust-red kaiju hisses, spittle flying from its mandibles as its eyes dart from target to target. The cunning seen in Endo's eyes is there now, and there's a sense of purpose in Umpo's clumsy, clanking movements. Being the only one lacking any ranged weaponry, it's a little locked down, but that isn't stopping it. Umpo's gaze glances over the black bulk of Phenom Sable, and finally focuses of Tacit Ronin. The monster howls again, armour sections shifting to better stabilise its spears and blade horn as it roars a challenge at the white jaeger. Umpo takes a step back, bracing its thick legs on the ground to meet whatever response it gets-- be it gunfire, or one of humanity's monsters dashing in.

Kaiju: Umpo 51 units from DP, Inko/Endo 52 from DP, spacing Umpo****Inko*Endo (Endo is directly in front of Inko).
Jaegers: PS/TR 33 units from DP, JH 25 units from DP, 3 units horizontal spacing PS***TR***JH (west to east)
SDF: Tanks/Hlin are 33 from DP, Mortar 31, Heimdal 29 (locked), Arty 23, Air Force 33/33/40/43 (Hellhound/Banshee/Quetzal/Dragonfly)

No witty commentary this time, I'm afraid. Just kaiju showing off some of their abilities.


Combat Round 3
[X] REPEAT V. 1.05
-[x] "Dragonflies, give me a target lock, Banshees are to get in close and pepper them with lasers! And Hellhounds, get the hell out of there."
-[x] "Mortars! Advance 300 meters (3 units) and rain fire on them!"
-[x] "Tanks squadrons, advance 400 meters (4 units) and switch to Powershells! Don't stop firing!"
-[x] "Quetzals, fire another salvo of Hellfires and then prepare to bail."
-[x] "Hlin, Tacit, Phenom advance 400 meters as well, keep it slow and steady. Tacit, when you're done moving you can open fire with all your Laser Vulcans. All of them."
-[x] "Jagdhund, fire another burst. Heimdal, fire another shot."

As the Hellhounds begin their retreat, the rest of Neo Seattle springs into action again. Despite the danger, the Dragonflies close in, circling in from the sides to paint the kaiju with their light. Immediately, Inko's arms fly up towards one side, and the barrels roar! Two objects that-- when viewed later on the high-speed camera footage-- somewhat resemble bony pine-cones hurtle towards the squadrons, before exploding into a conical spray of clawed fragments. Before they can hope to evade, two squadrons are caught up in the blasts, and unceremoniously torn to shreds. The rest, however, land their marks.

(8,20)

2 Dragonfly Squadrons Destroyed!
4 Arges Hits!


Passing the retreating Hellhounds, the Banshees circle around, firing their laser weapons at the kaiju with computer-enhanced accuracy! The Quetzals swoop in as well, releasing the last of their missiles as well. Yet, somehow, Inko's stumbling evasive moves manage to fudge the attacks' angles enough that its thin armour can diffuse the heat. Endo, still struggling to stand, isn't nearly as fortunate, and is washed down with fire. Most of it simply sets its outer armour alight, but a hit to its leg wound manages to get through the weakened plate.

(Evasive Maneuvers: 9)

Hit to Left Ankle!
Hit to Torso!
Inko takes no damage!
5 Hits! 1 Glancing Wound!
Endo takes 1 Strike! Endo is losing stamina!


Despite their suboptimal positioning making it rather difficult to hit Inko clean on, the ground forces aren't going to just give up. The tanks, mortars, and Hlin all roar forwards, accompanied by the jaegers, before opening fire! In its attempts to evade, Inko has left itself too exposed to frontal attacks, and finds a mass of mortar rounds and tank shells flung towards it, like a wall of metal and flame...

Guardian Interrupt!

...before Endo shoves the smaller kaiju back, and lumbers in front of it.

22 Hits! 10 Glancing Wounds!
Endo takes 10 Strikes!


Given the sheer volume of fire, it's honestly kind of impressive how long Endo manages to hold out. However, it doesn't last a second longer. The instant the firing lets up, Endo's joints give out, and the kaiju collapses in a heap.

SE-27-009 "Endo" Incapacitated!

The rumble of Tacit and Sable's footsteps gets Inko's attention. Standing tall beside its brother jaeger, Tacit Ronin clenches its fists, and strikes a pose. Panels slide open on its chest, revealing the lenses of its multiple Laser Vulcan emitters. The internals of the weapons light up, slowly growing in brightness as they prepare to fire...

Laser Vulcans jammed! Unable to fire!

...until the lights flicker off unceremoniously, and the whine fades away. Tacit's conpod tilts down towards its chest, the machine giving the impression that it's glaring at the faulty weaponry-- for, as has happened many times before, the surge caused by powering up all the lasers simultaneously has burnt out their power conduits, rendering them completely useless.

It's then than Inko finally shakes off the shock, and returns to an aggressive attitude. The kaiju's mandibles open, letting out a tar-spit-laced roar of hatred towards the forces of Neo-Seattle.

Jagdhund replies with a three-round burst into its mouth, blowing out a good chunk of the kaiju's brain stem. Inko crashes backwards.

Hit to Head! Minor Wound! Unconsciousness!

SE-27-008 "Inko" Incapacitated!


Now facing overwhelming odds with no backup at all, Umpo looks like it's having some second thoughts about staying in the fight. Umpo steps back again, chittering and clacking rather nervously.

Kaiju: Umpo 52 units from DP, 4 units from the two incapacitated kaiju.
Jaegers: PS/TR 37 units from DP, JH 25 units from DP, 3 units horizontal spacing PS***TR***JH (west to east)
SDF: Tanks/Hlin are 37 from DP, Mortar 34, Heimdal 29 (locked), Arty 23, Air Force 23/39/50/46 (Hellhound/Banshee/Quetzal/Dragonfly)

You know, this "lasers constantly burning out" problem could easily be avoided if you didn't 1) roll enough dice that double 1's are practically a certainty (since that means Misfires), and 2) constantly use your lasers in the way that almost guarantees they'll burn out if you don't hit (n/d10 where if you roll an n or lower you run out of ammo? Not exactly the best idea for you to keep making n=8).

Also, as for Umpo's behaviour, it's more because I still don't know what to do with him having him go
towards the horrifying wall of guns would be really stupid these guys clearly have a better self-preservation instinct than some of the others, and you just massacred his teammates in the span of about half a minute.

Combat Round 4
[X] Plan Triple Tap
-[x] Tacit walks forward to Umpo, Phenom runs. Both advance 8 units.
-[x] Jagdhund walks forward.
-[x] The Air Force retreats
--[x] Autogyros retreat to the edge of Arges range on Endo and Inko, reacquire lock.
-[x] Ground forces advance 4 units and fire on Endo and Inko
--[x]Heimdall unlocks and advances
--[x]Hlin advances with tank line

Most of the remaining air force falls back at this point, save for the Dragonflies.

With a clank, the Heimdal's clamps unlock, allowing the nuclear tank to rumble forwards as its fellow ground units do.

But it's the jaegers that draw the attention here-- Jagdhund setting her gun at ease with her advance, Tacit striding forwards like an old knight, and Sable practically oozing anticipation as they stomp in.

Another (utterly absurd) spray of gunfire from the ground troops makes sure that Inko and Endo aren't going to be getting up any time soon. Like, at all.

SE-27-008 "Inko" Defeated!
SE-27-009 "Endo" Defeated!

I'm giving the Inko kill to Jagdhund because she was the one to incapacitate it, and losing half your brain stem isn't something a normal kaiju can just recover from. However, I will credit the conventionals for unnecessary overkill.

Umpo glares at the jaegers, and at the conventionals. The latter are too far away for it to affect them, but the former... yes, two of them are close enough that it can, at the least, attempt to complete its mission. And while the white one is clearly the greater threat, the black one is new.

Yes.

Umpo takes a single step forwards, and hunches forwards. The muscles in its cylindrical legs tense, gathering potential energy like a set of massive springs. Its arms and head compress down, linking their armour plates to steady the appendages. It's a very obvious move-- but the jaegers are used to that. Tacit Ronin and Phenom Sable drop into defensive stances, one prepared to evade, the other one ready to strike back.

In their conpod, the twins grin, eager to see what'll happen. If the kaiju want a fight, then the black jaeger will gladly oblige it.

(12)

Apparently, it does-- as Umpo rushes forwards, aiming to meet the pitch-coloured mech head on! One of its spear-arms shoots out--

Reaction!
[] Block (1d10+3)
[] Parry (1d5)
[] Dodge (1d10+1)
(Remember that you
can also use Deflective Guard and/or Clamshell Grab with Sable.)

Kaiju: Umpo 45 units from DP, 3 units from TR, about to enter melee with PS.
Jaegers: PS/TR 45 units from DP, JH 31 units from DP, 3 units horizontal spacing PS***TR***JH (west to east)
SDF: Tanks/Hlin are 41 from DP, Mortar 38, Heimdal 32 (unlocked), Arty 23, Air Force 13/27/30/37 (Hellhound/Banshee/Quetzal/Dragonfly)


Combat Round 5 reaction
[X] Block (1d10+3)
-[X] Clamshell Grab!

Spear Fist: Dice Roller • Orokos.com

(8)
(9)

--and Phenom's right arm rises up, just in time to meet it! However, Umpo's put far more strength into the attack than the Uemuras had expected, and the strike is accompanied by a metallic crunch! Thanks to the jaeger's reflexes, the blow hit at a lousy angle, but it was still hard enough to deform the outer armour.

Glancing hit to Right Arm! Phenom Sable takes 1 Strike!

Phenom and Umpo fall back a step, the former pivoting on its left foot to bring their undamaged arm before them, while the latter lifts its spears in preparation of its next strike!

Your turn!

Combat Round 6
[X] Plan Jaegergrapple
-[x] Phenom Sable activates the Destroyer Talons and grapples Umpo.
-[x] Tacit Ronin also grapples Umpo.
-[x] Jagdhund walks over to grapple Umpo.
A thought passes between the two. Shiori and Kanji grin.

"Destroyer Talons! Activate!"

In an instant, the armoured sections on Phenom's forearms shoot up over its wrists, before springing out into a quartet of massive, clawed fingers with explosive force! Phenom springs forwards, its two-handed right arm swinging around towards the kaiju! Umpo gives a shriek, trying to slam the limb away.

No grapples plz: Dice Roller • Orokos.com

(11)
(13)

Of course, the Talons simply snap shut around the spear-hand, though their smooth surface makes it tough to get a good grip. Umpo jerks its arm back, nearly removing it from Phenom's grip before the jaeger's other Talon grabs onto the creature's knobbly chestplate, and locks its claws over the edge.

Tacit Ronin and Jagdhund rush over in an effort to help, the latter slinging her gun back into its storage rack. However, it's the former who gets there first, and reaches out a hand to seize the monster!

Fuck off, Tacit: Dice Roller • Orokos.com

(10)
(5)

Umpo squeals furiously, and swings its free(!) arm like a bat, contemptuously bashing the Mark III's arm away with nearly enough force to knock them off balance-- before Phenom Sable yanks the kaiju back towards itself, forcing Umpo to redirect its attention back to the jaeger.

Roll 1d10+10 for your first round of grappling!

Umpo is 45 units from the DP, grappling PS, in melee range with TR, and 3 from Jagdhund (diagonally).


Combat Round 6 Grapple
(19)
(5)

Unfortunately for Umpo, it's not easy to gain an advantage against Phenom Sable. The kaiju may be bigger and capable of more raw physical power, but it has several factors working against it-- the high-pressure muscle strands that are nearly doubling the torque and leverage Phenom brings to bear, the way the jaeger's main weapons allow it an excellent grip, and the fact that it's really hard to grapple when your hands are goddamn fingerless spikes. Needless to say, the kaiju finds itself hopelessly outmatched, and shoved in the dirt with the claws of Phenom's Talons sawing into its armour plating.

Phenom Sable wins the Grapple! 14 Advantage Points!

Well. Um.

...I don't know what I expected. I guess roll your 1d10 for Progressive Vice, throw in a hit location, and choose your three horrible Grapple things.
And your HVMS means Phenom has essentially Str 4 for all grapple moves that use Strength. Yaaay...

[X] Break x2
[X] Free Attack
As the jaeger pins Umpo to the ground, its massive claws hold tight, keeping the Kaiju's back against the dirt. Then, its other hand-- the one wrapped around the Kaiju's left arm-- shoves downwards, sliding along the limb until it presses just above the elbow joint. The fingers clamped down.

Phenom Sable shifts, putting all the weight of its upper body through that arm. Umpo's carapace buckles, and cracks.

Successful Break!
Major Wound to Left Arm! -2 HtH, -2 Dex!
Umpo takes 5 Strikes! +3 Ongoing!


One thing's clear; though they're exoskeletal in appearance, these kaiju still have an endoskeleton. The way the limb jerks and folds under Phenom's strength shows that much. Umpo lets out a furious shriek of pain, and tries to surge up, its fractured arm spasming uselessly.

In response, the Jaeger shoves it back, kneeing it in its solar plexus and wrapping the blue-stained fingers of its right Talon around the monster's horn.

Cut out its mobility. Don't let it escape.
Good plan. The leg?
Yes.


Phenom's left arm pulls back, the viciously curved claws readjusting their angle for a proper strike, before shooting down at the more weakly defended joint of Umpo's thigh. Between the force of the blow, and the oscillating blades tipping Phenom's Talons, the armour plating splits apart like tissue paper, edges steaming as the friction scorches them. Nine fingers wrap around a chunk of bone and gristle, shredding musculature and blood vessels as they do. Relentlessly, Phenom Sable begins to pull, its sensor eyes focused on the wound with lightning precision. Beneath the alloy of its left arm, the Hyper-Vascular strands bulge and flex, straining to overcome the natural strength of a kaiju's frame.

Gristle tears. Progressive claws squeal. Bone creaks. The kaiju roars. And then

Got it.

With a wet, visceral ripping noise, Phenom Sable pulls Umpo's leg clean off.

Progressive Vice - Minor Wound to Pelvis! -2 Agi!
Destruction Wound to Right Thigh! -3 Agi! Limb Destroyed!
Umpo takes 8 Strikes! +4 Ongoing! Umpo is losing Stamina!


Or perhaps 'clean' is the wrong word-- it's not remotely clean. 'Right off' would be more accurate.

Toxic blue blood gushed from the wound like a broken water main, burning off the black-brown paint of Phenom's arm in seconds. A good deal of carapace from the back of the thigh remains still attached to the body, and peels back like top of a yogurt cup, trailing strings of meat. Umpo thrashes like a mad thing-- understandably so, since getting body parts removed generally isn't going to be comfortable for any organism.

Phenom Sable stands up, its right hand holding tight to Umpo's horn, its left still holding the top of the severed limb. Held fast, the kaiju's spasming slows... weakens... and ultimately ceases, dead from shock.

6 Strikes from Ongoing!

SE-27-007 "Umpo" Defeated!

With surprising calm, Phenom tosses the bloodied limb aside, and relinquishes its grip on the kaiju, letting it fall to the ground. The black Jaeger turns around, facing its comrades in arms-- both jaeger and human. It stands there, quietly, for a moment, before its PA system crackles to life. Phenom gives a little nod.

"...A good fight," the siblings say.

Then come the cheers.


And thus, we conclude our conflict-- and Phenom's first ever fight. I think it went pretty well-- the Uemuras certainly think so.

Now, you'll definitely have some environmental damage to take care of, but in exchange for taking out
three mid-class kaiju, with incredible speed, and effectively no casualties (aside from minor damage to Phenom's arm)? That should be more than a fair trade.

Combat End
'A good fight' is understating it. Aside from minor damage to Phenom's arm and the copious amounts of Blue and melted kaiju, there were no Neo-Seattle casualties in this battle whatsoever. Additionally, the performance of Neo-Seattle's newest jaeger-- while certainly messy-- was undeniably effective in disabling the kaiju, and cemented its addition to the team. The forces return to the city with their heads held high, proud of their efforts. The Uemuras are almost certainly going to get more than a few drinks bought for them in celebration.

Phenom Sable will need 60 Resources to repair. This is a free action.

Meanwhile, the three kaiju are immediately cordoned off, ready for harvesting and decontamination.

Research on the trio offers some very interesting data. Like the Myrmion strain of kaiju, the three had a very intense neural link-- along with the necessary intelligence to use it for more than just instinctive adjustments and reflexes. Not that it did them any good today.

Umpo's internal musculature seemed built to withstand light damage without being compromised (not that any of the damage it took could be considered 'light'), and allow improved acceleration over distances, despite its clumsy shape. Its weaponry was designed for use alongside such advantages, in a style that likely favoured charges and strong followup attacks.

Inko's nervous system allowed for very fast reactions-- both in evasion and in attack. Its cannons contained a variety of unique ammunition varieties, which may prove inspirational to military development. The tar-like fluid it dribbles seems unstable, and tests reveal that high-velocity impacts would cause it to ignite.

Endo has similarly impressive reaction ability-- which is further helped by spring-like musculature to facilitate its rapid movement-- and, as expected, is absurdly flexible. It also shows the same secretion glands as Inko. Its shield plates weren't that much harder than Umpo's armour, but their width let them protect much more-- effectively acting as spaced armour for a kaiju.

Meanwhile, the council meets once more, to discuss their schedule, until the next kaiju attack.

It is now downtime.

Kaiju Stats:
SE-27-007/008/009
Umpo/Inko/Endo
Class: Category III Kaiju
The members of this kaiju trio are extremely similar in design; rough, bulky humanoids with exoskeleton armour and a crustaceal appearance. Their bodies are crude masses of flesh and bone, bound together under the external chitin-- a far cry from the usual engineering seen-- while their limbs are thick and stumpy.
Umpo is bigger than the others, its armour coloured a rust red but darkening near the extremities. The kaiju's arms end in sturdy spikes, while a crescent moon horn rises from its skull. There is a thick ridge running down its spine.
Inko is the slimmest of the three, with pale white armour across its body. Inko has no horn, but it constantly drools a black, tar like substance from its jaws, and sports four arms, each with a pair of short barreled cannons at the end.
Endo seems far more nimble than its brethren, sporting a great amount of segmentation across its purple-grey shell. The kaiju's arms are long and strong looking, with broad plates on its forearms, and a set of flexible pincers. Like Inko, it dribbles a tar like substance.


Stats: (Umpo/Inko/Endo)
HtH: 4/2/3
Ran: 0/3/1
Str: 5/3/4
Tou: 5/3/5
Agi: 3/5/2
Dex: 2/3/4

Structure:
Dura: 7/6/10
Stru: 14/10/17

Linked Minds: While within 12 units of each other, each of the kaiju gain a +2 bonus to any one action per turn. Should one be killed/incapacitated, or move out of range, this bonus drops to +1 between the remaining ones. If two are dead/incapacitated or out of range, then no bonus remains. A Stunned kaiju may take a single action on its turn at -2 penalty, as long as it is within range of at least one other kaiju, but cannot make Reactions (unless it uses its single action to prepare a Reaction) or use the Linked Minds bonus.
Thundering Charge (Umpo): Add an extra 1d5 to all of Umpo's Charge rolls (total 3d5+Agi instead of 2d5+Agi). Charge bonus remains the same (+2).
Tough Stuff (Umpo): Immune to "Scratch" Damage.
Overwatch (Inko): As a Reaction, Inko may make an attack with its Firearms against a charging opponent at a -1 penalty. This replaces its normal ability to conduct Held Attacks.
Evasive Maneuvers (Inko): As long as it is capable of Reacting, Inko may attempt to Dodge incoming ranged attacks, though it only rolls 1d5+Agi. Rolls under the base to-hit difficulty are ignored.
Guardian (Endo): At any point in time,as long as Endo is within 4 units of a single ally, it may immediately shift in front of that ally as a Reaction to an enemy attack, and treat itself as the original target of that attack. This may be used against more than one attack, but only as long as the attacks are all coming from the same direction, and they are directed against the selected Ally. After using Guardian, Endo is treated as having used a Move Action on its following turn.
Absurdly Flexible (Endo): When conducting a Grapple, Endo may test to add its Dexterity to its Grapple roll as a Free Action each round, even if it would be unable to find an advantage to apply it.

Weapons:
Spear Fists x2 (Umpo)
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 2d5
Armour Penetration: 5
Grappling Bonus: -2
Damage Type: Blunt
Damage Bonus: Strength

Arm Smash x2 (Inko)
Built-in Melee Weapons
Attack Dice: 2/1d10
Parry Dice: 1d10
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: 2
Special:
A successful Parry grants Inko +1 to a subsequent attack with its Firearms.

Dexterous Pincers x2 (Endo)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d10
Block Dice: 1d10+1
Armour Penetration: 0
Grappling Bonus: +3
Damage Type: Edged
Damage Bonus: Strength

Crescent Horn (Umpo)
Built-in Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 2
Damage Type: Edged
Damage Bonus: Strength x2

Firearms x2 (Inko)
Built-in Ranged Weapon
Attack Dice: 2/1d10
Armour Penetration: Special
Damage Type: Special
Damage Bonus: Special
Range: 10/15/25
Special:
Variable Munitions: Inko starts the battle with one round type of its choice loaded. On its turn, before attacking, it may switch to a different type of its choice, but may only do so once every two rounds (or every other round).
- Solid Core: deals Blunt Damage, AP 2, +2 damage.
- Fragmentation Airburst: deals Edged Damage, AP 0, +1 damage, Radius 2.
- Defoliation Toxin: deals Fire Damage, AP 2, +1 damage, ignores horizontal Clustering.
- Restriction Polymer: deals Ice Damage, AP 0, +0 damage, a successful hit inflicts -1 to a random Physical Stat for 1d5 turns (stacks with itself).
- Superheated Plasma: deals Burst Damage, AP 5, +1 damage, missed attacks (not Evaded) resolve as Misfires instead.
If Inko would run out of ammunition, it only loses the ability to use whichever round it was previously using for the remainder of the fight instead.


Burning Spit (Inko, Endo)
Built-in Ranged Weapon (Scatter)
Attack Dice: 1d10+2
Armour Penetration: 0
Damage Type: Fire, Acid
Damage Bonus: 1
Range: 5/10/-
Special:
Rolls once for sticking/igniting. If successful, the location catches On Fire and is Stuck with Acid simultaneously. Both conditions may be removed simultaneously as well.
Treated as doing +2 damage for the purposes of Igniting and Sticking.


Armour:
Lightweight Plate (Inko)
Coverage: All
AV: 2/1
Resilience: All
Durability: 7

Heavy Plate (Umpo, Endo)
Coverage: All/All but Arms and Hands
AV: 3/1
Resilience: All
Durability: 9

Ultraheavy Shield Plate (Endo)
Coverage: Arms, Hands, and four other locations
AV: 3/2
Resilience: All
Durability: 12
Special:
Shield Rules: As long as you can make Reactions, you choose extra locations to protect each round. Otherwise, only the default locations are defended by the armour.

Category III Kaiju killed: +3000 Resources
Salvage Facility Bonus: +900 Resources
Quick Kill Bonus: +300 Resources
Achievement - First Time's The Charm: +1000 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 18605

Free Actions:
[ ] Kaiju:
-[ ] Clean up the contamination (-3705 Resources)
-[ ] Don't clean up the contamination
[ ] Ashley's recovery:
-[ ] Continue with conventional treatment (no bonus, no malus)
-[ ] Use the experimental A.R.T (+1 bonus, hybridisation and other possible side effects)
[ ] Other (requires GM permission)

Now you lot can go and plan and stuff. I've got a bunch of neat ideas for rules updates, but... honestly I might just wait until the end of Downtime before shoving them in.
 
Week 43 Downtime
[X] Plan "Great Things are coming."
-[X] Regular Actions
--[X] Build EX-03 Barrier Shield (-2250 Resources)
--[x] Repair Phenom Sable and install EX-03 BARRIER Shield. (60 resources)
--[x] Upgrade Hlin to Enhanced variant. (1000 resources)
--[x] Research Military-grade Mechanical Prothesis
--[x] Research a way to enhance the Scanner's detection range.
--[x] Research a dedicated Kaiju Hunt Scanner. (Scan for Kaiju in our territory automatically every turn.)
--[x] Research the possible side-effects of the A.R.T. and ways to mitigate them.
--[x] Research a dedicated Kaiju-Science division. (Free K-Research action)
--[x] Increase Phenom Sable's TGH ×20 (400 resources)
--[x] Increase Phenom Sable's AGI ×20 (400 resources)
-[X] Free Actions
--[x] [COMMS] Contact KRAUN to ask of the Jagdgewehr is one of their weapons and if it is indeed theirs, ask for blueprints of the weapon and its ammo.
--[x] [BREACH] Research a way to Gene-lock our Breachgates so Kaiju can't get in.
--[x] [J-RSRCH] Continue improving the Solid Fuel Thrusters and their cut-off switch.
--[x] [J-RSRCH] Research Restriction Polymer Ammunition for the Machine Cannon.
--[x] [C-RSRCH] Research a way to quickly lock and unlock the Heimdal.
--[x] [C-RSRCH] Research Dragon's Blood Ammunition. (Patterned off of Inko & Endo's Burning Spit.)
--[x] [C-RSRCH] Research an ultra-high-speed Jaeger Transport to shorten travel time between cities. Speed is the main concern here, not endurance.
--[x] [RECYCLE] Recycle Nothing.
--[x] [FREE Cs] Build 2 Dragonflies, 3 Meganeuras.
--[x] Clean up the contamination (-3705 Resources)
--[x] Ashley's recovery:
---[x] Continue with conventional treatment (no bonus, no malus)

Resources available: 18605.
Resources spent: 7815.
Resources left: 10790.
Cleanup crews are immediately deployed to the site of the battle, and swiftly set to work decontaminating the surroundings.

More aircraft construction happens.

2 Dragonfly squadrons constructed!
3 Meganeura squadrons constructed!

But best of all, Ashley Langley's condition has only continued to improve! While physically, it's unlikely that she'll get much better on her own, examinations show that her brain activity has gotten closer to normal sleeping patterns. It's not there yet, but it seems that she'll finally return to consciousness in just under two weeks.

2 weeks until Ashley wakes up!

And like that, the week is off to a good start.

J-tech has several different tasks to do, and it sets out with great enthusiasm. First on the list is that damnable cut-off switch for the SF boosters. While the solid fuel still makes it impossible to toggle the rockets on and off, there's obviously a better way to shut them down than blowing them to pieces. The end result involves a rework of the boosters entirely-- the tanks are partially separated into layers, with one-way "valves" around the still-unobstructed thrust chamber. When triggered, all layers below a certain point are detonated, extinguishing the reaction and forcing the valves on the intact layers shut-- thus preventing any explosive back-blast. Of course, the remaining fuel is left useless until the deployment ends, since the ignition system for the thrusters is destroyed as well. As before, the expended tanks can still be ejected, so they don't weigh the jaeger down.

Suffice to say that J-tech still has utterly no idea what the hell went wrong last week to cause the previous travesty-- especially since creating a functional and safe upgrade to accomplish the same was so easy.

SFT upgrade - SFT Prototype Cutoff Switch (shoddy) upgraded to SFT upgrade- SFT Cutoff Switch!
+225 Resources
-- SFT Cutoff Switch: When Sound Breaker is active, you may, on your turn, shut it down before their normal deactivation point as a Free Action. This expends the Solid-Fuel Thrusters as normal.

While this is going on, another engineering lab sets to work on a third ammo variant for Jagdhund's signature ranged weapon, this one based off the restriction polymer rounds carried by Inko. Fortunately, the fact that several of said rounds actually survived the kaiju's death make this easier than anticipated.

The so-called "Special Bakelite rounds" (there are a lot of anime fans in J-tech) contain a quickly setting plastic that hardens on exposure to moisture. When it strikes a target, the tip of the round breaks open, splattering the target in polymer. The subsequent rapid hardening acts to restrict the target's ability to act, though it tends to work for only about a minute or so before the target's movements shatter the hardened plastic. Still, it offers a definite opportunity for another jaeger to take advantage of, and repeated hits will keep up the pressure.

New ammunition type available for M-99 weaponry: M-99 Bakelite Magazine!
M-99 Bakelite Magazine
100 Resources
Provides Special Bakelite ammunition for M-99 series weaponry.
- Special Bakelite Rounds: Damage Bonus to 0, Armour Penetration to 0, Damage Type to Ice. On a successful hit, inflict a -1 penalty to a random Physical Stat for 1d5 rounds. Multiple hits to the same stat will increase the duration of this penalty by 1d5-1 rounds, but not affect the level of the penalty.


The only real drawbacks here are that the chemical composition of the plastic makes it expensive to make, so it won't be cheap to manufacture in large amounts-- such as, say, trying to outfit every single 120mm cannon in the city with SB rounds. Just as an example.

With the Breachgate project swiftly advancing, a new concern is brought up; the possibility of the Kaiju Masters using the gate for their own units. Quickly, a solution is thought up-- they'll just set up a genetic lock against kaiju, much like how the Kaiju Masters' Breaches only accept kaiju, but reversed!

A few hours later, Breach Tech comes to a conclusion; they have no idea how to actually do that. Yeah.

Apologies if this seems like an ass-pull, but this is a little too exotic for you. As in, the closest thing you know how to do is subvert the Kaiju Gene-Lock on Precursor Breaches. Reverse engineering that lock, and reversing its effects, is a completely different matter-- one that's over you heads at this point.

That said, the research on conventional forces goes very well this week.

The first of their projects to yield results is the one made to improve the Heimdal's ability to fire its main gun-- specifically, how fast it can do so. The main issue with the weapon currently is that its gun has far too much recoil to fire safely without first locking down the chassis-- and locking down takes a while. However, with a new patch to its OS and a pressure increase in its hydraulic clamps, the Heimdal can lock and unlock itself in half the time. However, while the gun is now capable of firing immediately after locking, it still takes a little bit for the clamps to completely secure the vehicle, meaning that the recoil of an immediate firing can knock the weapon's aim off.

The HEEM-2 'Heimdal' may Lock Down or Unlock as a Partial Action, allowing it to fire immediately but at a penalty.

Next up is the so-called "Dragon's Blood" shell. Designed after the Burning Spit weapon displayed by Inko and Endo, the Dragon's Blood is meant to melt and sear its way through armour and flesh, burning a trail past their defenses. It's a very potent weapon, at least in concept. However, its reactivity means that firing some out of a gas-propelled gun is... a questionable idea. Missiles work pretty well, however.

New ammunition available for Hellhounds, Banshees, Missile Gunboats, and Murasame Destroyers: Dragon's Blood Missile!
- Dragon's Blood Missile: 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.

Finally among the conventional research projects for this week is a 'ultra high-speed jaeger deployment craft'. The requirements for this were simple; it has to be fast-- things like endurance being a non-issue. And fast they make it.

Of course, while something like a Behemoth would be the expected place to start, the fact is that until they either a) manage to make a functioning turbojet engine that won't explode in this atmosphere or b) get the Allegorica engine to work with a power source that isn't quite as ridiculously heavy, such a vessel wouldn't exactly be 'fast'. Solid fuel boosters could probably be attached, but... in any case, the team's come up with something far more novel.

The best way to describe their new vehicle would probably be 'ekranoplan jaeger toboggan'. Through a combination of experimental turboprop engines and solid fuel boosters, the so-called "'Skadi' Transonic Deployment Craft" soars a terrifyingly short distance off the ground at incredible speed (for its size). Reinforced skis along its undercarriage keep the vessel from crashing, while a set of hinged flaps double as protection for the jaeger lying on the thing, and as air-brakes for when it needs to stop. Of course, in the interest of pilot safety, the Skadi is meant to be autonomously operated, with a pre-programmed route set up before launch-- though there's also to possibility of modifying it to allow for direct control via the onboard jaeger in the future.

Of course, due to speed being the main concern, the Skadi is rather expensive, and requires regular parts replacement to remain operational. Still, should it be built, it would be the fastest vehicle in Neo-Seattle.

New Superheavy Unit available: HGE-33 'Skadi' Transonic Deployment Craft!
HGE-33 'Skadi' Transonic Deployment Craft (Superheavy Unit)
5800 Resources
Seemingly a cross between a toboggan and a ground effect vehicle, the autonomously controlled Skadi skims above the earth at speeds impressive for its size and mass. The vehicle is propelled by a mix of solid rocket boosters and turboprop engines, and supported by multiple skis on its underside. Its flattened top is made to support a single jaeger, whose lower half is enshrouded by the vehicle's air-brakes during flight.

Tou: 0 (AV 1/-)
Agi: Special
Durability: 0
Structure: 2
A Skadi can carry a single Jaeger of Mark IV or less over land or water. It takes a full round for a jaeger to disembark from a Skadi, and 2 full rounds to re-embark (initial embarking takes no meaningful time). While embarked, a jaeger cannot move under its own power without disembarking, and lies Prone.
A Skadi operates in accordance to the following rules:

- When transporting a Jaeger to a battlefield for the first time in any Combat or Downtime, a Skadi has a speed of 240 units/round. After this, it expends its transonic rocket boosters until receiving repair (see below).
-- When arriving on the battlefield, a Skadi may be positioned as normal, but it immediately moves 2d10+2 Units away from the defending edge as it brakes to a halt. If this would cause it to collide with another unit or obstacle, it stops in front of them instead, but causes the onboard Jaeger to miss its first turn.
- A Skadi has a minimum deployment distance of 240 units.
- After its first arrival on a battlefield, a Skadi is reduced to an operational speed of 15 units until it receives repair (see below).
- A Skadi may only move between its first destination in a battle and its launch point, and travels in a (roughly) straight line. The destination point may be changed between deployments.
High-Stress Operation:
- After a Skadi is returned to base, it must be repaired and resupplied. This costs a single Downtime Action (even if multiple Skadi are being repaired at once), and costs a base of 100 Resources per Skadi (plus whatever Strikes need repair). After being repaired, the Skadi are returned to prime condition, and may travel at transonic speeds again, as detailed above.
- Each subsequent time a Skadi is deployed without repair, it loses 1 Strike after deployment action occurs. If a Skadi reaches 0 Strikes from this, it is destroyed upon arrival, leaving its embarked Jaeger Prone. These Strikes may be repaired as normal during the above Skadi repair action.


I may have gone a bit overboard on this thing-- but you wanted a fast thing, so I gave you a fast thing. The minimum range is there because a thing like this needs some limits. Also to stop you guys from trying to ram a kaiju with a jaeger at near-mach speeds. Also, said speed is based around the new round length, which will be covered in the rules update.

Unfortunately, attempts to contact KRAUN about the Jagdgewehr in Seattle's storage are fruitless. The organisation's leaders are clearly busy or otherwise unavailable, and the call doesn't get past voicemail.

Also unfortunately, an attempt to miniaturize jaeger mechanisms into military-grade prosthetic limbs doesn't get far past the planning stage. Of course, the people on the project do their best to emphasize the difficulties of doing such, and request extra time to continue their work. The possibility that they were doing something like playing Metal Gear Rising instead is considered and discarded-- after all, these are professionals, and they've got a very important task to do.

Enhancements to the scanner grid are next up on the project list. First off; a way to simply increase the range of the system. The detail level is fine-- but the scanners have been a little short sighted at times, and that needs to be fixed. The developed solution is a little bit dependent on having multiple instances present, but it's still a very useful tool.

New Scanners Augment: Detection Grid Booster!
Detection Grid Booster (Scanners)
500 Resources
Each Detection Grid Booster that a city has increases its maximum scanning range by 5 kilometres (50 Units). A city may have a maximum number of Boosters equal to half its current Scanners stat.


After that comes the idea for a specific sensor array dedicated to detecting relatively stationary kaiju. After all, if the military computers allow them to better deal with matters of communication and territory, why shouldn't they be able to regularize scanning?

New Scanners Augment: Kaiju Hunt Scanner!
Kaiju Hunt Scanner (Scanners)
975 Resources
A Kaiju Hunt Scanner gives the city a free Kaiju Scanning action each downtime. Multiple Hunt Scanners do not give further free actions.


Another important project goes excellently as well. The side effects of A.R.T's usage have been known for a while, but not fully understood-- thus depriving the treatment of half its usefulness through cautionary disuse. With this in mind, another project sets to work researching the actual impact of these side-effects, and possible ways to subvert them. It goes surprisingly well.
GM's note: this is obviously pseudoscience. Any inaccuracies to actual biology are because I made a mistake, not a statement that organisms in TRvTW are different from real-world organisms or anything. Also, any crunch stuff will be in parenthetic italics.

Effects and Impacts:
- The primary side effect of A.R.T. appears to be Hybridisation. Hybridisation is caused when a K-Booster cell attaches itself to the localised cells and exchanges materials, though the nature and amount of said materials is.
-- Thus far, the only secondary side effect observed in test subjects has been temporarily increased hunger and metabolic rates, as regeneration tends to burn through the body's spare materials-- particularly in major use.
- Minor use also induces Hybridisation, but not to as great a degree. The only results of Hybridisation on minor use are a somewhat increased silicon content in naturally rigid cells/cellular portions. Material exchange between the Booster and replicated cells does not involve genetic material from the Booster.
- After enough cells have attached and exchanged with a K-Booster, the Booster will start to cause increased Hybridisation-- or what is typically known as Hybridisation. These effects continue to escalate after this, but at a slower rate.
- Major use-induced Hybridisation does involve the swapping of genetic material from both sides, and actively modifies the replicated cell's own. When compared to the samples of life found in Vulcan's nest and other places 'infected' by the kaiju, this altered state appears to be similar, but not wholly identical, to the cellular structure of Anteverse organisms (similarities to kaiju cells are actually less prominent, due to the lower silicon content of the hybrid cells).
- Major Hybridisation actually poses some dangers, though none of it's along the lines of "letting the Kaiju Masters mind-control you through your regrown limb" or any nonsense like that. It's actual health problems.
-- First off, regrown cells that have undergone major-level Hybridisation have the risk of suffering immune rejection, depending on how far their antigen coating has been effected (since the level of Hybridisation increases with severity).
-- Second, it's still somewhat unclear how Anteverse life reacts to Earth pathogens, as not everything's been tested. Hybrid parts could react in a completely different way from normal parts to a disease, or to medication. However, this second point should only be an issue during extreme Hybridisation cases.
- That said, it's not all bad. Kept from immune rejection and pathogen infection, hybrid parts appear to be hardier and more reinforced than normal tissue, and overall less likely to fail from use. They also don't have the problem of telomere depletion that a typical regrown part would have. So it's a mix of good and bad.

Solutions:
- If major A.R.T. is to be used normally, then one could simply try to treat the negative side-effects normally: anti-rejection/immune-suppressant drugs, and keeping the Hybridised individual's environment appropriately sanitary to reduce the risk of sickness. It might not be perfect, and issues could still arise from this. After all, keeping the immune system from trying to destroy a regenerated limb also tends to keep it from responding to actual threats properly. (There's a minor chance of a Hybrid pilot being incapacitated due to contracting an illness during a downtime if this direction is taken.)
- Alternatively, to avoid high-level Hybridisation (and hence soften the issues it brings), a 'slow growth' method could be done with the treatment. Essentially, the Boosters would only be allowed to work a certain amount, after which they'd be replaced with fresh ones. This should keep the regenerated tissue closer to the baseline state, though it'd take a while to finish. (Doesn't have the above risk, but recovery and return to piloting would take longer. Essentially, you'd have the +1 to rolls, but it'd take just as long as conventional treatment rather than the faster speed A.R.T. currently has.)
- Of course, the least compromising-- but most difficult-- option would be to rewrite the genetic material of the K-Boosters to minimise the effects of Hybridisation while retaining its regenerative potency. Given that Neo-Seattle currently lacks the knowledge needed for such intricate engineering, this will obviously require a significant investment in time and resources. (This is pretty much multi-city level research. However, it'd basically give you the constant bonus to recovery rolls, allow for widespread safe use of A.R.T, and let you do the limb regeneration thingy. However, it's not really gonna be that helpful in the short-term, as you only have one city at the moment.)

You'll need one more research action to implement a solution, but it'll generally be significantly easier because you've done the research.
With the success of the J-tech labs, K-science wants its own slice of the metaphorical pie. Of course, this isn't that hard, and schematics are soon drawn up for dedicated laboratories.

New Research Augment available: K-Science Laboratory!
K-Science Laboratory (Research)
1000 Resources
Each Lab allows 1 free Kaiju Research per downtime. All rolls use half the city's Research Stat, plus the number of labs.


Furthermore, the city's Hlin unit receives the replacement parts needed to convert it into the Enhanced version. With this new upgrade, the vehicle's ability to defend conventional forces will be ever increased, allowing it to remain in the field even longer than normal!

Hlin upgraded to Enhanced Hlin!

Of course, since its debut battle, Phenom Sable itself has been undergoing a number of enhancements and upgrades. A hinged armature is affixed to its shoulder joint, a lozenge-shaped binder on its end-- the EXB-03 Barrier Shield Plate, given to provide the jaeger with a defense against ranged attacks. The hydraulic muscle strands in Phenom's lower body are overhauled and reinforced, allowing for increased pressure output and hence greater land speed, while plans are drawn out to determine the optimal placement for the shock-ablative gel previously used to protect Tacit Ronin's internals. This last one needs a little more time, but by the end of the week Phenom Sable is in prime condition, and faster and more defended than before!

18/25 points to Toughness 5!
Phenom Sable to Agility 2! 13/15 points until reactor output limit!
EXB-03 Barrier Shield Plate attached to Left Shoulder!
All Strikes repaired!


Now, all they have to do is wait for the next kaiju.

Alright! Next up will be the second rules update, and then it's kaiju time! I've already alluded to some of the changes in this post, but there's still more. Also, some of the stuff on this is going to need to be tweaked a little, but for now it should all work well enough.

Enjoy!
 
Week 44 Combat (Laidon)
Alright, got it finished! Get ready, because this one's gonna really rock!

<ALERT: INBOUND KAIJU SIGNATURE DETECTED!>
<INBOUND FROM SOUTHEASTERN SECTOR>
<CLASSIFICATION: CATEGORY IV>


Roll scanners! (1d10+7, to remind you guys)


Unfortunately, the kaiju's managed to get a little too close to the city by the time a response can be organised. Of course, this is partly due to the fact that it's destroyed every single observation station that's crossed its path on its way here-- which, naturally, somewhat limits the information that can be gathered about it. Still, the NPPDC isn't going into this fight completely blind.

SE-27-010, codename "Laidon", is large, long, and nasty. Its shape suggests a serpent or amphibian of some sort, but it doesn't seem to be moving like one. There's also unconfirmed suggestions of some protuberances on its head. Radiation levels aren't too high, but toxicity and displacement are both above average for a typical Cat IV.

At Laidon's current speed, you can deploy your forces up to 11 kilometres away.

Combat Deployment
[X] Plan Within Range
-[X] Deploy Jaeger assets twenty five units away from the DP. Avoid clustering.
-[X] Deploy land conventional units fifteen units from the DP.
--[X] Hlin deploys sixteen units away, shields active.
--[X] Heimdall deploys with the rest of the line.
-[X] Air forces hang around the rest of the line.
-[X] Naval forces deploy to the mouth of Cedar River, located in Lake Washington
-[X] Three Wall Railguns move to the Southeastern Sector
As the scouting forces return towards base, the rest of Neo-Seattle scrambles into action. Using the locks through the centre of the city, the Naval forces make their first deployment to the Eastern sectors (apparently, the council was a bit iffy as to whether they could fit through, being bigger and bulkier than their pre-Kaiju counterparts). The army and air force join in as well, making it over to a little over a kilometre and a half beyond the Defense Perimeter before they set up.

Then, finally, the jaegers: Tacit Ronin, with its long Fangblades and angular, white armour; Jagdhund, with her arsenal of equipment and humming Supercell; and Phenom Sable, with his powerful limbs and new shoulder shield. All three, ready and waiting for the kaiju to strike.

A few minutes later, Laidon is spotted, crawling towards the city beside what was the Maple Valley Highway. The kaiju looks like some sort of misshapen caterpillar or grub, a massive, limbless thing covered in plates of tar-coloured armour. Vein-shaped patterns stretch across the skin of its lighter-coloured underbelly and less-armoured parts, glowing orange beneath the flesh like molten lava. Its hooked feet run along either side of its body, from the tip of its spiny tail up the front of its chest. From there, Laidon's body rises upwards, before terminating in a bulbous, tusked head. A pair of large, red-violet eyes glare out from above its tusks and mandibles, while a single curving horn erupts from its forehead.

Of course, being close enough to spot Laidon means that Laidon's close enough to spot the forces assembled in front of it. The kaiju stops in its path, and lifts its upper half into the air, its pectoral claws swinging forwards to better support it. Laidon hisses-- a noise like metal scraping on metal-- and stares back, glaring at the jaegers and their entourage.

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP.
- air force at ~15 from DP (+/- 5 units)
- naval units at ~40 from DP
- Defensive City Augs at DP.
- Jaegers at 25 from DP, 2 unit spacing.
Anteverse:
- Laidon at 80 from DP.


Combat Round 1
[X] Wait some more. Prepare to fire when Laidon is in range.
The NPPDC simply waits, training their weaponry just ahead of the approaching Laidon. The jaegers widen their stances somewhat, growing ever-readier to make their move. The kaiju continues its advancement for a good minute, leaving a flattened, scarred trail of bare earth as it scrapes its body forwards along the ground. Laidon's eyes continue to glare up as it advances, horn pointed aggressively towards the assembled forces of man.

Of course, it's around this point that the kaiju does something weird.

Suddenly, Laidon's innumerable feet swing back, flattening against its sides. A pair of armoured membranes slide down over its eyes, cutting off the purple-red glow. The kaiju's body rises a short ways off the ground, before Laidon dives-- punching through the topsoil with its horn! The surrounding earth splinters and breaks apart, partially obscuring the caterpillar-shaped kaiju as it moves underground!

Laidon has burrowed underground. Until it surfaces, all attacks against it will be at +2 Difficulty.

But even as the dust clears, the kaiju continues to close in. Slower, yes-- likely hindered by the roiling, tumultuous shell of earth and stone now obscuring it from sight-- but still coming for them.

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 41 from Laidon).
- air force at ~15 from DP (+/- 5 units - range 36 from Laidon).
- naval units at ~40 from DP (range 28 from Laidon).
- Defensive City Augs at DP (range 56 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 31 from Laidon).
Anteverse:
- Laidon at 56 from DP (burrowing).

And it's back!


Combat Round 2
[X] "All units, set up the killzone!"
-[x] "Scouts, I want that snake lit up like a christmas tree!" (Target with Arges and keep targeting it until it dies.)
-[x] "Murasames, start firing at that bastard!"
-[x] "Land units, load Corrosion shells, start firing as soon as that bastard enters your range and don't stop!"
-[x] "Air Force, hold your Dragon's Blood missiles until its in range of the city Railguns, I want a simultaneous attack!"
-[x] "Jagdhund, prepare to fire a burst as soon as Laidon is in range!" (Overwatch)
-[x] "Tacit, same goes for you, fire half of your lasers as soon as the bastard is in range!" (Also Overwatch)

Fast as they can, the scout gyros close in, aiming to get close enough to paint the kaiju with their Arges. However, as they advance, it becomes more and more clear that it's gonna take a little while longer than they'd expected.

Meanwhile, the RX-armed Murasame destroyer powers up its onboard railgun, and swivels it to face the churning mound of rock and dirt that Laidon's hiding under. There's a rising crackling noise, and hisses of static electricity in the air, as the charge begins to build in the electromagnets.

However, that last part's not supposed to happen-- a mass static buildup means that the current capacitor is leaking.

Fortunately, the crew realise this in time. The RX-12 is shut off before it can fire, and the faulty capacitor disengaged from its power feed. While the leaky container is left to vent its charge into the atmosphere*, the engineers work on cycling the railgun over to the next cell in the line. The flaw's going to have to be fixed when this fight's done-- for now, the ship's going to just have to deal with lower ammunition.

Type-RX Murasame cannot fire next round due to reloading (8/9 Resupply remaining)

As the ships deal with this unfortunate setback, and the Dragonflies continue their approach, Laidon isn't slowing. The kaiju still rumbles forward, unimpeded and unstoppable.

Fortunately, there's always Jagdhund.

Jagdhund Overwatch triggered!
2x 1d10+5 AP Burst Shot (hits on 9s)
Hit locs as needed.

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 36/35 from Laidon).
- main air force at ~15 from DP (+/- 5 units - effective range 36 from Laidon).
-- scouts at 35 from DP (range 16 from Laidon).
- naval units at ~40 from DP (range 24 from Laidon).
- Defensive City Augs at DP (range 51 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 26 from Laidon).
Anteverse:
- Laidon at 51 from DP (burrowing).

*basically a reverse lightning rod. It's a safety feature on the Pilum series-- lets the electrical charge in a (faulty) capacitor disperse into the air over time so it's safe to handle. The ionization messes with communications for a little bit, but it's better than electrocuting your crew, and it's all you've got if your gun is somewhere it can't be grounded to (such as at sea, where there's no actual ground to use).
This may just be me babbling out an explanation, admittedly.


Combat Round 2 Jagdhund Overwatch
(9,7)

As the kaiju steps into range, the grey jaeger lets loose with a spray of armour-piercing rounds! Unfortunately, at this distance, and with the kaiju's earthy shield, even the shells that get through to the monster underneath fail to penetrate the layers of armour defending it.

No damage!

Additionally, those were the last rounds left in that magazine, so Jagdhund's going to have to reload.

Out of ammo!

But it's not over yet.

Your turn.

Combat Round 3
[X] Jagdhund and the Murasame Reload.
-[x] Everyone else back on overwatch, fire when Laidon is in range.

Immediately, Jagdhund tears off the spent mag, while the SEER's ammo pack swing around, offering a fresh one. The automated jaeger grabs ahold, and locks the new drum into her rifle.

M-914 reloaded! 1 spare AP Magazine and 2 Assault Magazines left in inventory!

As Laidon's armoured bulk surges forwards beneath the ground, the Dragonflies whir into action, circling and swarming around it to get as much coverage as possible-- and hopefully negate the concealment of its earthen shield. Thankfully, the triangulation works-- and the scout craft set to beaming their targeting data out to every compatible weapon in the area.

3 Arges hits! +2 Ranged!

Unfortunately for the kaiju, its progress has just brought it into the effective firing distance of Neo-Seattle's naval force. And despite one of the destroyers still working to get its railgun back online, the ships still have plenty of missiles.

"Target in range! All vessels, open fire!"

Type-RX RX-11 reloaded!

Naval Overwatch triggered!
6x 1d10+2 Murasame Hellfire (hits on 7s)
2x 1d10+2 Missile Boat Hellfire (hits on 7s)
Hit Locations as needed!

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 31/30 from Laidon).
- main air force at ~15 from DP (+/- 5 units - effective range 31 from Laidon).
-- scouts at range 10 from Laidon (encircling the target).
- naval units at ~40 from DP (range 20 from Laidon).
- Defensive City Augs at DP (range 46 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 21 from Laidon).
Anteverse:
- Laidon at 46 from DP (burrowing).


Combat Round 3 Naval Overwatch
Wave after wave of missile fire slams down into the churning earth, sending up plumes of rock and dirt amongst the fire. Beneath the obstructions, Laidon lets out a hateful, metallic shriek, protesting the barrage.

6 hits!

When the firing stops, there's a pause-- the only sounds are the whir of the Dragonflies' rotors, and the sizzling of burnt earth.

It only lasts a few moments.

With blood-curdling howl, Laidon explodes out of the ground, orange light flaring across its skin like a geyser of molten lava come to life. The stony covers slide open, and its eyes burn red against the armour plating. Now, as it twists around like a massive snake to face them, the fruits of the navy's efforts become clear.

The kaiju's upper body is blackened by scorch marks, running up from its right shoulder to the side of its armoured skull-- and not a single blast has drawn blood. Laidon's tail flicks out of the rubble as well-- and it's here that there's been damage. Several clawed feet lay charred and unmoving, burnt to uselessness by the missiles. There's no blood, but the strike to the less-armoured area has finally left some damage on the monster.

Laidon resurfaces! Attacks against it are no longer penalized!
2 Glancing Wounds!
Laidon has taken 2 Strikes!


And it's not happy.

Laidon's focus on the naval forces seems to sharpen, its eyes glaring like two massive gemstones. If looks could kill, then the destroyers would be dead in the water.

(5,9)

Before anyone can tell what's happening, an explosion tears through the side of the standardized Murasame! Armour plating flash-boils in moments, melting away under some unseen attack. Laidon's eyes twitch, and the searing trail slashes across the front of the vessel, melting through its launchers and cannons, and rendering the ship unable to fight any more.

Murasame-class Destroyer disabled!

And then the unseen attack cuts off, and Laidon swings its grotesque head back towards the land forces.

It hisses, and spreads its mandibles in a lipless sneer.

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 31/30 from Laidon).
- main air force at ~15 from DP (+/- 5 units - effective range 31 from Laidon).
-- scouts at range 10 from Laidon (encircling the target).
- naval units at ~40 from DP (range 20 from Laidon).
- Defensive City Augs at DP (range 46 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 21 from Laidon).
Anteverse:
- Laidon at 46 from DP (aboveground).

In which Laidon reveals how it destroyed all those outposts before they could relay data.


Combat Round 4
Despite the appearance of a previously unknown ability, the Dragonfly squadrons don't pull back-- if anything, they get less cautious, buzzing around the serpentine kaiju and taking full advantage of its resurfacing to gather targeting data. At the very least, Laidon's only used its attack on large, slow moving targets-- a far cry from the tiny, buzzing autogyros.

3 Arges hits! +2 Ranged!

Unfortunately, the Type-RX's railgun seems cursed at this point, as-- while the next shot actually does fire, the massive cannon discharges unevenly, knocking several key electromagnets out of alignment, and sending the ferromagnetic dart spiralling into the lake. Clearly, there's some sort of major issue with these things-- but it'll have to be addressed another time.

Critical Failure! RX-11 Railgun is inoperable for the remainder of the battle!

As soon as her sensors confirm that the Dragonflies aren't in friendly fire range, Jagdhund lets loose at the kaiju with another spray of AP shells! Laidon's position still tends to present its left flank towards the main forces-- a stroke of luck, as its wounded portions are out of the line of fire. However, Jagdhund's aim is still on point, and the burst spatters across its flank in a clean line. And, while its front half continues to resist anything thrown at it so far, a lucky shot to its hindquarters sheers through the luminous flesh around several of its legs, eliciting a sharp hiss of pain from the worm!

Hit to L. Shoulder! No damage!
Hit to L. Thigh! Glancing Wound!
Laidon takes 1 Strike!


Now thoroughly pissed off, Laidon surges forwards, shrieking furiously as the Self Defense Force unleashes a wave of missiles to meet it!

Overwatch Triggered!
2x 1d10+1 Tacit Beam (hits on 8s)
1d10+5 Heimdal (hits on 7s)
6x 1d10+2 Hellhound Dragon's Blood (hits on 6s)
5x 1d10+2 Banshee Dragon's Blood (hits on 6s)
3x 1d10+2 Quetzal Hellfire (hits on 5s)
2x 1d10+2 Gunboat Dragon's Blood (hits on 6s)
Hit Locations for anything that lands!

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 24/23 from Laidon).
- main air force at ~22 from DP (+/- 5 units - effective range 17 from Laidon).
-- scouts at range 10 from Laidon (encircling the target).
- naval units at ~36 from DP (range 17 from Laidon).
- Defensive City Augs at DP (range 39 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 14 from Laidon).
Anteverse:
- Laidon at 39 from DP (aboveground).

The "railguns are cursed" thing is never gonna end, is it? Oh well, hope your missiles do better.

Combat Round 4 Overwatch
The full barrage of Neo-Seattle's air force is a sight to behold, especially when accompanied by the rest of the navy. A full 76 warheads, all but six fitted with the volatile "Dragon's Blood" warhead, soar in towards the kaiju, trailing smoke from their blazing engines. Laidon doesn't even slow down, charging headfirst into the swarm.

It's immediately swallowed up by the fireball.

The area around Laidon ignites with the first few missiles, obscuring it from view in a blast of flames before the others strike. Missile after missile swoop in-- even the Heimdal joins in with a nicely-place shot from its railgun-- each one detonating in turn. Some explode before they land, blowing apart into a spray of sizzling, burning fluid, but more than enough land that a few misses don't really matter in the long run. Every so often, a screech makes it out of the blast roar, only to be swallowed up once more.

Then, there's just silence. Nothing but the crackling of the fire.


Between the flames, something stands. A great shape, crowned with tusks and horns, wreathed in the caustic inferno rained down upon it. Another noise is added; a soft, stony grinding, as two armoured eyelids retract, revealing the glowing purple orbs once more.

Laidon's still alive.

The monster's armour has been its saving grace-- without the thick, segmented plating, the kaiju would certainly have suffered more. So blackened and burnt is its outer layers that not a single bit of its original grey remains on the creature, and even the orange phosphorescence struggles to be seen through the soot and ash. Little fires smolder across all of its body, but only some is large enough to pose any actual threat to the creature-- a winding crack of red and orange that slithers from the monster's underbelly up to the side of its bulbous skull, framing its visage like a crown of hellfire. Black liquid drips off the blaze, sending up acrid fumes as the solvent slowly chews away at the thick armour. A crack in the side of one plate reveals where the rail shot ricocheted off, unable to penetrate.

15 hits! 5 Glancing Wounds!
Laidon takes 5 Strikes! Torso on Fire - Acid has Stuck to Armour! Head on Fire - Acid has Stuck to Armour!


Slowly, the worm takes a step towards the city.


And then Tacit Ronin, previously shrouded by the mass attack, makes their move. The Laser Vulcans have been notoriously uncooperative up until this point, burning out their fuses each time they were fired due to the power surge, or simply failing to target accurately-- but now, Noah's got it all figured out. You don't need a hundred shots to kill an enemy, or even eight.

You just need two.

"Tacit beam! Firing!"

A pulsating spike of light, barely six centimetres in diameter, rips through the trailing clouds of rocket smoke, crossing the distance between jaeger and kaiju faster than the eye can blink. The beam sears into the smoking wound on the kaiju's underbelly, igniting a patch of Dragon's Blood in the process. The vulnerable point explodes out like a napalm bomb, rocking the massive kaiju's body as fragments of armour and flame spray across the ground! Laidon's cry cuts through the silence, a horrible shriek of pain that sets hair on end and hearts thumping.

Hit to Pelvis! Hit to Torso! Minor Wound Inflicted!
Laidon takes 3 Strikes! +4 Ongoing! Laidon is On Fire! 3 Extra Strikes from flare-up!


The kaiju, however, doesn't fall. It's built far too stable for that. Laidon shudders a little, the acid painfully eating away at its cranial and ventral armour as the flames burn.

Head takes 1 Strike from Fire! -1 AV to Head! -1 AV to Torso!

But not even being set ablaze is going to stop Laidon. The kaiju's eyes twitch, aiming up towards Tacit Ronin.

(8,14)

Immediately, alarms scream out in Tacit's conpod, as a burning pain stabs into the rangers' chests! Paint blackens and blisters off the jaeger's sternum, the metal underneath heating to a visible glow! As the armour slowly begins to deform, its core intelligence runs urgent scans, trying to find the source of this sudden heat--

And then it stops, with naught but a sizzle and a twisting spiral of smoke from the burn mark.

Hit to Left Shoulder! Hit to Chest! Glancing Wound!
Tacit Ronin takes 1 Strike!


A faint glow, barely noticeable against Laidon's natural optical luminescence, fades away, as the kaiju shifts its position, and settles back a little. Tacit Ronin takes a half step back, its joints still shivering from the pain. Noah and his copilot breath quickly and heavily, as they try to compose themselves. Results come back a few seconds later; the source of the damage, as expected, was Laidon. The kaiju's using some sort of laser weapon-- one that's at least as powerful as Tacit's own Laser Vulcans, and operates entirely outside the visual spectrum.

NPPDC:
- land conventionals + Heimdal at ~15 from DP. Hlin at 16 from DP (range 24/23 from Laidon).
- main air force at ~22 from DP (+/- 5 units - effective range 17 from Laidon).
-- scouts at range 10 from Laidon (encircling the target).
- naval units at ~36 from DP (range 17 from Laidon).
- Defensive City Augs at DP (range 39 from Laidon).
- Jaegers at 25 from DP, 2 unit spacing (range 14 from Laidon).
Anteverse:
- Laidon at 39 from DP (aboveground).

I've decided to update the appearance of this quest's laser weapons, by the way (as seen in the Laser Vulcan scene above). Yay!

Oh, and one last thing; I'm going to be heading off to University really soon, so it'll be more difficult for me to maintain regular updates (not like I do that anyways-- I mostly just have bursts of activity every once in a few weeks, apparently).


Combat Round 5
[X] Plan "Onwards, to Glory! (Except for the choppers.)
-[x] Banshees and Hellhounds advance backwards.
-[x] The Scouts paint the Kaiju with the Arges again, the Quetzalcoatls fire their last salvo of Hellfires.
-[x] The Heimdal fires another shot.
-[x] Ground Forces advance 4 units and fire normal shells.
-[x] The navy fires a salvo of Hellfires at Laidon.
-[x] Jagdhund fires another burst.
-[x] After everyone is done bombarding the Kaiju, Tacit charges, expending both Rear and Solid-Fuel Thrusters, and slashes with the Fangblades in a Capitalising Flourish.
--[x] Phenom runs towards the Kaiju.
"All aircraft with spent payloads, fall back now. Ground units, advance and load standard munitions. Dragonflies, keep designating."

As the Dragonflies get into position again, the massed Hellhounds and Banshees immediately yank back, letting the Quetzals soar over them as they retreat towards the Defense Perimeter. Behind them, the engines of tanks and mortar carriers snarl to life, the multitude of vehicles charging forwards to get into range.

4 Arges hits! +2 Ranged!

And then they fire.

Unlike before, the forces can actually see Laidon take the hits this time. The Quetzals' Hellfires splash off its upper body, one landing between an armour plate and blowing off a pair of smaller claws. The Heimdal's railgun punches against the kaiju's armoured throat, leaving a hairline crack in the plate but otherwise failing to harm Laidon. Mortar shells burst open into sprays of shrapnel, bouncing off its carapace like pebbles. However, the Type 100s-- strong and dependable since the beginning-- are what gives the monster pause. A drumbeat of shells smack into Laidon, aiming towards the gaps in its armour. Many fail, hitting the thick plating instead of the softer tissue, but a few punch through the seams where clawed feet join the trunk, sparking off the occasional spurt of Dragon's Blood in the process. The last of the tanks, coordinating with the naval forces, tries to aim for the monster's wounded underbelly. The shots tear in deep, causing a plume of orange and blue fluids to splash out as they rip through several minor organs.

19 Hits! 4 Glancing Wounds!
Hit to Torso! Minor Wound Inflicted!
Laidon takes 7 Strikes! +2 Ongoing! Laidon is losing Stamina!


As the kaiju spasms in pain, Jagdhund lays on the hurt even more, firing a precise burst of AP shells that rip through Laidon's right half, shattering the much-abused carapace! The wound rips open, exposing a fiery orange slash of raw tissue, shot through with burning blue veins! A few shells even over-penetrate, cracking against the monster's hindquarters with enough force to bruise the flesh beneath.

Hit to R. Thigh! Glancing Wound!
Hit to R. Shoulder! Minor Wound! -1 HtH, -1 Dex! Carapace Plate Broken!
Laidon takes 4 Strikes! +1 Ongoing! Laidon is losing Stamina!


Laidon seems almost spent-- barely able to hang onto consciousness given the damage it's sustained. Time for Tacit to act. Igniting all their rocket boosters, the jaeger charges forwards, Fangblades shooting out to the end of their rails in a single flashy action, before slashing forwards in an instant! Despite its wounds, Laidon is eager to react, swinging its horned head like a knight's sword to catch the incoming blade with its horn!

(7)
(13,9)

Or, at least, try to.

Hit to Eyes! Minor Wound!
Hit to Spine! Glancing Wound!
Laidon takes 4 Strikes! +1 Ongoing! Laidon is losing Stamina!

Capitalising Flourish succeeds! +2250 Resources!

The first blade swings just under the horn, slashes through an armoured eyelid and across the cornea, splitting the glassy, purple plate in twain. Laidon's head wrenches to the side, a shower of purple humour spurting from the wound as it shrieks. Its remaining eye snaps back, blazing viciously--

And then Tacit rams its left fangblade into the kaiju's gut wound, severing Laidon's spinal cord and driving the tip of the blade out the other side. The kaiju goes limp, only held up by the jaeger's arm and its own stable structure. But it's clearly fading now.

Tacit grabs the monster by the horn, arm turned to press the tip on their now retracted blade between Laidon's eyes. There's an almost inaudible hum as the magnetic rail charges up, readying the firing mechanism one last time.

"Go back to your garden, dragon."

Shunk.

SE-27-010 "Laidon" Defeated!


Phenom Sable-- who'd been closing in to assist-- stops mid-jog, and tilts their conpod, confused by the reference. Tacit glances back.

"...I like Greek mythology?" the understudy pilot replies, the giant robot's shoulders giving an uncertain shrug.

And like that, the battle is done!

I will say, while I am a
little sad that Laidon wasn't able to show off its cool melee abilities, and died the instant you got into melee (seriously, conventional forces are supposed to be auxiliary, stop using them as your main damage dealers!) but it did manage to survive your conventionals for several rounds (barely), do some damage in return, and show off some cool stuff. Plus, it's given me lots of data for the next few kaiju to use... heh heh heh...

Ah, but nevermind my evil plots. Downtime's a coming!


Combat End
Fortunately for the understudy pilot's self esteem, plenty of soldiers do think that his reference was, in fact, pretty well done, if a bit spontaneous.

Damage reports are minimal for the jaegers-- Tacit just needs the deformed spot on its armour repaired, and some minor wiring replacement. It's the Murasame that needs work. The damage from Laidon's light ray attack was catastrophic, and repairs are going to necessitate an almost complete reconstruction of the port hull and upper decks, not to mention the replacement of dead crewmembers.

Tacit's repairs will take 60 R, and are a Free Action.
Repairing the Murasame will take a Repair Action and 1000 R to do, and it will not be available for hunting missions while doing so.


Another report comes in from the PPDC medical centre; Ashley's still on the road to consciousness-- all they can really do now is keep her condition stable while they wait for the research groups to finish up their solutions for the issues they can't cure with normal medicine. Other than that, it should be smooth sailing.

Ashley will wake up at the end of next week's Downtime. No further recovery rolls are needed, but you still need recovery methods available.

As Laidon's corpse is cordoned off, Kaiju Science sets to work on their usual examinations-- and it's pretty interesting. While its specialised armour isn't exactly new, and its burrowing ability has been seen before, both of these appear more advanced and thought out in their integration. There's also something that explains its energy weapons, and why-- despite having them-- its radiation levels were low: it's battery powered.

Well, not exactly. But the truth is that the glowing orange fluid in its body tissues (which resulted in high toxicity readings) is some kind of chemical that acts like a high-power battery fluid. This was notably harnessed in its optical ray attack-- the unique structure, chemical reactant, and internal humours of the eyes allowed them to produce a powerful, long-range, and highly efficient ultraviolet laser, practically at will. Readings from the battle suggest that these far outstrip the performance of Neo-Seattle's current Laser Vulcans. Their only downside seems to be the cycling rate of the mechanism-- analysis of the light ray mechanisms shows that they can only fire a four second pulse once every ten seconds or so.

I'm not giving you a research token for this guy, but it'd be pretty easy to reverse engineer his UV light rays now, if you want.

With decontamination beginning, and most of the forces back at base, it's time for the NPPDC to get back to work.

It is now downtime.

Kaiju Stats:
SE-27-010
Laidon
Class: Category IV Kaiju
A large kaiju with the appearance of a misshapen caterpillar or grub. Laidon's body is equal parts pitch black and cloudy grey, save for the glow of orange-red veins patterned beneath its skin. The sides of its belly are lined with many short, clawed legs, which grow longer and larger as they reach its "chest". From there, the kaiju's body rears upwards, into a bulbous, tusked head. A pair of large, red-violet eyes glare out from above its tusks and mandibles, while a single curving horn erupts from its forehead, the edge crackling with bioelectricity.

Stats:
HtH: 4
Ran: 2
Str: 5
Tou: 8
Agi: 2
Dex: 3

Structure:
Dura: 20
Stru: 27

Category IV: Has all the following rules:
- Flat stun immunity
- Universal, unbreakable AV of 1 on all locations
- +5 to all the instant death thresholds
Down Low: Laidon suffers half the normal penalty from being Prone, and does not provoke attacks when rising from Prone. When rising from Prone, Laidon may additionally move its Agility Score in Units if it chooses to.
Tunneler: As long as it is on land (or shallow water), Laidon may spend a Full Action to burrow underground (this provokes a melee attack if engaged with an enemy). If Laidon has moved on its previous turn, it may make a Move Action alongside its burrowing. While tunneling, Laidon is at +2 Difficulty to-hit, is treated as Prone for the purposes of making a Full Defense, and adds AV 3/- to all locations on a Full Defense. While tunneling, Laidon may not Run or execute Ranged Attacks, and takes -2 to all melee attacks or grapples. After spending a Move Action to do so, or making a viable attack action, Laidon resurfaces (this does not provoke an attack).
- Eruption: While tunneling, Laidon may use a Full Action to burst out of the ground with explosive force. This moves the kaiju up to 1d5+Agi Units towards a landbound enemy, after which Laidon immediately resurfaces. If Laidon successfully reaches the enemy at this point, it makes a Slam, Grapple, or Melee attack of its choice, resolved with a +1 bonus. The enemy must roll twice for their Reaction against this attack, and take the lower result. Furthermore, all combatants that are clustered with Laidon, including the target, take 1d5-1 Blunt to a random location from the shower of debris. Eruption replaces Laidon's ability to Charge as long as it is underground.

Weapons:
Cranial Horn
Built-in Melee Weapon
Attack Dice: 1d10-1
Parry Dice: 1d10+1
Armour Penetration: 4
Grappling Bonus: -6
Damage Type: Impact, Electric
Damage Bonus: Strength+3
Durability: 11
Special:
AP increases to 6 on a Charge or Eruption attack.
Uses HtH during a Parry


Gore
Built-in Melee Weapon
Attack Dice: 1d10+2
Armour Penetration: 1d5+2
Grappling Bonus: +2
Damage Type: Edged, Acid
Damage Bonus: Strength
Special:
May only be used in a Grapple or against a Prone opponent. Does not gain bonuses against a Prone Opponent

Claw Flurry x4
Built-in Melee Weapons
Attack Dice: 3x 1d10
Block Dice: 2x 1d5
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Dexterity

UV Light Ray x2
Built-in Ranged Weapon (Carbine)
Attack Dice: 2x 1d10
Armour Penetration: 2
Damage Type: Fire
Damage Bonus: 1
Range: 10/15/20
Special:
No penalty for moving and shooting, except when resurfacing.
Reactionary: May fire on Overwatch at a -3 penalty as a Free Action, but no more than once per round.


Armour:
Carapace Plate
Coverage: Horn (as Hands), Head, Neck, Shoulders, Chest, Spine, Pelvis, Thighs
AV: 3/1
Resilience: All, +1 Impact, -1 Blunt
Durability: 8

Glowing Skin
Coverage: All
AV: 2/2
Resilience: All
Durability: 10

Category IV Kaiju killed: +5000 Resources
Salvage Facility Bonus: +1500 Resources
Manufacturing: +4500 Resources
Morale Bonus: +2475 Resources

Total Resources to Spend: 26515

Free Actions:
[ ] Kaiju:
-[ ] Clean up the contamination (-565 Resources)
-[ ] Don't clean up the contamination
[ ] Repair Tacit Ronin (60 Resources)
[ ] Other (requires GM permission)

I figured I shouldn't tempt fate to give you another Nat 1 on Ashley's recovery roll at the last moment, so no more rolling there for you! Also, the art will come in some post after this. In any case, time for downtime plans!
 
Week 44 Downtime Part 1
[X] Plan "Big gun for big game."
-[X] Normal Actions:
--[x] Build One Dolch Gewehr. (3000 R)
--[x] Equip the Dolch Gewehr on Jagdhund's shoulder.
--[x] Build a Kaiju Science Laboratory. (1000 R)
--[x] Build Kaiju Hunt Scanner. (975 R)
--[x] Hunt Cat IV Goryo
--[x] Action held for after-hunt repairs.
--[x] Action held for after-hunt repairs.
--[x] Action held for after-hunt repairs.
--[x] Research Advanced Cyborg Prosthetics.
--[x] Repair the Murasame. (1000 R)
-[x] Free Actions
--[x] Enhance Phenom Sable's Toughness. (20 rolls, 400 R) (J-Tech 1)
--[x] Research a Remote Weapon Control System. (Use Oswin Token.) (J-Tech 2)
--[x] Design Supercell-type reactor capable of powering a Mark IV (B-Tech)
--[x] Improve the Heimdal's RAN (C-Tech 1)
--[x] Research how to build an Atomic Bomb capable of causing Breach Collapse. (Spend Fissile Bomb Research Bonus) (C-Tech 2)
--[x] Research a variant of the Heimdal capable of equipping a Plasma Launcher. (C-Tech 3)
--[x] Scan Everett. (Comms)
--[x] Recycle Nothing. (J-Recycling)
--[x] Build (5) Free Conventional Units.
--[x] Build a Murasame (Free Naval unit)
--[x] Repair Tacit. (60 R)
--[x] Clean the Contamination. (565 R)
(Spent Resources: 7000 R)
(Remaining Resources: 19515 R)
The week starts off slowly, but easily enough. Reports are looking good on the decontamination squad's work, even if the electrically-charged "battery fluid" bleeding out of Laidon's corpse has made things a little more irritating. A few samples of the stuff are saved, just in case. Meanwhile, Tacit's repairs go by without a hitch, the jaeger's chest armour reshaped to its intended form by the end of the day. Wiring replacements and paint re-application are similarly uneventful, and the jaeger's back to readiness by the morning.

Cleanup completed!
All Strikes repaired on Tacit Ronin!


Meanwhile, Jagdhund's getting some upgrades of her own. The Schwert Gewehr that she'd tried out before was bulky, clunky, power-hungry, and far too fragile for its own good-- all in all, not really the right weapon for her. However, there's another option for a trump-card weapon, one she won't have to worry about quite as much; the Dolch Gewehr, little sibling to the Schwert, and generally a better gun for her style of fighting. While limited to a single plasma bolt at a time, and a six-second cycling/cooldown time between firings, the gun has nearly the same range as her M-99, and packs far more punch per shot than the battleship shells that the machine cannon uses.

The jaeger's right shoulder pad is temporarily removed for modification, in order to make space for a motorised track that's almost identical in design to the one on her other shoulder, where the IE-10 mounts. In fact, the 49b, when stored away, is almost the same size as the IE-10-- though it looks far more like a cross between the Schwert and the M-99 than the boxy projector-- making the jaeger's silhouette nicely balanced.

Dolch Gewehr equipped to Right Shoulder!

Minor crunch change made to the weapon, by the way. Just making stuff clearer and less silly.

I'm totally not copying the Dolch's design from the shoulder-mounted M-99 in that Franxx!Jagdhund pic. Totally not.


With Laidon's corpse offering some neat finds, and future incursions offering even more possible threats, it's decided to finally give K-Science what they want; dedicated research quarters. Of course, it's not just active kaiju that pose a threat-- there's also the kaiju who've settled down in the area to worry about-- so new scanners and patrols are set up and organised, to better detect these other kaiju, wherever in Seattle's territory they may be.

K-Science Laboratory Constructed!
Kaiju Hunt Scanner Constructed!


But while work may continue in the city as normal, for the NPPDC, it's time to move out again. There's a certain kaiju that needs killing, and they're not gonna keep it waiting any longer.

Get ready for deployment, and decide what forces you're bringing to fight Goryo, keeping in mind what you actually know about it currently.

All your Actions aside from the cleanup, Tacit repairs, and normal construction stuff is happening
after you fight Goryo, by the way. That's why I'm not asking for rolls right now. This also gives you time to figure out such things as what five Conventionals you'll be making, since the plan doesn't actually say.
 
Week 44 Hunt (Goryo)
Combat Deployment
[X] Bring all ground forces except the AKBs.
-[x] The Air Force is coming as well, of course.
[X] Scouts are to fly in front of the Carryalls and be on the lookout for potential threats and anything else of note.
-[x] Upon landing, have the Artillery set up a perimeter around the landing zone and be prepares to fire at any threats that appear. They'll be reinforced by five Tank squadrons, two Mortar teams and the Hlin will defend the Carryalls with its Barrier.
Highwind said:
This should cover everything and leave us with a fallback point. We'll still have six Tanks, five Mortars and the Heimdal for the Ground forces. I also forgot to add the Field Resupply Squads to my first count, so we do get to use all unit slots here.
ince you guys haven't actually said where you want to deploy, I'm gonna plop you down around the Hohs River. Not like there's a massive difference in available battlefield space.

It's decided that, due to the limited available spaces for landing near the kaiju's main nesting grounds, Neo-Seattle's forces are going to assemble around the Hohs River, north of Mt. Olympus. It's relatively flat terrain, and the valley leading up to the mountain is open enough to not obscure support fire that much, not to mention provide plenty of room for the jaegers to move around in. After all, they're going to be fighting Goryo on its home turf, so they'll need all the advantages they can get.

While the main air and ground forces finish up launch preparations, Neo-Seattle's fastest assets have already gotten on the move. Armed with sensors, Arges arrays, and micro-missile pods, the Dragonfly squadrons' goal is to play lookout for the main body, locating any potential threats or curiosities in the area, so the attack group isn't surprised. The Condor flight teams join in as well-- though their sensors aren't as sensitive, the aircraft are still pretty fast.

It takes a while to get over there.

Along the way, the advance force continues to relay back their findings. Thanks to the forested nature of the park, it's easy to see the bare trails where a kaiju has trampled its way through, or simply laid down for a while. Winding lines of thin, two-toed tracks cross the ground, pressed deep into the soil from their owners' weight. Oddly enough, there are hints of what look like bite marks on several clumps of trees-- and unless Goryo has a really tiny head, the fact that the trees are intact enough to show these marks suggests that whatever made them wasn't nearly as big as a Category IV.

Nobody actually sees any kaiju that they can confirm, but as they get closer, the motion sensors occasionally pick something up in the rocky areas-- just for a moment, before it's gone again. Thermal and x-ray reveal nothing big and moving, so the kaiju isn't invisible at least.

Eventually, the advance force and the attack force reach the landing zone, and set down. Artillery are wheeled out by tractors, before locking down, while several of the mortar and tank groups hang around as well, lining a clear perimeter for the transport aircraft to rest in. The Hlin stays too, ready to provide its barrier shield as needed. Everything else-- the jaegers, the ground troops, the air force?

They're ready to go.

Your landing zone is in the flat bit to the north of Mt. Olympus, a little west of where Glacier Creek joints up with the Hohs River. It's roughly around (47.882975, -123.727896), for reference. There's a fair deal of forest, but it's not like you'll do any more damage to the environment than the ongoing kaiju incursion or anything.

Tactical Data: (North <---)
(L = Landing Zone, C = Creek Mouth, M = Mountainous Terrain, G = Goryo's "lair")
(* = 10 Units/1 Km)

* * M M M M M
C * * * * * G M
* * M M M M M
* * M
L

- The Landing Zone contains all your currently deployed forces (as detailed above). All three jaegers are up and running as well.
- Mountainous Terrain is considered Difficult Terrain. Any land-bound unit in it will, unless specifically adapted to such, suffer -1 Agility and -1 to Melee Attacks as long as it remains in the area. It is also Elevated Terrain, so any land-bound units in this area will gain +1 to all Ranged Attacks conducted against targets that are not on Elevated Terrain. Conventional forces don't suffer these bonuses or penalties-- they're too small to be affected.
- Goryo is expected to be encountered around point G, due to its supposedly subterranean nature.

You do your thing.


Round 1
[X] The Jaegers, the Heimdal, six Tanks and five Mortars units advance towards the creek. The rest of the ground troops guard the LZ. The Air Force accompanies them.
-[x] Except for the Scouts, they do their thing and scout ahead of the Jaegers.
-[x] The Hlin remains with the LZ along with the rest of the troops, to guard the Carry-alls.
With organised precision, the group moves into action. Eighteen tanks, fifteen bombardment vehicles, three jaegers, and one oversized nuclear armour unit set off up the river, rumbling and stomping their way towards the valley. Above them, dozens of attack helicopters hover, ready to open fire as soon as they're needed.

It's slow progress-- though technically classified as all terrain, the tanks and mortar carriers are far heavier than their ancestors, and the Heimdal is even heavier. Not wanting to leave the ground units vulnerable to an ambush, the jaegers decide to limit their speed as well. Phenom Sable, lacking any ranged firepower but sporting the greatest defensive ability overall, takes the north flank of the group. Jagdhund, who's planned to take a sniping post up on the mountains, takes the south flank. And Tacit Ronin, vanguard and frontline fighter of Neo-Seattle, takes the east.

Meanwhile, the Dragonflies are abuzz, swooping around in front of the others to continue their scouting.

Roll 7x 1d10 for searching.

Of Goryo, there's no sign yet.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * M M M M M
C * * * * * G M
* * M M M M M
+ * M
L

Ground conventionals are within the Sector marked with a "+". In two more rounds, they'll enter the next, except for the Heimdal, which needs three rounds.
Air force units are within the + Sector, except for the Scouts, which are one sector East (up).
Jaegers are all within the + Sector.

I've decided to abstract the movement a little bit, just to make things simpler because of the fact that there's actually special terrain to deal with here.

Also, I completely forgot something: what payloads are your Hellhounds and Banshees loading?


(searching: 3, 6, 8, 3, 6, 9, 2)

As the scouts look around, several of them spot something up in the valley-- what looks to be a hole in the further side of the valley wall! The area around it is rough with boulders and gravel, some of which seems to have been stuck over the opening with some sort of sticky secretion to slightly camouflage it. At this range, it looks like one of the smaller jaegers could maybe fit inside, if they didn't mind a tight fit or crawling around on hands and knees.

The hole is within the Mountainous Terrain Sector directly southeast of C. Nothing's coming out of it right now, but you don't know where it goes. However, it doesn't seem like there would be a lot in this area, given their size and the issues that boring giant holes everywhere would cause with the geography.

Round 2
[X] Keep advancing towards the mouth of the creek. Scouts are to keep examining the area around the lair.
The scouts hover forwards, following the creek as they round the bend up the creek.

(8,9,4,2,1,1,6)

Three squadrons in particular are experiencing serious sensor trouble-- likely a result of improperly shielded electronics in the atmospheric conditions. However, two more manage to conduct a basic scan of the valley from its mouth, and spot two more of the holes-- both near the furthest end of the valley. One's substantially larger than the others, its rock curtain shoved up into a sort of overhang.

2 more holes have been detected. Sectors with a Hole in them are marked with parentheses, such as (M).

As they follow along with the rest of the conventional forces, the Jaegers keep watch on their surroundings, scanning for any other hints of activity.

(5)
(2)

Nothing.

But then something prickles in the back of Noah's mind. Tacit pauses, and suddenly twists to the right, sensors pinging against the terrain furiously. Across the assembled forces, a very familiar alarm goes off, as the jaeger's scan relays its data to them.

Kaiju.

(21)

Alert! Multiple Kaiju Signatures detected in southern sectors!

Aircraft and ground craft swivel towards the threats, crews igniting their spotlights and playing them across the forested terrain. Before their eyes, sections of dirt and wood explode up, and a dozen grey-brown, writhing things surge into view. They're difficult to make out clearly, but as they rush towards the ground forces-- both the attack group and the ones at the landing zone-- it's possible to get an idea of their shapes. It seems like the creatures are insectile, and coated in a thick layer of earth and stone. Whatever they are, though, they've gotten close, and don't seem liable to slow down voluntarily anytime soon.

But that's not the worst of it.

A piercing shriek cuts through the air, followed shortly after by three more. They're coming from the holes-- or, as is now quite obvious-- the tunnels. As if confirming the implications, something rises from the yawning shadows of the largest one, and steps out into the dim light of the sun.

Though only a Category II at most, the monster is no less imposing. A fusion of ant and mantis, the kaiju stands on four developed legs, its scissor-tipped forearms held up against its chest. A set of short mandibles sprout from its wedge-shaped head, two beady black eyes staring from either side of the jaws. Its body is coated in glossy brown chitin, save for an extra layer of flat grey plating covering its upper torso. It's a biological pattern that's been seen twice already, in Abrams and the Myrmions-- but this one looks far tougher, and far meaner, than any of the ones who came before.

Letting out a lower, pneumatic hiss, the Cat II stomps forwards down the mountainside, slowly making its way towards the scouts, four kilometres away.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (M) M (M) M M
C * * * * * (G) M
J * M M M M M
+ * M
L *

NPPDC:
- Ground conventionals are within the Sector marked with a "+". In one more round, they'll enter the next, except for the Heimdal, which needs two more rounds.
- Air force units are split between + Sector and J Sector, except for the Scouts, which are 1 Sector to the south of C Sector.
- Tacit and Jagdhund are within J Sector. Phenom is still in + Sector, on the north end.
Anteverse:
- 12 Category Zero Kaiju (designation "Scrabblers") are within the immediate Sectors to the south of + and L, 6 in either one.
- A Cat II Kaiju (designation "Aza") has appeared from the southern tunnel at (G), and moved to the edge of its Sector.
- Goryo has yet to surface.

Surprise! It's your old friends, the giant ant-mantis-kaiju! Yay!


Round 3
[X] Plan Sweep and Clear
-[X] Phenom is to catch up with the other Jaegers and together they prepare to intercept the Cat II.
-[X] The Conventionals are to engage the Cat 0s as fast as possible. Run to meet them and open fire as soon as they enter the Conventionals' range.
--[X] Air forces do not use One Shot Only weapons; use only sustainable fire.
--[X] Arges fire attacks of opportunity
--[X] Carryalls/Meganeuras get clear of the ground
As the kaiju approach, the Dragonflies whirl around, powering back towards the main air force as they power up their Arges arrays. They'll only be able to hit the closer kaiju, but that'll have to do. The autogyros lock on, trying to target as many of the individual creatures as they can. However, only four of the seven manage to establish the necessary targeting data before relaying to the other attack units.

4 Arges hits! 4 Scrabblers targeted for +1 Ranged!

Still, it should be enough. Their missiles held back in reserve, the Hellhounds and Banshees unleash their secondary weapons systems at the indistinct forms of the Scrabbler kaiju.

A blistering hail of K-Buster rockets slam into the wave, scything through the forest and detonating furiously. Not all of them are on target, though-- while a few land direct hits on two of the Scrabblers, blowing them and their earthen shell to blue-stained pieces, the most that the rest manage is a series of glancing strikes. Melting earth sloughs off from the kaiju, revealing them for what they really are-- effectively tank sized kaiju ants.

A few moments later, the Banshees join in with gusto, their micro laser cannons firing pencil thin beams of light and heat at the unarmoured monsters. That said, they're not perfect either. Three Scrabblers go down, scorching lines slicing across their bodies, but the last one actually evades, using the last of its earth armour to push through and make it back into its charge. Its actions throw up a cloud of dust and woody debris, introfuciin what is clearly a non insignificant amount of error into the weapons' targeting systems-- as the next few laser bursts fail to hit it at all. One squadron reports overheating issues with their cannons-- they'll need to let them cool before resuming fire.

5 Scrabblers destroyed!
Banshee Out of Ammo! 8/9 Resupply uses left!

Meanwhile, the landing zone has their own kaiju to deal with. With half a dozen rampaging hell-bugs charging them, the transport craft are understandably a little worried. Rotor blades power up, ready to lift off in case everything goes horribly wrong.

However, the assembled defenses aren't going to let things get to that stage. With the practiced ease of someone who's done this a thousand times, the elite artillery corps opens fire on the leading Scrabbler-- which promptly ceases to exist in a cohesive state. The rest of the artillery is soon to follow, though in their frantic efforts to blast away the monsters several guns fail to properly load and fire, requiring that they clear the jams before being able to continue. As with the air force's efforts, however, one of the Scrabblers makes it through the barrage, shrugging off the shrapnel from the mortars as it closes in.

5 Scrabblers destroyed!
2 Tanks/Arty Out of Ammo! 6/9 Resupply uses left!

Though their numbers have been severely reduced, the two remaining Scrabblers-- now only protected by their glossy grey carapace-- are still very much alive. The tiny (for a kaiju) kaiju rush forwards, both aiming towards the landing zone now. One braces itself momentarily, before spitting out a jet of steaming black fluid. The liquid splatters across the front of several artillery guns, before suddenly igniting! As the burning substance melts away at the weapons' mechanisms, the crew bale out, surrounding gunners quickly scrambling to get the blaze extinguished.

(5,6)

1 Anti-Kaiju Artillery Team destroyed!

Meanwhile, the land vehicles gun their engines, trying to continue up along the river. Phenom Sable, Tacit Ronin, and Jagdhund thunder into action, all joining up as they move to round the bend, and face off against the Category II Kaiju.

Aza stalks forwards, snapping its claws as it stares down the jaegers. The kaiju's movements are purposeful and direct, clearly focused on the biggest threats it's being presented with.

Alert! Kaiju Signature Detected!

As the alarm goes off, another hexapedal kaiju springs forth, bursting from the tunnel next to Aza's with a hiss and clack of mouthparts. As its sibling passes by, the newcomer starts down the side of the mountain into the valley, intent on joining in the response. It too turns its head towards the jaegers, staring at them with eerie precision.

Of Goryo, there is still no sign. Yet.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (M) M (M) M M
C * * * * * (G) M
+ * M M M M M
* * M
L *

NPPDC:
- Ground conventionals are within + Sector, except for the Heimdal, which will be in + Sector in one more round.
- Air force units are split between + Sector and the one west of it, except for the Scouts, which are 1 Sector to the south of J Sector.
- All jaegers are within C Sector.
Anteverse:
- There is 1 Scrabbler remaining in either sector to the south and southeast of L.
- Aza has moved one sector north of G. The new kaiju, designation "Bern", is immediately to the southeast of Aza.
- Goryo has yet to surface.

Sorry for the wait, guys! But now, you get to do your stuff again!


Round 4
[X] Ground forces finish off the last two Scrabbler Kaiju, then move to reinforce the Landing Zone.
[X] The Air Force goes reinforce the Jaegers, moving to the mountainous sector south of +.
[X] The Jaegers run to the mountainous area southeast of C.
I'm not gonna have you guys roll for conventional attacks. You've got more than enough firepower here.

Spinning back around as orders change ear, the ground attack forces open fire on the Scrabblers, blasting the last two Cat 0s to smithereens. Their goal has changed-- now, they're to reinforce the Landing Zone, and make sure it's not ambushed by any more sneaky bug monsters hiding around.

2 Scrabblers destroyed!

The air force changes course as well, swinging off up towards the mountain ridges beside the valley. There's no tunnels there, so the kaiju won't be able to ambush them from underground or something. A short ways away, the jaegers stride forwards into the valley's mouth, their weapons drawn and held at the ready.

Aza and Bern advance as well, marching in time down the valley to meet the jaegers. Though they're not the biggest, the two still seem to fill the valley-- though that may just be because of how narrow it is up at their end.

Alert! New Kaiju Signature detected!

As if to further the issue, a third of the enhanced Myrmion-types is disgorged from the second tunnel, and begins to clamber along the eastern side of the valley ridge, digging into the rocky ground with its hard claws. The addition of yet another kaiju is a little bit worrying-- how many of these damn things are in Goryo's lair, after all?

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (M) M M (M) M
C J * * * K (G)
* * M M M M M
+ * M
L *

NPPDC:
- Ground conventionals are within + Sector, heading back to L.
- Air force units are in the underlined Sector (only Scouts are in M).
- All jaegers are within J Sector.
Anteverse:
- Aza is one Sector north of (G), and near the northern edge. This is K Sector.
- Bern is also in K Sector, but closer to the centre.
- Cosma has emerged from one Sector northeast of (G), and is on the north end of its Sector.
- Goryo has yet to surface.

I have had to modify the map somewhat to make it better... scaled? Spaced? Still pretty much the same though.

Don't worry though, I'm not gonna swarm you with a dozen Cat IIs or something ridiculous like that. Remember Oblivion Bay? It's absolutely
horrible running more than... five(?) kaiju at once, unless they're one-shot Cat 0s or something.

Besides-- if I killed you with a swarm of low-class kaiju, I couldn't bring in the amazing weekly encounters I have prepared for you guys!


Round 5
[X] Jagdhund moves to the M sector southeast of J.
-[x] Tacit and Phenom move south.
-[x] The entire Air Force is to regroup at the underlined M sector.
As the air force joins up above the mountains, the jaegers split up. Jagdhund moves left, climbing up the rocky side of the valley to get to higher ground. About halfway up, the jaeger comes to a stop, planting her feet steadily against the slope. An excellent sniping position, even if she has to be more careful with moving.

Jagdhund is now in Difficult/Elevated Terrain.

Meanwhile Tacit Ronin and Phenom Sable just go straight down the middle of the valley, ready for a simple brawl. Phenom flexes its hands, plates of armour on its forearms shifting slightly as the retracted Destroyer Talons mimic the movement. Tacit rolls its shoulders, and calmly extends its fangblades out to their full length.

Meanwhile the Myrmion Guards seem to be following a similar plan. Aza and Bern advance as well, pincers held up at the ready, while the newly-arrived Cosma climbs along the mountain ridge towards Jagdhund.

Goryo, as before, remains unseen...

[---]

"...Hey, Ronin."

Tacit's conpod glances to the side, towards Phenom Sable. Opening their side of the channel, Noah speaks up.

"What is it, Phenom?" The Ranger asks in return. Hopefully, the Uemuras aren't trying small talk this late into a mission-- of course, despite their recent admission into the Jaeger Program, he seriously doubts that they'd be foolish or unprofessional enough to do that, especially with their eagerness to join in the fight. This must be important.

"Shiori and I were just wondering... are your scanners still in active mode? Given how Ronin found those little bugs, you probably should've found the really big bug by now."

"...Right?"


Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (M) M M (M) M
C * -J -- * -K - *- (G)
* * M -M M M -M
+ * M
L *

NPPDC:
- Ground conventionals are within + Sector, heading back to L. It'll be another round before they're back.
- Air force units are in the underlined Sector.
- TR and PS are within J Sector. JH is in to northernmost (M) Sector.
Anteverse:
- Aza is in K Sector.
- Bern is also in K Sector.
- Cosma is to the east of K Sector.
- Goryo has yet to surface.


Round 6
[X] Tacit and Phenom scan for Kaiju.
-[x] Phenom makes sure the Barrier Plate is active.
-[x] Jagdhund fires a burst at Cosma with a Machine Cannon.
[X] Scouts are to scout the area.
[X] Air Force advances as far as possible towards seen enemies.
-[X] Quetzcoatls unload on Aza with renewable firepower.
The air force moves in, their advance led by Dragonflies and Quetzals. As they swoop in, the heavy aircraft fire off a barrage of rockets, aimed towards the first of the Myrmion Guards. Aza's tiny eyes shoot over immediately, and the kaiju jerks away from the planes, letting their warheads burst open harmlessly against the ground. Aza hisses angrily, retreating slightly towards Bern.

On the other side of the valley, Jagdhund swings her gun up, taking aim at the incoming Cosma.

"Target locked," the jaeger reports, slipping her finger over the trigger. "Firing."

(13,7)

Like its brethren, Cosma tries to get out of the way-- only this time, it doesn't work. The burst of AP rounds messily tears through the kaiju's left foreleg, nearly severing the limb wholesale! Cosma falls as Jagdhund swings the burst upwards, punching through the layered ablative shell around the kaiju's throat. Blood spurts out of the new wound, the armour-piercing shells completely bypassing the protection of the extra layers-- only to stop short as the gun's thunder cuts off.

Despite its severe wounds, the kaiju's still alive. What's more, it actually manages to recover, swinging its other foreleg over to act as a sort of tripod in place of its now-useless limb. The damages appendage twitches-- an action mirrored faintly by Aza and Bern's own legs-- as Cosma decides to cut its losses, and stagger down the valley wall towards its siblings.

Hit to L. Thigh! Major Wound! -3 Agi! Armour Destroyed!
Hit to Neck! Glancing Wound! Ablative Shell Destroyed!
Cosma takes 5 Strikes! +3 Ongoing! 1 Temporary Strike!
Aza, Bern, and Goryo take 1 Temporary Strike each!


Meanwhile, Jagdhund's attention switches to her gun. Evidently, the magazine she was using had some sort of manufacturing defect, as a shell came out at the wrong angle, jamming the feed mechanism. It's not too bad, but it'll force her to switch to a new drum. With the grace and efficiency characteristic of her, the autonomous Jaeger reaches down, and unclips the flattened cylinder, preparing to replace it.

M-99 Out of Ammo!

[---]

"--you probably should've found the really big bug by now... right?"

Noah's eyes widen. That's right-- they should have. His head swings to his copilot.

"Scanners, now!"

The other Ranger nods rapidly, bringing up Tacit Ronin's advanced sensor suite, and comms links with the scout squads.

"This is Ronin. All recon units, requesting immediate use of sensor suites, please," they state. Phenom's pilots pick it up too, and quickly switch on their own sensors-- Shiori shifting the black machine's Barrier Field up to combat strength as well.

(4)
(6)
(2,10,5,4,4,3,9)

The groups link their sensor readouts together, relying on the sheer number of scanners in use to try and pin down the hidden kaiju. A fourth blip appears on the tac-map, to the east.

They've found it. Just not fast enough.

[---]

Aza and Bern perk up, and accelerate, charging across the terrain with previously unseen gusto! Even Cosma seems slightly revitalised, its uneasy strides strengthening as it descends.

Cosma heals 1 Ongoing Wound!

[---]

"Jagdhund! On your left!"

For a fraction of a second, the jaeger pauses, the jammed magazine clattering out of her open hand. Programming kicks in, and the hand darts towards the sword on her hip as Jagdhund twists to look.

Eruption Attack!
(5)

Then the side of the mountain explodes around her, and a hundred thousand tons of chitin, bone, and raw fury strikes out.

At long last, Goryo has arrived.

Free Actions (multiple may be used, as long as they're not mutually exclusive)
[] Draw the sword! (Block/Parry using the Ascalon Blade)
[] No time for swords! (Use your arms like normal)
[] Emergency! Emergency! (Emergency Overclock, +2 to the Reaction rolls)
Reaction! (must be rolled twice)

[] Block! (1d10+1)
-[] Catch it with the Blade! (1d10+1, uses AB instead of arms, requires AB to be drawn)
[] Deflect it! (1d5+3)
-[] Deflect it with the Blade! (2d5+3, uses AB instead of hands, requires AB to be drawn)
[] Evade! Evade! (1d10+3, may use Emergency Rectifier)

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (G) M M (M) M
C * -J - K -* - *- (M)
* * M -M M M -M
* * M
L *

NPPDC:
- Ground conventionals are within L Sector.
- Air force units are in the underlined Sectors (Quetzals/Scouts in the southern M, all others in the northern M).
- TR and PS are within J Sector. JH is in to northernmost (M) Sector, and is engaged with Goryo.
Anteverse:
- Aza and Bern are in K Sector (~8 from J Sector).
- Cosma is to the southeast of K Sector, heading down towards the valley.
- Goryo has surfaced in the northernmost (M) Sector-- now classified as (G) Sector! Goryo is engaged with Jagdhund.

To be honest, that last bit is such an awesomely cinematic moment that I don't even care if you guys successfully React to it. It's cool enough as is.


Round 6 Reaction

(7)
(6,14)

Yanking the Anteverse-built sword free of its sheath, Jagdhund jerks back, avoiding the shovel-like claw that passes metres away from her head. She stumbles-- and the second claw smashes into her flank, crushing the armour plates and twisting her spinal column out of alignment!

Hit to Spine! Minor Wound inflicted! -1 Universal Penalty!
Jagdhund takes 3 Strikes! +1 Ongoing!


As Jagdhund staggers, auxiliary control circuits firing, there's a clatter of ruined metal falling off. The jaeger doesn't dare turn her attention from the kaiju, but it's a safe bet what she's just lost-- given the damaged region, that attack would have hit the side of her storage rack as well.

PA-3 Vibro-Axe destroyed! 1 Drum of Assault Rounds destroyed!

Now emerged from underground, Goryo rises to its proper height, finally showing its true form. As one could guess, it bares clear resemblance to the Myrmions it spawned-- but only just. While its soldiers more closely resembled mantids, Goryo appears to take inspiration from an overgrown prawn or termite, mixed in with its ant-like features. A pointed, armoured brow rests above its cluster of mouthparts and antennae, shielding its tiny black eyes beneath the brim. Segmented carapace flows from its neck to its abdomen, shielding almost the whole creature with a double layer of corpse white plating and smoke grey ablative-- almost all, since the colossal spade claws that tip each of its four arms are shielded only by the heavy slabs of slate coloured armour that sits upon them.

Goryo hisses out a cloud of steam, scraping the end of an oil-stained claw in the upturned dirt as it stares down the jaeger.

Round 7
[X] Jagdhund
-[x] Draw the sword! (Block/Parry using the Ascalon Blade)
-[x] Evade! Evade! (1d10+3, may use Emergency Rectifier)

[X] Tacit Ronin
-[x] Retreat 2 units, ready a charge with all boosts for the moment the enemy is within 12 units.
[X] Phenom Sable
-[x] Advance two units and get ready for action.
[X] Air Force
-[x] Move to intercept Cosma and fire using reusable weapons.
Phenom Sable steps up to plate, stalking forwards past their teammate towards Aza and Bern. Light flickers within the seams of their shoulder shield, the space around the Barrier generator shimmering like a mirage as the circular field already starts to effect the world around it.

Meanwhile, Tacit pauses, and takes a few steps back, before bracing their feet against the ground. Heavy ratcheted joints turn, swinging the pair of solid rocket boosters up from their resting places on the jaeger's back, while other armour plates shift out to expose the primary thruster vents. Noah and his copilot power up sub-sequences, setting Tacit Ronin's motive system to a figurative hair trigger-- with the boosters ready, they'll be able to blast off to an opponent at a moment's notice.

While the jaegers face off against their opponents, the air force switches targets to Cosma. The wounded kaiju is more likely to be unable to respond to the attacks that the others-- though it's still far from defenseless, as they'll soon discover.

4 Arges hits! +2 Ran!

With their targeting enhanced by Arges, the Banshees are first to fire. Laser beams slash over its upper carapace, trying to burn their way through, but to little avail. The only point that takes damage is the kaiju's head, where a light ray strikes the ablative shell, heating it to a molten state that drips into the cracks in Cosma's exoskeleton.

As the kaiju screeches, reaching up to tear the sizzling ablative plate off its head, the Quetzals open fire, aiming for its wounded leg. However, even a partially crippled hivemind linked kaiju is still linked to a hivemind, with all the mental processing power that entails. The kaiju thrusts out its right leg, twisting its lower body around to interpose its abdomen and thoracic joint before its useless limb. A spray of warheads detonate against the armour plate, but stop there-- only leaving a faint scorch mark on the carapace.

7 hits! 1 Glancing Wound! Head Ablative destroyed!
Cosma takes 1 Strike!
No damage from Ongoing!


The kaiju is not amused. Cosma's mouth opens, and the Myrmion Guard shudders, thorax flexing like it's about to puke. Of course, given what all the other Myrmions have shown, this isn't necessarily a good thing. Frantically, the air force tries to pull back, to get out of the way--

(9)

-- just as Cosma vomits up a steaming jet of petrochemical bile, spraying down the front of the closest Quetzalcoatl. The black fluid chews through the aircraft's delicate parts in moments, causing the burning gunship to simply come apart at the seams, before its ammunition detonates in a shrapnel filled fireball.

PL-160 'Quetzalcoatl' Gunship destroyed!

As its fiery jet runs out of pressure, falling to a mere dribble of fluid, Cosma lets out a furious shriek to the remaining air force. Just because it's been wounded doesn't make it any less deadly!

Aza and Bern continue to close in, before suddenly jolting to a halt-- almost simultaneously, in fact. Exactly why isn't clear; maybe it's something to do with the hivemind? In any case, the kaiju stop-- and spread their jaws, firing off twinned jets of boiling black liquid at the advancing Phenom Sable!

Petrochemical Bile
(8,8)

Phenom doesn't bother even pretending to get out of the way. Before the jets hit, a cluster of rippling hexagonal planes burst into existence in front of the jaeger, the Barrier's defense blasting the petrochemical spray into mist!

Barrier Shield absorbs 4 damage! Attack nullified!
Barrier Shield absorbs 4 damage! Attack nullified!


Shiori and Kanji grin beneath their drivesuits' helmets, as the gold-eyed jaeger passes through the roiling haze of vapour, completely unharmed.


Jagdhund takes a shaky step back down the mountain's side, raising her sword towards the Category IV. With the current damage to her primary control circuits, the jaeger doesn't want to risk any repercussions from a poorly-executed attack on her part. Play it safe, play it defensive... at least until she can get some distance from her foe.

Full Defense active!

But it looks like the kaiju's not gonna let her do that. Goryo gurgles, black eyes shimmering wetly underneath its armoured brow. Its limbs tense, compressing like giant hinged springs-- before the kaiju leaps forwards, launching its massive, howling bulk at the grey and purple machine!

Reaction!
[] Meet the Slam! (1d10+2)
[] Get out of the way! (1d10+3, Emergency Rectifier)

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (G) M M (M) M
C * -J - K -* - *- (M)
* * M -M M M -M
* * M
L *

NPPDC:
- All non-Jaeger ground forces are in L Sector.
- Air force units are in the underlined Sectors, with Hellhounds the furthest west of all active units. Scouts and Quetzals are in the same sector as Cosma.
- TR and PS are within J Sector, and are respectively 12/8 units from Aza and Bern.
- JH is in (G) Sector, and is engaged with Goryo.
Anteverse:
- Aza and Bern are in K Sector (8 from J Sector).
- Cosma is to the south of K Sector, 7 from the western edge.
- Goryo is in G Sector, and is engaged with Jagdhund.

I was most of the way through this when I realised that the current plan was a little screwy-- namely, it had Jagdhund's Reaction, but also the turn actions for everyone
but her. With this in mind, I decided to be nice and let her regain some defensive ability. Otherwise, she'd be down to 1d10+1/1d10+2 for her reaction to the Slam. I'll admit, I did also take some liberties with Tacit's actions-- the Myrmion Guards only advanced to 12 units, and you guys did say "within 12", so I might be cheesing that decision a little.

But you guys at least
have to admit that this was, as a whole, pretty cool (if not wholly to your advantage). And, I got to show off Goryo finally!

Round 7 Reaction
[X] Get out of the way! (1d10+3, Emergency Rectifier)
(6,6)
(6,14)

Jagdhund tries to get out of the way.

Really, she does.

Unfortunately, she's underestimated just how wide Goryo's reach is-- and how fast it can move in close quarters. The kaiju's right arms clothesline the Jaeger before she can get free, knocking her to the ground as Goryo slams down. One of its claws lands on her shoulder pad, denting the surface with its sheer weight-- though fortunately, the Plasma Launcher isn't damaged.

Hit to Right Shoulder! Glancing Wound!
Jagdhund takes 1 Strike!
Jagdhund is Prone!


Today is not going well for Jagdhund.

Round 8
[X] Three Scouts stay with the Hellhounds to arges Cosma. The Hellhounds then fire their Dragon's Blood missiles on Cosma.
-[x] the rest of the Scouts accompany the Banshees and the Quetz, who move to fire their missiles at Goryo. The Scouts will Arges it first.
-[x] Banshees are using Dragon's Blood missiles.
[X] The ground forces start advancing towards the melee.
[X] Tacit charges with all boosts towards Aza, slashing it with a flourish.
[X] Phenom turns off the Barrier and charges Bern, then Grapples if succesful.
[X] Jagdhund fires the IE-10 at Goryo.
With Goryo gaining the upper hand, and Cosma putting up a far nastier fight, the air force splits up. As the Hellhounds swoop into range of the smaller kaiju, half the scouts and the remaining aircraft peel off to the north. The other half of the Dragonflies focus on Cosma, illuminating it with their targeting arrays.

1 Arges hit against Cosma! +1 Ran!

To which the Hellhounds fire off their Dragon's Blood missiles.

5 hits! 5 Glancing Wounds!
Cosma takes 5 Strikes! Cosma is losing stamina!
No damage from Ongoing! 1 Ongoing healed!


But Cosma's still alive. It's badly hurt, shallow burn marks lapping against its carapace, but the kaiju is most definitely not dead yet.

As for Goryo...

3 Arges hits against Goryo! +2 Ran!

A few shimmering Arges beams wash over the Cat IV's carapace, before the rest of the air force opens fire, blasting away at the kaiju's left side with their missiles. It's an impressive sight-- one that would be devastating against a lesser kaiju.

Too bad that Goryo is anything but "lesser".

As the smoke clears, the Cat IV shifts slightly, a low gurgle coming from its throat. Warped and torn pieces of carapace stick up along its flank, seemingly wounding the kaiju-- before the greyish armour shucks off, falling away in fragmented sheets to reveal the still unblemished white plate beneath it. Liquid flames dribble off its shovel claws, leaving only shallow marks on the surface. Even a hit aimed directly for the more vulnerable eyes failed to do so much as irritate the creature, so protected were they by the monster's ablative laminate.

Goryo hisses, annoyed.

6 hits! Ablative Laminate on L. Shoulder, L. Arm, and Pelvis destroyed!
Goryo takes no damage!


A sound catches Goryo's ear. A sort of... static humming. It's interesting-- definitely not something the kaiju itself has ever heard before. The Cat IV looks away from the metallic swarm that performed that useless barrage, and turns back to its--

Ah.

Still pinned beneath its claw, Jagdhund props her left side up, aiming the stubby barrel of her electromagnetic projector directly at the kaiju. Bolts of artificial lightning crackle along its surface, building up in the centre of the weapon's muzzle.

If Goryo had eyelids, they'd be wide open right now.

(11)

The electrolaser's discharge strikes Goryo dead between the forelegs, sending arcs of electricity surging through its body! The kaiju shrieks in pain, the electrical damage completely bypassing its hivemind-enhanced resilience as the kaiju's nervous system momentarily short-circuits. That said, the attack still brings its fair share of physical damage, compromising the laminate sheets on the prawn-ant's thorax, and stripping their protection away!

Hit to Chest! Chest Ablative Laminate Destroyed!
Goryo takes 8 Temporary Strikes! Goryo suffers -1 Universal Penalty for 1 round!


Shaking its head side to side in an attempt to clear away the lingering pain, Goryo backs away, flecks of black liquid dripping from its shivering mandibles. In a way, the wariness makes sense-- this is the first time since the start of the fight that anything's made it through the kaiju's defenses, and it's clearly somewhat shocked. But Goryo's still a Category IV, and flight is soon overpowered by fight. Rearing up on its numerous hind legs, Goryo comes hurtling down, intent on tearing its enemy to pieces!

Reaction!
[ ] Block! (1d10-2)
[ ] Parry! (2d5)
[ ] Combat Roll! (1d10+1)
[ ] AAAAAAAAAAAAAH!

(You still have Emergency Overclock available, by the way)


Down in the valley, Phenom Sable switches off its Barrier, letting the shield projector cool down-- and the jaeger focus its power on other things. Namely, charging down Bern.

"Alright then," the rangers announce enthusiastically, before Phenom pushes off! "Take this!"

The black jaeger charges forwards, footsteps thundering on the ground as it closes in-- and promptly trips on a protruding boulder, bringing its advance to a screeching halt.

"Gah!"

While Phenom tries frantically to regain its balance, it's finally time for Tacit Ronin to join in the fray! With a burst of rockets, the jaeger rushes forwards, blades readied to strike a flourishing blow to its enemy!

1 Hivemind Reroll used!
(6, 13)
(15, 15)

In response, Aza dodges to the east-- somehow moving far more swiftly than it should be able to! Yet Tacit manages to adjust in time, sending both its fangblades ripping through the kaiju's shoulder armour with a spray of blue!

2 hits to L. Shoulder! 2 Glancing Wounds! Ablative Shell destroyed!
Aza takes 2 Strikes!

Flourish gains +200 R!

Aza hisses in pain, the ablative shell on its shoulder falling apart from the damage. Unlike Goryo's, the Myrmion Guards' extra armour doesn't seem to have the layering needed to stand up to anti-armour attacks.

As if to show that it doesn't need any extra armour to fight Tacit, Aza lunges, leading with its right arm as it attempts to tackle the jaeger!

Reaction!
[ ] Block! (1d10+4)
[ ] Parry! (1d10+3)
[ ] Dodge! (1d10+6)

Meanwhile, Phenom's crew has finally managed to stop their jaeger from eating dirt. Coughing awkwardly, the Uemuras bring their jaeger back upright-- just in time to see Bern bearing down on them, aiming right at their conpod!

Counter Charge!

Caught completely off guard by the attack, Phenom jerks back, far too late to actually evade the blow. However, the movement's just barely enough to shift the kaiju's aim, and the chitinous scissors instead plunge into the machine's throat, ripping through several exposed cables!

Hit to Neck! Minor Wound!
Phenom Sable takes 3 Strikes! +4 Ongoing!


Irritated at the failure to down its opponent, Bern lifts its other pincer up, clearly intent on trying again!

Reaction!
[ ] Block! (1d10+3, enables Clamshell Grab)
[ ] Parry! (1d5)
[ ] Dodge! (1d10+2)

Meanwhile, Cosma decides to finally call it quits and run away. With a bit of effort (3), the tripodal kaiju starts to hurry along the mountain ridge, lumbering towards the safety of the tunnels.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (G) M M (M) M
C * -* - K -* - *- (M)
* * M -M M M -M
+ * M
L *

NPPDC:
- Landing Zone forces are in L Sector.
- Attack ground forces have moved into + Sector.
- Air force units are in the underlined Sectors.
- TR is engaged with Aza in K Sector.
- PS is engaged with Bern in K Sector.
- JH is in (G) Sector, and is engaged with Goryo. And is Prone.
Anteverse:
- Aza and Bern are in K Sector, with the latter 3 units south of the former. Aza is engaged with TR, and Bern is engaged with PS.
- Cosma is to the southeast of K Sector, 2 units from the southern edge of its Sector.
- Goryo is in G Sector, and is engaged with Jagdhund.

I won't lie, part of me is really happy that I'm
actually doing damage to you guys. Recently, your excessively effective armour, love of mass ranged attacks, and Tacit's stupidly excellent dodging abilities mean that I barely get a scratch on you, unless you temporarily burn all your luck or I resort to cheap tricks (see: Vertigaunt and Oswin). So seeing you guys taking and trading damage in a proper, well-balanced brawl of a fight? That's pretty nice.

Though of course, I can understand why you
wouldn't be happy about it. I'm just saying that I am.

Round 8 Reaction
[X] Combat Roll! (1d10+1)
-[x] Emergency Overclock!
[X] Dodge! (1d10+6)
[X] Block! (1d10+3, enables Clamshell Grab)
Emergency Overclock, activate!

(12)
(9,11)

Drawing on the power of her Supercell, Jagdhund funnels all her efforts into the evasive maneuver, and rolls out of the way.

Goryo's claws slam down into the rocky slope, spraying chips of stone as their hardened tips crack the material. The kaiju stares at the spot where Jagdhund used to be, before glancing over-- clearly surprised that she actually pulled off that sort of move, especially given her previous position.

Jagdhund glares back. She's killed a Category V-- it'll take more than just some overgrown land prawn to defeat her.

[---]

(12)
(10)

Tacit pivots to the side, letting Aza overextend itself as it rushes past-- and presents a clear opening for a return strike!

Passing Attack!
[ ] Punch! (1d10+4)
[ ] Kick! (1d10+3)
[ ] Fangblades! (2x 1d10+4)
[ ] Slam! (1d10+2)
[ ] No attacks!

[---]

Bern strikes out, its claw coming down like an executioner's axe--

(8)
(5)

-- but Phenom Sable's no longer trying to catch up. They're ready for this.

The black jaeger's arm shoots up, seizing the scissor-tipped limb by the wrist and holding it in place. The jaeger's eyes flash gold, and the Destroyer Talons snap out, locking tight on their enemy's appendage.

Bern squeals indignantly. But Phenom's not letting go now.

Successful Block! Clamshell Grab activated!

Roll 1d10+5 to start the Grapple!

Round 8 Counterattacks
(12)
(3)

Realising its predicament, Bern rips its right arm free of Phenom Sable's neck in an attempt to get back. As the obstruction is removed, a sudden spray of oil and steam gushes from the ruptured piping, eliciting a pained wince from the Rangers.

Phenom Sable takes 2 Strikes from Ongoing!

But Phenom's Talons are locked tight around Bern's other arm, and they're not letting go. The jaeger raises its left arm, and extends its second set of Talons, as it reaches out to seize its opponent!

You're now locked in a Grapple with Bern! For your next turn, Phenom Sable must take the Grapple action, and will utilize its Progressive Vice ability!

[---]

(6)
(9,10)

Tacit whirls around, cutting a bleeding slash across Aza's leg even as it whirls around to try and block the blow. Mid-turn, the kaiju stumbles and cries out, the wound badly damaging its ability to maneuver. Unfortunately, it's at this time that Tacit's second blade strikes out, tearing a chunk out of Aza's spinal armour and further wounding it.

Hit to Spine! Minor Wound! -1 Universal Penalty! Ablative Shell Destroyed!
Hit to Left Thigh! Minor Wound! -1 Agility! Armour Destroyed!
Aza takes 4 Strikes! +2 Ongoing! Aza takes 2 Temporary Strikes!
Bern, Cosma, and Goryo take 2 Temporary Strikes!


Across the battlefield, the other Guards and Goryo feel the feedback of Aza's wounds imposed on their own nervous systems, taking some of the burden so it's not as badly affected. However, for Cosma the burden is too much to bear. No sooner than Aza cries out does its compatriot do the same. Its body goes slack, collapsing mid-step on the mountain's side in a limp pile.

Cosma has been Incapacitated!

Though their unique defense has allowed them to weather serious harm together, it is that same defense which first takes one of the Myrmions out of the fight.


It is now your turn.

Round 9
[X] The Air Force is to focus on Goryo. The scouts mark it with the Arges, the Quetzal fires its last Hellfire+ and the Head Vulcans, the Banshees hit it with their Laser Vulcans and the Hellhounds move over to open fire with their micro-missiles.
-[x] Ground conventionals keep moving towards Jagdhund's position.
[X] Tacit attacks Aza with the Fangblades again.
[X] Phenom Grapples.
[X] Jagdhund fires her Electromagnetic Projector at Goryo again.
With Cosma out of the game, the Hellhounds and their scout escorts wheel around to join up with the others, and focus on Goryo. More targeting data is relayed to the weapons of the attack craft, as the Dragonflies set into an orbit just within optimal range.

3 Arges hits!

Missiles and laser cannons fire down at Goryo, bursting against its carapace before it even notices the attack. Sadly, the lighter weapons are just as ineffective as they were before, failing to get past the ablative laminate that protects most of its body-- let alone the thick armour plating underneath it. Even the heavier weapons accomplish little beyond tearing open the laminate on several legs and the side of its body, and not a single one actually penetrates all the way.

13 Hits! No damage!
L. Foot and Torso Ablative Laminate destroyed!


Goryo's eyes glance over for a second, and a growl rumbles out of its throat. The swarms of aircraft may be ineffective, but damn if they're not one hell of a nuisance.

The whine of electricity rises once more, and the kaiju reflexively raises its claws to protect itself. Unfortunately, at this new angle, it's left a spot open-- so Jagdhund promptly blasts it in the chest. Again.

This time, the bolt hits a weak point, and the kaiju's carapace shatters, fragmenting as third-degree burns sear through its flesh! Goryo howls in agony, shocked at the loss of its defenses. Rivulets of charred Blue drip from the wounds, hissing where they strike the earth.

Hit to the Chest! Chest Armour destroyed! Goryo takes 3 Strikes!

In its response, Goryo doesn't bother with stomping, or smashing, or slamming. That's too good for the enemy that actually wounded it. As it turns towards the still-prone form of Jagdhund, the kaiju's entire body lurches, convulsing and retching as dribbling spurts of black fluid spill from the Category IV's throat. Then, Goryo draws in one last, strained breath, spreads its mandibles open, and--

Reaction!
[ ] Block! (1d10-2)
[ ] Parry! (2d5)
[ ] Combat Roll! (1d10+1)

(Obviously, "block" and "parry" are more like "shove Goryo's face away before it vomits molten petrochemicals all over you". But you know that already.)


[---]

With their opponent weakened and steadily losing the ability to defend Tacit lunges, aiming to strike a decisive blow-- and finally end this fight! The jaeger strikes out with its twin blades, edges burning red from their internal heating as they hurtle in towards Aza.

Until, with lightning fast speed, the Myrmion spins around, swinging its left arm between them!

(6 Hivemind reroll! 14)
(23,14)

Almost simultaneously, the Fangblades collide with the limb-- slicing it off at the elbow! Sizzling Kaiju Blue sprays from the stump, immediately splashing across Tacit and burning lines through its paint job as it comes to a halt. At first it seems like the kaiju simply screwed up, until Noah and his copilot see Aza stepping away. The kaiju did that on purpose-- sacrificing its arm to save itself from a hit that would otherwise have hit its vital organs!

Hit to Left Arm! Major Wound! -2 HtH, -2 Dex! Armour Destroyed!
Attack Blocked! Critical Block!
Aza takes 4 Strikes! +3 Ongoing! 1 Temporary Strike!
Bern, Cosma, and Goryo take 1 Temporary Strike!
Aza takes 1 Strike from Ongoing! 1 Ongoing Wound Healed! Aza is losing Stamina!


Its left side now effectively crippled, Aza finishes its turn, facing its right half towards Tacit in an attempt at a more defensive stance.

Aza enters Full Defense!

[---]

Phenom seizes Bern by the leg, and yanks it in, attempting to pin the gangly Myrmion with its superior force output. However, Bern refuses to give in, and struggles ferociously against the black jaeger's efforts-- so much so that it nearly breaks free, in fact! But though the gushing neck wound seriously exacerbates their initial performance, the Uemuras don't give up, and just barely manage to not only prevent the kaiju's escape, but wrangle it into a position of disadvantage!

(17) (16)
Phenom Sable wins the Grapple! 1 Advantage Point!

As they struggle with Bern, Phenom's left claws sheer into the kaiju's leg, leaving shallow cuts in the limb.

Glancing Wound to R. Thigh! Bern takes 1 Strike!

[ ] do something horrible to the enemy with your... single, solitary Advantage Point.
[ ] just keep Grappling.

[---]

Cosma is still unconscious.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (G) M M (M) M
C * -* - K -* - *- (M)
* * M -M M M -M
+ * M
L *

NPPDC:
- Landing Zone forces are in L Sector.
- Attack ground forces have moved into + Sector. They've got another round until they reach the next one.
- Air force units are in the underlined Sectors.
- TR is engaged with Aza in K Sector.
- PS is Grappling with Bern in K Sector.
- JH is in (G) Sector, and is engaged with Goryo. And is Prone.
Anteverse:
- Aza and Bern are in K Sector, with the latter 3 units south of the former. Aza is engaged with TR. Bern is Grappling with PS.
- Cosma is to the southeast of K Sector, 2 units from the southern edge of its Sector. Cosma is Incapacitated.
- Goryo is in G Sector, and is engaged with Jagdhund. Goryo is really fucking pissed.

Another excellent turn-- and one that marks the first
real, actual hard damage to Goryo since the fight began! In other news, I really like how the Ablative Laminate is playing out here.

Round 9 Reaction
[X] combat roll! (1d10+1)
[X] continue grappling
Jagdhund rolls to the right, just as a surge of black petrochemical bile erupts out of Goryo's mouth. The brunt of the boiling fluid slams into the rocky ground, blasting layers of topsoil away-- but a portion of the stream clips the jaeger's side, leaking through the gaps in her armour and warping the surface. Still, compared to what it could have been, it's fairly light damage.

(10)
(12)

Hit to Torso! Glancing Wound!
Jagdhund takes 1 Strike!


[---]

(34) (14)
Phenom Sable wins the grapple! 20 Advantage Points!

This time, there's no contest. Phenom dominates the grapple, stunning the kaiju with a headbutt, before smashing it into the dirt, and pinning the creature beneath a knee. Unfortunately, the force of their maneuvers rips open several more tubes in the jaeger's throat, causing a sharp drop in hydraulic pressure! Any more of this, and they'll be risking serious damage!

3 Strikes from Ongoing! +2 Ongoing Wounds! Further Strikes will inflict Universal Penalties!

As the psychosomatic pain lances into the jaeger's neural circuits, its Talons close reflexively. The right side one accomplishes little new, but the left shuts on the kaiju's knee, the oscillating edge slicing through flesh and bone!

Major Wound to Right Ankle! -3 Agility! Armour destroyed!
Bern takes 4 Strikes! +3 Ongoing!
All Myrmions take 1 Temporary Strike!


Bern screams, but all too late. Phenom's already recovered from its brief lapse, and focuses the glaring lights of its visor back on the kaiju.

Meanwhile, psychic pain rips through the localised hivemind of the Myrmions, cutting off Goryo's bile spray with an involuntary wince, and stabbing into the nerves of the others. For Aza, it's almost too much to bear, and the kaiju nearly loses consciousness from the feedback. Nearly-- but not just yet.

Now it's time to do horrible things to the enemy, yay! Fortunately, Phenom can probably kill Bern immediately, since otherwise that Ongoing Damage is gonna be a serious threat.

Round 9 Grapple
-[X] Plan ZA BEASTO
-[x] Use all points in Free Attacks.

Trying one last time to break Sable's advantage, Bern rushes up, its pincer swinging in a final attack at the bleeding wound in the jaeger's throat. With a mechanized snarl, Phenom seizes the limb with their free hand, and snaps it out across the kaiju's chest. Before Bern can register what happened, the arm rips free, smashing into its face hard enough to crack the carapace.

Callously, Phenom Sable throws the severed appendage away, using the opening from the kaiju's pain response to grab ahold of its wounded leg with their left talons. Several thousand tons of giant, angry robot slams its foot down on Bern's chest, crushing organs and shoving the kaiju into the ground again. Phenom pulls its left arm up without so much as a beat, tearing the strained limb out of its socket in a spray of kaiju blood, before tossing it aside. Oil bubbles out of its throat, crossing paths with the splatter of Blue on its cuirass. Four golden sensor eyes glare down, taking a moment to assess the situation.

Amazingly, the kaiju's still alive. gurgling and snarling as its remaining arm snaps weakly at the air. It's a little bit impressive, if only in that fashion of respecting a dedicated opponent. Even down a third of its limbs and pinned beneath the jaeger's foot, it seems that the kaiju's going to fight to the end.

At least, until Phenom Sable reaches down and pulls its head off.

SE-26-003-HB Myrmion Guard "Bern" Defeated!


Phenom lets out a pneumatic hiss, the momentary viciousness that held it now vanishing. Wearily, it stands. And as the jaeger rises to its feet, Kaiju Blue running off its armour in smoking streams, the Uemuras finally get a look at what the feedback their rampage caused has inflicted upon the other kaiju.

(3)

Hivemind collapse! All Myrmions disconnect from Hivemind! 6 Temporary Strikes suffered!

Much as with the first time the Myrmions were encountered, the death of one of their fellows has destabilized the link between them, with major consequences for the creatures. But of course, of the three that suffered the backlash of their hivemind's failure, only two were actually conscious enough for it to register-- and now, only one still stands; Goryo. Aza was already on the verge of unconsciousness, and this last surge of feedback tipped it over the edge. The hexapod lays in a crumpled, helpless heap at Tacit's feet, toxic blood oozing from its stump of an arm.

Aza is Incapacitated!


Now, it is your turn.

Round 10
[X] Tacit moves closer to Goryo, opens fire with his Laser Vulcans after moving.
[X] All Air Force units fire at Goryo again.
[X] Jagdhund fires the IE-10 once more.
[X] A Meganeura flies to Phenom's location
[X] Phenom starts doing Damage Control.
Requesting one of the Meganeura transports to come pick them up, Phenom's rangers quickly turn to the current matter at hand, and start trying to get their jaeger's damage under control, rerouting systems and activating backups in an effort to stop the loss of fluids.

Unfortunately, even as the torrent of oil and coolant begins to finally stem, the loss of fluids continues to compromise their jaeger. Reactor temperature has thankfully remained within the safety limits so far, but Phenom's unique motive systems are working against it here, and the drop in pressure has forced most of its structure to fall back on servo operation alone.

Still determined to fix this, Shiori and Kanji just grit their teeth, and double down. They're not giving up now.

4 Strikes from Ongoing! 2 Ongoing Wounds healed! Phenom is over its Durability, and takes a -4 Universal Penalty!

[---]

Despite the failure to actually damage Goryo, the air force does not give up.

5 Arges hits! +2 Ran!

Guided by the multiple angles of targeting data, the hail of weapons fire from the attack helicopters strikes down at Goryo, only a couple lasers failing to hit due to their batteries running low. Still, they're finally wearing the kaiju down, sheets of ablative coating sloughing off its hide. Then, amazingly, one of the Hellhounds' rockets hits a seam in Goryo's shoulder joint, and gets through. It's barely a scratch, but the impact is confirmed-- they've damaged it.

12 hits! R. Shoulder, Thigh Ablative destroyed! Glancing Wound!
Goryo takes 1 Strike!


I am silly and completely missed that the Micro Missiles hit on 4s up until this point. However, by now I think you only have one shot of them left, if any.

With Aza out of the game, Tacit's free to assist. The white jaeger strides forwards, loping across the ground to where Jagdhund battles the Cat IV. As it closes in, panels on its chest slide open, revealing the lens arrays of the jaeger's laser cannons.

"Firing!" Noah announces, before the emitters flash white. A burst of light rays fire off, raking along several of Goryo's legs. Without the ablative laminate in the way, the lasers can actually do some damage-- though the white shell underneath seems well-suited to disperse heat, as said damage is only about the same as the helicopters accomplished.

Hit to R. Thigh! Glancing Wound!
Goryo takes 1 Strike!


A moment later, Jagdhund fires a third time, sending a blazing spray of electricity into the kaiju's underside! More armour shatters and burns away, tissue bursting into flames as it fries, and even the kaiju's colossal bulk is sent stumbling back, finally giving the Jaeger some breathing room.

Hit to Torso! Armour destroyed! Goryo is On Fire! Goryo takes 4 Strikes! Goryo is pushed back 1 unit!
1 Strike from Fire damage!


The kaiju comes to a halt, fire lapping at its belly, armour cast off and scattered about, and pauses. It doesn't scream furiously, doesn't blindly charge back in, doesn't spray boiling bile into the air.

It just stands, breathing heavily. Stunned, some might say. Others, thinking.

It's wounded. Not weak, no, but wounded. Damaged. It's lost all its assistance, swaths of its armour, and now the enemy has ganged up on it, their offensive unstopped by its best efforts. If it keeps this fight up, it's going to lose-- plain and simple.

So Goryo decides to do the sensible thing...

And get the hell away.


With a keening warble, the still-burning Category IV backs away, reversing into its tunnel like an oversized steam train. Even as Tacit strides closer, the kaiju's practically booking it away, forearms raised to shield it as it tries to retreat underground.

Tactical Data: (North <---)
(* = 10 Units/1 Km)

* * (G) M M (M) M
C * -* - J -* - *- (M)
+ * M -M M M -M
* * M
L *

NPPDC:
- Landing Zone forces are in L Sector.
- Attack ground forces have moved east one Sector. They've got two more rounds until they reach the next one.
- Air force units are in the underlined Sectors.
- Phenom's Meganeura is east of L Sector. Three or so rounds until it gets to Phenom.
- TR is in (G) Sector, 4 from JH, 10 from Goryo.
- PS is in J Sector, doing Damage Control.
- JH is in (G) Sector, 6 from Goryo, and 4 from TR. And Prone.
Anteverse:
- Aza is in J Sector. Aza is Incapacitated.
- Bern is fucking dead.
- Cosma is southeast of J Sector. Cosma is Incapacitated.
- Goryo is in G Sector, 6 from Jagdhund, and 10 from TR. It has backed up into its tunnel, and seems rather intent on not being involved in this anymore.


So, what'll it be now?

[ ] Get back here, you coward! (Pursue Goryo into the tunnels, and try to kill it)
[ ] Let it go-- it's beaten and we've done enough. (Allow Goryo to escape underground, and prepare to return to base)

Yes, I'm having the kaiju retreat. It's allowed to do that.

Also-- note that even if you allow Goryo to run, you'll
still get the resources from defeating it. After all, the resource gain from kills is technically a mix of actual materials harvested from kaiju bodies and boosted civilian productivity in response to battle footage, and you've clearly bested Goryo at its strongest. However, on the other hand, you won't gain any of its Stats or Research Tokens unless you actually kill the thing. So there's advantages and disadvantages to either option.

And no, don't worry-- if you decide to let it go, I won't dick you over by having Goryo ambush you as you're leaving or something. You've spooked it well, and I'm not nearly petty enough to do that.


Round 11
[X] Get back here, you coward! (Pursue Goryo into the tunnels, and try to kill it)
-[X] Open fire with the Dolch Gewehr and Air Force friends, using all available firepower
-[X] Tacit advances towards Goryo and fires his Lasers.
-[X] Phenom powers down
-[X] The Meganeura continues to make full speed to Phenom's position.

As Phenom's condition gets dangerously worse, command cuts in on their comms. The rangers are to deactivate their jaeger immediately, and wait for pickup. And though they grit their teeth and think angry thoughts back at them, the Uemuras obey. Control rods slam down into Phenom Sable's reactor, its power systems deactivating with a groaning whine. The lights go out across its surface, leaving the black and silver machine standing stiffly in place. At the very least, without any pumps on they wontw have to worry about losing any more fluids.

Phenom Sable deactivated!

[---]

4 Arges hits! +2 Ran!

Refusing to let Goryo abandon the fight, the air force awkwardly realigns themselves to aim into the tunnel, before firing off most-- if not all-- of their remaining ammunition.

It's not exactly that effective.

A bunch of hits! 2 glancing wounds! Spinal Ablative destroyed!
Goryo takes 2 Strikes!

All Hellhounds out of Ammo!

Buzzing away, the air force makes room for Tacit, who steps up beside Jagdhund and fires another burst of their lasers into the tunnel. Goryo's obscured figure brings its claws up just in time, the thicker armour weathering the attack with ease. On the ground, Jagdhund props herself up, and lets go of her gun. The newly installed Dolch Gewehr spins around and swings over her shoulder, its handle folding down as the barrel extends to full length. As soon as its three second charge-up time finishes, the Jaeger fires, sending a glowing bolt of plasma arcing into the tunnel...

Only for it to ricochet off a wall and merely clip the kaiju's shoulder, leaving a softened, but still fairly intact, plate of armour there.

Hit to R. Arm! Glancing Wound!
Hit to L. Shoulder! No damage!
Hit to L. Shoulder! Glancing Wound!
Goryo takes 2 Strikes!


Goryo retreats deeper into the tunnel, disappearing almost completely from view. Even the smoke from its smoldering underside trails off, as the kaiju snuffs the flames out against the floor of the tunnels.

(7)
Fire extinguished!

Annoyingly, the curvature of the tunnel means that the forces have lost line of sight, and so will find it far more difficult to actually target the kaiju.

Air force is roughly around the tunnel mouth. Tacit and Jagdhund (Prone) are 3 from it, and roughly 10 from the underground Goryo (it's not a straight line). Goryo is now completely obscured, so any ranged attacks will be at +2 difficulty to hit him. That said, there's no penalty to melee, so if you send a Jaeger into the tunnels after him you can get dismembered underground fight him fairly there.

Aza and Cosma are unconscious, Bern is fucking dead, and Phenom is deactivated. It'll be 3 more rounds until the Meganeura reaches Phenom.


Round 12
[X] Jagdhund fires the Dolch Gewehr at Goryo.
[X] The Air Force moves to Phenom's position.
[X] Tacit scans the tunnel (for points of interest)
[X] Phenom keeps napping.
[X] That one Meganeura keeps moving towards Phenom.
With their weapons running low, and little else to contribute to the fight, the air force pulls over to Phenom, to join in waiting. The Meganeura transports are just over halfway there, their colossal rotors chopping at the air as they approach.

Meanwhile, Tacit decides to try and deal with the problems of the tunnel, and scan it. Unfortunately, having been originally designed for detecting positive signatures (e.g. giant monsters) in relatively fluid environments (i.e. not through solid rock), the mecha's sensor suite is extremely suboptimal for the job, and can't locate anything in the tunnel walls. The most they get is a slightly better map of the first couple hundred metres inside the tunnel.

(6)

But now, it's Jagdhund's turn to act.

Replacing her sword in its sheath to free up a hand, the jaeger rolls over, adopting a far better sniping pose. Based on what little data she has, she's going to have to aim this just right...


There.

(14)

The yellow orange blast of high temperature plasma bursts from the end of the weapon, slicing through the rock along the side of the tunnel with unerring precision. Even as the electromagnetic bubble rips open from the contact, causing the beam to fragment into a boiling spray of ions, the core of the shot finds its target, and slams into it.

Hit to head! Major Wound! Serious Cranial Damage sustained!
Goryo takes 5 Strikes! +3 Ongoing!


A second later, the fireball of uncontained plasma blooms out of the mouth of the tunnel, before dying away.

Not a sound or shudder comes from the tunnel.


Tacit glances down at Jagdhund.

"...did you hit it?"

The robot glances back at them.

"Affirmative. Target contact was confirmed," she replies, before turning her sensors back to the smoking tunnel mouth. "I hit it."

Tacit and Jagdhund (Prone) are 3 from the tunnel mouth, and roughly 10 from Goryo's last known position underground. It doesn't seem to have done anything this round.

Aza and Cosma are unconscious, Bern is fucking dead, and Phenom is deactivated. Air force is floating around Phenom, and it'll be 2 more rounds until the Meganeura reaches there.

Note that the reason why you don't see what
specific damage and/or stat penalties Goryo is taking right now because you actually can't see him and confirm the effects of the injuries-- not because he hasn't taken any.

Round 13
[X] Tacit moves into the tunnel and keeps scanning, looking for signs of Goryo or other threats.
[X] Jagdhund gets up and joins Tacit.
"Well, in that case..." Tacit muses. A few thoughts flit between Noah and his copilot, before coming to a consensus. They open the comms channel to the acting director.

"Command, we're going to go check this thing out," Noah says, turning the former Mark I's spotlights to the mouth of the cave. "Since Tacit hasn't taken any damage, if Goryo's still alive down there, we stand the best chance of finishing it off."

"Acknowledged, Ronin."


A brief nod. Then, with long, loping strides of its semi digitigrade legs, the white jaeger passes into the tunnel, and vanishes underground.

Half a minute passes.

Silence. Or, at least, what passes for silence in the presence of a jaeger.

Slowly, Jagdhund picks herself up. After several minutes fending off an enraged prawn demon, it is good to stretch her limbs. Thankfully, all her servos operate properly, despite the damage-- it's more of an issue with her control circuitry. While she's been able to shunt functionality from the damaged spinal column to her redundant systems, there's a notable lag time to her actions. Nonetheless, she does not wish for Tacit to do this alone.

As the autonomous machine takes a ponderous step forward, her shoulder weapons held at the ready, something shifts inside the tunnel. A great, bulky, many-limbed shape, creaking and whining as it approaches the light outside...

And then Tacit steps back out, hunched over and staggering under an immense weight. Draped over its back, claws dangling over the machine's chest, is the faintly twitching body of Goryo. The entire left side of its face is practically gone, melted and torn apart by what was obviously the plasma cannon shot.

"Hey," Noah says, as Tacit drops the fallen monster at its side. "...Guess who decided to up and die before we could actually do anything to him?"

SE-26-003-H "Goryo" defeated!

...yeah, turns out that one of those head damage rolls was indeed a 6, and I ended up rolling a magnificent one for how many turns Goryo had left before dying. Guess that's what happens when half your face gets melted off by plasma.

Give me a bit to write up the post-fight post. But feel free to chat about stuff-- what you're gonna do with your new unconscious kaiju, what you'll use that third empty action you won't need to do repairs in for, what the actual conventional units you never specified you wanted to build were... etc, etc.


Combat End
With the battle concluded, the attack team sets about winding down, and getting ready to pack up. Despite the hardships, this battle was a great success, and a clear blow to the kaiju's hold in Washington State. But though the overall mood is cheerful, it's not bright for everyone here.

While the air force goes about their pre-flight maintenance and refueling, the crew of the remaining two Quetzalcoatl gunships hold an impromptu ceremony for their fallen brethren. The scout teams, long experienced with this sort of thing, help them out. It's not much, but it helps put their minds at ease a little, since there's no remains that can be recovered.

Phenom Sable's pilots sit in the rear bay of their Meganeura transport, conflicted emotions from the fight roiling within them. The jaeger itself rests in the same place it did before, no longer in danger of bleeding out, and ready for pickup as soon as the Mega's escort force is fueled up.

Of course, while some focus on maintenance or mourning, others have a different task set out for them. With Jagdhund using her ANGEL-Net link as an intermediary while she and Tacit's pilots rest, Neo-Seattle command and the attack forces' acting director discuss the status of the kaiju, as well as that of the location itself.

With the former, it's at least mostly clear-- Goryo, Bern, and the Scrabblers were all killed in the fight, and it turns out that Aza bled out by the time the ground troops arrived in the valley-- leaving only Cosma to worry about. The kaiju is only unconscious, rather than dead, meaning that it could offer several useful insights into kaiju mentality and the hivemind should it be brought back. While there's always the option of removing its secondary brain and using the rest of its body for research, the sorry state of Neo-Seattle's current kaiju prisoner makes leaving the Category II alive and intact also pretty appealing. There's a third and somewhat radical proposal as well-- due to its condition and physiology, it may be possible to gather an intact kaiju primary brain, without having to maintain the whole creature. It'd be risky, but in its own way advantageous. Of course, if nothing else works, they can always just kill it, but that's a bit of a waste of an opportunity.

What to do with Cosma?
[ ] Time for a brand new research subject! (Removes Palisade from the Kaiju Research and Containment Facility and replaces him with Cosma. No resource gain from Cosma, but unlocks hivemind research opportunities and unique Myrmion physiology research options)
[ ] Remove its secondary brain, and process the rest. (Gain a Myrmion Guard Secondary Brain, resource gain decreased to 400 R from Cosma)
[ ] Attempt primary brain extraction! (Difficult Research check. On a success gain a Myrmion Guard Primary Brain, on a failure do not. Either way, resource gain decreased to 200 R from Cosma)
[ ] Nevermind, just kill the damn thing. (No brain recovery allowed, but full 500 R gain from Cosma)

As for the latter point? Mount Olympus is pretty big, and the extent of the tunnels within it unknown. If left be, there's a chance-- albeit a small one, since Goryo seemed like it would have used all the forces at its disposal-- that a few of the Cat IV's spawn could survive in the bowels of the mountain, and eventually pose a challenge to Neo-Seattle again. Of course, while this could be remedied by searching through the tunnels using jaegers or conventional forces, such a course would take extra time, and run the risk of encountering hostiles within a highly confined space in their own territory-- or worse, getting lost inside the mountain. It's really up to the council which risk is more acceptable.

What to do with Mt. Olympus?
[ ] Leave it be for now, we've got other things to worry about. (Leave Mt. Olympus without checking the tunnels this week. Risks the return of any spawn potentially remaining)
[ ] Double check everything! We're gonna make sure none of those bugs are left! (Search the tunnels out in detail. Risks losing military units/potentially encountering Goryo's spawn(?))

After that's all figured out, it shouldn't be much longer until they're ready to head back home.

Make your choices.

Tunnel Vote
[X] Time for a brand new research subject! (Removes Palisade from the Kaiju Research and Containment Facility and replaces him with Cosma. No resource gain from Cosma, but unlocks hivemind research opportunities and unique Myrmion physiology research options)
[X] Scout and scan the first few kilometers of each tunnel. Units are to look for evidence of more Kaiju as the first priority, useful items are the second.
In the end, it's agreed to bring Cosma back intact. The opportunities provided in researching its operational hivemind link and potential physiological breakthroughs are too advantageous to be wasted on simply killing the thing-- let alone the fact that it's another living kaiju specimen to examine!

Of course, due to the fact that they don't have any specific gear for carrying kaiju, one of the jaegers has to take it. Over two thirds of the assembled attack forces finally leave-- bringing with them Phenom, Jagdhund, and (in the latter's grasp) Cosma.

As for those who stay behind? They've got some searching to do first.
2x 1d10+3 (12,9)
7x 1d10 (3,2,2,4,6,2,7)
1d100 (56)
- A while later.

As it turns out, mapping a massive set of tunnels is sort of difficult. The scout helicopters accomplish little in the way of actually mapping, due to the oddly twisty design of the artificial cave system and the fact that several times they simply pop up in one of the other three holes in the valley. Eventually, they just throw up their hands, let Tacit focus on deep searching, and simply work on examining the upper structures as best they can manage.

This actually proves more fruitful than their initial attempts. While there's no particular evidence of more kaiju in the upper structures (though given that Myrmions are almost completely identical to each other, that may not mean much), the scouts do discover some interesting things. The tunnel walls have an interesting texture-- it seems that part of the excavated rock fragments were fused to the surface with some sort of adhesive secretion, and then partially melted together. This is probably what reinforced the tunnels, and seems like it'd give good grip for a jaeger or kaiju's feet. Given the volume of the tunnels they alone have seen, it'd probably either take a long time or a lot of kaiju to reinforce so much space.


While the scout forces examine the upper structures, Tacit Ronin has managed to find a way deeper inside. Hidden behind another "curtain" of rock covered mucous, another tunnel extends diagonally down into the mountain. Cautiously, the jaeger heads in, making sure to record all their sensor feeds as they do.

It's not a particularly long tunnel, and soon the white machine comes to the end of it. There, at the very bottom of Mount Olympus, is a chamber.

Like all the structure seen so far, it's entirely covered in a rough, reinforced skin of rock, with no natural light sources. The machine's relying on floodlights now-- thermal imaging gives nothing but shades of cold, and the rock skin's irregular texture is screwing with ultrasonic imaging. The chamber isn't too big-- at most about four hundred metres in diameter. In shape, it's a rough hemisphere, with the flat "bottom" curving down into a shallow dish. Several other exit tunnels are along the sides-- three to be specific, all facing the other cardinal directions. However, there's also something in the middle of the room.

Slowly, Tacit walks forwards, sensors trained on the thing in the middle. It's a fifth tunnel-- but unlike the others, this one is a vertical shaft, running deep, deep underground. Big enough for a kaiju to fit through.

However, this is as far as Tacit goes. It doesn't take much common sense to know how idiotic it would be to venture into that hole with no backup and no idea of what's down there. And in any case, they've fulfilled all the rest of their mission parameters here. The pit can be something they deal with next time.

And so, with new knowledge in their minds, Tacit Ronin returns back to the surface world, and joins their comrades to head back home.


Next up; spoils of the hunt, and managing stuff with the plan back at Neo-Seattle.

Also, it's a little difficult to make big, eerie, and
plausible structures to explore when your explorers are eighty metres tall, and it's inside a real, actual mountain. Hopefully, this still does it.

Hunt Complete
When Tacit returns back to Neo-Seattle, it is to a warm and enthusiastic welcome. Footage of the fight (slightly cut back in some parts) is already being spread through the city, and public reception is strong. It seems that the first batch of returners have already been pretty busy.

Jagdhund and Phenom Sable have been returned to the Shatterdome, with crews already at work repairing their damages-- something Tacit will not require. While Jagdhund's is easy enough to work with, Phenom will require some serious work to fix the damage to its artificial circulatory system.

Tacit Ronin requires no repairs.
Jagdhund's repairs will take 425 Resources and an action.
Phenom Sable's repairs will take 860 Resources and an action.

Kaiju Science really is getting all the fun stuff this week. Over half the division's researchers take their breaks to watch as Cosma is brought in to replace Palisade. While some will miss the tailless wonder-- really, it was kind of like a mascot at this point-- they still agree that Cosma's presence will offer a staggering improvement in their branch's research. The variable restraints are adjusted to fit the newcomer's body, and soon the Myrmion Guard is solidly locked in place.

Kaiju Research and Containment Facility changes occupants!
- new occupant: SE-26-003-HC "Cosma" (Cat II)!
- SE-26-010 "Palisade" removed!
- +1 to kaiju research! Hivemind research regains bonus!


Meanwhile, the other half Kaiju Science pours over the corpses of Goryo and the other dead kaiju, recording as much information as they can, and searching the bodies for anything useful. Soon, the full report lies on the Council's desks, detailing not only the physiology and abilities of the kaiju, but several applications as well.

As suspected, the Myrmion Guards are basically just slightly bigger and tougher Myrmions, with higher tissue tolerances and improved close-range vision. Everything else is the same, from their weapons, to their armour plating, to their ability to link in a localised hivemind.

The Scrabblers are kind of interesting-- in essence, they appear to have been immature Myrmions, only a few weeks old at most. Genetically they're a good match, lacking the ablative armour (and using an earthen cocoon in its place) or two-way hivemind links. Over time, it's possible these could have grown into fully-fledged kaiju... but that's just a possibility. Really, K-Science can't give any more insight on them, since none of the recovered corpses are very intact.

Obviously, it's Goryo who's most interesting. Most of the kaiju's bodily systems are simply highly improved versions of those present in the Myrmions-- which would make sense, considering that it sired the lot. The petrochemical attack, the primarily non-visual sensors, the arthropod body plan, it all matches up. However, that's simply the surface. Contained in the kaiju's abdominal segments are an array of asexual reproductive structures, with distinct marks that suggest the organs were surgically implanted, rather than originally present. Of relation to this is Goryo's neural structures-- its central nervous system and secondary brain are highly developed, much in the same way as was seen in previous Commander-Type Cat IVs. Combined with the intrinsic localised hivemind structures, and this would have given Goryo some incredible command and direction abilities when working with its offspring, as well as plenty of processing power to assist them with. It's possible that a similar C&C or "Director"-type system for improving strategic performance and offering assistance among multiple units could be created using this as reference.

Of course, the other notable thing about Goryo was its armour-- and while ablative defenses aren't new to kaiju, the structure of them and its primary plating is. Goryo's external layer of ablative armour was composed of a super-hard microscopic fibre laminate, covering a section over and over with thousands of layers of brittle material. Though its performance against non-penetrating weaponry was equivalent to single-layered ablative shell, the laminated nature allowed it to completely negate armour penetrating rounds, meaning that it provides the exact same level of protection in situations where an ablative shell would be bypassed completely. The rest of Goryo's armour is similarly based around laminate structures and weaves-- its claw armour was as hard as Neo-Seattle's Jagdarium alloy, and even tougher to break, while both it and the white carapace on the rest of it used sheets of material to disperse heat across the whole surface, making it harder to burn through the plating. Thus, with this unique armour as reference, Neo-Seattle may be able to further improve their armour designs.

New Research Token!
- Goryo Token (Advanced Laminate Armour or Command/Director Systems)


But even with all that happens, life still goes on in the city of Neo-Seattle.

Kaiju Stats:
SE-26-003-H
Goryo
Class: Category IV Kaiju
Utterly massive, and built like a hybrid between a prawn and a termite, Goryo promises to be one hell of a challenge to face. Most of the kaiju's body is covered not only in an armoured carapace, but a thick, smoky grey layer of some kind-- save for its four arms, which are instead armoured by their massive, spade-like digging claws. Goryo's head is proportionally small, with even smaller, beadier black eyes sunk deep in their sockets. A pair of segmented antennae protrude from the sides of its spiked face, assisting with the kaiju's undoubtedly awful eyesight.

Stats:
HtH: 4
Ran: 3
Str: 5
Tou: 8
Agi: 2
Dex: 1

Structure:
Dura: 16
Stru: 22

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
Tunneler: As long as it is on land (or shallow water), Goryo may spend a Full Action to burrow underground (this provokes a melee attack if engaged with an enemy). If Goryo has moved on its previous turn, it may make a Move Action alongside its burrowing. While tunneling, Goryo is at +2 Difficulty to-hit, is treated as Prone for the purposes of making a Full Defense, and adds AV 3/- to all locations on a Full Defense. While tunneling, Goryo may not Run or execute Ranged Attacks, and takes -2 to all melee attacks or grapples. After spending a Move Action to do so, or making a viable attack action, Goryo resurfaces (this does not provoke an attack).
- Eruption: While tunneling, Goryo may use a Full Action to burst out of the ground with explosive force. This moves the kaiju up to 1d5+Agi Units towards a landbound enemy, after which Goryo immediately resurfaces. If Goryo successfully reaches the enemy at this point, it makes a Slam, Grapple, or Melee attack of its choice, resolved with a +1 bonus. The enemy must roll twice for their Reaction against this attack, and take the lower result. Furthermore, all combatants that are clustered with Goryo, including the target, take 1d5-1 Blunt to a random location from the shower of debris. Eruption replaces Goryo's ability to Charge as long as it is underground.
Hive Sovereign: As long as Goryo and at least one Myrmion or Myrmion Guard are within 30 units of each-other, they may establish a hivemind as a Free Action, and gain the following traits. A participant need not be within 30 units of all other members, only within 30 units of the nearest other participant. Goryo is considered a Myrmion for the purposes of this.
- Team Luck: For every 3 members in the hivemind, one linked Myrmion may reroll a single dice each round, and take the better result. Goryo counts as three Myrmions for the purpose of this trait.
- Mental Support: Linked Myrmions gain +(total linked members+1) Durability as long as they are linked. If they unlink, they lose this extra durability, but regain it if they link again. Goryo counts as two Myrmions for the purpose of this trait.
- All-Around Vision: No Myrmion in a hivemind is surprised unless all are. A linked Myrmion is treated as if it had a Dex score equal to the total linked Myrmions for the purposes of blindsight and detection.
- Share the Pain: If a linked Myrmion suffers a Minor Wound or Major Wound, all other linked Myrmions suffer 1 Temporary Strike, and the wounded Myrmion treats 1 Strike as Temporary. If a linked Myrmion dies, all remaining linked Myrmions unlink from the hivemind (they may rejoin later), and suffer 1d5-1 Temporary Strikes. While linked, all Myrmions roll +1 for Ongoing Wounds.
Goryo's Lair: If Goryo is encountered in its lair, the following special conditions are in place:
- Goryo is accompanied by three Myrmion Guards (see below), and twelve Scrabblers (see below). As long as Goryo survives, these kaiju will refresh over time, replacing all destroyed Scrabblers with new ones after one week, and generating one replacement Myrmion Guard per week in addition.
- Mountainous (terrain): this region is considered to be Difficult Terrain to all terrestrial combatants (-1 Agility/Melee while within the area), and Elevated Terrain to all terrestrial combatants (+1 Ranged Attacks if the target is on a lower elevation).
- Tunnels (special): The lair features 1d5+1 (3) tunnel openings in the encounter area, all connected and taking up 1/1 spaces on the battlefield. Any unit may choose to enter a tunnel, and are at +2 Difficulty to-hit by enemies, unless those enemies have also entered the tunnels. Travelling through a tunnel to another one takes 2d5 units longer than normal. Tunnels may also lead deeper into the lair in some cases. Goryo may create extra tunnels through Tunneling, if it spends a Standard Action to do so each turn in moves underground.
Super-heavyweight: Goryo may not be knocked Prone by anything with less Strength than it has, cannot be moved by any external effect that would move it (unless it is downhill, or involves its own action in some way), and cannot be thrown by any means. Goryo rolls twice for Slams, choosing the better result. Goryo may still drop Prone of its own free will, but may not use the Fortify action under any conditions.
All-Terrain Terror: Goryo suffers no penalties from fighting in Difficult Terrain, and neither do any of its spawn.

Weapons:
Digging Claws x2
Built-in Melee Weapons
Attack Dice: 1d10+1/ 2x 1d10-2
Parry Dice: 1d10
Block Dice: 1d10+1
Armour Penetration: 4
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: Strength

Petrochemical Bile
Built-in Ranged Weapon
Attack Dice: 2d5
Armour Penetration: 0
Damage Type: Fire
Damage Bonus: Strength
Range: 5/10/12

Armour:
Heavyweight Carapace
Coverage: All but Eyes, Hands, Arms
AV: 3/2
Resilience: All, +1 Fire
Durability: 7

Armoured Eye Plates
Coverage: Eyes
AV: 2/1
Resilience: All
Durability: 4

Digging Claws
Coverage: Hands, Arms
AV: 5/1
Resilience: All, +1 Edged, +1 Fire
Durability: 10

Ablative Laminate
Coverage: All (outermost layer) but Hands, Arms
AV: 2/2
Resilience: All, -2 Burst, -1 Electric
Durability: 2
SE-26-003-HA/HB/HC
Myrmion Guards "Aza", "Bern", & "Cosma"
Class:
Category II Kaiju
Stats:
HtH 2 | Ran 2 | Str 3 | Tou 4 | Agi 1 | Dex 0
Dura 4 | Stru 13
Localised Hivemind: As long as two or more Myrmion Guards are within 30 units of each-other and/or Goryo, they may establish a hivemind as a Free Action, and gain the following traits. A participant need not be within 30 units of all other members, only within 30 units of the nearest other participant. If Goryo dies or unlinks from the hivemind for any reason, the range of this trait drops to 10 units until Goryo rejoins.
- Team Luck: For every 3 members in the hivemind, one linked Myrmion may reroll a single dice each round, and take the better result.
- Mental Support: Linked Myrmions gain +(total linked members+1) Durability as long as they are linked. If they unlink, they lose this extra durability, but regain it if they link again.
- All-Around Vision: No Myrmion in a hivemind is surprised unless all are. A linked Myrmion is treated as if it had a Dex score equal to the total linked Myrmions for the purposes of blindsight and detection.
- Share the Pain: If a linked Myrmion suffers a Minor Wound or Major Wound, all other linked Myrmions suffer 1 Temporary Strike, and the wounded Myrmion treats 1 Strike as Temporary. If a linked Myrmion dies, all remaining linked Myrmions unlink from the hivemind (they may rejoin later), and suffer 1d5-1 Temporary Strikes. While linked, all Myrmions roll +1 for Ongoing Wounds.
All-Terrain Terror: Myrmion Guards suffer no penalties from fighting in Difficult Terrain.
Weapons:
Petrochemical Bile: 2d5 Fire damage. +Str Damage. Range 2/5/10, hits on 5s.
Talons (x2): 1d10 Edged damage. +Str Damage. AP 1. +1 Grapple, 1d5 Parry, -1 Block. Range Melee.
Armour:
Light Carapace (All but Eyes | AV 2/1 | Dura 6)
Ablative Shell (Head, Neck, Shoulders, Spine | AV 2/- | Dura 2)
Scrabblers
Class: Category Zero Kaiju
Looking like giant, greyish ant-termites, the Scrabblers are only about the size of a tank, but they're covered in a thick layer of protective dirt and stone, held on with what seems to be a glue-like salivary secretion. Their jaws are useless against tank armour, but they can still spit a volatile petrochemical mix a decent range.
- Move up to 5 units a turn on land.
- Ablative Earth Armour: Scrabblers are treated as having AV 2/1 against the first round they would be struck by attacks. If they survive, their Armour is AV 1/1 for the rest of the battle.
- Petrochemical Spit: 1d10 Fire damage. +1 Damage. Range 5/10/-, hits on 6s.
SE-26-010
Palisade
Class: Category I Kaiju
A smaller kaiju, Palisade has a set of eight legs, an bullet-shaped skull, and a flexible stinger tail. The kaiju's body is covered in a dull yellow carapace.

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

Structure:
Dura: 4
Stru: 9

Weapons:
Stinger Tail
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+1

Armour:
Carapace
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All, +1 Edged
Durability: 6

Current Plan:
[X] Plan "Big gun for big game."
-[X] Normal Actions:
--[x] Build One Dolch Gewehr. (3000 R)
--[x] Equip the Dolch Gewehr on Jagdhund's shoulder.
--[x] Build a Kaiju Science Laboratory. (1000 R)
--[x] Build Kaiju Hunt Scanner. (975 R)
--[x] Hunt Cat IV Goryo

--[x] Action held for after-hunt repairs.
--[x] Action held for after-hunt repairs.
--[x] Action held for after-hunt repairs.
--[x] Research Advanced Cyborg Prosthetics.
--[x] Repair the Murasame. (1000 R)
-[x] Free Actions
--[x] Enhance Phenom Sable's Toughness. (20 rolls, 400 R) (J-Tech 1)
--[x] Research a Remote Weapon Control System. (Use Oswin Token.) (J-Tech 2)
--[x] Design Supercell-type reactor capable of powering a Mark IV (B-Tech)
--[x] Improve the Heimdal's RAN (C-Tech 1)
--[x] Research how to build an Atomic Bomb capable of causing Breach Collapse. (Spend Fissile Bomb Research Bonus) (C-Tech 2)
--[x] Research a variant of the Heimdal capable of equipping a Plasma Launcher. (C-Tech 3)
--[x] Scan Everett. (Comms)
--[x] Recycle Nothing. (J-Recycling)
--[x] Build (5) Free Conventional Units.
--[x] Build a Murasame (Free Naval unit)
--[x] Repair Tacit. (60 R)
--[x] Clean the Contamination. (565 R)

(Spent Resources: 7000 R)
(Remaining Resources: 19515 R)
Initial Resource Stock: 26515 Resources
Pre-Hunt Costs: -5600 Resources
Capitalizing Flourish: +200 Resources
Category IV Kaiju Killed: +5000 Resources
Category II Kaiju Killed: +1000 Resources
Category I Kaiju Killed: +100 Resources (Palisade)
Category 0 Kaiju Killed: +600 Resources
Salvage Facility Bonus: +2010 Resources
Achievement - King Under The Mountain: +5000 Resources

Total Resources to Spend: 34225

You must decide what to do with the following actions, as they are now available/unspecified in the plan:
[ ] Build (5) Free Conventional Units.
[ ] Unused action (previously held for after-hunt repairs, now free).

After this, we can get to rolling.
 
Week 44 Downtime Part 2
[X] Plan "Big gun for big game."
-[X] Normal Actions:
--[x] Build One Dolch Gewehr. (3000 R)
--[x] Equip the Dolch Gewehr on Jagdhund's shoulder.
--[x] Build a Kaiju Science Laboratory. (1000 R)
--[x] Build Kaiju Hunt Scanner. (975 R)
--[x] Hunt Cat IV Goryo

--[x] Action held for after-hunt repairs. Repair Jagdhund. (425 R)
--[x] Action held for after-hunt repairs. Repair Phenom. (860 R)
--[x] Action held for after-hunt repairs. Build 2 Kaiju Salvage Facilities (2000 R)
--[x] Research Advanced Cyborg Prosthetics.
--[x] Repair the Murasame. (1000 R)
-[x] Free Actions
--[x] Enhance Phenom Sable's Toughness. (20 rolls, 400 R) (J-Tech 1)
--[x] Research a Remote Weapon Control System. (Use Oswin Token.) (J-Tech 2)
--[x] Design Supercell-type reactor capable of powering a Mark IV (B-Tech)
--[x] Improve the Heimdal's RAN (10 rolls, 200 R) (C-Tech 1)
--[x] Research how to build an Atomic Bomb capable of causing Breach Collapse. (Spend Fissile Bomb Research Bonus) (C-Tech 2)
--[x] Research a variant of the Heimdal capable of equipping a Plasma Launcher. (C-Tech 3)
--[x] Scan Everett. (Comms)
--[x] Recycle Nothing. (J-Recycling)
--[x] Build (5) Free Conventional Units. (2 AG-60 Autogyro Scout Squadrons, 3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons)
--[x] Build a Murasame (Free Naval unit)
--[x] Repair Tacit. (60 R)
--[x] Clean the Contamination. (565 R)

(Spent Resources: 10485 R)
(Remaining Resources: 29340 R)
This is all gonna be kinda weird, since you got high results but really low rolls for many of them. Thus... this.

Of course, the main focus for the shatterdome is repairing the damaged jaegers. Both machines take the better part of the week to bring back to fully operational status-- Jagdhund's spinal equipment rack has to be fixed alongside her spinal column, while Phenom's armour needs to be temporarily removed to access its cabling and facilitate the final designs of its anti-trauma reinforcements. However, while most of this gets done, the J-tech engineers request a little extra time to review their work before upgrading Phenom-- they want to make absolutely sure there aren't any mistakes that could compromise the additions' function. For now, Phenom will have to go without the new upgrades.

Jagdhund fully repaired! Ammunition replaced!
Phenom Sable fully Repaired!
5 Points towards Toughness! 23/25 to Tou 5!


Using some of the extra resources freed up by not having to repair Tacit, further expansions are made to the city's salvage facilities, allowing for future kaiju processing to turn out at an excellent 150% efficiency!

2 Kaiju Salvage Facilities constructed!

Meanwhile, the jaeger-based prosthetics project continues, finally passing the planning phase as blueprints and prototypes are fabricated! The limbs themselves are pretty much equivalent to pre-TdJ prostheses, but their main advantage is compatibility with the Feedback Cradle and Drivesuit. Of course, this does bring up their one issue-- tactile sensitivity is rather limited, and being able to "feel" anything is limited to the extremities unless hooked into a Jaeger. Still, for now, prosthetic limbs should be available for Rangers, without having to worry about how it'll affect the link to their nervous systems.

New city trait ('Other' in city attributes): J-Tech Cyber-Prosthetics!
- J-Tech Cyber-Prosthetics: Based on jaeger tech and previous artificial limbs, Cyber-Prosthetics are able to replace the lost limbs of Rangers and still allow them to pilot. All pilots based in Neo-Seattle may elect to use this treatment if they have suffered a 7 or 8 on the Pilot Damage table. When using Cyber-Prosthetics, they roll +1 on any recovery rolls related to loss of body parts, and suffer no additional side effects from physical injuries after recovery.

Note that this is pretty much just the mechanical effects. Your prosthetics are difficult enough that you can't give them to everyone right now, so it's Rangers only.

As for the "still allow them to pilot"-- it's more of an issue with having compatible control systems-- conventional prosthetics don't use the fluid synapse system jaegers do, so they have
some problems connecting that a flesh limb doesn't. The Cyber-Prosthetics, however, do use the fluid synapse design, and so have no cross-compatibility issues.

On another project, J-tech works on devising a jaeger-based control system for remote weaponry, using the data previously gathered from examination of Oswin's "bit flower". The kaiju's bio-electric field and neural-scribed weapons operated extremely well, despite atmospheric conditions, so replicating them is probably the best way of going about such a thing. Soon enough, a system is developed-- a modified section of the spinal column, an array of ambient electric field generators, and a set of control nodes to all for whatever remote weaponry is equipped to be controlled as if it were a part of the jaeger's body. The system works simply, with little in the way of maintenance issues, and offers good flexibility in what weapons it can be used with-- both the Bit-type and Fang-type RWs seen before could be designed for compatibility with the system.

Oswin Token consumed!

New Jaeger Augment available for purchase: Sovereign RWC Link!

Sovereign RWC Link
4000 Resources
The jaeger may activate its Sovereign Link as a Standard Action, and deactivate it as a Free Action. While active, it projects a Control field with a radius of 20 units, and gains the "Remote Master" ability. The maximum number of Remote Weapons a Sovereign Link can control is equal to the jaeger's Dex+Tou (for Fang-type RWs) or (2*Dex)+Tou (for Bit-type RWs)-- though encumbrance and storage space may limit the number below the maximum. This augment is destroyed if the jaeger takes a Major+ Wound to the Spine.
Control Range: 20 units
Maximum RWs: Dex+Tou F/ (2*Dex)+Tou dB
- Remote Master: The jaeger may operate a number of Fang-type or Bit-type Remote Weapons within its Control Range as it wishes, as long as they have compatible control nodes and remain within this area. Once it has activated and detached its Remote Weapons (usually a further Standard or Free Action, same for reattaching), the jaeger may issue commands as a Free Action to as many of its active RWs as it chooses, which they will obey on its turn. The jaeger may not operate Remote Weapons with an incompatible control node, or ones that are outside its Control Range. Any compatible RWs that would fall out of Control Range will use their Move Action to try and stay within Control Range, unless ordered otherwise. Unless otherwise stated in their profile, a (Fang-type) Remote Weapon uses the stats of its commander whenever relevant.


Part of this is also me trying to explain how Remote Weapons work. Feel free to ask questions on it. As this is also the first "Remote Weapons Control" aug I've designed, I may also make a few revisions to it over time.

Breach-tech is asked to focus on a previously explored application of Breach technology-- the Supercell reactor. While it's not expected that they'll create anything on the level of the XIG Supercell, the Council hopes to gain access to a similar power plant that's able to meet the energy needs of a Mark IV jaeger. Interestingly, this isn't actually as difficult as it would have been thought, as there's already been research into a Mark IV Supercell-- by J-tech, over three months prior. Using the data as reference, they set to work, trying to make it into something functional and useful. And, by the end of the week, the physicists and engineers on the team present the finished design to the Council.

It's... well, it's a thing. A thing in the same way that the Skadi is a thing. The Type VI-YB Supercell QRC-- nicknamed the "Fury" by its final developers for soon-to-be obvious reasons-- is essentially an enlarged, perpetually overclocked VI-b Supercell, which contains its increased output through a distressingly fragile array of compressors and reinforcements around the core. Like the VI-b reactor KRAUN uses, the VI-Y4 can overload itself to unleash a devastating plasma beam-- which, due to the improved output, sports longer range, better penetration, and higher temperature, which should cause it to handily tear through pretty much anything. Unfortunately, that's as good as it gets. True to its nickname, the "Fury" would be a temperamental thing at best, as the containment systems copied over from J-tech's research really aren't up to scratch dealing with the thing, and any serious damage to the power core could destabilize it. Furthermore, the dangers posed in actually overloading the reactor have forced Breach-tech to add in an emergency vent system just to make sure the thing doesn't just blow up when it's fired. Said emergency vent system has the unfortunate side effect of flooding the surrounding area with high-energy radiation each time it's used (though fortunately still within tolerance levels of standard conpod rad shielding). And finally, the biggest draw of this new reactor is the price-- it's almost as expensive as a Mark III jaeger frame! Even Breach-tech agrees it's pretty bad.

Still, in the end, it... is a functional, Mark IV Supercell reactor (though some may debate the first part).

New Miscellaneous available to purchase: VI-Y4 "Fury" Supercell QRC (Mk 4)
VI-Y4 "Fury" Supercell QRC (Mk 4)
70 000 Resources
- May power Mark 4 jaegers (20-25 points)
- Supercell Fury Discharge (see Weapons)
- Rear Thrusters: Roll 3d5 for Charges, taking the highest two results. Once per battle, charge bonus increases to +3.
- Unstable: Whenever a Minor+ Wound is taken to the Chest or Torso, the jaeger suffers -1 to a random stat for 1 round. If the jaeger is Incapacitated by damage, it automatically suffers an additional Vital Damage roll.


New (Reactor-Derived) Jaeger Weapon available: Supercell Fury Discharge!
Supercell Fury Discharge (Reactor-Derived)
Built-In Ranged Weapon
Attack Dice: 1d10-2
Damage Type: Burst
Damage Bonus: 4d5
Armor Penetration: 6
Range: 3/-/5
Special:
After resolving the attack, immediately roll twice on the Vital Damage table, applying both results. The jaeger must wait a turn for this weapon to cool down after firing it. While cooling, the jaeger is at -1 to all stats.
Inflicts localised environmental damage as a nuclear weapon.
(Derived from VI-Y4 "Fury" Supercell QRC)


Somewhat similarly, the focus of the military research centres is a lot further from "conventional" weapons than before-- rather, they're primarily working on the city's Superheavy weaponry... as well as something a bit more Strategic in use.

First off are some improvements to the Heimdal's targeting algorithms. There's not a massive amount of progress on the new software, but the it'll have a noticeable improvement when it's finally done.

8 Points towards Ranged! Heimdal is at 8/20 points to Ran 4!


Despite the added complexity, the next project actually yields far more concrete results. Given the success of the plasma cannon, and the (somewhat more tentative) success of the Heimdal, command has the idea to combine these two into a single unit. It turns out to be a fairly effective idea, if one with room for improvement, as the Mobile Strike Plasma Launcher type-2 'Surtr' Superheavy Armour is able to provide a solid support platform with decent effective range and a strong anti-armour weapon. The only disadvantage is the limitations of the reactor-- as the Surtr requires a separate, replaceable 'magazine' of capacitors to boost its output high enough to fire the weapon, and must undergo a mandatory cooldown period between shots. Still, despite those, the new Superheavy Armour should be a very useful weapon.

New Superheavy Unit available to purchase: MSPL-2 'Surtr' Superheavy Armour!
MSPL-2 'Surtr' Superheavy Armour (Superheavy Unit)
7500 Resources
A nuclear-powered self-propelled artillery piece, armoured in solid titanium alloy plate and equipped with a massive plasma beam cannon as its main and only armament. Due to insufficient reactor output, the Surtr relies on a three-shot magazine of rechargeable high-yield capacitors to power its gun, draining one dry with each shot it makes.

Ran: 2
Tou: 1
Agi: 0 (Moves 3 Units per round)
Durability: 1
Structure: 3
May not Charge.
Weapons:
IDB-50 "Muspel" Plasma Cannon
Built-in Ranged Weapon (Rifle)
Attack Die: 1d10
Armour Penetration: 4
Damage Type: Burst
Damage Bonus: 2
Range: 20/-/25
Magazine: 3
Reload: 2/Special
Special:
Must wait a turn for this weapon to cool down after firing before it can be fired again.
This weapon may only be reloaded by an active Field Resupply Squad, and expends the entire unit to do so. The "Muspel" Plasma Cannon may thus be reloaded a maximum number of times equal to the number of unused Field Resupply Squads per battle.

Armour:
Titanium Carapace
Armor Value: 2/-


Finally, using the weapons details provided by KRAUN, attempts are made to design a strategic-use fission weapon, capable of operating in conjunction with the Wormhole Penetrator device to destroy a Breach. The end results are a set of blueprints for exactly that. However... it's not all fine and dandy. Though clearly quite a potent weapon, basing it off of KRAUN's data comes with its own set of complications. The organisation's calculations on warhead yield and detonation assemblies were made for use with plutonium warheads in specific, rather than the uranium stock Neo-Seattle has. Furthermore, the documents contained a conditional statement-- that should the data be made use of, Neo-Seattle must agree to limit its store of nuclear weapons. Hardly a point worth arguing over, especially given the plans to expand to a new city, but it's something to keep in mind to satisfy their allies.

Fissile Bomb bonus consumed!

New Miscellaneous/Strategic Weapon blueprints available: Mark-1 Anti-Breach Shaped Plutonium Warhead!

Mark-1 Anti-Breach Shaped Plutonium Warhead (Strategic Weapon)
6000 Resources (special)
Attack Dice: 4x 1d10
Damage Type: Burst
Damage Bonus: 1d5
Armour Penetration: 4
Radius: 5, Rad & EMP over 10
Special:
Requires a supply of weapons-grade plutonium to be constructed.

A faction may possess a maximum of one Mark-1 AB Warhead per city at any time.

So yeah. While you
do have the blueprints available for these, you... can't actually build them yet. These are plutonium based weapons, but your fission reactors all run on uranium. So, you're gonna need access to some method of making plutonium before you can get nukes. That, or design a uranium based warhead instead.

You also need a way of actually
launching these things, considering they're far too heavy for any of your current missiles to fire.

(Also, I would like to bring up something from... what, the first
ever in-game TRvTW post? I said you had a stock of "Pt-238". Now, anyone who knows anything about elements will realise that this is nonsense. And I agree-- I meant to say U-238. I also can't believe it took me three years to catch that typo.) Nevermind that, I suck at nuclear science. In any case, you don't have any weapons grade plutonium available, and that's what matters.

Both the Military Production Facilities and Dockworks are hard at work this week. Many new air-frames have been constructed by the former, to further reinforce Neo-Seattle's air force. Meanwhile, the latter works tirelessly to fix the damage to the Murasame, which is finally released alongside a brand new third Destroyer.

2 AG-60 Autogyro Scout Squadrons constructed!
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons constructed!
Murasame-Class Anti-Kaiju Destroyer constructed!
Murasame-Class Anti-Kaiju Destroyer repaired!


Unfortunately, while the city of Everett was supposed to be scouted out this week, the maintenance on military assets and the involvement of most in the fight against Goryo meant that there simply haven't been enough available to investigate right now. Guess it'll have to wait until next time.

Thus ends Week 44 of TRvTW! Any further in-game stuff is gonna have to wait for Thread 3-- but for now, feel free to ask questions or talk about stuff.
 
Start of Thread 3


The year is 2027 AD. It has been fourteen and a half months since a Category V Kaiju unleashed
a persistent electromagnetic weapon in the upper atmosphere, crippling global communications and
rendering high-altitude air travel nigh-impossible. Swarms of Kaiju roam the planet, brought forth
by a number of recently-appearing Breaches in the fabric of space. The Wall of Life has fallen,
governments have collapsed, and the world is in a state of despair. Shit is fucked.

Yet, through the ever-mounting darkness, a beacon of light still shines; the mighty city-state of
Neo-Seattle, home to the last of the Pan-Pacific Defense Corp. Aided by their mysterious ally
KRAUN, they fight against the Kaiju menace, hoping to repair their world, and drive the monsters
from this earth.

Leading humanity's charge are three giant warriors, with steel in their bones and fire in their
hearts. Jaegers. Newest is the ferocious Phenom Sable, whose iron grip and mighty claws tear
all who face it to pieces. Loyal Jagdhund is next, with an arsenal of weapons as strong as her
autonomous mind. And the oldest of all stands as well, clad in gleaming alabaster and wielding
two deadly swords-- the untamed knight of Japan, Tacit Ronin.

Together, they'll show the kaiju The Power Of Three.


Third thread, yeah! As with the last two, I expect players to follow standard Quest etiquette. If you have any problems or questions, please bring them up with me in a civil manner, as I'm more than happy to answer them.

Quest Index:
Thread 1: Tacit Ronin vs. The World
Thread 2: Tacit Ronin vs. The World II: KRAUN Jewels
Thread 3: Tacit Ronin: The Power of Three (You are here!)
 
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