Nixeu, you need to rethink the way you're approaching this game and the universe of Pacific Rim in general.

You are approaching this game by trying to apply hard science fiction to what is a fun, soft science fiction universe.

You want to play by the rules of Horatio Hornblower in a universe that plays by the rules of Pirates of the Caribbean.

You're approaching Pacific Rim and Tacit Ronin vs The World as if the game plays by the rules of Starship Troopers the book when it is in fact playing by the rules of Starship Troopers the movie.

You want to apply the hard rules of Honor Harrington to the far softer universes of Star Wars and Star Trek.

You are, in short, trying to take a square peg and force it to be compatible with a circular hole.

This is not a game of military thinking. This is a game that is an excuse to have giant robots fight giant monsters.

Realistic military strategy and logic have no place here.
Thank you for articulating that more clearly than I have been able to.
 
Nixeu, you need to rethink the way you're approaching this game and the universe of Pacific Rim in general.

You are approaching this game by trying to apply hard science fiction to what is a fun, soft science fiction universe.

You want to play by the rules of Horatio Hornblower in a universe that plays by the rules of Pirates of the Caribbean.

You're approaching Pacific Rim and Tacit Ronin vs The World as if the game plays by the rules of Starship Troopers the book when it is in fact playing by the rules of Starship Troopers the movie.

You want to apply the hard rules of Honor Harrington to the far softer universes of Star Wars and Star Trek.

You are, in short, trying to take a square peg and force it to be compatible with a circular hole.

This is not a game of military thinking. This is a game that is an excuse to have giant robots fight giant monsters.

Realistic military strategy and logic have no place here.
Except you've been applying those ways of thinking yourselves, so clearly they do! You guys have been applying the principles of logic and strategy to your actions from the start!

I'm not saying we should apply any given strategy from those books, because that's not how tactics and strategy works. It's a way of considering scenarios involving combat. I'm applying the tool-kit of tactics and strategy to this scenario, and trying to come up with ideas that would help us achieve our goals. Because that's what it is, a mental tool-kit. You've all been doing the exact same thing, you just haven't been thinking of it that way!

Look, out situation is unique. And I've been treating it as such. But if this was totally non-strategic or non-tactical, nothing we did would matter. We could spend our resources willy-nilly, lose our Jaegers, and everything would be fine. Since that's not the case, at the bare minimum, logistics is involved. And, yes, tactics and strategy are involved, too.

This game has it's own logic to it, because games completely lacking in any form of logic aren't fun, and are generally a pain-in-the-ass to run. The logic might not match that of reality, but it really doesn't have to. Logic is, like military thinking, a tool-kit, adaptable to many scenarios. So long as you can adapt your thinking. Which I've been doing.

Your statements have made it clear to me that you really don't understand what I'm trying to do. I'm not trying to be Honor Harrington. Because, frankly, I can't be. I know the rules, and understand some of the tool-kit. But I'm frankly sh*t at applying it to any given battle. The main thing I've been stealing from my study of military SF is the terminology, not the strategy. Stealing their strategy would be dumb, given how different this scenario is from their battles.

What I am doing is looking at the rules of this game, and figuring out what we should be doing to win. When you come down to it, that's really all tactics and strategy are. You ask yourself questions. What do you have? What can you do with it? What are your goals? What can you do to achieve those goals? What's feasible now? What's feasible later? What can the enemy do? How can you throw a spanner in the works of their plans? Your answers to these questions form the basis of your tactics and strategy.

Are you honestly, seriously, telling me none of you have been considering any of those things? Yeah, no. You've been doing strategy and tactics. You just haven't been aware of it.

Edit: To hammer the point home: making Tacit Ronin go fast via rockets is tactics. Having Jagdhund focus on ranged is both tactics, and strategy to some degree, since patching holes in your order-of-battle (your units) is a strategic line-of-thought, IIRC. Building those factories to let us churn out free conventional units is strategy and logistics. These things are terms for specific actions, and the thoughts that inform those actions. Nothing more, nothing less.
 
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@Nixeu I think you're missing the point here. We don't think you're trying to apply logic and/or strategy from other sci-fi series in the game. We just think you're taking this way too goddamn seriously.

This isn't grand strategy. This isn't a hyper-realistic quest where we have to manage our resources and logistics in detail. This is a Giant Robot punching Giant Monsters Quest. This one specifically leans much farther on the Super Robot end of the scale than every other quest of its kind aside from maybe Wild Ronin vs The World over on the TV Tropes forums (that used a completely different system anyway), so we can get away with ever more ridiculous things as long as we don't try to escalate too fast.

Hell, we'll most definitely surpass Wild Ronin as soon as we get the Allegorica on Tacit and do a Inazuma Kick. That's how Super Robot this AU is.

So please, sit back and relax a bit. Stop worrying so much about Murphy. This is first and foremost a collavorative game, and like all games it follows the Zeroth Rule:

"Roleplaying games are entertainment; your goal as a group is to make your games as entertaining as possible."

This means stuff like rules and realism can go take a hike, as long as we're having a good time that's all that matters. If this means Fyr has to start fudging the dice behind the screen or just say "No. Screw this, re-roll Noah's recovery." then that's what's going to happen. Murphy has no power here.
 
@Nixeu I think you're missing the point here. We don't think you're trying to apply logic and/or strategy from other sci-fi series in the game. We just think you're taking this way too goddamn seriously.
And Jawa isn't, when he's trying to advocate we hit the Breach before we expand? If he's going to talk about long-term, relatively serious objectives like that, especially when he wants to lock the fun stuff behind accomplishing them, I'm going to be serious right back, when I explain why that's not a good idea right now.
This isn't grand strategy. This isn't a hyper-realistic quest where we have to manage our resources and logistics in detail. This is a Giant Robot punching Giant Monsters Quest. This one specifically leans much farther on the Super Robot end of the scale than every other quest of its kind aside from maybe Wild Ronin vs The World over on the TV Tropes forums (that used a completely different system anyway), so we can get away with ever more ridiculous things as long as we don't try to escalate too fast.

Hell, we'll most definitely surpass Wild Ronin as soon as we get the Allegorica on Tacit and do a Inazuma Kick. That's how Super Robot this AU is.

So please, sit back and relax a bit. Stop worrying so much about Murphy. This is first and foremost a collavorative game, and like all games it follows the Zeroth Rule:

"Roleplaying games are entertainment; your goal as a group is to make your games as entertaining as possible."

This means stuff like rules and realism can go take a hike, as long as we're having a good time that's all that matters. If this means Fyr has to start fudging the dice behind the screen or just say "No. Screw this, re-roll Noah's recovery." then that's what's going to happen. Murphy has no power here.
Fun is important, I agree. You seem to think I don't find us making major errors that screw everything up for the future not fun. You also seem to think I don't find what I'm discussing entertaining. You are wrong, on both counts.

Also, what makes you think I don't want to do ridiculous stuff? I would just rather we not be dumb about it. There's awesome-ridculous, and there's dumb-ridiculous. There is some overlap, but I'd rather not do something to tank the quest for temporary enjoyment. That's a dick move to our QM, and everyone who didn't find it funny.

...F*ck. I had a whole write up explaining what I figured we should do going forward, in detail, and my thoughts behind it...but then I control-c'd it, and then control-c'd something else.

Okay, in summary: we're a small faction, with elite-but-low-in-numbers units, and a huge tech advantage. I say we focus on expanding our sphere of influence, both by building new settlements, and by contacting other survivors, allying with them, and giving them technology information. We can help them build up themselves, so that they can also do damage to the Kaiju Masters, and, eventually, nuke their own Breaches. We can do far more damage by uniting the survivors and giving them the tech to blow up Breaches, than we can by blowing our forces on one Breach. Especially since, so far as we know, we're the only people who could even develop that tech.

Basically, I'd rather be the R&D hub of the world, and let other people risk their toys, than risk ours. Because then we can no longer enjoy our toys. Let KRAUN or the Aussies take over the Breaches. I'd rather be shoving rocket-propelled blades into a Kaiju for ages, than lose Tacit Ronin.

Also, what the hell guys. You guys were talking about serious things in a serious manner, so I got serious. And now you're saying I shouldn't be serious. I don't understand what I did wrong...
 
A bit too far away. The farthest city we can reach with the Breachgate is Olympia, and it's still relatively close by. If you want to expand northward, then Everett is the better choice.
That's fine, and I was looking at expanding northward.

If our favored route to Japan is predominantly by land, then why not direct our expansion with that in mind?

And since Anchorage would be down that route as well.....
 
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That's fine, and I was looking at expanding northward.

If our favored route to Japan is predominantly by land, then why not direct our expansion with that in mind?

And since Anchorage is on the way as well.....
I'd rather just make alliances, that far out. Trying to manage things at that long a distance, even with Angel-net, is just a pain. I'd be up for helping some of the locals get a better hold of things, though. Lend them some troops, help them build up their own infrastructure, give them some of the tech we've made, that sort of thing. Cons are cheap, and giving them more cons than they need to defend themselves might let them hunt enough low-level Kaiju to build themselves into a useful ally. Much easier to let the locals secure things, than to secure them ourselves.

Edit: Hell, I was actually thinking of developing a Mk. 0 specifically to scout for settlements and let us contact them via Angel-net, to do just that. Kinda like a smaller version of Jagdhund and her siblings.

Edit 2: This is what I like to call: 'the path of least management'. Instead of managing outposts ourselves, we let Fyr do it instead. :V
 
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I'd rather just make alliances, that far out. Trying to manage things at that long a distance, even with Angel-net, is just a pain. I'd be up for helping some of the locals get a better hold of things, though. Lend them some troops, help them build up their own infrastructure, give them some of the tech we've made, that sort of thing. Cons are cheap, and giving them more cons than they need to defend themselves might let them hunt enough low-level Kaiju to build themselves into a useful ally. Much easier to let the locals secure things, than to secure them ourselves.

Edit: Hell, I was actually thinking of developing a Mk. 0 specifically to scout for settlements and let us contact them via Angel-net, to do just that. Kinda like a smaller version of Jagdhund and her siblings.

Edit 2: This is what I like to call: 'the path of least management'. Instead of managing outposts ourselves, we let Fyr do it instead. :V
I'm not used to having allies that are both competent AND reliable/trustworthy.

So from my perspective, the better option is to do everything ourselves, so that we have fewer factions to worry about.

To clarify, I'm all for rubbing elbows with existing powers like KRAUN, but for settlements that don't have established forces, my preference is to absorb them if we can do so peacefully.

In my mind, a "path of fewest geopolitical variables ".
 
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I'm not used to having allies that are both competent AND reliable/trustworthy.

So from my perspective, the better option is to do everything ourselves, so that we have fewer factions to worry about.
Yeah, but doing everything ourselves is a drag. Plus, I feel like they'd more be subordinate forces to us, if that makes sense. We'd be the ones helping them build themselves up, after all. Yeah, we'll probably have to manage them to some degree, but I'd rather defer minor things to minions than be forced into micromanaging at a distance.

And they don't have to be super-competent. Just competent enough to hold the line, so we can build an air-base, or a Breach-junction, in their territory. As for loyalty, barring exceptions like the Aussies, we're all kinda in the same boat, here. I suspect most of the survivors are unlikely to bite the hand that gives them shiny new toys, and hope. Especially since we're likely to be allowing them a fair amount of independence, since all we really want them to do is keep the Kaiju off our metaphorical lawn.
 
Guys, please. Take it to PMs or something, but stop debating right now. There's time for that later, and I have stuff to write up here.

It's just exhausting to read through all the talk.
 
Guys, please. Take it to PMs or something, but stop debating right now. There's time for that later, and I have stuff to write up here.

It's just exhausting to read through all the talk.
Sorry. If it makes you feel any better, it's been kinda exhausting to do, too. I was up way too late last night.
IIRC, the current cities we can upgrade are Tacoma, Everett, and... Olympia?
Everett sounds good. There's an old military base out that way, right?

Hm. It might be worthwhile to figure out what sort of stuff was in those cities, before we try and settle in one. Sure, it might not be intact anymore, but it could be worth a shot. Especially since we can probably just take a Comms action to investigate what, if anything, seems intact enough to use. It's kinda like to house-hunting. Only with the ruined shells of cities.
 
Looks like, yeah.
Adhoc vote count started by LostDeviljho on Nov 14, 2017 at 3:09 PM, finished with 90 posts and 8 votes.
 
Thanks again. I'll get to writing up the completed Part 2 when I have time.

And then it'll be kaiju time! Yay!
 
Week 42: Downtime, Part 2 - Phenom Sable Activated!
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!

Phenom Sable

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.
 
"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.
You can almost feel the anticipation and lust for action. Don't you worry, Phenom. We'll give you enemies aplenty to chokeslam.
 
Any thoughts on the Perks I gave Phenom, guys? I tried to make them fit their personalities and stuff-- Clamshell Grab being Shiori's ability to get at an enemy's weakness (basically using the DTs as a bear-trap to catch them off-guard), and Deflective Guard being Kanji's flair for the dramatic letting Phenom's defenses become flashier but more effective (you'll have a harder time Blocking, but you're less likely to take damage from one if you do make the Block).

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.
 
Any thoughts on the Perks I gave Phenom, guys? I tried to make them fit their personalities and stuff-- Clamshell Grab being Shiori's ability to get at an enemy's weakness (basically using the DTs as a bear-trap to catch them off-guard), and Deflective Guard being Kanji's flair for the dramatic letting Phenom's defenses become flashier but more effective (you'll have a harder time Blocking, but you're less likely to take damage from one if you do make the Block).
I like them, and it's nice that it actually gives us an incentive to block other than "well we can't dodge or parry well"
 
Any thoughts on the Perks I gave Phenom, guys? I tried to make them fit their personalities and stuff-- Clamshell Grab being Shiori's ability to get at an enemy's weakness (basically using the DTs as a bear-trap to catch them off-guard), and Deflective Guard being Kanji's flair for the dramatic letting Phenom's defenses become flashier but more effective (you'll have a harder time Blocking, but you're less likely to take damage from one if you do make the Block).
The perks look great and synergize with the build very well. And we finally get to use another reaction instead of just dodging. :V
 
Any thoughts on the Perks I gave Phenom, guys? I tried to make them fit their personalities and stuff-- Clamshell Grab being Shiori's ability to get at an enemy's weakness (basically using the DTs as a bear-trap to catch them off-guard), and Deflective Guard being Kanji's flair for the dramatic letting Phenom's defenses become flashier but more effective (you'll have a harder time Blocking, but you're less likely to take damage from one if you do make the Block).
They look excellent. Wonderful synergy with Phenom Sable's build. The defensive one, in particular, is exactly what Phenom Sable needs to do it's job effectively. The counter is pretty good too, though.
The perks look great and synergize with the build very well. And we finally get to use another reaction instead of just dodging. :V
To be fair, dodging is OP in this system. Not taking damage is usually superior to reducing damage, in most cases. Of course, not being dependant on multiple stats tends to even more superior, so...
 
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