[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.