I foresee budget cuts in the future for most of our research divisions. :V
Their lowest total was 12. I don't see the majority of this research failing, except possibly the Supercell. Maybe not quite as good as we hoped, but we'll have designs to refine, I think. Which is good enough for most of these.

Now, our exploration and survey units, on the other hand...
 
Their lowest total was 12. I don't see the majority of this research failing, except possibly the Supercell. Maybe not quite as good as we hoped, but we'll have designs to refine, I think. Which is good enough for most of these.

Now, our exploration and survey units, on the other hand...
The way I see it, the research stat is their equipment and facilities, while the roll represents their hard work, that spark of genius and of course their pure, dumb luck.

What these rolls tell me is that either they hit quite a few snags while working, couldn't manifest that spark of brilliance for a breakthrough and thus did mundane, if effective work, or were just slacking off. And it most certainly wasn't the productive kind of slacking off either.

Now, I know that the first two are the most likely reasons for their low productivity. Bad luck happens and most scientific knowledge comes from boring old hard work instead of a stream of Eureka moments. But I also know that the third option is easier to make jokes about, so guess which one I picked. :V
 
The way I see it, the research stat is their equipment and facilities, while the roll represents their hard work, that spark of genius and of course their pure, dumb luck.

What these rolls tell me is that either they hit quite a few snags while working, couldn't manifest that spark of brilliance for a breakthrough and thus did mundane, if effective work, or were just slacking off. And it most certainly wasn't the productive kind of slacking off either.

Now, I know that the first two are the most likely reasons for their low productivity. Bad luck happens and most scientific knowledge comes from boring old hard work instead of a stream of Eureka moments. But I also know that the third option is easier to make jokes about, so guess which one I picked. :V
Oh, I get it. I'm just saying, if we're cutting back on the science budget, we might as well see about punishing the guys doing recon.
Still need the nuke roll, please.
Jawohl.

Edit: What is with all the twelves this turn? Either in totals or rolls.
Nixeu threw 1 10-faced dice. Reason: We are become Death? (1d10+10) Total: 2
2 2
 
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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.
 
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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.

Pt-238 exists. It's the material that powers Curiosity and such.

U-238 is not much of an improvement, tbh. It's depleted uranium, not the kind you make bombs from.
 
Pt-238 exists. It's the material that powers Curiosity and such.

U-238 is not much of an improvement, tbh. It's depleted uranium, not the kind you make bombs from.
Fair point. I've apparently been really shoddy on my science lately, so just remind me if I screw stuff up.

In any case, what really matters is that Neo-Seattle doesn't have access to weapons grade plutonium.
 
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Fun fact: Standard Uranium fission reactors, assuming fuel with civilian-grade enrichment is used (by which I mean fuel containing significant amounts of U-238), produce weapons-grade Plutonium as a byproduct.
 
Fun fact: Standard Uranium fission reactors, assuming fuel with civilian-grade enrichment is used (by which I mean fuel containing significant amounts of U-238), produce weapons-grade Plutonium as a byproduct.

They don't.

Weaponsgrade plutonium is defined as plutonium that is more than 93% pu-239. In a powerreactor, that doesn't happen. Your plutonium becomes too contaminated by pu-240, which has a tendency to undergo spontaneous fission. That's not a property you want in your bomb.

I mean, you can still try to make a bomb, but it would be highly radioactive, produce a lot of heat and be very likely to fizzle.

Edit : In order to get weaponsgrade plutonium, you need very short refueling periods and low burnup. One may be attainable in a Jaeger reactor, the other would cripple power output.

Also, there's reprocessing the fuel. That's not that simple either.
 
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They don't.

Weaponsgrade plutonium is defined as plutonium that is more than 93% pu-239. In a powerreactor, that doesn't happen. Your plutonium becomes too contaminated by pu-240, which has a tendency to undergo spontaneous fission. That's not a property you want in your bomb.

I mean, you can still try to make a bomb, but it would be highly radioactive, produce a lot of heat and be very likely to fizzle.

Edit : In order to get weaponsgrade plutonium, you need very short refueling periods and low burnup. One may be attainable in a Jaeger reactor, the other would cripple power output.

Also, there's reprocessing the fuel. That's not that simple either.
Alright, point, I guess I should have probably gone with the more accurate 'there's a relatively straightforward way to turn U-238 into Plutonium'.
 
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/-
Well, it doesn't cost us resources per shot, which was the goal. Think we're gonna need to increase the blueprint's RAN before we start building them though, else we're just gonna have the same issue we have with the Heimdall missing 9 times out of 10, except with half the fire rate.
 
@Fyrstorm , roughly how many actions/"tiers" of research would it take for us to end up with an engine like what Gypsy Avenger has? That is, the double-stacked (one big one small) Nuclear Vortex Turbine.

As well, would it be even vaguely productive for us to look into Fusion or other options that aren't either Fission/Vortex Turbines, or some iteration of a Supercell?
 
@Fyrstorm , roughly how many actions/"tiers" of research would it take for us to end up with an engine like what Gypsy Avenger has? That is, the double-stacked (one big one small) Nuclear Vortex Turbine.
IIRC that was one of the avenues of research we were looking into for MK IV/V engines. Issue was we were trying to use two fullsize engines, which wouldn't fit until we complete our hammerspace research.

Edit: Now I'm wondering what the Uprising MK VIs look like statwise. Are they just MK Vs with shinier paint or is there an actual improvement there over Striker Eureka?
 
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IIRC that was one of the avenues of research we were looking into for MK IV/V engines. Issue was we were trying to use two fullsize engines, which wouldn't fit until we complete our hammerspace research.

Edit: Now I'm wondering what the Uprising MK VIs look like statwise. Are they just MK Vs with shinier paint or is there an actual improvement there over Striker Eureka?
They seem to pack in more advanced technologies, and put more weapons in less space. Probably also at least Mark V level stats.

Saber Athena's Dex is probably pushing double digits.
 
@Fyrstorm , roughly how many actions/"tiers" of research would it take for us to end up with an engine like what Gypsy Avenger has? That is, the double-stacked (one big one small) Nuclear Vortex Turbine.

As well, would it be even vaguely productive for us to look into Fusion or other options that aren't either Fission/Vortex Turbines, or some iteration of a Supercell?
On the latter, you already have blueprints for a Mark IV Stellarator available, and you've made them as cheap as currently possible.

On the latter... Well, you'd need a minimum of two research actions to get GA's reactor-- one to shrink down the size of your Vortex Turbines, and another to combine them into a double reactor that can fit in a jaeger. I don't actually know what level such a reactor would be-- but given what we see in Uprising (particularly GA fighting a Cat V on even footing), I'd say it'd likely be Mark V equivalent.

Actually, all the (not Scrapper/maybe not Drone) jaegers in Uprising are probably Mark V equivalent (the designation of Mark VI/VII seems more to do with their technological advances than power output)
 
Phenom Sable fully Repaired!
5 Points towards Toughness! 23/25 to Tou 5!
[Angry General Noises]
This bit is probably what annoys me the most put of our below average rolls. Two damned points, man.

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.
It could use more refinement in the future, of course, but I can already see the references we can make.

"Sir, if you make a Raiden reference I swear to God I'll punch you with my shiny new metal arm, Rank be damned."

"You can relax, Ranger. I give you my word that there will be no references of any kind to Raiden or anything related to Metal Gear."

"Alright. Good."

"Like I said Ashley, relax. Your new limbs will arrive any minute-- look, they're here."

"Alright, let's get thisnover with so I can leave the damn... hospital...
...Sir, why is there a large green crystal on my left arm?"

"It's part of a display that will give you system diagnostics on your limbs, Ranger."

"And why does this set of limbs have a lion head gauntlet included in it."

"Because I never said anything about GaoGaiGar references, Cyborg Ashley."

New Jaeger Augment available for purchase: Sovereign RWC Link!
Sovereign RWC Link
4000 Resources
This is goddamn amazing, but I'm a bit worried about how having melee Fangs will interact with Multiple Reaction rules. The cumulative penalty could get ridiculous depending on the number of Fangs involved.

New Miscellaneous available to purchase: VI-Y4 "Fury" Supercell QRC (Mk 4)
VI-Y4 "Fury" Supercell QRC (Mk 4)
70 000 Resources
Jesus Christ this thing is ridiculous. The Discharge weapon is crazy, but the drawbacks certainly match it. And the price is just ridiculous. This will take a lot of refinement before it can compete with the Helios Stellarator.

8 Points towards Ranged! Heimdal is at 8/20 points to Ran 4!
Slow and steady bombards the Kaiju!

New Superheavy Unit available to purchase: MSPL-2 'Surtr' Superheavy Armour!
MSPL-2 'Surtr' Superheavy Armour (Superheavy Unit)
7500 Resources
This is a really good unit. The magazine limitation is to be expected, but we have a surplus of Field Resupply Units and can build more very easily. Overall, I'm pleased with this.

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)
We have a new sub-quest! And a really powerful weapon if we ever need it.
 
So, I looked at Jagdhund's sheet again and she has an open Augment slot, so we can equip her with Remote Weapons as soon as we make the actual weapons! Also, she can use 7 Fangs or 10 Bits at once, but she already carries a lot of stuff.
 
Random thought.... @Fyrstorm how feasible is Repair Bits? That is, Bits that focus on repair actions for Jaegers or Superheavies?
Depends how you fluff them. Currently, doing something like Oswin's Bits would mostly just be useful for clotting wounds and stuff, but with better tech or more precise ideas you could probably manage something better.

This is goddamn amazing, but I'm a bit worried about how having melee Fangs will interact with Multiple Reaction rules. The cumulative penalty could get ridiculous depending on the number of Fangs involved.
Melee attacks with Fangs would resolve as a single multiple dice attack, like Tacit's Fangblades or Vertigaunt's bullshit arm flailing, so it wouldn't be too broken.

"Because I never said anything about GaoGaiGar references, Cyborg Ashley."
inb4 you try attaching your Superheavies to Tacit in order to give it forcefields and rocket punches.
 
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.
Not bad. The spinal damage wrecking it is a bit of an issue, but other than that, this seems pretty good. Especially as a place to start building ourselves some Remote Weapons.
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.
...And this was one of the higher rolls. Though, admittedly, it was probably the hardest project we had. Needless to say, we're going to need to work on this one. Oi vey.
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/-
Could use some work in some areas, but it seems fairly decent. Also...

"You know, fellows, we seem to have a dire need for better cooling systems, between the Surtr and the Fury. Didn't the scans turn up some Cat IV that manipulates the weather to the north? Seems likely to use something to create cold fronts, probably using cryogenics. I think I know what our next hunting target should be..."
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.
"The fact they think that nukes are more of a threat than our other toys and projects is hilarious."

Also, breeder reactors aren't exactly the hardest thing in the world. Should be fairly easy to adapt some of our existing designs in that direction. Depends on what our current reactors are, obviously. Some of the Gen IV designs are deliberately designed to prevent the possibility of nuclear proliferation.
They don't.

Weaponsgrade plutonium is defined as plutonium that is more than 93% pu-239. In a powerreactor, that doesn't happen. Your plutonium becomes too contaminated by pu-240, which has a tendency to undergo spontaneous fission. That's not a property you want in your bomb.

I mean, you can still try to make a bomb, but it would be highly radioactive, produce a lot of heat and be very likely to fizzle.

Edit : In order to get weaponsgrade plutonium, you need very short refueling periods and low burnup. One may be attainable in a Jaeger reactor, the other would cripple power output.

Also, there's reprocessing the fuel. That's not that simple either.
Plutonium production was possible in the forties. More to the point, there's concerns over power reactors being capable of creating weapons-grade materials. Depending on what sort of reactors we're working with, it shouldn't be too hard to get weapons-grade plutonium.

That's ignoring the fact that we have a wrecked nuclear weapons stockpile across the Sound from us, mind. Weapons-grade plutonium doesn't have so short a half-life that it would be gone, either.
Jesus Christ this thing is ridiculous. The Discharge weapon is crazy, but the drawbacks certainly match it. And the price is just ridiculous. This will take a lot of refinement before it can compete with the Helios Stellarator.
The main advantage of this one is probably that we know we can get the basic system up to Mk. V capabilities, honestly. We just need to refine it a lot.
So, I looked at Jagdhund's sheet again and she has an open Augment slot, so we can equip her with Remote Weapons as soon as we make the actual weapons! Also, she can use 7 Fangs or 10 Bits at once, but she already carries a lot of stuff.
Jagdhund's been our test-bed for a lot of stuff, hasn't she? Still, she could certainly benefit from it.
 
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Melee attacks with Fangs would resolve as a single multiple dice attack, like Tacit's Fangblades or Vertigaunt's bullshit arm flailing, so it wouldn't be too broken.
That solves that, I guess. We still get to lower the reaction bonus by a point at least, but no endlessly increasing penalties like what happened to that one Kaiju way back. Poor guy.

inb4 you try attaching your Superheavies to Tacit in order to give it forcefields and rocket punches.
Wasn't attaching Fangs to Tacit to let him do fancy stuff one of your suggestions for Endgame Tacit?

If you wait until Tacit has its flight pack and you guys figure out more Raubtier stuff, you could probably make some bionic ornithopter/rocket drones that can enhance Tacit's airborne manoeuvrability while attached, a la the mini-Angels attached to Kaworu's Trident Warborn (more S&WH40K references, yes, but it's got some good stuff to consider). When detached, they'd basically be heavy assault helicopters (well, ornithopters), probably with a Micro Laser Vulcan each.
'Ere we go. With some creativity, FINAL FUSION is perfectly possible and viable!
 
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