Maaaaaaaagic.


Missing the combat style here.
Probably because most of the non-legs portion got blowed up.

I'm super happy with that potential haul of Jaegers. Like, there's practically something for everyone.
Lucky Seven could be @Space Jawa 's Grapple Jaeger.
Midsummer Night seems like it could be @LostDeviljho 's Revolver Shogun.
Dingo Amber or Kabuto Shockwave could serve as the base for my Paladin Victor idea. Possibly also Piercer Savage.

I mean, this is practically a treasure trove! I'd love this to be the catalyst for us finally getting our Jaeger force a.) beyond 2 machines, and b.) such that we can reliably and fully control more than 1 city, which happened....I think 1 other time, and only briefly, before the game died, and I can't even remember the game? I seriously want to see what we can do with that greater flexibility.
EDIT:
I don't think so. You abstracted away the resource cost of bullets and napalm.
1.) Telling the QM "you're wrong" seems both rude and...short-sighted?
2.) The point is if we want to do something besides "kill the brains", we're going to have to a.) research what we do, and b.) spend Resources to build it, treating it like a City Aug (as far as I can gather).
 
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I don't think so. You abstracted away the resource cost of bullets and napalm.
At the least, it'll take time.

Edit: what Knight said.

I'm super happy with that potential haul of Jaegers.
I'm very happy that people like my silly OC jaegers (everyone besides the three initial ones-- GD, LS, and MN-- are my creations). It was actually kinda hard, coming up with names and unique designs for all of them.
 
At the least, it'll take time.


I'm very happy that people like my silly OC jaegers (everyone besides the three initial ones-- GD, LS, and MN-- are my creations). It was actually kinda hard, coming up with names and unique designs for all of them.
Well, you've given us a lot of interesting designs, I feel like they represent a good range of styles, and their various states of disrepair mean we have to evaluate what will and won't work well.

Also, honestly, I just want us to reach a point we can field close to, or even exceeding, 10 Jaegers (even if it's broken up into separate fights/scenes to ease workload), facing off against a Kaiju Army, to assault the Ur-Breach Stronghold the Kaiju Masters created (perhaps its a new island in the Pacific that rose up over the original Breach).
 
Also, honestly, I just want us to reach a point we can field close to, or even exceeding, 10 Jaegers (even if it's broken up into separate fights/scenes to ease workload), facing off against a Kaiju Army, to assault the Ur-Breach Stronghold the Kaiju Masters created (perhaps its a new island in the Pacific that rose up over the original Breach).
I will say that you'll need multiple Shatterdomes to field that many jaegers. Your current replica dome can only hold six at the moment.
 
- Perimeter Defense: Each Railgun Battery must be purchased to cover a specific sector of the Defense Perimeter. When a fight occurs in that sector, the Railgun Battery may participate. Rather than suffering complete destruction, a damaging hit to the Battery will subtract 1 Attack Dice from it (costs 300 Resources to repair 1 AD).
Wonder if we can make a rail system of some sort to rapidly transport forces from one perimeter to another. Something else to think about maybe.
 
1.) Telling the QM "you're wrong" seems both rude and...short-sighted?
2.) The point is if we want to do something besides "kill the brains", we're going to have to a.) research what we do, and b.) spend Resources to build it, treating it like a City Aug (as far as I can gather).
1) That is correct. Sorry.
2) Are we even using them for anything? I'd much rather just get rid of them unless we plan to use them, which judging by the plans for the past... entire second thread, we aren't.
 
1) That is correct. Sorry.
2) Are we even using them for anything? I'd much rather just get rid of them unless we plan to use them, which judging by the plans for the past... entire second thread, we aren't.
Apology accepted.

You took them for some reason. I don't know why. In any case, destroying them will only lose you opportunities in the future-- it's Palisade who's actually giving you the bonus to kaiju rolls right now.

Wonder if we can make a rail system of some sort to rapidly transport forces from one perimeter to another. Something else to think about maybe.
If your past research is any indication, it should be as easy as... well, a lot of things.
 
Sweet Jesus that Buster Launcher! I want to give one of the big ones to Jagdhund ASAP. And that range is fucken ridiculous as well. Granted, a rifle with 20/30/35 ranges will only give us one or two shots at optimal range before we start getting higher difficulties on our To Hit rolls so there's that.

Then again if the base difficulty is 5+ for a hit, Jagdhund is guaranteed to hit at long range and needs just a three to hit at medium. With one more point in Ranged only Nat 1s and Kaiju with Ranged Attack Reactions will escape her. That'd also raise the damage bonus of the Big Rifle to 6, which is just fantastic.

And still on the subject of big guns, those railguns are amazing. We need one on each sector, but I'll settle for one on the north and one to the south.

And finally, Magic! Getting Sturm to Japan is going to be... well, it'll be complicated. The best way I can think of pulling this off would involve multiple trips through Alaska onto Russia and finally to Japan, with each trip going a bit farther than the last by leaving supply caches for the next trip.

That'd be slow, expensive and risky, but it is doable with current or soon-to-be-obtained tech.

The other way involves building a Over the Rainbow style fleet capable of transporting, fielding, retrieving and repairing Jaegers with enough fuel and Tankers to do the entire trip to and back from Japan. Downsides are, it's still slow, expensive as hell and it's just begging for a Gaghiel Kaiju to show up and wreck our shit.

The third option is to figure out how this portal nonsense actually works and how to make Really Long Range Breachgates. None of those options are going to be done quickly or cheaply, that's for sure.

Also, on the subject of the Brains...
You took them for some reason. I don't know why. In any case, destroying them will only lose you opportunities in the future-- it's Palisade who's actually giving you the bonus to kaiju rolls right now.
Let's kill the other two and put Palisade in a lead box lined with tinfoil.
 
I will say that you'll need multiple Shatterdomes to field that many jaegers. Your current replica dome can only hold six at the moment.
That's fine, this is connected to my idea of "multiple cities".

I want that big, shiny, finale to be an effort of, if not the whole world, then at least large parts of the world. Us, KRAUN, other PPDC remnants, etc.


1) That is correct. Sorry.
2) Are we even using them for anything? I'd much rather just get rid of them unless we plan to use them, which judging by the plans for the past... entire second thread, we aren't.
Apology accepted.

You took them for some reason. I don't know why. In any case, destroying them will only lose you opportunities in the future-- it's Palisade who's actually giving you the bonus to kaiju rolls right now.
Aren't they what let us figure out how to build Neural Disruptors? Plus, what Fyrstorm said.

If your past research is any indication, it should be as easy as... well, a lot of things.

Wonder if we can make a rail system of some sort to rapidly transport forces from one perimeter to another. Something else to think about maybe.
Why not just build up more of the defense systems? I mean, if we do do some sort of "rail system", split the difference and build 3-4 batteries, so they only ever have to shift 1-2 sectors.
 
Then again if the base difficulty is 5+ for a hit, Jagdhund is guaranteed to hit at long range and needs just a three to hit at medium. With one more point in Ranged only Nat 1s and Kaiju with Ranged Attack Reactions will escape her. That'd also raise the damage bonus of the Big Rifle to 6, which is just fantastic.
Other way around. Holding with both hands and with Ran 4, Jagdhund will automatically hit anything at medium or closer, and need a 3 (2 in single shot) to hit at long range.

Let's kill the other two and put Palisade in a lead box lined with tinfoil
You have three brains; two Myrmion brains and Texas's brain.
 
We could try plugging white noise generators into the brains and seeing what happens. They do work on electricity, right?
 
Other way around. Holding with both hands and with Ran 4, Jagdhund will automatically hit anything at medium or closer, and need a 3 (2 in single shot) to hit at long range.
So it's even better than I thought. Gotcha. :D

You have three brains; two Myrmion brains and Texas's brain.
Right. Kill Myrmions, put Texas in the time-out box.

We could try plugging white noise generators into the brains and seeing what happens. They do work on electricity, right?
They're a security risk and the only real research advantage they give us is very underused. We have a mini-hivemind, but what can we even do with it? We already got the Disruptors, what other ideas do we have that justify not killing the Myrmions ASAP?

How about Kaiju Neurotoxins?
 
Yes, I'll be implementing 'sectors'-- sorta. You already have them, in terms of battlefield directions (there's like, eight sectors-- North, South, etc.). Plus, @Killbles did such a fine job with his Turret Tower Defense Grid that I just had to share the love
So we'll have to pump our defense stat to 10 if we want full coverage.
You guys do remember you can just upgrade your superheavies' stats, right?
I did not, no.
IDB-49a "Schwert Gewehr" Buster Launcher:
Built-in/Carried One/Two-handed Ranged Weapon (Rifle)
5000 Resources

Attack Dice: 1d10+1/2x 1d10 (1d10-1/2x 1d10-2)
Armour Penetration: 3+Special
Damage Type: Burst
Damage Bonus: Ranged+1
Range: 20/30/35
Special:
Armour Penetration receives a bonus, equivalent to 1 for every 5 points the jaeger beats the opponent's reaction/to-hit roll by.
Thermal Bloom: When used in the first firing mode, all within 1d5 Units of the target struck automatically take 1d5 Fire Damage.
Dual Shot: May be used to target multiple opponents when used in the second firing mode, though the second attack suffers a -1 penalty.

May be activated as a Movement or Standard Action, and sheathed as a Free Action.
Buster Weapon: This massive weapon requires both hands to make the most of it. If the wielder chooses to use it with only one, use the set of values in parentheses. Otherwise, use the main set of values.

The Buster Launcher may only be mounted on jaegers, and always mounts on a Thigh. When active, it must be held by the Hand that corresponds with the Thigh, though two hands can be used for increased accuracy (see Buster Weapon).
The Buster Launcher may only be used by Mark III+ Jaegers, and always mounts on one Thigh when used.


IDB-49b "Dolch Gewehr" Plasma Launcher:
Built-in/Carried One-handed Weapon (Rifle)
3000 Resources

Attack Dice: 1d10
Armour Penetration: 2+Special
Damage Type: Burst
Damage Bonus: Ranged
Range: 15/20/25
Special:
Armour Penetration receives a bonus, equivalent to 1 for every 5 points the jaeger beats the opponent's reaction/to-hit roll by.
Thermal Bloom: When used in the first firing mode, all within 1d5-1 Units of the target struck automatically take 1 Fire Damage.

May be activated as a Movement or Standard Action, and sheathed as a Free Action.
The Plasma Launcher may only be mounted on jaegers, and always mounts on a Thigh. When active, it must be held by the Hand that corresponds with the Thigh.
Yeeeeessss... the small ones will be Perfect for Revolver.
PL-160 'Quetzalcoatl' Gunship
1500 Resources
The first fixed-wing post-Tod der Jaeger aircraft designed for combat, the PL-160 takes clues from the AC-130 and other ground assault planes, featuring very wide wings, multiple engines, and numerous weapons. Like its older relative the PL-92, the PL-160 has expanded fuel tanks, multiple redundancies, and a fairly low flight ceiling-- however, its custom design makes it difficult to mass-produce. Its main weapons are a pair of nose-turreted 20mm Vulcans, an expanded micro-missile pod on each side, and four large racks of Hellfire+ missiles, making it a formidable combatant.

- Move up to 20 units a turn. Must move at least 5 units a turn.
- May not be built in Military Production Facilities.

- Nose Vulcans: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
- 'Kaiju-Buster'-G Ultra Micro-Missiles: 1d10 Impact/Fire damage. -1 Damage. Range 5/10/-. Hits on 4+. Cauterises Wounds. Benefits from Arges.
- Hellfire+ Missile: 1d10 Fire damage. +0 Damage. Range 20/-/-. Hits on 4+. Two Shots Only. Cauterises Wounds. Benefits from Arges.

- Manoeuvering Thrusters: All Ranged attacks against Quetzalcoatls are at +1 difficulty to-hit.
this is... this good, I think?
 
this is... this good, I think?
The range after the two Hellfire+ shots isn't the best, and it is a bit expensive, but it's good. It could stand to be modified to have less flight endurance so it can mount more or bigger guns for fights close to home, but it's good enough for support on hunts and long-distance battles.
 
The range after the two Hellfire+ shots isn't the best, and it is a bit expensive, but it's good. It could stand to be modified to have less flight endurance so it can mount more or bigger guns for fights close to home, but it's good enough for support on hunts and long-distance battles.
I'd like to see an all-gun variant at some point, yeah. But it's a very, very good start. Even not being able to produce it freely is okay.

Actually, the most important question: Can it make it it the bay with us?
That's probably dependent on us setting up a good mid-air refueling system.
 
In which case, it's just all our other aircraft that need something for refueling, assuming @Fyrstorm can confirm that the Quetz can fly down to the Bay and back without refueling.
The Quetzal has enough fuel to make it there and back without modification-- but just barely. You can gain some more flight time if you travel more slowly, so that the planes can glide, but remember that dawdling around at Oblivion will eat up your fuel if they're engaging in combat.
 
The Quetzal has enough fuel to make it there and back without modification-- but just barely. You can gain some more flight time if you travel more slowly, so that the planes can glide, but remember that dawdling around at Oblivion will eat up your fuel if they're engaging in combat.
So, better to ensure we can refuel all aircraft, including the Quetz, to be better safe than sorry.
 
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