Monday, January 12, 2015

Building your Jaeger

Now we have covered how to make a character, a spirin, and to equip your character. Now we cover how to build your own Jaeger. Depending on your background, you will have so many Jaeger credits to build your Jaeger with. There are essentially 3 economic levels though, the 'salvaged' cheaper equipment, the standard military equipment, the high end military gear, and the 'infinite resources' billionaire options.


The Jaeger is made up of many parts, the bare minimum required for functionality are a core, a head, legs, and arms. From there, you can add multiple types of weapons, and multiple accessories.

We will start with Cores, the core is the reactor containing unit, contains all the connections for arms and legs, head, shoulders for weapons, and more. The core is usually the most expensive piece of the Jaeger.

5 credits, Salvaged Standard Core: Uses either an advanced nuclear reactor, or a more modern fusion reactor. The salvaged series gets the bulk of its parts from the various 'Oblivion Bays' essentially Jaeger graveyards. They take the most complete ones, and piece together what they can. The salvaged standard core has +30 HP, +2 physical, +1 energy defense, and 1 accessory slot.
(All that salvage comes from somewhere...)

7 credits, Salvaged Tri-Arm Core: Relatively popular salvaged core, with 3 armed support. The core has +20 HP, +2 physical, +1 energy defense, and 1 accessory slot. Multiple armed models gain an extra attack per round, at a -5 penalty. (There is an accessory to make that only a -2.)

7 credits, Salvaged Heavy Core: A standard core with substantially more plating grafted onto it. This weighs the core down, slowing its movement for toughness. +40 HP, +3 physical, +1 energy defense, -1 movement speed, and 1 accessory slot.

10 credits, Standard Military Grade Fusion Core: Using our most modern fusion cores, and strongest steel, the standard for most wealthy modern countries. +45 HP, +3 physical, +2 energy defense, and 2 accessory slots.

12 credits, Standard Military Grade Tri-Arm Core: Our most modern tri-arm core. +35 HP, +3 physical, +2 energy defense, 2 accessory slots.

12 credits, Standard Heavy Core: Heavily reinforces the core, adding multiple feet to the hull thickness, increases toughness significantly, but weighs down the core. +60 HP, +4 physical, +2 energy defense, and 1 accessory slot.

20 credits, Solar Core: A powerful experimental core covered in solar cells, durable clear lacquers, and comes equipped with an experimental Solar Shoulder cannon, which has proven to be very effective. +55 HP, +4 physical, +3 energy defense, 3d10+4 base energy cannon, 3 shots per mission, 1 round charge. This core amplifies other parts in the 'Solar Set,' and has 1 accessory slot.
(Inspiration for the solar shoulder cannon.)

24 credits, Fusion Duo-Core Reactor: A powerful reactor with a twin core set up. Each reactor is 80% the size of our standard fusion reactors, combined making substantially higher energy. This core has 1 bonus jaeger trait, chosen from the list below, and has +50 HP, +4 physical, +3 energy defense, and 2 accessory slots. The twin reactor energy field grants a +2 resistance to EMP.

Jaeger Trait Options:
Enhanced Deflector Shield: A constantly running, significant increase on our Tesla field. The shield has a base 25 HP, and while it is functioning it provides +2 physical and +2 energy defense, and stacks with the tesla field accessory, for a truly powerful defensive ability.

Reactor Beam: Channeling energy directly from the reactor into a focus lens on the core, and unleashing raw fusion energy at an opponent. This attack deals incredible damage, but forces all weapons on the reactor to undergo a 1 round cool down, and the reactor beam itself has a 2 round cool down. The weapon also requires 1 round to charge. 6d12+10 damage base, slices through DR.

Plasma Blade: A very intense energy blade, drawing massive energy off the twin reactors. This weapon can function for 2 rounds without issue, but every round after requires a save, or the twin reactors give out, forcing a 1d3 round reboot time. 4d10 damage base.

Ultra Thrusters: Installs a mega powerful thruster into the shoulder and back section, that draws energy from the Fusion reactors themselves, and this ability triples the movement speed of a Jaeger for 1 round, making the charge to hit and damage bonus +6. Unlike standard rocket boosters, this only has a 2 round cool down.

Infinite Resource Options:

26 credits, Quad Arm Core: What is better than 3 arms? 4 arms! +50 HP, +4 physical, +2 energy defense, quad arm support, and 2 accessory slots.

35 credits, Alloy Plated Duo Reactor Core: Not only does this Core have incredibly expensive salvaged Covenant plating covering it, but it is slightly larger than a standard military model, and houses 2 full sized reactors. This translates to stronger Trait options. The Deflector shield gains +10 HP, the reactor beam gains 1 more d12+5 damage, and the plasma blade does an extra 1d10. The Ultra thrusters only have a 1 round cool down.

Stats: +80 HP, +6 Physical, +4 energy defense, 2 accessory slots.

38 credits, Quad Armed Alloy Core: Like the quad armed core, only majorly reinforced with Alien Alloys. +70 HP, +6 physical, +4 energy defense, quad arm support, and 2 accessory slots.
(Damn Bridge...)

Head Pieces: The head part of the Jaeger contains the pilot chair, and the sensors, display, etc. Each head type adds to hit points, some defense, and targeting sensors that translate into a to hit bonus.

4 credits, Salvaged Single Pilot Head: The most basic of pieces, it functions. +10 hit points, +1 physical defense, and +2 to hit bonus.

6 credits, Salvaged Heavy Single Pilot Head: Heavily reinforced with scrap metal, increases the longevity of the standard head. +20 HP, +1 physical, +1 energy defense, +2 to hit bonus.

8 credits, Standard Military Grade Head: Standard head gear, with our most up to date military targeting assistance. +20 HP, +1 physical, +1 energy defense, +4 to hit bonus.

10 credits, Heavy Military Grade Head: Heavily reinforced military head. +25 HP, +2 physical, +1 energy defense, and +4 to hit bonus.

10 credits, Solar Head: A standard military head with solar panels all over. +15 HP, +1 physical, +1 energy defense, and +4 to hit. The head has built in solar eye beams, and if the core is also equipped, you gain a blind ability. This also counts as another energy source, stacking with powers from the Solar Set.

Solar Eye Beams, 1d10+2 base, range 6, partial action, may be fired in tandem with other weapons, or in the melee, while grappling, etc. Has a 1 round CD.

Solar Flare, point blank AOE status affect. Save vs. Blind or blinded for 1d3 rounds. The ability has a 1 round CD, both abilities share the same CD. (One or the other essentially.)

12 credits, Dragon Scorcher Head: A modified heavy military head, which has a built in flame breath, and defensive barbs. Purchasing this head also changes the overall motif of the Jaeger to a more Draconic style. +25 HP, +2 physical, +1 energy defense, and +4 to hit.

Flame Breath, 2d6+2 damage base, 4 rounds per mission. Partial action, just like Solar Eye beams. Save vs Burn, 1d6 damage for 1d3 rounds on fail.

Defensive Spines, combat spines that assist when opponents get close. Grants +2 damage when grappling.
(Heavily reinforced head... uh huh huh.)

Infinite Resources:

15 credits, Alloy Head: Made almost entirely from salvaged alien alloys, strong defensive ability, and the most advanced targeting sensors available. +30 HP, +3 physical, +2 energy defense, and +5 to hit bonus.

20 credits, 'The Crab': Made from both recovered alien alloys and small recovered bits of Meteorian. It is incredibly powerful, and comes with the 'Defensive Spines' add on. +40 HP, +3 physical and energy defense, +5 to hit. Adds a 'lobster' 'crab' or other armored sea creature motif to the Jaeger.

Defensive Spines, increases grappling damage by +4.

Arm Parts: Come in 2 general types, non-transformative options, that have weapons mounted directly onto them, and transformative options, which store weaponry inside them. Transformative arms may contain any weapon, even non-transformative weapons. All arms have HP, defense bonuses, and an unarmed damage base. Certain damage items are based off of unarmed damage, rather than having damage numbers themselves.

2 credits, Salvaged Standard Arms: +15 HP, +1 physical defense, and 1d8 base damage.

3 credits, Salvaged Tri-Arms: +10 HP, +1 physical defense, 1d8 base damage, third arm comes with buzzsaw or piston drill.

4 credits, Salvaged Heavy Arms: +20, +1 physical and energy defense, 1d10 unarmed damage, -1 movement speed.

4 credits, Salvaged Transformative Arms: +15 HP, +1 physical defense, 1d8 base damage, can house transformative weapons.

5 credits, Standard Arms: +20 HP, +1 physical and energy defense, 1d10 base damage.

(Very wide variety in Jaeger types and styles.)
7 credits, Standard Tri-Arm: +15 HP, +1 physical and energy defense, 1d10 base, either a buzzsaw or piston arm.

8 credits, Standard Transformative Arms: +20 HP, +1 physical and energy defense, 1d10 base, can house transformative weapons, and gives a small bonus to non-transformative weapons made into them.

8 credits, Solar Arms, +15 HP, +1 physical and energy defense, 1d10 base, has solar wrist blasters, 1d8+2 damage, range 6, and with 3 parts, empowers the tesla field ability, if that accessory is installed.

9 credits, Standard Heavies: +30 HP, +2 physical defense, +1 energy defense, 1d12 base, no transformative options.

Infinite Resources:

10 credits, Standard Quad Transformative Arms: +25 HP, +1 physical and energy defense, 1d10 base. Doesn't come with any weapons built in.

12 credits, Alloy Transformatives, +30 HP, +2 physical and energy defense, 2d6 base.

14 credits, Alloy Heavies, +40 HP, +3 physical, +2 energy defense,  2d8 base.

15 credits, Quad Alloy Transformatives: +35 HP, +2 physical and energy defense, 2d6 base.

18 credits, Quad Alloy Heavies: +45, +3 physical, +2 energy defense, 2d8 base.

Legs: Important for mobility and toughness, adds to HP, defenses, and has a base movement speed.

2 credits, Salvaged Standard Legs, +15 HP, +1 Physical defense, 5 movement speed.

3 credits, Salvaged Heavy Legs, +20 HP, +1 Physical and energy defense, 4 movement speed.

3 credits, Salvaged Pneumatic Legs, +10 HP, +1 physical defense, 7 movement speed. All pneumatic legs gain +3 to hit and damage bonus on charge attacks.

4 credits, Standard Military Legs, +20 HP, +1 Physical and Energy defense, 5 movement speed.

5 credits, Military Heavy Legs, +25 HP, +2 Physical and Energy defense, 4 movement speed.

5 credits, Military Pneumatic Legs, +15 HP, +1 Physical and Energy defense, 7 movement speed.

6 credits, Solar Legs, +20 HP, +1 Physical and Energy defense, 5 movement speed, empowers the other solar abilities, with all four unlocking the 'Solar Sword,' a 3d10 energy blade that functions like the plasma blade under duo core reactor. All 4 parts also grants a +2 EMP resistance.

7 credits, Artillery Legs, +25 HP, +2 Physical and +1 Energy defense, 4 movement speed, contains 3 hidden caches of short range rockets, cluster bombs, and other artillery. The rockets have a range of 6, and deal 4d6+4 damage. If used in a grapple, instantly hits, whether on the defensive or offensive side of it.

Infinite Resources:

8 credits, Alloy Standard Legs, +35 HP, +2 physical and energy defense, 5 movement speed.

10 credits, Alloy Heavy Legs, +40 HP, +3 physical and +2 energy defense, 4 movement speed.

10 credits, Alloy Pneumatic Legs, +30 HP, +2 physical and energy defense, 7 movement speed.

12 credits, Anti-Gravity Experimental Alloy Legs, +35 HP, +2 physical and energy defense, 8 movement speed. Uses technology derived from the gravity cannon to place anti-gravity thrusters at the base of the feet, and on the palms of the hands. This actually causes the Jaeger to 'Float' slightly off the ground, and move much more like Magus from Chrono Trigger than a giant robot. This also has the +3 charge bonus that pneumatic legs have.
(So cool, he doesn't care about physics.)

Jaeger Weaponry, Non-Transformative.

1 credit, Offensive Barbs, very simple additions of sharp pointy objects, from actual spikes to rebar poling out of the elbow. Grants +2 unarmed damage bonus.

2 credits, Salvaged Drill Arm, a salvaged high pressure drill, strapped to the top of the hand. When used to punch, this imparts a -2 penalty to hit, but a +2 to unarmed damage. If you successfully pin the kaiju however, (win two grapple checks in a row) this weapon does instant critical damage.

2 credits, Salvaged Buzz Saw Arm, essentially a 10-14 foot saw taken out of a lumber mill and strapped to a Jaeger. This weapon exploits light armor type kaiju, and does reduced damage to heavy armor type kaiju. Against light armor Kaiju, this weapon deals 3d6+3 damage base, and against heavy armor deals 1d6+1 damage.

2 credits, Napalm Launcher, a simple weapon, that launches super heated napalm at enemy Kaiju. Deals 2d6 damage, save vs burn for 1d6 for 3 rounds. Has 6 shots per mission and a range of 4.

3 credits, Salvaged Tesla Knuckles, highly electrified crudely reinforced knuckles. This weapon deals unarmed damage +2, and +1d6 energy.

3 credits, Spike Offensives, +4 unarmed damage.

4 credits, Military Grade Piston Spike, highly effective high pressure impact spike. Punching with the arm is a -2 penalty, with a +3 damage modifier, and pinning with this weapon deals x3 critical damage.

4 credits, Military Grade Buzz Saw, laser sharpened, thick powerful saw blade. Against light armor this weapon deals 3d10+3 damage, and 1d10+1 against heavy armor kaiju.

(Whew! It's got 3 arms!)
5 credits, Tesla Knuckles, +4 unarmed damage, and +1d8 energy damage. This weapon has an added stun affect on all critical hits, no save.

5 credits, Plasma Scorcher, Fires a much hotter stream of flame then a napalm launcher, and contains a superconductor add on, allowing the plasma scorcher to charge melee weapons with extreme heat, adding 2d10 damage to that weapon. 2d10 damage, save vs. burn or 1d10 for 1d3 rounds, 8 rounds per misson, each 'superconducting' takes 2 rounds to perform, takes two plasma scorcher rounds, and lasts 3 rounds once completed. The plasma scorcher can be paired with non grappling melee attacks, like a sword swing, for even greater combined damage. Be careful though, it is easy to go through ammo with this weapon.

5 Credits, Jaeger Claws, essentially Wolverine Claws on your Jaeger, incredibly powerful weapons. These increase unarmed damage by 2 dice sizes. (Example, a 1d6 would become 1d10.) These are exceptionally deadly in close combat situations, gaining a +4 bonus to both 'hit' rolls and 'damage' rolls. Can be supercharged/cooled.

6 Credits, *New* Kinetic Hammer, A massive hammer, which houses both a tesla cell, and a highly advanced neodymium magnet set up. Requires two hands to use, is stored either on the back or the hip. Deals 2d8+2 physical base, +1d10 energy damage, and on charge attacks deals 1d8 knockback. (On a Jaeger with an increased charge bonus, it deals 1d10 or possibly higher knockback) Can be supercharged/cooled

Infinite Resources

6 credits, Tesla Spikes, adds a series of electrified spikes all over prime grappling, offensive and defensive regions on the body. This grants +1 dice increase to unarmed damage, a +4 damage bonus, +1d10 energy damage, and in addition +1 energy defense. (example, a 1d10 would become 1d12+4+1d10.) This ability also empowers Tesla Field and Defensive Spikes.

6 credits, Vorpal Saw, an alien alloy forged giant buzzsaw, charged with electricity from the fusion reactor. This weapon deals 3d12+3 damage to light armor, and 2d12+2 to heavy armor.

6 credits, Barbed Piston, a specially made barbed alien alloy piston. This weapon has no to hit penalty like the other piston models, and +3 damage on unarmed strikes. In a grapple situation, it deals x3 damage against light armored Kaiju, and x4 damage against heavy armor kaiju.

10 credits, Armageddon Cannon, (Can't be made transformative) an astonishingly huge cannon, that shoots a massive ball of super heated energy, like a comet of flame, at the opponent. This attack has a 1 round charge, and a 1 round cool down. It deals 6d10+10, save vs burn damage, 4d10 1st round, 2d10 2nd round, 1d10 third. Range 12, 4 shots per mission.

Weapons, Transformative options:

Now  we move onto weapons that require trasformative arms. These arms can hold any weapon, except the Armageddon cannon, which takes the place of the forearm entirely. There are also no 'salvaged' level transformative weapons, if a transformative arm that is salvaged had a plasma cannon on it, for example, most of that equipment is scrapped and used for other material, transformative weapons need to be installed new, even if it is into salvaged arms.

4 credits, Plasma Cannon, similar to what we've been using since the Mk. III, takes quite a while to charge, but hits pretty hard. 2 round charge up, 6 round clip, 3d12+3 damage, 1d6 knockback if used in the melee, Max Range 5.

4 credits, Jaeger Sword, a powerful blade, stored in the shoulder and forearm region. Can be super conducted, deals enhanced damage to light armor, but has a weakness in that it can't be used while grappling. 2d10+2 damage base, 3d10+3 against light armor. Can be supercharged/cooled.

4 credits, Gatling Cannon, stored in the forearm, fires 70mm rounds that we used to use in artillery in a rapid succession. 4d4+4 damage, no charge or cooldown time, 4 'bursts' per mission. Has a range of 8. Has the same -2 grapple penalty as the railgun, below.

5 credits, Rail Gun Cannon, this transforms the forearm into a high powered magnetic rail cannon, firing large, powerful armor piercing slugs a long distance. Range 15, 2d12+2 base, 8 rounds per mission. If this weapon is not transformed back into a proper hand in the melee, you suffer a -2 on all grapple checks. This weapon ignores 2 DR.

Infinite Resources

6 credits, Alloy Jaeger Sword, a jaeger sword made entirely from recovered alien alloys. Deals 3d10+3, or 4d10+4 against light armor, and can be superheated/supercooled just like a Jaeger Sword.
(Should have pulled that out at the start of the movie...)

6 credits, Supercooled Liquid Nitrogen Gun, like it sounds, fires a stream of liquid nitrogen, dealing damage and slowing the opponent. This weapon also has a 'supercooling' attachment, meaning that if it is mounted on the same arm as a Jaeger sword, it can cool the blade, for added damage. This weapon functions just like the plasma scorcher, even dealing 2d10 damage, only the save is against cold, and if failed, the slow inflicts a -2 penalty on attack, damage, defenses, and movement speed. Supercooling the sword causes the sword to slow those it hits, adds 2d10 damage and increases the blades critical range to 19-20.

10 credits, Superconducting Alternating Gatling Laser: Each of the weapons 8 barrels fires a laser at a radically different temperature, some super hot, others super cooled. The overall effect is devastating to enemy kaiju, and even covenant and overseer battle ships. This weapon requires 1 round to charge, and may sustain fire for 2 solid rounds before requiring a cool down, should you elect to continue firing, a save must be made to see if the reactor can keep up. (Duo Reactors get a +4 bonus on this save.) Deals 4d10+8 base, and those hit must make a save vs. Frostburn, (which has both frost and burn in it, but passes through resistances to both 'frost' and 'burn' unless the kaiju has both.) or suffer a -2 slow penalty and 2d10 burn damage for 1d3+1 rounds. When this weapon is deployed, it takes the entire forearm, imparting the -2 grapple penalty that the Rail Gun suffers from.

Mounted Weaponry, This weaponry is mounted on the shoulders and chest region mainly, though other creative places occasionally are used, very popular among less wealthy nations that can't afford many of the more powerful weapons above.

1 credit per mount point, Low Yield Explosives, places cheap, loaded low yield missiles taken off of all manner of downed aircraft, each mount has 2 salvos per mission. Each Salvo has a range of 6, and deals 1d10+2.

1 credit, Shoulder Mounted Napalm Cannon, has 3 shots per mount, range 4, 2d6 base, save vs. burn, 1d6 for 1d3 rounds. Popular to pair with other napalm weapons, for a lot of damage over time.

3 credits, High Yield Rockets, Mounts proper high end rocket launchers, with 2 salvos per mount. Deals 3d8, with a range of 12. Popular among developing countries, like India and Brazil.
(Arm Rockets go!)

4 credits, Shoulder Mounted Plasma Scorcher, military grade, firing super heated reactor gunk onto the opponent. Range 4, 4 shots per mount, 2d10 damage, save vs burn, or 1d10 for 1d3 rounds.

5 credits, 120mm Gatling Cannon, a mounted, very large Gatling cannon that fires 120mm shells, (the really really big ones on old battleships.) Has enough ammo for 3 burst per mission, Range 6, 5d4+5 damage.

Infinite Resources:

6 credits, Shoulder Mounted Nitrogen Cannon, like the arm mounted one, only mounted on the shoulder. Range of 4, 4 shots per mission, 2d10 damage. If a single target is hit by both Nitrogen cannons in the same round the slow penalties increase to -4.

6 credits, Titan Rocket Mounts, essentially bunker buster missiles on your shoulders. Very long range, and very powerful, 2 salvos per mount. 4d10+4 damage, range 15.
(Chest rockets go!)

Now we move from weapons onto accessories. The cores above have so many accessory slots, this is what you can spend money to fill those with.

1 credit, Defensive Barbs, crudely placed metal spikes, hooks, barbs, etc. placed about the Jaeger body, assisting in those close combat situations. +1 cqc defense, +2 grapple damage. This accessory, and all defensive spine type, take up space on the body, making less room for mounted weapons. With defensive spikes only, you can still mount 3 items, with offensive and defensive, you may only mount 1.

1 credit, Internal Defense Steam Jets, Installs rudimentary sensors, and a few cameras, through out areas vulnerable to infiltration on the Jaeger. If a target is detected, the system can make an attack with super heated steam, vented into the arms itself. (Exterior will see some steam come from a knee joint or something.) 2d4+2 damage base, uses Jaeger Survival Skill for attack rolls.

2 credits, Tesla Field, channels a weak energy field around the body, assisting in shrugging off energy damage. This shield has 10 HP, and provides +1 energy defense while active. This shield is empowered by many other Jaeger parts, the shield improves at a rate of 10 HP and +1 energy defense per power up. At 4 power ups it gains +1 physical defense while active.

2 credits, Multi-Limb AI, uploads an advanced AI to compensate for the unwieldiness of the multi-limb type Jaegers. Changes the off-hand attack penalty from -5 to -2.

2 credits, Booster Rockets, Strategically placed thrusters on the hips, shoulders, feet, and elbows. (Unlocks Elbow Rockets, which can be activated to grant an attack -2 to hit, for +4 damage. Can't be done during a charge.) Which, when fired in unison, accelerates the Jaeger greatly, doubling movement speed, and the charge bonus to +4 to hit and damage. (+6 to hit and damage for pneumatic leg types.) This ability has no charge time, but a 3 round cool down. 3 uses per mission. (Elbow rockets don't count as a 'use.')

3 credits, Defensive Spikes, Properly constructed into the Jaeger, making it tougher, and deadlier in those close combat situations. +1 physical defense, +1 CQC defense, +4 grapple damage. Whenever an enemy deals damage to you in a grapple, they suffer 1d4 damage back.

3 credits, Pressurized Fluid Internal Defense System, Comes with better sensors, more cameras, and it sprays super heated oils and coolants from the jaeger itself. Our Janitorial staff hates it, but then again, the Xenomorphs that get deep fried hate it more. 2d6+2 damage, +2 on detection rolls.

3 credits, Hidden Ammo Caches, places many strategically located ammo reserves all over the Jaeger, refueling plasma scorchers, shoulder rockets, leg artillery, and the like. This accessory contains 2 full reloads for every weapon that has ammo on your Jaeger. A necessity for heavily rocket mounted Jaegers.

4 credits, *New* Active Camouflage Spraypaint System, thousands of cans of spraypaint pop out of flaps all over the Jaeger, painting it in one of thousands of programmed in camouflage patterns. The cans are then taken off to a processing facility within the Jaeger, where the empty cans are melted down and used to reload weapons like plasma scorchers, nitrogen cannon, fuel for booster rockets, or even shells for Gatling cannons or railguns. Jaeger pilots that have used this for long periods of time swear the paint makes the machines tougher.  

Infinite Resources:

6 credits, Perfected Multi-Limb AI, super advanced neural AI link eliminates any multi-limb penalties.

6 credits, Tesla Spikes, Strategically placed spikes around the body, only they are also charged with massive amounts of electricity. This provides +1 physical and energy defense, +2 cqc defense, and +8 grapple damage. This ability empowers the Tesla field, and also increases the strength of Tesla Knuckles, increasing damage dice by 1 on both the unarmed base, and increasing the energy damage from 1d8 to 1d12.

6 credits, Superconductive Energy Array, by activating this ability, all the cooldowns on your weapons are reset. This ability has a 3 round cool down.

6 credits, Internal Anti-Predaton System. Shores up several areas of the Jaeger with an internal defense system better than what the President has. 2d10+2 damage, +6 detection.

And thus concludes our Jaeger post, quite a hell of a lot going on there. You have a lot of options, even if you're a poorer background, you can still make an effective machine.
(Beam sword!)

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