Super Robot Quest

Turn Two, Year Two: Expanded Possibilities
0800, 2 February, A.D. 2071
Commandant's Office


"You have a habit of making my life interesting, Commandant," Peters says over the sat-link.

"Not by choice, Ma'am," you say. Thankfully you've already cleared the stack of coffee cups from the last briefing. "Just had a really, really hectic month."

"I noticed," she says wryly. "You're making waves just by existing. And the fact you've secured a pact with the Kausen...pardon, Legio Galbinus?"

You nod. Sipping from your coffee again, you add, "That, and the fact we were attacked." Your expression hardens into a frown. "Respectfully, Ma'am, those rebels had no business getting as close to us as they did. We only caught them because of our own patrols. How did they even get here?"

"A very good question," she scowls. "And an uncomfortable question. One that I am happily applying to certain officers whose job it is to keep Westphalians suppressed." Shaking her head, she says, "Your Soldiers conducted yourselves well, regardless. And the Super Robot is coming along rather nicely. As far as seeing to your defenses, however you wish to pursue it, I've arranged for additional resources to shore up where you need it. Use it wisely."

"Thank you, Ma'am," you say. "I'll have something else for you next month."



RESOURCE POINTS AVAILABLE: 14 RP - 3 RP (Deployment) = 11 RP + 3 RP (for exclusive use in Defense Force Actions)

Passive Bonus - 'Katarina's Support!' – You may add +1d6 to one Action ONCE THIS TURN. Refreshes for next turn!



Special Actions

LOCKED - Hello, I am a Spy, How Can I Help? – You have Warlord's remains set aside, with all the reports and analyses prepared. Time to see what the Intelligence Services think.

Cost: Free (this is going to happen regardless)
Duration: 1 Turn
Chance for Bonus RP (1d6, Unknown Thresholds)

Diplomacy – Upholding Promises – You and Galbinus struck a few deals, and it wouldn't reflect very well on you if you didn't keep to them. You have five months (including this month) to at least start to uphold the spirit of the agreement. As long as you start any of the projects within five months, there will be no issues.

-[] Modify Cavalier – As part of your agreement, you will oversee the surgical modification of Cavalier (the volunteer test subject) to adapt the Kaus to Variable Configuration. Patch is part of the advance party in anticipation of moving closer to the proposed base site, and there is no way he is not going to oversee this process. With Katarina and the Duo assisting Patch, Cavalier will be the very first Kaus to be modified to configure into native Earth vehicles.

Cost: 2 RP (One Time Investment)
Chance for Greater Success at Disadvantage (1d6, Threshold of 4-6)
Duration: 1 Turns
Cavalier undergoes modification to configure into vehicle mode

-[] Construct Legionary Enclave – One of the Legion's engineers, Architect, has arrived as part of the advance party. Once he links up with Wilde and Henry, the three of them will put their heads together to begin discussions on where and how the Enclave is going to take shape. Both sides seem to be agreeable with each other so far, and the fact you're helping build a new permanent home for them is only improving the situation.

Cost: 3 RP (1 RP Locked Next Turn)
Chance for Greater Success (2d6, Threshold of 5-6)
Duration: 3 Turns



Defense Force Actions

[] Command Center - You wanted a command center. You need a command center. You can justify a command center. You're tired of directing operations from your office. Besides the fact it's downright cool, it will also provide additional options during deployments or - goodness forbid - another base defense.

Cost: 3 RP (One Time Investment)
Duration: 2 Turns
Constructs Command Center. Unlocks Additional Combat Options. You're a proper Super Robot organization now!

[] Aviation – Eye in the Sky – Sasaki was quite happy with having the Yuri Gagarin on station in November. She was not so happy when you had to give it back. She wants to know if there is a way we could get our hands on our own.

Cost: 3 RP (One Time Investment)
Duration: 3 Turns
Gain a Stork-class Dropship (allows for independent missions)

[] Fact Hunt – With the distribution of the Jackal and the TMU chassis spreading (slowly) to all corners of the EUDF, more and more people are becoming aware of the DFRI. You already have a very solid in with the FRC, but this would also be a good time to liaise with other organizations. Sasaki's agents are on standby.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Gain New Contacts, Unlocks New Actions

Pilot Candidates – It's becoming more imperative to start training and grooming new talent to take to the field ahead of any new machines we make. Lieutenant Tellison already proved himself, and there's undoubtedly more talent that you haven't tapped into. Thanks to Sam and the Duo's efforts, you have a pretty reliable way of finding and training new talent. Best get to it!

-[] Pilot Training – Tellison – Tellison has already proven himself in the defense of the Institute. Perhaps it's time to begin testing him more fully to take to an MMI-based machine?

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Additional Traits (2d6, Threshold of 5-6)

-[] Pilot Training – Find New Talent – You have an entire base of personnel to tap into, all with varying abilities and psychic potential. The option remains to find new talent, but you'll have to invest into actively searching.

Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance to find new pilots (2d6, Threshold of 5-6)

Base Defense – The Third Air Defense Force really should have seen something, but for whatever reason they didn't. Though you do not want to start any nasty political wars (any further than your existence alone does), it's better to take the defense of this region into your own hands. You have BG Peters' full backing on this.

-[] Outposts – From what you can tell, the Westphalians were able to take advantage of the tiniest gaps in your security net to sneak through. While this may be closing the barn door after the horses left, you're not taking any chances. Set up some outposts in key positions to make sure no one gets another chance.

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Progress to Security Net, Greater Local Security

-[] Upgraded Radar Tower – BG Peters has no complaints against you and Sasaki wanting even greater radar coverage. Not only would this provide greater local radar coverage, this would allow you to tap further into the EUDF Global Network. This is more expensive than the Outposts, but also allows you to see much farther than your local area.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Progress to Security Net, Greater Local Security, Greater Awareness of Global Threats



Engineering Actions

LOCKED - A new adviser. Katarina still has one more 'sibling' waiting in the wings. With Sam and Max already accounted for with Ivanna, it's just a matter of choosing where this next one will go. Remember: you only have one left right now!

Duration: 1 Turns
Progress to Supercomputer AI
Introduces New Adviser/Assistant in Science Category. Creative - You may reduce the Success Threshold of any one Defense Force Action by -1. The best solution isn't always obvious, something that this personality intrinsically understands. Sometimes, success can be redefined if you take a closer look at what you are actually aiming for.

LOCKED – K-Class Weaponization - A fiery fist was a good start, along with the other Mecha-scale weapons you made. Now the Duo want to go full ham on it. With a better understanding of what makes the K-Class workable, they want to create even bigger conventional weapons with K-Class. Or crazier weapons. Bigger and Crazier. Yes.

With fresh battle data, they have the time to make even better improvements!

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 3-6 (Fresh Battle Data))
Unlocks Special Attacks

Configuration - You were recently given the go-ahead by Peters to look into creating new configuration models for new customers. You also recovered the broken remains of the Westphalian warmachines, including the monstrous Pilum-class custom. It's broken, but you can make some use of it…

-[] New Customers - Aside from the Air Defense Forces, you still have some interested parties. Peters has agreed to act as an intermediary again.

Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance to Gain additional RP per turn at Disadvantage (1d6, Threshold of 4-6 due to good reputation among decisionmakers). Success will grant +2 permanent RP, failure will grant +1.
Will roll for customer.

-[] Buckler IFV – Combined with the broken remains of the Westphalian versions, you now have a giant armored vehicle in plentiful supply. Why not make use of it and make this the subject of configuration into a mecha?

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough at ADVANTAGE (3d6, Threshold of 4-6 (Excess parts!))

-[] Enemy Wreckage – You have examples of the strange guntrucks/tank destroyers (called Tank-Mobiles apparently) and the monstrous Pilum-class custom's remains. Wilde and Henry noticed at a glance that both seem to share the same principles of engineering, ones that seem to also share a few ideas on variable configuration (if absolutely crude and inefficient). With your permission, they want to dig into this.

Cost: 2 RP (1 RP Locked)
Duration: 2 Turns
Chance for Breakthrough (5-6, Threshold of 5-6)
Gain analysis of Westphalian Equipment, Unlocks New Options

Finetuning Equipment – Charged Cannon – The last battle showed that Wilde and Henry have some work to do. This is thankfully not going to require any resources on your part, but they do ask what sort of direction you would prefer. Choose one!

-[] Potent Shocks – Though the shock properties hold promise, it isn't potent enough yet. You can change that. You can change that a lot.

Increase the Shock chance to 2d6

-[] Modular Mounts – The issue perhaps isn't the potency of the shock. The issue is that the weapon is somewhat cumbersome and requires a more efficient power supply. More frequent firepower with the same voltage is the way to go.

No change, but enables Charge Cannon as a Free Action. Refreshes every other turn.



Science Actions

Passive Bonus: Calm: Ivanna's help enables you to re-roll one failed Science Action Test this turn.

LOCKED - This Goes to No Museum - Xenotechnology – You don't know what it is. Sam doesn't know what it is. Max sure as hell doesn't know what it is (if her story of high explosive debates are to be believed). But Ivanna has confirmed that the object is artificial in nature, and is emitting some kind of energy inconsistently. It isn't dangerous, and is in a solid containment unit in any case, but this is going to be a very long-term study.
Max is quite grateful (in her own way) for the support and funding. Mostly the funding. But the support is nice.

Duration: 3 Turns
Observations of Alien (?) Artifact

LOCKED - Joint Operations - Sam has noticed something about the K-Class Materials. It reacts to outside stimuli, but reactions to machines operated by the MMI or exposure to directed psychic signals are inconsistent. This lack of consistency offends Sam. He wants to know why this is happening.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6); Chance to Discover New Actions

[] ESP Theory - There's always room to improve your understanding of ESP Theory, even though by now you've explored a fair amount of territory doing so. Sam wants to push things further, but there's so much to do in there. He is prioritizing the Psychic Choir phenomenon, along with determining if psychic powers can develop any other additional traits.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough at Advantage (3d6 (Experts), Threshold of 5-6)
Progress in ESP Theory

[] Kaiju Biotechnology - Though a younger field than ESP, the biotechnologists are ready to break open even more secrets from the kaiju samples. With an emphasis on learning how to shape K-Class Materials into artificial shapes, they have their work cut out for them.

But the power of metal will provide.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology

Xenotechnology – Max has what you would call a mixed set of problems. On the one hand, she suddenly has a windfall of stuff under her specialty she needs to study! On the other hand, she doesn't have any facilities dedicated to studying any of it yet! She'll make do, but she's ecstatic that she has all sorts of new toys that "promise to make physics CRY!"

-[] Energy Blast – With the study on Bandit's rifle, Max has a good grasp of how to replicate the Kaus energy blasts. However, she flat out tells you that putting it into a 'handheld' package for the Beowulf is right out. She can, however, turn it into a Heavy Weapons package. One that promises to be much more potent than the rocket launcher you've set aside for the Beowulf.

Cost: 1 RP (1 RP Locked)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options

-[] Energy Shard Processing – The lifeblood and currency of Kausen society apparently. It seems straightforward enough to Max: processed energy essentially scrunched into a tiny package. Human energy processing such as oil, gas and fusion power apparently translate quite nicely into Shards (which explains the constant raids from the Free Brothers). Max is confident she can replicate it, but the bigger question to her is how we can use it safely.

Cost: 2 RP (2 RP Locked)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, Bonus RP Generation Option

-[] Anti-Gravity – Max honestly isn't sure what to make of this one. Though it is not the classic sci-fi portrayal of anti-gravity, it certainly has the potential to greatly lower the weight of classic metal materials. But Max can't really give a professional opinion until she takes a closer look, but she doesn't expect it to take very long.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options

-[] Kaus Armor Plating – Otherwise known as 'zirvitium alloy.' Max is predicting that it is very good at absorbing the energy blast weapons favored by Kausen warriors, but it's otherwise just a very sturdy set of armor plating. At least at first glance. She has some science to do on this one.

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options

-[] Dispersion Field Plans – "It's a damned force field!" At least that's what you think you heard Max cackle. You're not sure. You just know that Galbinus told you it's not a complete set of the plans. It's just as much of the plans that some former shield engineers in the Legion scribed down from memory. On the plus side, it means you can create something uniquely yours.

Cost: 3 RP (One Time Investment)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options
 
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[X] Plan: Post Operation Retooling
-[X] Modify Cavalier (2 RP)
--[X] Katarina's Support
-[X] Command Center (3 RP)
-[X] Fact Hunt (2 RP)
-[X] Pilot Training – Tellison (2 RP)
-[X] Outposts (1 RP)
-[X] New Customers (3 RP)
-[X] Potent Shocks
-[X] Energy Blast (1 RP)

Get our diplomatic obligations sorted out first and foremost, get the Command Center that we keep getting nagged to acquire, and start reaching out to other organizations now that the secret is more or less blown. We need more money after all!

Energy Blast should also help with our Heavy Weapon Strikes too.
 
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[X] Plan: Post Operation Retooling


I agree mostly, but think we should get the Radar Tower instead. Mostly cause I'm the type who wants to first make sure our backs are covered before anything else.

Nevermind. I'm down with the new version.
 
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Actually, on further thought, I'm going to scratch the enclave building for now. One month is fine under the circumstances, and I want to use those points to reinforce our Security Net.

EDIT: It is done.
 
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Wait. I have considered further.

Outposts for now, scratch radar tower, get started training Tellison, like our mandate tells us to.

Still progresses our security net, and we can hopefully seize more RP out of all this too so we can get working on the enclave next turn, the enclave and radar towers.
 
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  1. [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Outposts (1 RP)
    -[X] Upgraded Radar Towers (2 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
 
[X] Plan: Robots First, Then Pilots
-[X] Modify Cavalier (2 RP)
--[X] Katarina's Support
-[X] Construct Legionary Enclave (3 RP)
-[X] Command Center (3 RP)
-[X] Energy Shard Processing (2 RP)
-[X] Kaus Armor Plating (1 RP)
-[X] Dispersion Field Plans (3 RP)
 

[X] Plan: Post Operation Retooling

I will vote this way for now, but I'd also like to get started on the Legio enclave sooner rather then later...Hrrm.
 
Tally time.
Adhoc vote count started by Thors_Alumni on Jun 1, 2018 at 7:40 PM, finished with 15 posts and 9 votes.

  • [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Pilot Training – Tellison (2 RP)
    -[X] Outposts (1 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Outposts (1 RP)
    1. -[X] Upgraded Radar Towers (2 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Robots First, Then Pilots
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Construct Legionary Enclave (3 RP)
    -[X] Command Center (3 RP)
    -[X] Energy Shard Processing (2 RP)
    -[X] Kaus Armor Plating (1 RP)
    -[X] Dispersion Field Plans (3 RP)

Adhoc vote count started by Thors_Alumni on Jun 1, 2018 at 8:46 PM, finished with 19 posts and 11 votes.

  • [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Pilot Training – Tellison (2 RP)
    -[X] Outposts (1 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Outposts (1 RP)
    1. -[X] Upgraded Radar Towers (2 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Robots First, Then Pilots
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Construct Legionary Enclave (3 RP)
    -[X] Command Center (3 RP)
    -[X] Energy Shard Processing (2 RP)
    -[X] Kaus Armor Plating (1 RP)
    -[X] Dispersion Field Plans (3 RP)
 
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