@Alectai

It's not that the IS would be that picky. It's going to come down to how persuasive you are (via dice roll), and how much the representatives aside from Anna are receptive to the idea. Either one honestly is going to make them happy, but you can try to convince them that both work perfectly together.

Heck, I'd take a write-in pitch to up your odds if you want to go that far.

Just lemme know if you have other questions.
 
@Alectai

It's not that the IS would be that picky. It's going to come down to how persuasive you are (via dice roll), and how much the representatives aside from Anna are receptive to the idea. Either one honestly is going to make them happy, but you can try to convince them that both work perfectly together.

Heck, I'd take a write-in pitch to up your odds if you want to go that far.

Just lemme know if you have other questions.

Eh, I don't really have the time to do a write-in pitch, not when I need to start getting ready for work now.
 
Second, Improved Equipment vs Automated lab. More breakthrough versus faster and less frustration for support personnel. Personal preference.

The first one is better IMO since making the test easier helps way more.

Fifth, Anti-Gravity vs Dispersion Field. We want both, we can get AG next turn and they end up ready at the same time.

I like the field too, but anti-gravity will hopefully let us build heavier and crazier stuff.

t's not that the IS would be that picky. It's going to come down to how persuasive you are (via dice roll), and how much the representatives aside from Anna are receptive to the idea. Either one honestly is going to make them happy, but you can try to convince them that both work perfectly together.
Heck, I'd take a write-in pitch to up your odds if you want to go that far.

That's interesting. Can you specify a little more please?
I would try something, but right now I'm busy. However, I would like to have more information.


We'll certainly benefit from having both models for our personnel. Speaking of: Mecha-ready AI is a must next-turn.

[X] Plan: It's Raining Dosh!
+For a moment I feared I would take a plan not made by Alectai, but it was a false alarm.
 
@Alectai, @HeavyBane,

If you have any ideas of how or why you would convince the IS that both chassis are what they've always wanted but never knew about, you could write that in. If it's convincing enough, I'd throw in a bonus to that action (such as -1 Threshold or +d6). Again, though, entirely optional. You're going to get +1 RP at least from this action anyhow.
 
@Alectai, @HeavyBane,

If you have any ideas of how or why you would convince the IS that both chassis are what they've always wanted but never knew about, you could write that in. If it's convincing enough, I'd throw in a bonus to that action (such as -1 Threshold or +d6). Again, though, entirely optional. You're going to get +1 RP at least from this action anyhow.

As I said, I'm going to work soon, so I won't be in a position to write anything nice :(
 
Instead of offering hints or writing a presentation, I choose Rap- I mean, an omake!

The stage was set. You heard the petition from Agent Smith (and wasn't that a cliché fake name) and you were willing to comply. Luckily for you, the Duo already had something planned long before this chance arose, probably born in the throats of their Configuration mania back when the Coyote was a fresh idea. All it took was a few touches from Carson and you were ready for your proposal, at least on paper.

"I have to say, I didn't expect I- No, we would have a response so soon, Mister Devin." Anna Smith broke your train of thought, staring you from the other side of the large table. She was wearing dark, black sunglasses that somehow gave her a disturbing glow, especially when combined with her steeped hands. Then again, her image was broken when you considered you two were in a closed building with little exposure to natural night, but you assumed it was part of the act, same with her change in tone. "Nevertheless, you have proven your value so far, so we're eager to listen." She continues in a deep voice, one she did on purpose.

"Alright. As you know, there are two candidates for the position: The CRX-24 'Shade' vehicle, and the 'Steed' one." You answer with a neutral tone, turning on the projector, showing a seemingly inconspicuous car and an equally harmless bike. "Both were made for the purposes of espionage support, but the specifics of each vary. You see…" Here you went into a summarized technical description of the two future vehicles, using the projector to emphasize your words.

It was a good thing you were sensible enough to double-check the entire thing before going with it, as there were several images of… Dubious value. However, the Duo and Carson were certainly imaginative whenever they worked together; you had to give them that. You didn't know what the mechanical dragons and transforming wheelchairs had to do with anything though.

"[…] That will be all. To summarize, the first proposal is a civilian SUV, a more 'all-purpose' option for espionage options accompanied with a mech mode for more active engagements, while the second is a motorcycle which emphasizes speed and rapid transportation, but it also has its own share of tricks." You finish the explanation, pausing a moment to gauge Anna's reaction. She hadn't move at all during the presentation, but you were certain you had her attention.

"I agree. Both vehicles would be of immense interest for the Intelligence Services. My personal preference would be the bike but, I'm certain you have another idea in mind. Is that so?" She finally spoke, surprising you with her query.

She was smart, but that probably came with the territory.

"Indeed, you're right. I have the belief that both vehicles could work as a package deal, if you pardon my expression." You respond, waiting for her to say anything. Since she didn't, you went ahead with your improvised pitch sale. "My engineer team agreed that working in tandem would be the best of the both worlds: The Shade can operate as the field Command-and-Control vehicle, while the Steeds would work as subordinate units."

"Interesting idea. Why do you think that would work though?" Anna inquired further, her glasses reflecting a sinister glow. Wait, nevermind. That had to be your imagination.

"Because together they're greater than the sum of its parts. Just like the TMU demonstrated that modularity could allow a vehicle to be prepared for nearly any situation, I am of the same belief in regards these two prototypes. Separate, they're great whether they work alone or in a group but, they can be prepared against and eventually overcome. However, by working together, they can achieve an unprecedented degree of coordination and mobility that experienced field agents will be able to exploit to their most." You say, taking a pause before following with the last part. "Should the two be trapped in hostile circumstances where neither one can do much, then this means that tactical retreat is a must to reconsider the next course of action. Or, at the very least, cause enough chaos to facilitate escape." You say with a small grin.

Anna says nothing, but then you hear her chuckle.

"Very well then. I'll consider the idea and give you an answer in a few days. Until then, thank you for your cooperation." Anna says, getting up and removing the glasses. Just like that, the spell was broken. She soon came back to her suspiciously cheery self, as if nothing had happened. That being said, she had one last thing to say.

"By the way, for the next time, remember it's called James Bond, with 'n', not Bomd. Treat the classics with a little more respect, please." Now you knew why you had the sensation you were missing something.

Anna was certain to ensure you learned your errors of your ways by recommending you a few books of said fictional character, books that one day mysteriously appeared in your office, stacked in a neat pile.

You weren't sure how to react to this...​
 
Mecha and Pilot Roster
Since I'm going to need a dedicated reference sheet, here's what I've got in the meantime. If I'm missing anything, let me know!

Actions per Turn: 1 +1 (K-Suit)

Enhanced Reflexes:
- The K-Suit upgrade grants One Free Re-Roll per Combat Turn (Must be declared)​
Notable Character:
- Can make two attacks per turn at 2d6 for 1 HP each. Counts as a single Action.​
Instinctive Piloting:
- You may apply ONE of the following this turn:
- Re-Roll One failed Strike or Agile Roll per Turn​
- Gain 'Deflection' this Turn - Applies on first enemy infliction of HP​
- Deflection - When an enemy attack inflicts HP on you, roll at Disadvantage (1d6, Threshold of 4-6). Negate all damage dealt to you, and inflict 50% of that damage to the enemy instead.​
Enhanced Reflexes:
- The K-Suit upgrade grants One Free Re-Roll per Combat Turn (Must be declared)​
Actions Per Turn: 1 + 1 (K-Suit)
Enhanced Reflexes:
- The K-Suit upgrade grants One Free Re-Roll per Combat Turn (Must be declared)​
Notable Character:
- Can make two attacks per turn at 2d6 for 1 HP each. Counts as a single Action.​
Psychic Unison: For One Turn, All Rolls gain +1d6
- Duration: 1 Turn (ends at the start of Perseus's next Turn)
- Can only be used Once per Combat
Inspiring Leadership: Inspire Support Units to fight harder!
V-33 'Longship' Flight:​
- Can conduct Heavy Weapon Strike every other turn!​
Jackal Formation:​
- Can Strike as if they were Notable.​
Phalanx Formation:​
- Can rally the Phalanxes to charge a designated target en masse. Roll 2d6, Threshold of 5-6. Will inflict 2 HP and has a chance (1d6, Threshold of 5-6) to inflict Shock status.​
- A successful Shock Roll will remove 1d6 from an enemy's next Roll.​
Steed Formation:​
- When used this turn, the Steeds' Strikes inflict 2 HP instead of 1 HP.​
Argonauts:​
- Argonaut Mecha can attempt Combined Strikes when Perseus makes a Strike (applies once per turn, does not stack w/Notable). Roll at Disadvantage (1d6), Threshold of 5-6.​
- Can grant one friendly unit a re-roll to any Action for free once per combat turn! Cannot use this on himself.​
2LT Zhang Xiu Ying
Actions Per Turn: 1+1 (Psychic Theater)
- Can use Zhang's Actions for the Perseus
Co-Pilot: Can only be deployed in the Perseus.
Terrain Mastery: You may sacrifice this pilot's Action this turn to hinder enemy action. For the cost of 1 Action, delay an enemy's cooldown by 1 turn. This can only be used once every three turns. NOTE: pilot must be aware of what the actions are prior to using this.
Synchronize: Once per turn, Perseus may re-roll a failed Defensive save. You must keep the new roll.
Cadet Jessica Satsuma

Actions per Turn: 1
Notable Character:
- Can make two attacks per turn at 2d6 (damage depends on Mecha). Counts as a single Action.
Aggressive:
- Can take Two Actions per turn if it means she is attacking.
- Does not apply for Strike (no overlap with Notable); specifically marked for offensive abilities. Can be upgraded.
Champion: Bears the C-Crystal. Bestows the following:
- Determination: If reduced to 50% or below, regain 4 HP immediately. Applies Once per Combat.
- Further bonuses will increase w/experience
SAI-01 Ichiro Banner

Actions per Turn: 1
Notable Character:
- Can make two attacks per turn at 2d6 for 1 HP each. Counts as a single Action.​
Hot Headed:
- Major Devin's calm nature is normally the personality that's reflected. However, this AI understands rage, and tends to bottle it up until he's had enough. Once every three turns, you may activate "Rage." For one turn, the AI will inflict twice as much damage, but also take twice as much incoming damage.​

Assigned to: 1LT Callaghan

The Beowulf
HP: 12 HP +
6 HP
Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
K-Scale Mesh: You may attempt to reduce damage at a 2d6 roll (Threshold of 5-6).
Reduce damage by -1 HP.
Applies once per combat turn.
Strikes:
Counts as One Action (Notable Bonus may apply).
Roll 2d6, Threshold of 5-6, inflicts 1 + 2 HP on success.
Ramming Speed: Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
Follow-On Strike: May attempt a Free Strike at Disadvantage if Ramming Speed succeeds.
Combine: May Combine with either the SV-10 Shepherd or the V-33 Falcon (See Combine Units)
Upgrade Slots: 2 + 1 Bonus Used
-
Anti-Gravity Treatment, K-Circuits 2.0, K-Scale Mesh, K-Suit Upgrade
SV-10 'Shepherd' -> Timberwolf
SV-10 Shepherd -> Timberwolf class Formation (Applicable with Beowulf class)
Combine, Steel Formation: Spend Action to Combine. +14 HP to Combine Core unit.
Extra Tough: Can ignore one Enemy attack at Disadvantage, 1d6, Threshold of 4-6. Applies for every attack inflicted against the Timberwolf.
Strikes:

-Roll 2d6, 1 + 2 HP Inflicted. Notable Bonus may apply.
Demolisher: Heavy Weapons Strike at Advantage (3d6, damage depends on package). May use every other turn.
-Heavy Weapon Package: Can equip more updated heavy weapons during deployment.
K-Scale Mesh:
You may attempt to reduce damage at a 2d6 roll (Threshold of 5-6).
Reduces damage by -1. Applies once per Combat Turn.
Heavy Zirvitium Armor: Reduces all successful incoming damage by -1 HP. Reduces Kaus Energy attacks by an additional -1 HP.
Blazing Fist: In-Built Finishing Strike. Test roll situational. Chance to inflict 7 HP.
-"Inferno": Temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
-"Inferno" will last for two combat turns, including turn of activation.
Arc Blade: A collapsible sword that can be supercharged with electromagnetic force.
Electromagnetic Field:
- Reduces the damage of one attack by 2-5 HP. Any enemy attempting to attack is struck with electromagnetic backlash, inflicting 1 HP for each attack.​
- Electromagnetic Field stays online for one turn of combat, can be activated as a free action.​
- Refreshes every three turns.​
Strikes:
- Can be used to make basic Strikes. If used this way, can inflict +1 HP per Strike.​
- Notable Bonus applies.​
- If K-Circuits are applied, use new baseline for added damage.​
"Ikazuchi No Tsurugi"- Lightning Blade:
- Finishing Strike requiring the deployment of the Spark Caliber. Test roll situational. Can inflict up to 8 HP of damage.​
- Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.​
Upgrade Slots: 2 Slots Used
-K-Scale, Heavy Zirvitium Armor
V-33 TMU, 'Falcon Configuration' -> Foxhound

V-33 'Falcon' Configuration
HP: Will add + 5 HP to the Beowulf
Fire Support: When not Combined, can make periodic Strikes. Roll 2d6 (Threshold of 5-6, 1 HP) every other turn.

- Note: Is loaded for Combination, so cannot make Heavy Weapon Strikes.
Combine, Gale Formation: Spend Action to Combine with Jackal. +5 HP to Combine Core unit. V-33 will make one free Strike at Disadvantage (1d6, Threshold of 5-6, 1 HP) during Combine.
Agile: Despite the extra bulk, rocket boosters still enable quick movement and limited flight. Can negate one successful Enemy Strike at 2d6.

- Diminishing Returns: After Two Successful Agile Rolls, Increase Threshold to 5-6.
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1+2 HP.
Charged Cannon:
- 2d6, 1 HP, Chance to inflict Shock status (2d6, Threshold of 4-6).
- A successful Shock Roll will remove 1d6 from an enemy's next Roll.
- Counts as a Single Action
Zirvitium Armor: Reduce the first enemy attack's damage by -1 HP. Applies every Combat Turn. Reduce damage from Kaus Energy Attacks by an additional -1 HP. Takes One Upgrade Slot.
Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn.

Arc Cannon: Fires electromagnetically charged shots at high speeds.
- Can fire as a Heavy Weapon Strike that can be fired once every three turns (2d6, Threshold of 5-6, Inflict 3 HP).
- Can be used to launch a Rapid Fire Strike once every two turns (Can launch two simultaneous Strike Attacks, 2d6, Threshold of 5-6, counts as a single Action).
- "Jupiter's Fury," Thunderstrike. Finishing Strike requiring the deployment of the Spark Caliber. Test roll is contextual, but can deal up to 6 HP.
- Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
Upgrade Slots: 2 Used.
- Zirvitium Armor, Charged Cannon

Centurion-chassis
Assigned to: SAI-01 Banner

HP: 16 + 6 (Anti-Gravity)

Heavy Weapons: Can mount the basic Heavy Weapons Pack by default. Equipping later models will incur additional post battle downtime of 1 Turn.
Arm Cannon: Has an arm cannon as part of his chassis. Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, damage depends on package) every three turns.
- Counts as Energy Heavy Blaster.​
Strikes:
Counts as One Action (Notable Bonus may apply).
Roll 2d6, Threshold of 5-6, inflicts 1+1 HP on success.
Relentless: If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.
K-Scale Mesh:
You may attempt to reduce damage at a 2d6 roll (Threshold of 5-6).​
Reduces damage by -1. Applies once per Combat Turn.​

Upgrade Slots: 2 Used (Anti-Gravity Solution, K-Circuits, K-Scale)

Assigned to: 1LT Tellison / 2LT Zhang
HP: 15 + 6 (Anti-Gravity)
Strikes:
- Can Strike at Disadvantage, 1d6, Threshold of 5-6.​
- Can inflict 2 HP per Strike.​
Heavy Weapons:
- Can make a Heavy Weapon Strike at Advantage every four turns. (3d6, Threshold of 5-6, Inflicts 2 HP). Counts as the Phalanx's Action. Can be upgraded prior to missions.​
Combat Shield:
- Free Action. Can take refuge behind a deployable combat shield mounted on the left arm.​
- Can be used once per Combat Turn. Roll 2d6 at Threshold of 5-6; a success will reduce incoming damage by 3 HP. A failure will still reduce the damage by 1 HP.​
- Dispersion Shield, Prototype - Costs 3 RP to deploy in combat. Can deploy a limited Dispersion Field mounted on the left arm that overlaps the Combat Shield. Will automatically negate all damage that combat turn. Has a maximum use of twice per deployment. Upon depletion, automatically resort back to Combat Shield.​
Shield Wall:
- Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 HP of the original Strike. Roll 1d6, Threshold of 4-6 to negate damage entirely. Can be upgraded in future turns.​
Maniple Formation:
- If operating with other Phalanxes, can rally them to the Perseus for a massed charge. Roll 2d6, Threshold of 5-6, inflicts 2 HP. Chance to inflict 'Shock' damage. Note: if this is used, Phalanx formation will be unavailable for one combat turn.​
K-Scale Production Type:
- You may reduce damage at 2d6. Reduces damage by -1 HP. Applies once per combat turn.​
Arc Blade: A collapsible sword that can be supercharged with electromagnetic force.
Electromagnetic Field:
- Reduces the damage of one attack by 2-5 HP. Any enemy attempting to attack is struck with electromagnetic backlash, inflicting 1 HP for each attack.​
- Electromagnetic Field stays online for one turn of combat, can be activated as a free action.​
- Refreshes every three turns.​
Strikes:​
- Can be used to make basic Strikes. If used this way, can inflict +1 HP per Strike.​
- Notable Bonus applies.​
- If K-Circuits are applied, use new baseline for added damage.​
"Ikazuchi No Tsurugi"- Lightning Blade:​
- Finishing Strike requiring the deployment of the Spark Caliber. Test roll situational. Can inflict up to 8 HP of damage.​
- Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.​
- Basic Model - Perseus by itself cannot support the Spark Caliber's energies; requires a Combine Unit to realize the Arc Blade's True Potential. Lightning Blade can be used, but not safely.​
Upgrades: K-Suit (applied to Pilot), Anti-Gravity Treatment, Psychic Theater+ (WARNING: REQUIRES ADDITIONAL PILOT TO GAIN EXTRA ACTIONS), K-Scale

SCR-03E Thunderbolt
SCR-03E Thunderbolt
HP: 14 HP
Limited Agility: Can make One Agile roll every three turns at Disadvantage (1d6, Threshold of 4-6) to avoid a successful enemy attack.
Strikes:
- Roll 2d6, 1 HP Inflicted. Notable Bonus may apply.
- Counts as One Action.
Heavy Weapons: Can mount the basic Heavy Weapons Pack at no cost.
- Can be equipped with updated Heavy Weapons.
- Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, damage depends on package) every three turns.
The Warlord's Wrath:
- You may FIRE EVERYTHING at a single target once per Deployment. Treat this as a Heavy Weapons Strike. After calculating damage as normal, double it.
- If you use this, Heavy Weapons are disabled for the rest of the Deployment.
Layered Armor Plating:
- Once per turn, roll at Disadvantage (1d6), Threshold of 5-6. On success, ignore the damage of any attack above 4 HP.
Ramming Speed:
- May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
- You may attempt a free Follow-On Strike at regular 2d6 test if Ramming Speed is successful.
- Counts as One Action.
- Dynamic Entry: On Combat Turn One, you may initiate Ramming Speed as your first action. Roll as normal. Inflict 4 HP, but you may not take the Follow-On Strike. This still counts as one Action.
Tornado Strike:
- Finishing Strike
- One crushing blow that will inflict 8 HP.
- Test roll situational.
Upgrade Slots: Has 2 Upgrade Slots
NOTE: May exhibit additional traits with introduction of K-Class upgrades.
Combine: Combine is possible, but you must research it first with this Core Unit.

Heavy Weapons Pack
- Disposable/conventional Heavy Weapons packs. Can make Heavy Weapon Strike against Enemy at Advantage (3d6) for 2 HP.​
Charges: 2
- If not utilizing Shepherd Armor Pack, can only be used Twice per Combat​

Energy Blaster
- Heavy Weapon upgrade package. Can make Heavy Weapon Strike against Enemy at Advantage (3d6) for 4 HP.​
- Wide Blast Zone: If you do not meet the Threshold, you will still inflict 2 HP.​
Charges: 3
- If not utilizing Shepherd Armor Pack, can only be used Twice per Combat​
- If using Shepherd Armor Pack, Demolisher Applies (Timberwolf Formation Only)​
NOTE: An upgrade package to the Heavy Weapons reverse engineered from Bandit. Expensive, but delivers a good punch.

Charged Cannon (Combine Unit Only)
Charged Shot:
- 2d6, 1 HP, Chance to inflict Shock status (2d6, Threshold of 4-6).​
- Counts as a Single Action.​
- A successful Shock Roll will remove 1d6 from an enemy's next Roll.​
Zirvitium Plated Shield (Combine Unit Only)
Free Action:
- Can take refuge behind a deployable combat shield mounted on the left arm. Can be used once per Combat Turn.​
Charges: 2
Duration to Fabricate: One Turn
NOTE: Unlike the dedicated Combat Shields, this is a hastily assembled piece of temporary gear. It is not going to survive combat if it sees use.

Dispersion Field Blast
Takes One Action
- Upon use, will negate 5 HP this Combat Turn.​
- Lasts One Combat Turn.​
Charges: 1
Duration to Fabricate: One Turn
NOTE: A byproduct of Dr. Brand's experiments with Dispersion Sprays, it is highly inefficient and expensive for what it is. But it WILL reduce damage in its limited capacity.

Dispersion Projector
Takes One Action
Duration to Fabricate: Two Turns
Charges: 2
Can provide one of the following:
- Provide immunity to damage for one turn. Will consume the entire turn.
- Lock down 1x enemy target, prevent all offensive action. Will consume the entire turn.

Ocular
- Tactical Scan is a skill that can be used every six turns. Roll 1d6. On 1-3, you will see enemy stats and some of their abilities. On a 4-5, more information will be unveiled, along with potential intent. A 6 will unveil almost all information, including the enemy's most likely course of action.
CR-01 Jackal Squadron
Third Reconnaissance Platoon
Strikes:
- May Strike at 2d6 for 1 HP. Applicable every other turn.​
The Backup:
- Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Jackal Squadron refresh is delayed by One Turn. When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.​
Cavalier's Students:
- May Strike at Disadvantage (1d6) for Free each turn​
Agile:
- May re-roll a successful enemy attack at 2d6​
V-33 TMU 'Longship Configuration'
First Experimental Support Wing
Heavy Weapons:
- Strike at Advantage (3d6 for 2 HP).​
- Usable once every three turns.​
Experimental Mecha Modes:
- After a Heavy Weapon Strike, V-33s can now launch a follow-up Strike.​
- Roll 2d6, Threshold of 5-6, to inflict 1 HP.​
- Not for mass production.​
CR-02 Phalanx Squadron
Ninth Armored Reconnaissance 'Hoplites'
Strike:
- Can Strike at Disadvantage, 1d6, Threshold of 5-6. Can inflict 2 HP per Strike. Can Strike every turn.​
Heavy Weapons:
- Can make a Heavy Weapon Strike at Advantage every four turns. Currently can only deploy Conventional Heavy Weapons (3d6, Threshold of 5-6, Inflicts 2 HP). Counts as the Phalanx's Action. Can be upgraded in future turns.​
Shield Wall:
- Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 of the original Strike, but damage effects of The Backup will take effect. Can be upgraded in future turns.​
The Backup:
- Can be targeted by enemies to delay Conventional Weapons Strike. Roll a 1d6 at Threshold 5-6; if successful, Enemy hit is negated. If Enemy successfully hits, Phalanx Squadron refresh is delayed by One Turn.​
- When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.​
CR-11 Seeker Squadron
Twenty-Fifth Marine Air Wing 'Chimeras'
Strike:
- Can Strike (Roll 2d6, Threshold of 5-6). Can inflict 2 HP per Strike. Can Strike every turn.​
- Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn.​
Attack Runs:
- Attempt to disrupt next Enemy Action. Inflicts negative status on Enemy, scales according to target.​
- Chance to Succeed (roll 1d6, Threshold Varies)​
- Counts as One Action​
High Velocity Agility:
- May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.​
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.​
The Backup:
- Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Seeker Squadron refresh is delayed by One Turn.​
'Argonauts'
Charlie, Frankie, and Iris
Actions: 1
Developing Teamwork: At the end of every turn, roll at Disadvantage (1d6), Threshold of 6. If successful, bank a Free Action next turn.
Combined Strikes
- Roll 2d6, Threshold of 5-6. Inflicts 2 HP damage.
- Roll at Disadvantage (1d6) on a successful hit. Inflict 2 HP damage immediately.
- Recharge: Can be used every turn.
Setting An Example
- Charlie can force the enemy to target himself (and by extension the Argonauts).
- Counts as One Action.
- Roll 2d6, Threshold of 5-6.
- Duration: 1 Turn
- Recharge: 1 Turn
- If using ability on enemy with Targeting Beacon, all attempted enemy attacks on Argonauts will trigger a Free Action of Combined Strikes at Disadvantage (1d6), Threshold of 6.
Heavy Weapons Strike
- Frankie can make a Heavy Weapons Strike at 3d6, Threshold of 4-6. Inflicts 3 HP damage.
- If targeting an enemy with Targeting Beacon, Roll at Disadvantage (1d6), Threshold of 4-6. Success will allow a free additional Heavy Weapons Strike.
- Counts as One Action.
- Recharge: 3 Turns.
Targeting Beacon
- Iris can place a Targeting Beacon onto a declared Enemy.
- Roll 2d6, Threshold of 5-6. Success will grant bonuses to other Argonauts and to the Perseus (see specific character sheets).
- On a Critical Success (6, 6), Argonauts gain a Free Action.
- Counts as One Action.
- Duration: 2 Turns
- Recharge: 3 Turns.
Agile
- May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
The Backup:
- Can be targeted by enemies to delay Strike. If Enemy successfully hits, a random Argonauts refresh is delayed by One Turn (subject to 1D3 roll). Does not apply to Character specific abilities.
- Benefits from Tellison's Inspiring Leadership - can attempt Combined Strikes when Perseus makes a Strike (applies once per turn, does not stack w/Notable). Roll at Disadvantage (1d6), Threshold of 5-6.
- Applies every Combat Round.
NOTE: You do not have this available to deploy yet.
Strike:
- Can Strike at Disadvantage Three Times in One Turn, 1d6, Threshold of 4-6. Can inflict 1 HP per Strike. Can Strike every other turn. Can target multiple targets if desired.​
Agile:
- May re-roll a successful enemy attack at 2d6 (Threshold of 4-6).​
Distraction:
- CR-03 Steed can force enemies to re-roll a successful Action. Can be used once every four turns.​
The Backup:
- Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Steed Squadron refresh is delayed by One Turn.​
- When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.​
NOTE: You do not have this available to deploy yet.
CR-11 Seeker-class
HP: 10
Strikes:
- Can Strike an enemy at 2d6 (Threshold of 5-6) for 1 HP.
- Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn.
High Velocity Agility:
- May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
- High Velocity Agility: You may ignore the effects of Diminishing Returns, and continue to roll for Agile rolls. However, you must roll an additional 1d6, Threshold of 5-6. Failure to meet Threshold will incur 1 HP of unblockable damage.
Ramming Speed:
- Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
Ejection Core:
- On receiving a Mortal Strike, unit will eject with the basic Steed configuration and stats.
Combine Compatibility:
- Is a suitable Combinable Configuration candidate.
Upgrade Slots: Has 3 Upgrade Slots

Pegasus-class Dropship
Spacious Hangar
- Can carry 1 Core Unit (w/1 Combine Formation support) and 1 Support Unit for Free.​
Bigger Guns:
- Every three turns, the Pegasus may initiate a Heavy Weapon Strike. Roll for hit and damage as normal.​
- Automatically equips the most recent Heavy Weapon you have developed (such as the Energy Blaster); does not incur additional downtime post-battle.​
 
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@Basarin is it possible at some point that we can convince some of the Union armed forces branches to send pilot candidates to us to see if some of them have potential to become pilots good enough to make use of MMI and personalized mecha? Ideally in future our research center could also turn into an advanced pilots school where the best mecha pilots in Union go to train before shipping out all over the world, maybe even partly an officer school to train mecha coordinators along with other support classes where people learn about how to care/improve mecha itself. (Classical anime schooling kinda thing)

This would give us first look at future skilled individuals we could connect with and maybe even offer jobs at our base itself.

Also would help that we have friendly aliens nearby to work and train with to hopefully get over any developing xenophobia likely already in public due to attack and are bound to increase once Union goes public about it.
 
K-Scale 2.0: You may reduce damage at 2d6. Reduces damage by -1 HP. Applies twice per combat turn.

It still applies for any configuration so far, right?

Blazing Fist: Finishing Strike. Test roll situational. Chance to inflict 6 HP.
- Experimental: Can still be modified.

We need to improve it further to use it as a regular weapon and to distinguish itself from the Blade.

- "Ikazuchi No Tsurugi"- Lightning Blade: Finishing Strike requiring the deployment of the Spark Caliber. Test roll situational. Can inflict up to 8 HP of damage.

I see you incorporated a cheesy Japanese name too. Does it include a sheath for proper posing during explosions?
Also, more seriously, why can't we use each special weapon in any of the two Configuration combos?

Fire Support: When not Combined, can make periodic Strikes at 2d6 (Threshold of 5-6, 1 HP) every other turn. Is loaded for Combination, so cannot make Heavy Weapon Strikes

How would that change once we find a pilot for the support wing?

Good writeup! It'll factor into the turn results!

I hope it's good enough to be part of the story as well.
 
Ooh, I just had a brainstorm of how to work with the IFV and get Tellison a ride.

Drone Warfare
 
Also, more seriously, why can't we use each special weapon in any of the two Configuration combos?

Each weapon is keyed to a specific formation. The Foxhound is the dodgy, agile, shooty type, so it gets the Arc Cannon. The Timberwolf is likewise the big bruiser, who gets the punchy fist of doom and the Arc Blade.

Also, it's partially a matter of theme.

You'll have more chances to develop new ones that can be slotted wherever you like. The ones you have developed right now? They're still technically prototypes, just as the Timberwolf and the Foxhound are.

You're not far from being a true Super Robot, but you're not quite there yet.

Edit:

Also, K-Scale does apply if you want to trigger it for any mode (it's tied to the Beowulf, who can plug into either formation).
 
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@Alectai Steed Bike mode drones.

Behold, our latest solution for intelligence operations and policing actions! CRX-24 "Shade" Armed Surveillance Vehicle and CRX-31 "Steed" Enhanced Pursuit Craft. Designed to be operational separately, in tandem they are more than a sum of their parts. And while we don't yet completed formation option for them, it is theoretically possible to improve their synergies further. Let me present them in turn, before going on complete package.

The Shade! Here, you can see the look of it in skinless state. Solid chassis of our Variable Configuration system designed to change shape drives it between armored SUV, equipped with computing and surveillance equipment with parameters exceeding specifications Intelligence Services provided us, and light combat mech, designed to combat light infantry both lethally and non-lethally. While lighter-armored than Jackal, it still has spectacular mobility in urban environment, easy to repair, and, with a team of trained technicians and spare body panels, can be reconfigured to look like different SUV models entirely in a few hours. As communication suite can work equally well for signal interception and for team coordination, Shade can work as a mobile command post, but more of that later.

The Steed! Unlike the Shade, it does not have the bulk for multiple bodywork options, and it's fairly unique views make it easily identifiable in the future. On the other hand, it provides protection for the pilot that's unparalleled in motorbikes, and power armor mode adds third dimension for maneuver, letting Steed to sidestep roadblocks and evade ambushes, or be ambusher himself. While integral weaponry is merely blades and carbine class firearm, there is an option for externally mounted heavy machine gun, grenade launcher, missile tube, or, indeed, autonomous sensor pod. External weapon system switches into mech mode seamlessly, and can be readily used after high-speed transformation. There is currently ongoing technical work that will result in significant improvements in Steed's performance after refit. And finally, there's remote control option through remote link for vehicle mode.

For synergies, first, Shade can drive Steeds to pick up compromised agents just in time, while being safe remote and heavy reinforcement when needed. Moveover, this is computer simulation of a wolfpack of Steeds and Shade, shaping a path of target car in urban situation into ambush, using exceptional mobility of Steeds to cut off alternative routes one by one, and finally driving it to Shade, where targets inside get suppressed and captured. There are many more situations where mobile command center and extremely mobile rapid response element can be used in intelligence work, but as we are not professionals in intelligence operations, we decided to leave creation of additional work profiles for both separate models and for complete solution.

Finally, while I can not tell you what research we have in the pipeline, I can tell you that formation option is possible in the future, as well as general upgrade package and specialized custom versions with performance tailored for pilot and situation. If Intelligence Service decides that it wants Super Robot, we can make it, after we make Super Robot for EUDF as a whole.
 
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