Super Robot Quest

And it won't make the evasion save now, despite the better odds, because?

Good thing my plan calls to bring it with the ranged blaster charges then! Also right back at you, if my plan can't make called shots on the first round yours neither since the Bewoulf is still stuck with only sword strikes at the first and third rounds.

(Unless Callaghan attacks the dragonfly when it swoops down in which case he can hit the dragonfly either way).
Thats a poor argument to make because Alectai's called shots are based on limiting it's mobility, not somehow trying to Matador the thing.
 
Not to mention we can't even use our ranged blaster shots until turn eight.

And my plan doesn't intend to, it uses its first round to try and shut down its Evasion for the Turn Eight Alpha Strike.

Unless you're arguing that I can't make called shots because I don't have a gun in hand? Which isn't how it's worked in the past.

Yes, it has Evasion, that's why I throw so many rerolls at making the Called Shot work. The original draft had it that I basically just flailed at it a bunch of times to try and force it into Diminishing Returns, but that got nixed because it can dodge three times before DR kicks in, and it refreshes every combat turn.
 
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Not to mention we can't even use our ranged blaster shots until turn eight.

And my plan doesn't intend to, it uses its first round to try and shut down its Evasion for the Turn Eight Alpha Strike.

Unless you're arguing that I can't make called shots because I don't have a gun in hand? Which isn't how it's worked in the past.

Yes, it has Evasion, that's why I throw so many rerolls at making the Called Shot work. The original draft had it that I basically just flailed at it a bunch of times to try and force it into Diminishing Returns, but that got nixed because it can dodge three times before DR kicks in, and it refreshes every combat turn.
Good thing we managed to take off the horn

Because jesus christ that acid energy beam wouldve been disgusting when combined with that shit

Ugh
 
Not to mention we can't even use our ranged blaster shots until turn eight.

And my plan doesn't intend to, it uses its first round to try and shut down its Evasion for the Turn Eight Alpha Strike.

Unless you're arguing that I can't make called shots because I don't have a gun in hand? Which isn't how it's worked in the past.

Yes, it has Evasion, that's why I throw so many rerolls at making the Called Shot work. The original draft had it that I basically just flailed at it a bunch of times to try and force it into Diminishing Returns, but that got nixed because it can dodge three times before DR kicks in, and it refreshes every combat turn.

??? I think there was a miscommunication here.

In the post I quoted you said "And you're still failing to grasp the fact that it can just fly over usin its current state." which I took to mean that my plan to make called shots didn't work and argued against that.

After your edit understood your position that trying to use the barrier to stop the dragon won't work because it can fly. Which I don't think is correct because it has to land down to actually attack the facility, since it doesn't have any ranged attacks now, so it has to touch down and engage in close combat mayhem to actually attack the facility.

But hey, if you don't think the stunt can work I can just ask @Basarin to look at it.

@Basarin, can Callaghan stunt the electromagnetic shield to stop the dragonfly from damaging the facility or is it personal use only?
 
The field is a personal shield, not the Dividing Driver. Its not going to stop an opponent unless we can fly to interpose our body
 
[X]Alectai

sorry am currently in the hospital recovering from open heart surgery so updates from me will be few and sporadic
until Saturday.
 
A quick tally.

While the votes are strongly in favor of @Alectai's plan, I'm going to let the vote run until lunch or so today (12:00 PM EST) due to the nature of what @SITB's plan calls for and the clarification I just provided (see above). I'd have clarified that earlier, but I was asleep at the time.

If I don't see any major movement in votes by then, I will proceed with the combat rolls.
Adhoc vote count started by Basarin on Jun 27, 2018 at 6:13 AM, finished with 58 posts and 18 votes.

  • [X] When you get to the pit that spawned you, tell 'em Beowulf sent you!
    -[X] Turn One: It's fast, but there's a price to be paid for that kind of speed, as the damage it took from the scattershot blast shows. All we need to do is... Box it in a little bit. Fortunately, the Timberwolf is up to the task. Called Shot to the Dragonfly's Wings to seal off its Evasion, dumping every reroll on landing it. If that fails, try it one more time with our final action. No way those things can easily shrug off getting shishkebabed with a good hit, and we only need a single instant where it can't defend itself...
    -[X] Turn Two: Double Strike as a warm-up, using Callagahn's Reroll, and then FIRE EVERYTHING! TMU Support Strike, Pegasus Support Fire, Demolisher, and if it's in Finisher Range at the end, hit it with the Lightning Blade. Otherwise, two more standard strikes, K-Suit reroll deployed offensively to support the finisher or one of the secondary Strikes if we can't use it, defense is covered by the Electromagnetic Field activation.
    -[X] Turn Three: If it's still alive at this point, but in Finisher Range, Rerolls committed to murdering it dead.
    [X] Dragonslayer
    -[X] It's a giant flying reptile and Callaghan is armored up and wielding a sword, he should follow his instincts.
    -[X] Round seven: Aim to hit the Dragon(fly) wings with a called shot, chopping one off is ideal but the best we can hope is to clip its wings to hamper its mobility. Use both rerolls on offense because for the defensive option Callaghan should use the Arc Blade electromagnetic shield to parry the goddamn dragon. Note: If the dragonfly attacks the base instead of the Bewoulf Callaghan should interpose himself in the way and stop the dragon's attack with the electromagnetic shield.
    -[X] Round eight: Use the Demolisher strike to try and clip the wings again so Callaghan can attack the groundbound enemy. Use Reflexive Instinct for offense and Intuitive Piloting for Defense. The TMU squadron can lay suppressing fire.
    -[X] Round nine: Mercury V probably joined the fray by now, so use the ships Heavy weapon strike to hem the Kaiju within range of the super robots and go into town (Same dispensation of re-rolls as turn 8).
    -[X] If a finisher opportunity presents itself do like a dragon slayer and gut the dragon and while prioritizing the re-rolls for this (Though, unlike Siegfried, don't bath in the dragon's blood. I don't think the acid will make the Beowulf invulnerable).
 
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I have an idea, @Basarin
For an... enemy of Regency. "Enemy", to be precise.
Instead of an army of those guys who toppled original kingdom from which Regency hails, it's five fungoid pensioners in combined mech, from space country that got tired of people who toppled Valurne and toppled them right back. Now they are tired war heroes on retreat/adventure and here to recover Regency. For museum. And have fun doing that.

Fungoid because I like Blorg, pensioners so most formidable about them isn't their mechs, but their experience. From the space nation that toppled Bad Guys because there are many tropes associated with that kind of setup, and who said that in years past other plot thread didn't come to fruition? And museum because it's fun idea, both from perspective of space fungi - and plot. Just another point of very bad... existence of Regency.
 
@NHO

Let me see if I got that right:

You're suggesting as a plotline that the war had already come and gone, and fungoid warheroes turned adventurers are playing Indiana Jones to recover the crown jewel of what they regard as a destroyed ancient empire?

When you mention 'pensioners' driving around giant combining mecha, the only thing that comes to mind are the El Dorado V crew from Gun X Sword.

No promises, but I'll definitely consider the idea or some variation of it. :)
 
You're suggesting as a plotline that the war had already come and gone, and fungoid warheroes turned adventurers are playing Indiana Jones to recover the crown jewel of what they regard as a destroyed ancient empire?

IT's certainly an odd idea.

[X] Dragonslayer

Because I would prefer to get a perfect in this mission and avoid unnecessary destruction.
 
@NHO

Let me see if I got that right:

You're suggesting as a plotline that the war had already come and gone, and fungoid warheroes turned adventurers are playing Indiana Jones to recover the crown jewel of what they regard as a destroyed ancient empire?

When you mention 'pensioners' driving around giant combining mecha, the only thing that comes to mind are the El Dorado V crew from Gun X Sword.

No promises, but I'll definitely consider the idea or some variation of it. :)
Yes, and yes. There are ways to make it interesting for us and for Regency. And for, say, Sheol, because, say, tech he uses also belongs in same museum, clearly. Expendable troops by another side stomped by Bad Guys before they were stomped themselves.
 
Search, Rescue and Defend: New York
1255, 28 November A.D. 2071
New York Outskirts


"Secure that perimeter here and here," Oscar Tellison said quickly. Kneeling down in the remains of a ruined police office, he fiddled about with the holo-display that provided a panoramic overview of the few city blocks around them. "The separatists are just blowing up anything and everything they can get their sights on. If we can keep this area secure, they'll have a place to rally and regroup. So let's give them that chance."

Inwardly, he sighed. He'd sent the word out, even sent out Breakneck with his ridiculous top speeds to drop off encrypted communication buoys around wherever he could identify a "front line," but he didn't have the authority or the rank to actually order any of the American national military units to come here. He could only offer it and hope they'd take him up on it. Even then he'd have to contend with someone trying to play hero and pulling rank on him to do it.

But that was an issue for another time. His main issue right now was that he was somehow the ranking officer, and he only had police and FRC units to try and play infantry with. He'd done his best to keep that off his face, but his frustration showed over the moment they left the room. "Damned Westphalians." Punching the ruined wall for good measure, he jumped out of shock when the K-Suit's arm simply ripped through the weakened plaster. "...I'm not paying for that," he muttered, "it was like that when I got here."

"There you go, ruining perfectly good walls," a voice from outside said. Peering through the hole in the wall, he could see the parked form of Cavalier, still hiding in his Jackal configuration. "What'd that wall ever do to you?"

"Something that made it deserve it, I'm sure," Oscar muttered. "Any word from Breakneck?"

"He should be back any-"

"I'malreadyhereyoudon'thavetospeakformeCavalier,"
an incredibly rushed voice said out of thin air. A moment later, a silver-colored sportscar skidded to a screaming halt next to Cavalier. As Oscar turned around the corner to just come outside, he noted with amusement that Cavalier's alt-form practically jumped at how suddenly the speedier Kaus appeared.

"For Metatrine's sake, Breakneck, stop doing that!" Cavalier grumbled.

"Can't helpitit'swhat I do," Breakneck said primly, even if he did at least try to slow down his speech. "Communications buoys are dropped, but Tracker's saying we have incoming. Just wentogotakeaquicklookand-"

"Breakneck, slow down please," Oscar said. "What's incoming?"

"Those..." Breakneck paused; a minor miracle if Cavalier was to be believed. "...Westphalians? Look like gunplatforms?"

"Gun platforms?!"

Oscar looked at Cavalier. "I'm not following-?"

"He means tanks!" Cavalier shouted.

"Oh." Cavalier and Oscar looked at each other. "Well, shit."

Note to self, Oscar composed mentally as he leaped straight for the Perseus, Westphalian mobility is ridiculously good. Likely Black Market channels are how they're getting around every patrol known to man and God...



ONGOING: The Axiom crew and Perseus have arrived, but are running into Westphalian elements. However, they will be contributing to the fight while Beowulf fights against the Kaiju.

FYI, still keeping the vote open for the Timberwolf's battleplan.
 
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Darn, it seems that CREED! is a passive ability for most Westies, not just Warlord. Thankfully, it's a fight between tanks and mecha with anime physics. Therefore, the tanks are doomed by default.
 
I'm starting to believe that the Westphalians are actually the GLA from C&C Generals. How do they keep appearing out of nowhere? Stealth technology? Plain bribery? All of the above?
 
Well calling the vote now. I'll get them dice rolling.
Adhoc vote count started by Basarin on Jun 27, 2018 at 12:03 PM, finished with 68 posts and 18 votes.

  • [X] When you get to the pit that spawned you, tell 'em Beowulf sent you!
    [X] When you get to the pit that spawned you, tell 'em Beowulf sent you!
    -[X] Turn One: It's fast, but there's a price to be paid for that kind of speed, as the damage it took from the scattershot blast shows. All we need to do is... Box it in a little bit. Fortunately, the Timberwolf is up to the task. Called Shot to the Dragonfly's Wings to seal off its Evasion, dumping every reroll on landing it. If that fails, try it one more time with our final action. No way those things can easily shrug off getting shishkebabed with a good hit, and we only need a single instant where it can't defend itself...
    -[X] Turn Two: Double Strike as a warm-up, using Callagahn's Reroll, and then FIRE EVERYTHING! TMU Support Strike, Pegasus Support Fire, Demolisher, and if it's in Finisher Range at the end, hit it with the Lightning Blade. Otherwise, two more standard strikes, K-Suit reroll deployed offensively to support the finisher or one of the secondary Strikes if we can't use it, defense is covered by the Electromagnetic Field activation.
    -[X] Turn Three: If it's still alive at this point, but in Finisher Range, Rerolls committed to murdering it dead.
    [X] Dragonslayer
    [X] Dragonslayer
    -[X] It's a giant flying reptile and Callaghan is armored up and wielding a sword, he should follow his instincts.
    -[X] Round seven: Aim to hit the Dragon(fly) wings with a called shot, chopping one off is ideal but the best we can hope is to clip its wings to hamper its mobility. Use both rerolls on offense because for the defensive option Callaghan should use the Arc Blade electromagnetic shield to parry the goddamn dragon. Note: If the dragonfly attacks the base instead of the Bewoulf Callaghan should interpose himself in the way and stop the dragon's attack with the electromagnetic shield.
    -[X] Round eight: Use the Demolisher strike to try and clip the wings again so Callaghan can attack the groundbound enemy. Use Reflexive Instinct for offense and Intuitive Piloting for Defense. The TMU squadron can lay suppressing fire.
    -[X] Round nine: Mercury V probably joined the fray by now, so use the ships Heavy weapon strike to hem the Kaiju within range of the super robots and go into town (Same dispensation of re-rolls as turn 8).
    -[X] If a finisher opportunity presents itself do like a dragon slayer and gut the dragon and while prioritizing the re-rolls for this (Though, unlike Siegfried, don't bath in the dragon's blood. I don't think the acid will make the Beowulf invulnerable).
 
I'm starting to believe that the Westphalians are actually the GLA from C&C Generals. How do they keep appearing out of nowhere? Stealth technology? Plain bribery? All of the above?
Kinda like Nod too.
If they don't have something thing like the Avatar warmech(giant stompy robot that cannibalizes lesser units to gain abilities and firepower) from C&C 3 I will be surprised.
 
When you get to the pit that spawned you, tell 'em Beowulf sent you!
-Turn One: It's fast, but there's a price to be paid for that kind of speed, as the damage it took from the scattershot blast shows. All we need to do is... Box it in a little bit. Fortunately, the Timberwolf is up to the task. Called Shot to the Dragonfly's Wings to seal off its Evasion, dumping every reroll on landing it. If that fails, try it one more time with our final action. No way those things can easily shrug off getting shishkebabed with a good hit, and we only need a single instant where it can't defend itself...
-Turn Two: Double Strike as a warm-up, using Callagahn's Reroll, and then FIRE EVERYTHING! TMU Support Strike, Pegasus Support Fire, Demolisher, and if it's in Finisher Range at the end, hit it with the Lightning Blade. Otherwise, two more standard strikes, K-Suit reroll deployed offensively to support the finisher or one of the secondary Strikes if we can't use it, defense is covered by the Electromagnetic Field activation.
-Turn Three: If it's still alive at this point, but in Finisher Range, Rerolls committed to murdering it dead.

SV-10 'Shepherd' -> Timberwolf
SV-10 Shepherd -> Timberwolf class Formation (Applicable with Beowulf class)

HP: 28/32
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 at RP Cost 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
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.​
Intuitive Piloting:
- You may Re-Roll One failed Strike or Agile Roll per Turn

Timberwolf and Dragonfly roll for Initiative!

Timberwolf rolled: 3+5!
Dragonfly rolled: 5+6!

Dragonfly wins the Initiative!

Dragonfly is making a judgment check...
On a 1-3, it will prioritize the Naval Facilities. On a 4-6, it will prioritize the Timberwolf.
Rolled: 2!
It decides it really wants those drydocks dead.

Dragonfly launches Multi-Strike on the Facilities!
- Rolled: 5+1, 4+6, 2+5!
- All Strikes hit something vital!
- First hit inflicts 2 HP, Rending Claws take effect and add +1 to all remaining Strikes this turn.
- Second hit and third hit both inflict 3 HP each, totaling 8 HP inflicted on the Facilities!​

Naval Facilities have taken 8 HP of damage, now sitting at 49!
- Two damage thresholds crossed! (55 HP and 50 HP).
- Rolling for severity of damage on 1d6 (the lower the better for you).
- Rolled: 1, then 6!
- 1: A few cranes were toppled, and they collapsed on some barracks buildings. No one was inside, thankfully. No effect on EUNDF reputation.
- 6: The aircraft carrier NDV Sergei Gorshkov and some of its escort vessels have been permanently destroyed! Reputation with EUNDF lowered! All interactions with the Naval Defense Force now baselined at Disadvantage!
Dragonfly has one action remaining. It makes an additional judgment call.
- Rolled: 6!
- Oh, it hasn't forgotten about you yet.​

Dragonfly attempts Piercing Strike on the Timberwolf!
- Rolled: 4+6!
- Success! Piercing Strike has inflicted "Shock" on the Timberwolf! Timberwolf's next Action loses 1d6!
- Timberwolf now rolls for Extra Tough! (Not an Action, so Shock does not apply yet)
- Rolled: 6!
- No actual damage, but some residual acid is locking up the servos!
Timberwolf: That...didn't feel great. Have to try though!
- Attempting a Called Strike (suffers Shock, will roll at Disadvantage). Threshold of 6.
- Rolled: 2!
- Whiff. Not even trying for re-rolls, it would do no good during Shock. 1/2 Actions remaining, Shock no longer applies.​
Making another Called Strike, this time with the Shock worn off!
- Rolled: 3+3!
- Re-Rolling with Intuitive Piloting!
- Rolled: 6+3!
- Success! The Dragonfly is now rolling for Agile on Diminishing Returns (Threshold of 5-6 as opposed to 3-6!) for the next turn, starting now! Attempts to roll to avoid damage.
- Rolled: 5+5!
- Avoided damage, but you're now better positioned to kill it!​

Damage Control attempts to fix SOMETHING!
- Rolled: 6!
- Get those sandbags up! Contain the spillage! Facilities at 51 HP! Next damage threshold is 45 HP!​

Due to effectiveness of the previous Called Strike, the Dragonfly has determined it needs to try and get rid of you before it resumes its meal. It swoops in for a Grapple!
- Rolled: 6!
- The Dragonfly has latched onto the Timberwolf's back and is doing its damned best to rip it apart! It gains one free Strike every turn unless it takes enough damage! However, it can only attempt Agile rolls at Disadvantage while grappled! (At least it's now focused on you?)
- Rolling for free Strike: 2+5!
- Success! Rolling for Extra Tough.
- Rolled: 4!
- Thankfully, nothing vital, but it's going to get a free one of these every time unless you do something. 1 Action remaining!​

Dragonfly attempts Multi-Strike!
- Rolled: 1+4, 1+3, 2+6!
- One success! Rolling again for Extra Tough.
- Rolled: 3!
- Failed. Attempting K-Scale.
- Rolled: 3+1!
- Failed. Timberwolf takes an additional 1 HP of damage. (Heavy Zirvitium takes effect).​

Timberwolf: Well, if you want to play it that way...you have really poor timing. I need fire support! Right on top of me!

Sasaki: Rolling for Energy Blaster!
- 3+5+2!
- Success! Due to Grappling the Timberwolf, the Dragonfly is at Disadvantage!
- Rolled: 2!
- Trait revealed: Fragile! Due to losing its bulk, the Dragonfly takes an additional 50% damage from a direct strike! (residual hits from a missed Energy Blast don't count)
- Dragonfly unable to dodge! Sustains 6 HP!​

First Experimental Wing: Well, if you're going to line up for us like that, don't mind if we do!
- Rolled: 4+3+2!
- Registered glancing blows but no damage! Okay, let's try this new thing!
- Attempting followup strike via Experimental Mecha form! Rolling!
- Rolled: 1+6!
- Dragonfly attempting to dodge! (Shimmy?)
- Rolled: 4!
- Hit! Due to Fragile, sustains 2 HP!
Timberwolf: Okay, you little - ENERGY BLAST!
- Rolling for Demolisher: 3+6+4!
- Hit! Dragonfly TRYING to dodge.
- Rolled: 6!
- Against all odds, it dodged it! But still takes 2 HP!​

Timberwolf: I need the Spark Caliber! Initiating Lightning Blade!
- The Dragonfly is well within the damage threshold!
- "Ikazuchi No Tsurugi!"
- 8 HP inflicted outright.
- The Kaiju has been destroyed.​

EUDF VICTORY​


Mercury V: Aw man, I missed it!?
 
Step Aside Mercury V There's a new Super Robot in town and it's name is BEOWULF!!!
Also the ship boys aren't so happy because that last hit...Don't blame them much either- we're gonna need to work on that.
Sooo that's bad.
On the flipside- we totes got to win the fight just as Mercury showed up. That right there? That's tasty for setting up RIVALRIES! And it's going to be fun to see how the Yukimura Institute handles the fact that we totally did just do their job before they could...Admittedly they get to point to that flattened Carrier but both sides having a little bit right on both sides works out just fiiiine.
 
On the one hand, fuck yeah we killed it before Mercury V even showed up!

On the other hand, losing that carrier is going to hurt and baring some good rolls it's not gonna be easy getting our rep with them back up.
 
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