GUN Quest - Only YOU can protect the UF (Sonic the Hedgehog Planquest)

GUN current arsenal and doctrine is geared towards conventional warfare, it's going be very painful to update them all to combat Badniks.

It actually isn't a unreasonable inference that GUN hasn't had to deal with more than criminal gangs and pirate groups for a long time, given that the UF is either a one world government or such a overwhelming hegemon that a conventional war would be unnecessary in most cases.

Eggman likely showed up to fight GUN while at its weakest, which is why GUN essentially doesn't appear in SA1. What were they going to do when Eggman is flying around Egg Carriers that GUN really doesn't have the ability to damage seriously.
 
[ ] Plan: Search, Organize, and Research
-[ ] 3 Die: Badnik Search and Destroy - (Opposes ??? Missions)
-[ ] 2 Die: Station Square Defense - (Opposes Terror Missions)
-[ ] 1 Die, Prison Island Lab Improvement (M)(0/200) - (+3 to Research Score)(Unlocks further projects in this chain)
-[ ] 1 Die, Refurbishment Effort: Increase GUNpower (M)(0/50)(On Completion: 4 Chaos Drives)(Requirements reduced by current resources) - (+4 GUNpower)
-[ ] 1 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[ ] 1 Die, 1 Mandate Die, Organize Strike Force (M)(67/150) - (Unlock Paladin Team Agent)
-[ ] 1 Die, Investigate Interference Signal (M)(145/200) - (???)
-[ ] 1 Die, 1 Mandate Die, Badnik Wreckage Examination (M)(0/100) - (+5 to Agent Combat Die vs. Badniks)(Reduce Badnik Small Arms Resistance to -10)
-[ ] 1 Die, Investigate Robbery Reports (M)(161/200) - (???)
-[ ] 1 Die, Badnik Movement Tracking (M)(0/75) - (May unlock further projects in this chain)
-[ ] Autocomplete, Investigate Robotnik Background (M)(45/50)(COMPLETE THIS TURN) - We are hopefully at the last step before we can get some answers to the rise of Dr. Robotnik to terrorize both the Mobians and the UF. All there is left to do is to trust that technicians can recover some of the corrupted data obtained from the Robotnik Estate. (???)

Question, do we need to spend the die on autocompleting actions?
Increased research would be nice right now. GUNpower should hit 50% of the time, so applied Mandate dice to Strike Force and Wreckage Examination. Other Infrastructure projects can sit since those two have had the first stage done. Got way too much research to do in the meantime, so improving that when we're a research focus will pay dividends.
 
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[] Plan: stop the signal and prepare for war.
-[] Badnik Search and Destroy (5 Gunpower)
-[] Prison Island Hangar Restoration (M)(35/200) (1 die and 1 mandate die)
-[] Urban Deployment Plans (M)(32/75) (1 die)
-[] Organize Strike Force (M)(67/150) (2 dice)
-[] Investigate Interference Signal (M)(145/200) (3 dice)
-[] Modernizing the Fleet - Ground Units (M)(0/75) (1 dice)
-[] Investigate Robbery Reports (M)(161/200) (1 mandate die)
-[] Badnik Movement Tracking (M)(0/75) (2 dice)
 
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[ ] Plan: defend and prepare
-[ ] 5 Gunpower: Station Square Defense - (Opposes Terror Missions)
-[ ] 1 Die 2 Mandate Die, Prison Island Lab Improvement (M)(0/200) - (+3 to Research Score)(Unlocks further projects in this chain)
-[ ] 1 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[ ] 2 Die, Organize Strike Force (M)(67/150) - (Unlock Paladin Team Agent)
-[ ] 2 Die, Investigate Interference Signal (M)(145/200) - (???)
-[ ] 2 Die , Captured Badnik Examination (M)(0/75) - (May unlock further projects in the chain).
-[ ] 1 Die, Investigate Robbery Reports (M)(161/200) - (???)
-[ ] 1 Die, search for lost mobians (M)(0/75)


My logic is we should dump as much investment with Mandate dice I to building up our base facilities as possible. I'm hoping upgrading the research facility will give us more options to use Chaos Drives in non military ways.

Eggman is the type to double down when opposed so I have feeling he will hit Station Square harder than last time and if that fails hit out base. Hopfully by then we will be able to deploy 8.

Doing Captured Badnik in hopes we will get to use some of the tech in our own upgrades. (But aren't they like run off of the small animals wonder why we haven't noticed that part.)

2 dice on signal as we absolutely need to solve that this turn and 2 dice basically guarantee it.


[ ] Plan: assault and prepare

-[ ] 5 Gunpower: Badnik Search and Destroy - (Opposes ??? Missions)
-[ ] 1 Die 2 Mandate Die, Prison Island Lab Improvement (M)(0/200) - (+3 to Research Score)(Unlocks further projects in this chain)
-[ ] 1 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[ ] 2 Die, Organize Strike Force (M)(67/150) (Unlock Paladin Team Agent)
-[ ] 2 Die, Investigate Interference Signal (M)(145/200) - (???)
-[ ] 2 Die , Captured Badnik Examination (M)(0/75) - (May unlock further projects in the chain).
-[ ] 1 Die, Investigate Robbery Reports (M)(161/200) - (???)
-[ ] 1 Die, search for lost mobians (M)(0/75)

New Plan for offense. Eggman is the weakest he is ever going to be with two losses under their belt almost immediately. I assume we are interrupting their tiny animal kidnapping operation so if this is sucessful we should both destroy Badnicks and slow them from getting more.
 
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I've got a question as to why not improve our research when we have 4 research dice? Also doubt we're going to complete it, hence not using mandate die on it this turn.

Badnick Wreckage Investigation also boost our Agents' combat rolls by 5 while reducing the debuff to our small arms. So it's really a 10 bonus in that scenario, and 5 everywhere else when humans are involved. And since we can't station robots in Station Square.. Kinda worried no defense die are deployed there.
 
I've got a question as to why not improve our research when we have 4 research dice? Also doubt we're going to complete it, hence not using mandate die on it this turn.

Badnick Wreckage Investigation also boost our Agents' combat rolls by 5 while reducing the debuff to our small arms. So it's really a 10 bonus in that scenario, and 5 everywhere else when humans are involved. And since we can't station robots in Station Square.. Kinda worried no defense die are deployed there.


Last turn we used our Gunpower/robots to defend Station Square so not sure what you mean by that? If they get past I doubt our agents will do well anyways. I imagine we will want to focus our robots against Eggman and then use our humans to work with the Mobians. Once we have that Paladin Team the badnick Wreckage sounds more appealing as we will have somthing it works for.
 
Badnick Wreckage Investigation also boost our Agents' combat rolls by 5 while reducing the debuff to our small arms. So it's really a 10 bonus in that scenario, and 5 everywhere else when humans are involved. And since we can't station robots in Station Square.. Kinda worried no defense die are deployed there.

I want to clarify that your actual agents (as opposed to the non-combat agents) won't have any penalty when fighting Badniks, so all they will gain is the +5 to fighting Badniks.

The reduction in small arms penalties applies to local forces, which you will only see fight if you fail to fight off Eggman when defending. Completing the Wreckage project will reduce their penalty from -25 to -10, which means they could hypothetically actually win, though they would still be in rough shape.

We really need to finish the interference signal??

You always could chose not to finish the signal, but there may be some consequences in the longrun for not having it done by the time the other shoe drops.
 
So I might not remember something, but why did we use of our Chaos drives? Did I forget that was a cost for one thing or another?
 
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Hey Bulborbish I have a question, is Rimlight active? Could we work with them?

As Rimlight is from Sonic '06, I had no plans to use them in the quest.

So I might not remember something, but why did we lose use of our Chaos drives? Did I forget that was a cost for one thing or another?

Chaos Drives serve effectively as a cap to GUNpower, and since you build a factory, 1 Drive was turned into 1 GUNpower. As for using Chaos Drives for other things, you currently don't have any other projects that would consume them. I did have a few projects planned, but they are tied behind one of the projects to unlock or the one planned story event that hasn't happened yet. Eventually you will get drives back, but that is once Eggman is actually successful is destroying some GUNpower.
 
So I might not remember something, but why did we lose use of our Chaos drives? Did I forget that was a cost for one thing or another?

We lost 5 to construction robots turn 1. Then we lost 1 from turn 3 to 4 as our factory makes Gunpower. Hopefully when we loose Gunpower we can recover the drives. Which means winning fights to be able to recover losses is massively important.
 
Question, does GUNpower conversion being at 2 mean we use 2 drives to make 2 GUNpower, or only 1 Drive?
If the latter, priority is way higher. If the former, much lower.
 
Question, does GUNpower conversion being at 2 mean we use 2 drives to make 2 GUNpower, or only 1 Drive?
If the latter, priority is way higher. If the former, much lower.

2 Drives to 2 GUNpower. The main benefit of higher conversion will probably be seen once Drives become more plentiful and you won't be able to spare the Operations Die to replace your losses.

Since the game is still in the tutorial state, everything was gimped so big numbers weren't being thrown around willy nilly (Eggman rolling well enough to pop up turn 2 was an anomaly, he is still very weak compared to what he will likely eventually scale to).
 
Eggman shouldn't be making a concentrated effort on us at the moment then. Which means research bonus will be very useful to develop compared to a defense buff. By the same measure, we don't need to put everything into offense and ignore defense. But vice versa gives Eggman time to develop, so a balance is better.
 
Eggman shouldn't be making a concentrated effort on us at the moment then. Which means research bonus will be very useful to develop compared to a defense buff. By the same measure, we don't need to put everything into offense and ignore defense. But vice versa gives Eggman time to develop, so a balance is better.

I was also thinking about this but we need to be very careful. With a 5 to 4 numerical advantage we have a 50% chance to win and a high chance to loose Gunpower either way. It's very important for us to not loose our numerical advantage and to not loose chaos drives if we can help it. I think splitting our forces is the worst thing we can do as if we loose a fight those chaos drives are probably gone. Either we go all in on offense and try to pressure Eggman while they are down or just hold the fort. I'm willing to adjust my plan for offense.


Addendum: if we do go all in on offense I think this is the only time we should as I'm sure Eggman would exploit it in the future. But kicking him while down will probably help us a lot long term to slow his growth.
 
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We should ignore Search the Mobians, it's not like GUN knows where Sonic is located for this option to be useful and the guy don't stick around in the aftermath for a talk either way, it's probably going to be a waste of time on this stage.

We should at some point investigate Mobian Backgrounds because GUN has no idea if Sonic and his friends are friends or foe just because he fights Eggman does't automatically make him a friend, meat wise knowledge don't and shouldn't count when making decisions since people around the director will be weird out by taking decisions that only making sense for the audience.

As was point out:

Investigate Mobian Backgrounds (M)(0/50) - Captain Westwood has brought up the concern that Sonic may instead be a collaborator working with Dr. Eggman to get inside GUN's operations long term. While unlikely, there is enough support for an investigation in the upper echelons that caution should be exercised. Additionally, this report should allow us to get some information about the allies that he has reunited with sofar. (???)

Support for this will likely grow in time and these people will become louder and louder if not heard they concerns.

Robbery reports and Badnik movement are kinda important for now since the former is being committed by a mobian of unknown allegiance, remember no meta knowledge allow here, and the latter is critical to keep a a eye on Eggman steps.

We should as well start a investigation on the Chao modifications to find out if is a problem or not, it's not exactly a priority but it may unlock further projects in the chain, wreckage examination is a must if only to start understanding the basics of EggTech, our engineers probably going to hate it or go slight mad since in IDW Eggman's technology is notorious complicate to understand and eccentric.

Prison Island is complicate since all of them are good options, so on the fence there.

Most of the Deployment die should go to Station Square Defense, while most of the local forces are unprepared in dealing with Super Badniks, it should be good enough to handle terror missions for now.
 
[ ]Plan: Finishing up some things then check on the Chao
-[ ] Badnik Search and Destroy (5 Gunpower)
-[ ] Prison Island Hangar Restoration (35/200) 1 dice, 1 Mandate dice
-[ ] Urban Deployment Plans (32/75) 1 dice
-[ ] Organize Strike Force (67/150) 2 dice
-[ ] Investigate Interference Signal (145/200) 2 dice
-[ ] Modernizing the Fleet - Ground Units (0/75) 2 dice
-[ ] Investigate Chao Modifications (0/75) 1 Mandate dice
-[ ] Investigate Robbery Reports (161/200) 1 dice
-[ ] Investigate Mobian Backgrounds (0/50) 1 dice
 
So I think my own priority would involve both continue defending some, investigating the signal along with looking into the badniks under research, and I suppose since we've started it continue on the hanger. Also the robbery.

Mostly means more likely to vote for plans involving those. There's already plenty of other plans now.
 
[X]Plan: Finishing up some things then check on the Chao
-[X] Badnik Search and Destroy (5 Gunpower)
-[X] Prison Island Hangar Restoration (35/200) 1 dice, 1 Mandate dice
-[X] Urban Deployment Plans (32/75) 1 dice
-[X] Organize Strike Force (67/150) 2 dice
-[X] Investigate Interference Signal (145/200) 2 dice
-[X] Modernizing the Fleet - Ground Units (0/75) 2 dice
-[X] Investigate Chao Modifications (0/75) 1 Mandate dice
-[X] Investigate Robbery Reports (161/200) 1 dice
-[X] Investigate Mobian Backgrounds (0/50) 1 dice
-[X] Investigate Robotnik Background (M)(45/50)(COMPLETE THIS TURN)
 
[X] Plan: Search, Organize, and Research
-[X] 3 Die: Badnik Search and Destroy - (Opposes ??? Missions)
-[X] 2 Die: Station Square Defense - (Opposes Terror Missions)
-[X] 1 Die, Prison Island Lab Improvement (M)(0/200) - (+3 to Research Score)(Unlocks further projects in this chain)
-[X] 1 Die, Refurbishment Effort: Increase GUNpower (M)(0/50)(On Completion: 4 Chaos Drives)(Requirements reduced by current resources) - (+4 GUNpower)
-[X] 1 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[X] 1 Die, 1 Mandate Die, Organize Strike Force (M)(67/150) - (Unlock Paladin Team Agent)
-[X] 1 Die, Investigate Interference Signal (M)(145/200) - (???)
-[X] 1 Die, 1 Mandate Die, Badnik Wreckage Examination (M)(0/100) - (+5 to Agent Combat Die vs. Badniks)(Reduce Badnik Small Arms Resistance to -10)
-[X] 1 Die, Investigate Robbery Reports (M)(161/200) - (???)
-[X] 1 Die, Badnik Movement Tracking (M)(0/75) - (May unlock further projects in this chain)

We should start investing in research while Eggman still settling on Earth.
 
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