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

[X] Plan: stop the signal and prepare for war.
-[X] Badnik Search and Destroy (5 Gunpower)
-[X] Prison Island Hangar Restoration (M)(35/200) (1 die and 1 mandate die)
-[X] Urban Deployment Plans (M)(32/75) (1 die)
-[X] Organize Strike Force (M)(67/150) (2 dice)
-[X] Investigate Interference Signal (M)(145/200) (3 dice)
-[X] Modernizing the Fleet - Ground Units (M)(0/75) (1 dice)
-[X] Investigate Robbery Reports (M)(161/200) (1 mandate die)
-[X] Badnik Movement Tracking (M)(0/75) (2 dice)
 
[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.

Hey Soberan 123 I have a question. You do know there are 4 Research Die right? Because it seems your plan only use just 2 research dice.
 
[X]Plan: The Magic of Prioritization
-[X] Badnik Search and Destroy (3 Gunpower)
-[X] Station Square Defense (2 Gunpower)
-[X] Prison Island Hangar Restoration (M)(35/200) 1 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 (M)(0/75) 2 Mandate dice
-[X] Badnik Wreckage Examination (M)(0/100) 2 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)

I don't really feel happy with leaving Station Square effectively undefended for a turn. Splitting our forces up creates a risk of losing GUNpower, but we have more than three times our deployment capacity so I think we can risk a hit to our GUNpower.

I think 'Badnik Wreckage Examination' and 'Investigate Interference Signal' are the most important actions to take right now since they're most useful for addressing our current problems. Wreckage will let local forces have a decent chance of driving off Eggman which will let us operate much more aggressively against him. Signal investigation is the first step to dealing with the other crisis and we don't have much time left to resolve it.

The infrastructure projects are relatively large and have small effects, part of which is just unlocking other high cost low value projects that we won't need for a while. The factory is going to take 20 turns to pay for itself. The lab will only pull ahead of just putting those Mandate dice directly into research in ~16 turns. The Hangar's bonus only applies in the case of a direct attack on our main headquarters which hopefully won't happen all that often.

I don't think the Infrastructure projects are a good place to put mandate dice. They're just too slow.

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[X] Plan: Search, Organize, and Research
 
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[X] Plan: assault and prepare

[X]Plan: Finishing up some things then check on the Chao

This one seems the best of the winning ones. I do wish it focused on research rather than hangers though

[X]Plan: The Magic of Prioritization
-[X] Badnik Search and Destroy (3 Gunpower)
-[X] Station Square Defense (2 Gunpower)
-[X] Prison Island Hangar Restoration (M)(35/200) 1 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 (M)(0/75) 2 Mandate dice
-[X] Badnik Wreckage Examination (M)(0/100) 2 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)

I don't really feel happy with leaving Station Square effectively undefended for a turn. Splitting our forces up creates a risk of losing GUNpower, but we have more than three times our deployment capacity so I think we can risk a hit to our GUNpower.

I think 'Badnik Wreckage Examination' and 'Investigate Interference Signal' are the most important actions to take right now since they're most useful for addressing our current problems. Wreckage will let local forces have a decent chance of driving off Eggman which will let us operate much more aggressively against him. Signal investigation is the first step to dealing with the other crisis and we don't have much time left to resolve it.

The infrastructure projects are relatively large and have small effects, part of which is just unlocking other high cost low value projects that we won't need for a while. The factory is going to take 20 turns to pay for itself. The lab will only pull ahead of just putting those Mandate dice directly into research off in ~16 turns. The Hangar's bonus only applies in the case of a direct attack on our main headquarters which hopefully won't happen all that often.

I don't think the Infrastructure projects are a good place to put mandate dice. They're just too slow.


I think infrastructure is the best place to put Mandate die as we are so low on infra Die as is. If we wanted to use Mandate die on modernizing the fleet and other military actions we probably should have gone with 4 Mandate dice as it seems it would have supported that and researching the badnicks.

If the next step in rebuilding our manufactory is any indicator the next rank of labs should have double the bonus and the sooner we do it the better. I was hoping it would unlock new research projects like getting more chaos drives.
 
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I think infrastructure is the best place to put Mandate die as we are so low on infra Die as is. If we wanted to use Mandate die on modernizing the fleet and other military actions we probably should have gone with 4 Mandate dice as it seems it would have supported that and researching the badnicks.

Giving up total dice in exchange for the option of putting them into infrastructure was a mistake. None of our Infrastructure projects are a priority, they're all large projects with small bonuses that seem to unlock other large projects. I think Infrastructure is the worst place to put mandate dice right now. Things are chaotic and rapidly changing, we should be trying to grab all the low hanging fruit before the situation seismically shifts again.

Getting more Infrastructure dice is important, but none of our current infrastructure projects give us more dice. Spending mandate dice here is just papering over the issue.

If the next step in rebuilding our maufacturiny is any indicator the next rank of labs should have double the bonus and the sooner we do it the better. I was hoping it would unlock new research projects like getting more chaos drives.

The bonus doubled but the size of the project went up by 50% too, the factory expansion will still take more than a year to pay off after we finish it.

We'd need to get our hands on a Chaos Emerald to make more chaos drives. The chaos drives are just tubes full of crystallized Chaos Emerald energy after all. I'm hoping we can get our hands on a Chaos Emerald soon. Even if I'm confident someone would steal it eventually.
 
Giving up total dice in exchange for the option of putting them into infrastructure was a mistake. None of our Infrastructure projects are a priority, they're all large projects with small bonuses that seem to unlock other large projects. I think Infrastructure is the worst place to put mandate dice right now. Things are chaotic and rapidly changing, we should be trying to grab all the low hanging fruit before the situation seismically shifts again.

Getting more Infrastructure dice is important, but none of our current infrastructure projects give us more dice. Spending mandate dice here is just papering over the issue.



The bonus doubled but the size of the project went up by 50% too, the factory expansion will still take more than a year to pay off after we finish it.

We'd need to get our hands on a Chaos Emerald to make more chaos drives. The chaos drives are just tubes full of crystallized Chaos Emerald energy after all. I'm hoping we can get our hands on a Chaos Emerald soon. Even if I'm confident someone would steal it eventually.


In hindsight I definitely agree that not taking 4 the Mandate dice was a mistake. I bet we could have even put it into the Gunpower manufactory under the argument we need to to fight Eggman. But given that we took the two I think it's best for us to focus on research with our mandate as there is a lot of sonic to get through and if we want to stay relevent it's probably the most important field and hopfully will give us more opportunities to get more dice or improve other dice through innovation.


Think we can pay Rouge a stupid amount of money to steal/find us a chaos Emerald.
 
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In hindsight I definitely agree that not taking 4 the Mandate dice was a mistake. I bet we could have even put it into the Gunpower manufactory under the argument we need to to fight Eggman. But given that we took the two I think it's best for us to focus on research with our mandate as there is a lot of sonic to get through and if we want to stay relevent it's probably the most important field and hopfully will give us more opportunities to get more dice or improve other dice through innovation.

Not really the total mandate die could only be used in projects related to the Eggman Empire and the other option could only be used to the Eggman Empire and Mysterious Signal.

Projects related to both are fairly cheap, Mysterious Signal is one or two turns from being completed as of now. At least with these 2 Mandate dies can be applied anywhere.
 
Not really the total mandate die could only be used in projects related to the Eggman Empire and the other option could only be used to the Eggman Empire and Mysterious Signal.

The Eggman Empire is at the top of our current threat list, we're going to be dumping a ton of dice on it. Having our mandate focused on Eggman isn't a drawback since we have to focus on Eggman anyway. We can't just let him take over cities and build super weapons in the background.

We've got lots of high value Eggman tagged projects and we're likely to unlock a lot more too. We want to win an early victory against the Eggman Empire. Getting samples of tech to copy, smashing up enemy infrastructure, or even stealing a Chaos Emerald from are all big things that could change the strategic landscape.

Projects related to both are fairly cheap, Mysterious Signal is one or two turns from being completed as of now. At least with these 2 Mandate dies can be applied anywhere.

Many of those 'cheap' projects are much higher value than our current infrastructure options. If you want an example, Wreckage Examination has a bigger bonus than the Hangar and that bonus is much more likely to come up in the next few turns.

The Lab upgrades have the largest theoretical impact (because we've got lots of research dice), but still struggle against the weight of opportunity cost. Just putting those mandate dice on research directly gets us a comparable reward much faster.
 
Ima try one more plan draft in the hopes we can do somthing focusing our mandate die on research pulling what I think is popular about other plans into it.

[X] Plan: Drown Eggman in bots and research.
-[ ] 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)
-[ ] 3 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[ ] 2 Die, Investigate Interference Signal (M)(145/200) - (???)
-[ ] 2 Die , Badnik Wreckage Examination (M)(0/100)
-[ ] 1 Die, Investigate Mobian Backgrounds (0/50)
-[ ] 1 Die, Investigate Robbery Reports (161/200)

Biggest thing here that may be weird is 3 dice on Urban Deployment Plans. However it evolves into new projects that hopfully will also grow our deployment. We have 16 gunpower and most of it is laying fallow. We should try to be able to deploy most if not all of it at once for maximum benefit.

Willing to change it though if argued against.
 
[x] Plan: The Magic of Prioritization
- [x] Badnik Search and Destroy (3 Gunpower)
- [x] Station Square Defense (2 Gunpower)
- [x] Prison Island Hangar Restoration (M)(35/200) 1 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 (M)(0/75) 2 Mandate dice
- [x] Badnik Wreckage Examination (M)(0/100) 2 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)
 
Vote closed
Scheduled vote count started by Bulborbish on Apr 20, 2024 at 9:30 PM, finished with 26 posts and 19 votes.

  • [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: The Magic of Prioritization
    -[X] Badnik Search and Destroy (3 Gunpower)
    -[X] Station Square Defense (2 Gunpower)
    -[X] Prison Island Hangar Restoration (M)(35/200) 1 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 (M)(0/75) 2 Mandate dice
    -[X] Badnik Wreckage Examination (M)(0/100) 2 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)
    [X] Plan: stop the signal and prepare for war.
    -[X] Badnik Search and Destroy (5 Gunpower)
    -[X] Prison Island Hangar Restoration (M)(35/200) (1 die and 1 mandate die)
    -[X] Urban Deployment Plans (M)(32/75) (1 die)
    -[X] Organize Strike Force (M)(67/150) (2 dice)
    -[X] Investigate Interference Signal (M)(145/200) (3 dice)
    -[X] Modernizing the Fleet - Ground Units (M)(0/75) (1 dice)
    -[X] Investigate Robbery Reports (M)(161/200) (1 mandate die)
    -[X] Badnik Movement Tracking (M)(0/75) (2 dice)
    [X] Plan: Drown Eggman in bots and research.
 
OMAKE: Underground Rose
Underground Rose

It wasn't easy growing up in a world with Eggman in it, though Amy could admit that if it weren't for the mad scientist she wouldn't have ever met Sonic, Cream and the rest of her friends.

And she could admit Eggman made pretty good theme parks, shame they usually came with a million traps and badniks, plus the price for the tickets was downright insane! The popcorn tasted like petrol, but Amy wasn't that surprised about that, considering that some of his traps fired said popcorn as ammunition.

She still had a kernel shaped scar on her back, luckily her quills grew over it, and it made for a funny story at parties.

But humor couldn't hide a fact Amy knew from the moment she decided to join Sonic in his adventures.

She wasn't made for this.​

It was a bitter realization she had when she saw that Sonic wasn't the only one with special abilities, everyone of her fellow heroes had something that made them special.

Sonic has his speed, Tails had his tails and his genius intellect, Knuckles was strong enough to break metal with his bare fist, Tangle had her tail, heck even Cream could fly!

She didn't have anything like that, but while at the time her motivation had been simply to stay near Sonic, It had been enough to get her started on her own path.

She didn't have Sonic's speed? She would simply have to train her legs to keep up!

She didn't have super strength like Knuckles? She would hit the gym as hard as possible and strengthen her arms and core!

She couldn't fly like Cream? She learned how to swing her hammer hard enough to launch herself!

She wasn't as smart as Tails? She would just study strategy and help keep her friends safe!

She didn't have Tangle's ever stretching tail?... Well ok she hasn't come up with anything for that, but four out of five wasn't bad.

But it was at strategy where she found she excelled, since she couldn't just storm Eggman's bases singlehandedly like most of her friends could, she would instead observe and make plans, as a matter of fact it was her that planned the rescue mission for Cream!

Sonic and Knuckles would perform an attack from the front, distracting most of the Badniks, Tails would do flyovers on the Tornado alternating between attacking and scanning the area for signs of the capsules or wherever Eggman was keeping his hostages this times, while she would be in the Tornado as well, both keeping an eye on things and using her Piko Piko Hammer to smack away Eggman's AA missiles and any flying badniks that evaded the Tornado's guns.

It had been going well until Sonic had rushed ahead and broke into the main building, then a strange light had come and next thing she knows she's falling face first into the ground in some cage.

That bear had not been happy, sadly for it, neither had Amy.

After bending the bars enough to escape the cage, she left the unconscious bear behind (while she was all for freeing them, she knew better than to unleash a wild bear in a populated area) and hid in a bush in another enclosure to survey her new surroundings, and upon not seeing anything familiar and catching sight of people that looked like the same species as Eggman, she defaulted to the piece of advice she had given Cream so long ago.

Find a place to hunker down or make an escape plan.​

The escape plan was easy, she could see many buildings that had ACs and fire escape stairs that she could use to quickly climb and go to higher ground if she needed to, plus a lot of alleyways to lose potential pursuers, dead ends could be a problem, but there was only so much she could plan without having the lay of the land.

As she contemplated the pros and cons of going to higher ground to find a better vantage point to see the area, she heard and saw some strange new models of Badniks come flying up over the buildings, more than likely to check whatever silent alarm she had tripped upon getting out of the cage.

"Tsk!" She quickly looked around for any alternative routes other than the alleys, the possibility of hitting a dead end while being chased by flying badniks would more than likely get her swarmed and captured.

Then she saw it, a manhole cover… Well, not the worst place she's had to go into in her life, she could already tell she was going to have to burn her dress after this.

Throwing a rock to strike one of the light poles, she quickly rushed over when the Badniks turned to investigate the noise, grabbing onto those holes the covers have to let out fumes, she heaved the cover over her head and jumped in, letting the cover land back on its spot.

'Splash!!'

Yeah, definitely going to burn this dress after this.​





After she got out of the water (if that disgusting slop could be called that) she noted that the tunnel she was in was labeled, and made a mental note to return here later when she had a good way of rescuing that bear and returning it to nature, if Eggman didn't trap it in a Badnik first.

She was not looking forward to seeing what a Badnik with an animal of that size could do.

Well, no use thinking about that right now, she had been walking for a few hours now, doing her best to make a mental map of these sewers, noting how little signs of tech or Eggman's logo there were, guess Eggman hasn't gotten around to taking over the underground yet.

Good, that means there's a chance to make a base in this place, she just needs to find both an open enough place and start making some barricades, hopefully find Tails so that he can build some more defenses.





It didn't take her long to find an open area where a lot of the pipes seemed to converge, letting out their contents into a huge container at the bottom, a permanent whirlwind showing that the water was flowing down towards some other part of the system.

She wrinkled her nose at the smell, but considering there were only three entrances she could see, this was probably as good a base as any.

Leaning over the railing to take a better look at the place, she noticed something in the water below "is that… A frog?" she blinked at the sight of a rather large frog swimming against the current of the whirlwind, and doing a rather good job of it too.

She was preparing herself to jump into the water to save it when…

'SPLASH!'​

She stumbled back, instinctively summoning her hammer and getting ready to swing as a figure launched out of the water and landed in front of her.

"Hello!"

Amy paused upon hearing the cheery greeting, before fully taking in the figure in front of her, the first thought to pop into her mind was.

That's a big cat

Indeed, standing in front of her, shaking himself free of the water was a large purple cat with a white underbelly and muzzle, standing even taller than Vector and Vanilla, in one hand he had the frog, the other was waving at her.

Shaking her head to get herself together, she unsummoned her hammer, putting on a smile "hello there! I'm Amy Rose, who might you be?" The cat smiled and said "I'm Big" then he gestured to the frog "and this is my friend Froggy!"

Amy found herself relaxing as she continued to talk to Big, at first she thought he might have been captured by Eggman, but it turns out he just happened to be fishing nearby when that bright light occurred, that fact alarmed Amy, if the light reached Big, then who else might have been caught? She needed to find the others fast, but she also needed to make sure they had a place to bring all the displaced into.

Taking a deep breath to center herself (and regretting it due to the smell) she turned to Big "well Big, don't you worry, me and my friends will get you back home, but first I need to reinforce this place" she extended her hand up towards him "will you help me? You don't have to fight or anything, just help me find some loose pieces of junk to make this place more defensible" Big shook her hand with a smile and pointed towards a corner "I've been throwing a lot of thrash over there, maybe it could help?" Amy turned towards the corner, seeing a pile of plastics and cardboard, most of it waterlogged.

"I would prefer some metal sheets, but I have worked with less! Let's do this Big!" And as she and her new friend started looking through the pile, she couldn't help but look up towards the ceiling.

"Hang on guys, I'll be there soon"

AN: Mah boy Big has appeared and Amy is out here taking free real estate away from the Ninja Turtles!​

IDWs and frontiers version of Amy is my favorite, she's still a sweet girl but they actually made her a competent leader for the resistance/restoration, of course she eventually quit but not being good with paperwork doesn't take away from the fact she really stepped up during the whole Metal Virus event.
 
I just noticed I have 9 tens in my Amy and Big omake, so close to a ten out of ten joke!

It's almost perfect, heh heh...

I'll see myself out
 
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